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Re: Artillery in Rifts

Posted: Tue Jul 06, 2010 8:49 pm
by Gamer
Without GPS the Dragonfire fire control is now just a paperweight.
I'd rather have the 2B9 Vasilek 82mm, or the 2S31 Vena.

Re: Artillery in Rifts

Posted: Wed Jul 07, 2010 6:40 am
by Rimmer
Palladium really needs a Military weapons expert and or Liason, or at least somebody with an idea/clue on modern weapons.

Re: Artillery in Rifts

Posted: Wed Jul 07, 2010 4:45 pm
by The Galactus Kid
Only slightly off topic...The X-5050 in Triax 2 originally was a walking artillery platform that had a gun similar to the Ka-Kuma Iron Bear from Japan in place of the heavy Particle Beam.

Re: Artillery in Rifts

Posted: Wed Jul 07, 2010 5:49 pm
by The Galactus Kid
Abub wrote:Isn't the abolisher robot basically an artillery unit meant for very long range bombardment?

Yes, but I don't know off the top of my head what the ranges are. Artillery in Rifts usually has an awful range and is sometimes limited to a few thousand feet.

Re: Artillery in Rifts

Posted: Wed Jul 07, 2010 6:32 pm
by Wooly
Gamer wrote:Without GPS the Dragonfire fire control is now just a paperweight.
I'd rather have the 2B9 Vasilek 82mm, or the 2S31 Vena.


There are a lot of ways to plot mortar coordinates besides GPS.

Laser guided would be feasible so would tracking on active sensory system (i.e. radar) and drones. Plus there is good old fashion call for fire over the radio. You can have your 1960s technology commie crap. :P

Re: Artillery in Rifts

Posted: Wed Jul 07, 2010 11:21 pm
by Gamer
You can plot the Dragonfire fire control all you want without GPS but you will not get the hits the GPS system would ensure, you will expend lots of rounds to get one target as we've done years beforehand.

That 1960s commie crap is mounted on a Hummer and called the scorpion.
http://www.youtube.com/watch?v=-5i7AzcNbsU
It was the basis for the AGRAB system now, and is also the basis of the dragonfire, it's funny how they had to go to the commie crap of the 60's to create these weapons today.

2S31 Vena is better than any mobile system we have and can fire any 120 mm round we make as well.

You can have your falliable technology crap that won't exist in Rifts anytime soon, I'll stick with the proven reliable. :P

Re: Artillery in Rifts

Posted: Thu Jul 08, 2010 8:09 am
by ShadowLogan
The Galactus Kid wrote:
Abub wrote:Isn't the abolisher robot basically an artillery unit meant for very long range bombardment?

Yes, but I don't know off the top of my head what the ranges are. Artillery in Rifts usually has an awful range and is sometimes limited to a few thousand feet.

I looked that particular unit has a 6k ft range (SB1O) which is quite pathetic compared to Rifts Japan's Ka-Kuma (7miles, minimum range though, better damage) that someone mentioned.

Even more so when compared to Robotech's 1E Mac2/3 artillary cannon that reaches 10miles (has a minimum range and slightly less powerful round though), 2E is even better than that. Then there is the VHT in 2E with its projectile cannon with its range based on type of shell (2500ft-4miles) and equal/superior damage (except for the obvious smoke).

For an Artillery unit, the CS Robot is outclassed by other Robot platform examples in the Palladium system to date.

Re: Artillery in Rifts

Posted: Thu Jul 08, 2010 11:33 am
by ZINO
Artillery in Rifts can be used and work well . however rifts earth is mobile as well so there a balance ,trust me i seen my player bomb the hell hell out of the coalition troops, but also over run by them as well .that not mentioning other factors as well ( like air support , infantry support Oh magic support as well ).

the Dragon Fire (mortar)
http://en.wikipedia.org/wiki/Dragon_Fire_%28mortar%29
http://upload.wikimedia.org/wikipedia/e ... ropped.jpg

CAESAR self-propelled howitzer
http://en.wikipedia.org/wiki/CAESAR_sel ... d_howitzer

http://upload.wikimedia.org/wikipedia/c ... CT6026.JPG

are the best hit and run ,add some innovation like auto re-loader systems and set it self up WHAM you can do serie damage and give support miles away

Re: Artillery in Rifts

Posted: Thu Jul 08, 2010 11:52 am
by The Galactus Kid
ShadowLogan wrote:
The Galactus Kid wrote:
Abub wrote:Isn't the abolisher robot basically an artillery unit meant for very long range bombardment?

Yes, but I don't know off the top of my head what the ranges are. Artillery in Rifts usually has an awful range and is sometimes limited to a few thousand feet.

I looked that particular unit has a 6k ft range (SB1O) which is quite pathetic compared to Rifts Japan's Ka-Kuma (7miles, minimum range though, better damage) that someone mentioned.

Even more so when compared to Robotech's 1E Mac2/3 artillary cannon that reaches 10miles (has a minimum range and slightly less powerful round though), 2E is even better than that. Then there is the VHT in 2E with its projectile cannon with its range based on type of shell (2500ft-4miles) and equal/superior damage (except for the obvious smoke).

For an Artillery unit, the CS Robot is outclassed by other Robot platform examples in the Palladium system to date.


I like the Ka Kuma and the MAC II (new and old), and I wanted Triax to have an artillery platform. That is exactly what the Black Death was designed to do/be.

Re: Artillery in Rifts

Posted: Fri Jul 09, 2010 2:29 pm
by ShadowLogan
Abub wrote:I don't have my books here but I thought it was like 30 miles. OK... well, that makes them really pieces that have to be just behind some front line troops.

Which Unit?

The Abolisher? SB1 Original lists 6000ft (CWC lists 10k ft, but penalties start to occur after 6k)

The Ka-Kuma? 7miles in Rifts Japan.

The Mac2/3? The Mac's 40cm cannons are 10miles on the Mac3, 12 on the Mac2 in 1E. 2E the Mac has 100mile range.

The VHT in 2E? The range does vary by the type of shell used.

Unless a future printing (or Book) changed the range those are the ones I have. Remember though one can fire beyond the effective range by the rules (RUE pg361 30% beyond the maximum effective range, -5strike). The Abolisher in CWC is the only one to actually remind the reader about the capacity (but does not follow the 30% rule, suggesting that is a general rule and exceptions exist).

Re: Artillery in Rifts

Posted: Fri Jul 09, 2010 7:27 pm
by glitterboy2098
IMO, the Abolisher is basically a Mortar Carrier, not really artillery per-say. it's a short range indirect fire system mounted on a platform allowing it to keep up with and deploy alongside the more direct fire "infantry assualt robots" of the Coalition.

the coalitions long range "artillery" is the Mk.V MLRS (from mercenaries). up to eight (?) LRM's in one volley, including tactical nuke warheads. with 500+ mile ranges.

Re: Artillery in Rifts

Posted: Fri Jul 09, 2010 10:34 pm
by Gamer
The Abolisher has nothing in common with the M1129, other than it's mobile and has armor.
The Abolisher has limited range, no indirect fire capability at all and the only reason it can fire over soldiers is it's size.

The Abolisher has more in common with the M50 Ontos than the M1129.

Re: Artillery in Rifts

Posted: Fri Jul 09, 2010 10:42 pm
by runebeo
We use to use some limited artillery in our game with a Psi-Ghost with a laser marker attachment, worked even when she was phased. You could do this with a Phantom Wolf as well.