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Re: Lot of Questions
Posted: Mon Jul 12, 2004 4:53 pm
by Shin Kenshiro
Glitterboy Pilot wrote:Hi I have a lot of questions to ask so just bear with me. First of all I want to ask all the military/gun types here questions about certain guns. I want to ask about the UK's Podsenkowsky MCEM 2 pistol, Belgium's Fabrique Nationale 5.7mm 5-7 pistol and Austia's Steyr 9mm Special purpose pistol's reliability accuracy range recoil and damage is would do in rifts. Well I don't need the range for the fabrique nationale five seven but I do for the rest.
Next I was wondering if a character has a pp of 14 and hand to hand expert at lvl 1 how many melee attacks does he have? Also could a player that starts in North America have Japanese weapons or triax weapons to start? Also a gun or energy gun w.p. gets +3 to strike at first lvl. Do melee weapons have something like this?
Dodging a bullet is -8 so is it -8 to parry a bullet? And to go along with that can a PC parry a bullet with a gun? Can a PC parry an energy blast with a gun? And the parried weapons skill I know it exists in HU. Is it in any of the rifts books as a skill?
That is all the questions I have for now. I am sorry for all these noob questions but I read the rifts books years ago and never actually played before so I don't wanna become a burden to the other players and the GM during the game with questions.
It's ok, lots of people have the same questions. So heeeeeere we go.
1. Ranges for your weapons I don't know, but the way Palladium runs damage for round types, your pistols at will do 2d6 SDC in Rifts, though burst rules can apply if they are auto-capable. And your max range with those guns would be only 75 yards (150 feet). That's your best bet with handguns.
2. You find out your melee actions by doing this (I believe this is the most current set of official rules): 2 actions for living, + whatever actions your Hand to Hand skill gives you to start (which is 2 for expert), then +1 if you choose boxing. The maximum number of skills you can have at 1st level, barring any extra attacks given to you from different OCC's, is 5 at level one. You do not get extra attacks for your PP, no matter how high.
3. Dodging and parrying gunfire according to the rules is -10 and you receive no bonuses whatsoever. But you cannot add PP bonuses to strike when you use modern firearms according to the rules. So while dodging is nigh impossible (as in real life), hitting your target (especially a called shot) is far from easy. And your +3 bonus to strike is only if you fire a single aimed shot. You cannot burst for +3, that is only a +1 bonus.
4. Paired weapons is a skill in Rifts, but Palladium has never allowed it officially in regards to modern weapons except for very specific OCC"s (Gunfighter, Gunslinger...etc)
5. Depending on the power of the energy blast, you can parry just about anything in this game. Though if your gun is destroyed from parrying, any left over damage is applied to the person parrying.
That should be it.
Re: Lot of Questions
Posted: Mon Jul 12, 2004 5:05 pm
by Nekira Sudacne
Shin Kenshiro wrote:Glitterboy Pilot wrote:Hi I have a lot of questions to ask so just bear with me. First of all I want to ask all the military/gun types here questions about certain guns. I want to ask about the UK's Podsenkowsky MCEM 2 pistol, Belgium's Fabrique Nationale 5.7mm 5-7 pistol and Austia's Steyr 9mm Special purpose pistol's reliability accuracy range recoil and damage is would do in rifts. Well I don't need the range for the fabrique nationale five seven but I do for the rest.
Next I was wondering if a character has a pp of 14 and hand to hand expert at lvl 1 how many melee attacks does he have? Also could a player that starts in North America have Japanese weapons or triax weapons to start? Also a gun or energy gun w.p. gets +3 to strike at first lvl. Do melee weapons have something like this?
Dodging a bullet is -8 so is it -8 to parry a bullet? And to go along with that can a PC parry a bullet with a gun? Can a PC parry an energy blast with a gun? And the parried weapons skill I know it exists in HU. Is it in any of the rifts books as a skill?
That is all the questions I have for now. I am sorry for all these noob questions but I read the rifts books years ago and never actually played before so I don't wanna become a burden to the other players and the GM during the game with questions.
It's ok, lots of people have the same questions. So heeeeeere we go.
1. Ranges for your weapons I don't know, but the way Palladium runs damage for round types, your pistols at will do 2d6 SDC in Rifts, though burst rules can apply if they are auto-capable. And your max range with those guns would be only 75 yards (150 feet). That's your best bet with handguns.
2. You find out your melee actions by doing this (I believe this is the most current set of official rules): 2 actions for living, + whatever actions your Hand to Hand skill gives you to start (which is 2 for expert), then +1 if you choose boxing. The maximum number of skills you can have at 1st level, barring any extra attacks given to you from different OCC's, is 5 at level one. You do not get extra attacks for your PP, no matter how high.
3. Dodging and parrying gunfire according to the rules is -10 and you receive no bonuses whatsoever. But you cannot add PP bonuses to strike when you use modern firearms according to the rules. So while dodging is nigh impossible (as in real life), hitting your target (especially a called shot) is far from easy. And your +3 bonus to strike is only if you fire a single aimed shot. You cannot burst for +3, that is only a +1 bonus.
4. Paired weapons is a skill in Rifts, but Palladium has never allowed it officially in regards to modern weapons except for very specific OCC"s (Gunfighter, Gunslinger...etc)
5. Depending on the power of the energy blast, you can parry just about anything in this game. Though if your gun is destroyed from parrying, any left over damage is applied to the person parrying.
That should be it.
he's got it. except for that while palladium has never allowed paired weapons to be applied to moderrn weapons except for a few, they have never denyed it to any either. except that ONLY the Gunfighter can have paired Rifles. thus it is leagal by the rules for any character that can take WP's to have paired pistols or energy pistols.
Posted: Mon Jul 12, 2004 10:59 pm
by Nekira Sudacne
Glitterboy Pilot wrote:another question as I am playing a character in North America would it be possible to choose weapons from japan or triax as starting weapons? (lvl 1 character)
possible, yes, there are SOME there, mostly belonging to them who brought it. it IS possible, but only with GM's premission.
Posted: Tue Jul 13, 2004 1:14 am
by Shin Kenshiro
Nekira Sudacne wrote:Glitterboy Pilot wrote:another question as I am playing a character in North America would it be possible to choose weapons from japan or triax as starting weapons? (lvl 1 character)
possible, yes, there are SOME there, mostly belonging to them who brought it. it IS possible, but only with GM's premission.
I agree with Nekira (Wait!!! I TAKE THAT BACK!!!)
Triax stuff shows up on an uncommon basis in North America since Triax will sell to anyone, which annoys the CS to no end. But Japan stuff would HAVE to be the GM's call, and you'd better have a good story for how he got it. While the Japanese and the Americans collaborated on the development of the SAMAS and Glitterboy, the weapons currently in use by the Republic of Japan, Otomo Shogunate, the New Empire, and the others are all new designs. Your best bet to even find a gun like that in the Western Hemisphere would be in the Dimensional Market in Splynn....probably from Horune Pirates.
Posted: Tue Jul 13, 2004 11:15 am
by R Ditto
I think there is supposed to be some sort of power pack somewhere, that had a large power capacity (equal to several e-clips) and actually recharged itself slowly over time. Might ba handy for various energy weapons.
The Triax weapons with the FSE style e-clips have a good capacity, but not much in the way of good ranges.
Japan weapons have some good ranges, IIRC.
If size/weight isn't a problem...
There is a rail gun from Triax/NGR that has a range of 6000ft (I think some Japan Rail Guns have such ranges also)
FQ has a nice rail gun with good ammo capacity also.
The Q2-30 from FQ is a rapid fire laser with a range of 3000ft. It is e-clip central, packing an e-clip (20 shots), 2 long e-clips (30 shots each) and an optional power pack (120 shots, which is odd since it has 6 times the capacity as a standard e-clip but it weighs 50 pounds).
The down sides are it size (needs PS 22) and is rare and not really available on the black market.
Another option I can think of for capacity and range would be a belt fed machine gun from the CoCW. Using Ramjet rounds, the bigger HMGs like the M-2 had effective ranges out to several miles (and was used for Anti-Air).
The .50 caliber GECAL 50 6 barrel gatling gun is a major "bullet hose". It has good range, could use really long belts of ammo, and ruin anyone's day with its rate of fire of 133 rounds per second. Ramjet rounds do 5D6 MD for a burst of 20 rounds. On a side note, the high powered bad boy gat gun could get close to 1D4 MD per round using explosive rounds.
Posted: Tue Jul 13, 2004 1:01 pm
by Vrykolas2k
R Ditto wrote:I think there is supposed to be some sort of power pack somewhere, that had a large power capacity (equal to several e-clips) and actually recharged itself slowly over time. Might ba handy for various energy weapons.
The Triax weapons with the FSE style e-clips have a good capacity, but not much in the way of good ranges.
Japan weapons have some good ranges, IIRC.
If size/weight isn't a problem...
There is a rail gun from Triax/NGR that has a range of 6000ft (I think some Japan Rail Guns have such ranges also)
FQ has a nice rail gun with good ammo capacity also.
The Q2-30 from FQ is a rapid fire laser with a range of 3000ft. It is e-clip central, packing an e-clip (20 shots), 2 long e-clips (30 shots each) and an optional power pack (120 shots, which is odd since it has 6 times the capacity as a standard e-clip but it weighs 50 pounds).
The down sides are it size (needs PS 22) and is rare and not really available on the black market.
Another option I can think of for capacity and range would be a belt fed machine gun from the CoCW. Using Ramjet rounds, the bigger HMGs like the M-2 had effective ranges out to several miles (and was used for Anti-Air).
The .50 caliber GECAL 50 6 barrel gatling gun is a major "bullet hose". It has good range, could use really long belts of ammo, and ruin anyone's day with its rate of fire of 133 rounds per second. Ramjet rounds do 5D6 MD for a burst of 20 rounds. On a side note, the high powered bad boy gat gun could get close to 1D4 MD per round using explosive rounds.
The power pack is in Rifts mercenaries... for the one that's "commonly available", made by NG.
Posted: Tue Jul 13, 2004 1:21 pm
by Borast
Glitterboy Pilot wrote:another question as I am playing a character in North America would it be possible to choose weapons from japan or triax as starting weapons? (lvl 1 character)
No and yes...
Japanese weapons, no. They are unavilable outside Japan, with MAYBE the exception of China...we'll have to wait to see.
Triax weapons, yes...some of them are available in the North American market. If you have the Rifts Sourcebook, you'll have almost all of the Triax weapons commonly availble on the market in North America. For the rest, they would likely only be available to NGR personnel on "diplomatic" duty to FQ or the CS states, and certain FQ/CS military units testing the possibility of integration of technologies, and reliability thereof.
As for the payload and not worrying about damage - the JA-11 is a 1200 metre laser (most others being about 600 or under) with a (total) payload of 40 shots doing 2D6 or 4D6 damage. Or, the JA-12 does 4D6 (+1 to hit), or a tri-pulse of 1D6x10 (no bonus), and has the same 40 shots. (Both having 60 shots with Long e-clips.) The only thing that typically has a chance of hitting you are rail-guns and missiles before your target halves (or more) the distance between you!