Killer Cyborg wrote:cornholioprime wrote:Killer Cyborg wrote:
100 MD from the AoI in the armor, replenished as needed.
And incoming missiles can be shot down as well as dodged/rolled.
That MDC value of 140 is the
absolute minimum amount that the BM can take from the missiles, even with his dodges all being successful, per RUE's Missile Dodge Rules (as in, you don't get to get away from them completely).
If you're shooting form 4,000' away, a dodged missile might well explode pretty darned far behind the Battle Mage, far enough that he's out of range of the blast.
No such rules allowing for a complete miss of that type -unless I missed something in the RUE section on Missile Combat. Sure, it's a little munchy for a High Tech Character to "waste" missiles on a target as "insignificant" as a Battle Mage when the rules essentially say, "Missiles always hit, one way or the other" -but then again, it's pretty much a suicide mission for most folks to look at a creature armed with PA 109 missile technology and try to take it on.
4,000' is beyond the range of Frag missiles, so you can't use those unless you want to get closer.
High Explosive missiles have a blast radius of 5'.
Armor Piercing have a blast radius of 3'.
Plasma have a radius of 15'.
I did not see such a range limitation on ANY missile listed on the rollout of this SAMAS model (all for this armor have a range of
at least one mile in
Coalition War Campaign), and according to the cut-and-paste chart in RUE, it can be as much as 2-5 miles of range.
HE and AP can be dodged completely with a single attack.
Again, show me where you got this ruling from; if you're speaking of the BM being allowed to dodge an incoming missile attack, then
essentially dodge the Blast Radius in the same action (presumably that's what you're getting at), I don't see where that is listed in either RUE or the Original Edition.
It's admittedly easy for me to say that I might have missed it because I don't think that I've ever seen Missiles used on individual personnel before, but still.....
To recap, I don't see how the B.M. would be able to get off a couple of dodges against the missile in either Game Play Rules or "real" life (missiles typically propel their explosive force outward at supersonic if not hypersonic speeds). And I don't see it stated, anywhere, that the Missile Strike is to somehow be treated as one "attack" and the Blast Radius is to be treated as another "attack;" sounds to me as if the whole process, missile strike and detonation, is one instantaneous "action" that the Target gets to attempt
one action against.
Again, if you can show me where it might be stated otherwise, I'll be happy to correct myself.
Plasma missiles would require 2 dodges (taking 2 attacks) to get out of the blast radius completely. But a single casting of Impervious to Fire would negate them.
That would 'require' the player to metagame knowledge of the type of missile that is incoming towards his character (if someone can tell me how the BM would otherwise figure out the type of missile streaking towards him and then casting the appropriate counterspell, I'm all ears).
I'm just not sure that, in a gaming context, that the BM character gets to cast "Impervious to fire" just because the Player announced to the GM that he's using a Plasma Missile; in all "reality," the BM just shouldn't know -not when the missile in question is streaking towards him at speeds as high as 500 MPH.
Since one logically expects die rolls and resultant rolls to be much higher than that, the AoI likely goes out the window after the very first hit or two from the very first missiles (all those of you who think that that Spell is COMPLETELY unsuited to Rifts Combat against PA109 weapons, raise your hand) -and the Mage is still alive and armored only because RUE's Rules allow his AoI to soak up all of the hit.
And because of his super-heavy Naruni Force Field, and armor.
Playing the SAMAS Pilot in character, I'm not going to have him waste ALL of his missile attacks; The instant my character sees that a Missile is impacting against a shield/force field, I'll have him close to the 4000' range, count upon my superior Dodge and Hit capabilities, and chip away at his Force Fields and Armors, magical and otherwise.
Sure, I've got a penalty shooting at the BM as he is moving and dodging about, but my +10 bonus will more than offset my own Moving Target penalty; unfortunately for the B.M., no such bonuses apply (except for his Quick Draw Initiative, if it applies to rifles; B.Ms are supposed to get tremendous bonuses to Initiative).
And (here is the point I was making in that last post), the AoI could be put back up between missile volleys.
One AoI gets dropped or heavily damaged, another goes up.
Hence my character forcing the B.M. to keep erecting them, possibly by combining barrages of shots followed up by the odd Missile until his PPE runs out. PLUS, the B.M. has NO initiative bonus compared to the SAMAS to erect that Magic Shield (the Power Armor Pilot gets at least +10 if the OP's stats are to be believed, and Initiative is supposed to be rolled if a character wants to do a Magic Defense Counterattack Action per rules in RUE).
If we're speaking about the B.M.s attacks in the meantime, using RUE's "shooting at a moving target rules," the B.M. is as much as -6 to strike the SAMAS itself (300 MPH, -1 for each 50 MPH),
Sure.
But if the SAMAS is shooting while flying, he's going to be shooting Wild, so he'll be at -6 to strike as well.
Offset by Pilot/SAMAS bonuses which exactly cancel each other out. Meanwhile, the B.M. is -6 to hit back in return.
another -1 if it is actively evading the shots...and, worse, the B.M. has a penalty of as much as -10 to shoot down the Missiles (500 MPH, -1 per each 50 MPH); all those penalties don't even take into account the Pilot's Initiative and Dodge bonuses built into in his armor and from his training.
True enough.
By that same token, if the Battle Mage is moving around and taking evasive action, then the SAMAS is going to have trouble hitting him as well (though not as much, as there wouldn't be a speed bonus).
I think that that's under the heading of the B.M. being a Moving Target, so again the -6 Penalty will be canceled out by the SAMAS' +6 to hit.
Overall, if you flew off 4,000' away (and I'm not sure how you'd do that in an arena fight), you could manage a draw, because neither person could deal effective damage to the other one.
If the SAMAS isn't allowed to use its capabilities in combat to the fullest -in this case, an 'arena' whereby the SAMAS can go as high and as far as its construction allows -then this wouldn't be a "real" fight between the two, rather a handicapped SAMAS vs. a Battle Mage.
Agreed.
But I didn't set up the parameters of this fight.
And by that same token, if the Battle Mage isn't on a Ley Line or nexus, then he's not able to use his capacities in combat to the fullest.
It wasn't set up in an enclosed area, just a place in a "big battle" where they wouldn't be interfered with.
The Kevinomicon, Book of Siembieda 3:16.
16 Blessed art Thou above all others, O COALITION STATES, beloved of Kevin;
17 For Thou art allowed to do Evil without Limit, nor do thy Enemies retaliate.
18 Thy Military be run by Fools and Dotards.
19 Yet thy Nation suffers not. Praise be unto Him that protects thee from all harm!!