RIFTS® IS © 1983, 1987, 1988, 1990 KEVIN SIEMBIEDA;
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Robots and powerarmors have to be treated slightly different
from normal humans in protective clothing.
The piloting Robots and powerarmor skills are present
for a reason. The best way to simulate a robot combat and give the powerarmors
a downside is to use the following rule:
Each instance during combat when a pilot must make a skill
roll:
To calculate the number of attacks a pilot gets when inside
the armor, you have to follow this procedure.
All robots and powerarmors have some common features.
Those written in the main book are all tools, but it lists a minimal of
the safety features available. Powerarmors and Robots have to have numerous
safety features because there is too much that can go wrong.
[Listed from the main book page 214] | |
* Nuclear powered | * Radar |
* Combat Computer | * Targeting Computer |
* Laser Targeting System | * Radio Communication |
** External Audio Pickup | ** Spotlights |
** Ejector Seat | ** Self-Destruct system |
** Voice Actuated Locking System | * Complete Environmental compartment |
[Additional features] | |
* Hotloading weapon mechanism | * Energy weapon safety shutdown |
* Ammunition dumping system | * Auto ejection system |
* - robots and power armors ** - robots only
All missiles and explosive weapons are loaded to be active
in the launch tube / barrel. No matter what kind of fuse is used, they
are active in order to remove any minimal range. This option can be deactivated.
If the hotloading mechanism is deactivated, there is no
possibility of the ammunition exploding while in the chamber. However,
there is a 20% chance that the weapon will never become active and does
only 10% of its damage.
This is a pilot activated feature. It will dump all the
ammunition for the selected weapon. It is a generally good idea to stand
still while dumping ammunition. All ammunition that is dumped is not active.
The weapons used in robots and powerarmors will inevitable
develop heat at alarming rates. The heat can cause electronics to fry or
an electrical feed-back. Both of which will destroy the weapon and much
of the equipment around it.
So the combat computer keeps tabs over the heat development
in each weapon. When the heat reaches a certain level, the computer will
shut the weapon down. As soon as a cleared heat level has been achieved
(usually half of maximal heat) the weapon is turned on-line again.
This feature can be deactivated at the risk of melting
electronics or causing a power-failure.
All robots have an auto ejection system. It will eject
the pilots compartment from the robot as soon as 95% of the main body has
been destroyed. The system will give the pilot a 1,5 second Bitching Betty
signal to the pilot before activating the ejection system.
The 1 second is meant to give the pilot time to prepare
for the ejection and possibly reduce the damage he/she suffers from the
ejection.
This feature can be disabled.
Most robots and powerarmors have weapons built in the
main body. These weapons use another set of rules for penalties and bonuses.
This is due to the fact that these weapons most often have some form of
movement compensators and other finesses provided to make them more accurate
in a modern combat situation.
Internal weapons can be considered squad support weapons.
But since they are tied up to a Targeting Computer that helps the pilot/gunner
direct fire.
Weapons mounted on robots and powerarmors have different
short/long ranges than infantry. This is due to the additional gadgets
located in the armors.
Range: | Effect: |
Short Range (500 ft.) | + 1 on all attacks (except physical!) |
Long Range (>500 ft.) | No bonus, see penalties for exceeding weapon ranges |
As a general rule regardin what weapons can fire how often, use the
following:
Weapon type: | Firing speed |
Missile launchers | Can fire a total missiles, equalling twice the maximal volley in number, per melee. This is because the loading mechanism needs time to load and lock the missiles in place. |
Energy weapons | Unless a capacitor is used, these weapons can fire nearly indefinetly (see energy weapons). |
Ballistic weapons | These weapons can fire as long as there is any ammunition in them. However, heat buildup may cause cock-off! |
E.x.1 The UAR-1s minimissile launcher can fire a volley of 4 missiles max. The robot has a total of 40 missiles in hold, however, it can only fire missiles totalling 8 per melee.
In Rifts, there is no note of what happens if a weapon
is damaged and the effects of using such a weapon on full automatic. Most
players will use ballistic weapons on full automatic if they know they
have resupplies nearby, which is logical. However, they fail to take into
account that using a weapon at full automatic will inevitably cause internal
damage.
Ballistic weapons include: Railguns, Auto-cannons, Gatling guns, Gravity cannons, missiles and all weapons that fire a solid, non-energy based projectiles. |
The ammunition used in ballistic weapons vary from weapon
to weapon. Some use High Explosive weapons while others use armor piercing.
Some just use SABOT or Tungsten rounds (solid non-explosive cores).
Criteria:
Missile weapons have a shielding that makes ammunition
explosions due to direct hits impossible before the MDC of the weapon is
reduced to 75%.
When a successful hit occurs:
Whenever a weapon that uses explosive ammunition is hit
there is a 5% chance that the ammunition loaded will detonate. If the ammo
in the weapon detonates, there is a 10% chance that the rest of the ammunition
in the storage will detonate.
Damage inflicted:
Ammunition explosions cause the rounds to detonate doing
damage equal to one round times the number of rounds that go off.
If only the ammo in the weapon goes off, consider the
number of shots to be equal to a burst (if listed in the damage sector.
If not, consider it to be only 1 shot). Ammunition explosions that do damage
(no matter how much) will destroy that weapon. It cannot be used any more
and must be replaced.
Missiles launcher detonations will cause all missiles
in the volley to detonate. The other missiles in storage may still detonate
(10% chance).
Ammunition explosions have a penetration potential equal
to 100% of the total damage.
E.x.1 A Type-1 Brute equipped with a mini-missile launcher (40 missiles, up to 8 missiles in a volley) is hit in the launcher for 40 MD. The launcher has 120 MDC of which 75% is 90 MDC. The current MDC of the launcher is 80, meaning that any shots against it has a 5% chance of causing an ammo explosion. The defender (the Brute) roll 1D100 and gets 42. The missiles loaded in the pack do not explode. Since they didn't explode, the ammunition in storage will not explode.
E.x.2 The Brute is hit for 15 MD more, reducing it to 65 MDC. The Brute rolls and get 3! Ammunition explosion. Since the weapon can fire a volley of up to 8 missiles (8 missiles are loaded in the launcher), all of them go off doing 1D4x10 x 8 MD! The Brute roll again (against internal ammo explosion). He rolls a 7! The rest of the ammunition explodes too inflicting 1D4x10 x 32 MD! Needless to say, the Brute went out in a ball of fire.
NOTE 1: The missiles in a launcher go active the moment they are in the launch tube. This ensures that there is no minimal range for the missiles. |
NOTE 2: Standard railgun ammunition is not explosive in nature so it is not prone to ammunition explosions. |
Using weapons on full auto will increase the heat signature
of the vehicle using it. This may also cause cock-off, or in-voluntary
firing. Unlike hand weapons, internally mounted weapons have superior cooling
capacities than exterior weapons.
Criteria:
A general rule is that ballistic weapons (excluding missile
launchers) can fire at full auto for 30 seconds (2 melees) before in-voluntary
cock-off.
Missile launchers can fire up to 3 full volleys consecutively
before there is a chance of involuntary cock-off.
Cock-off for rounds:
When the criteria have been met, there is a cumulative
5% + 5% per shot fired chance of a cock-off. (see example 1 and 2)
Whenever a round/burst is cocked off, there is a 15% +
5% per melee chance that the round isn't completely loaded. This will cause
the round to go off (explode if explosive round) and destroy the weapon.
(see example 3). If the round is explosive, treat it as an ammunition explosion
and roll for internal explosion.
Cock-off for missiles:
When a missile cocks-off, the warhead explodes. It does
not matter if the fuse is set on contact, height or time. The heat in the
tube causes propellant fumes to explode.
There is a cumulative 3% chance of a missile cocking off
per missile fired over the criteria. (see example 4)
Roll to see if the rest of the ammunition goes off.
E.x.1 During a prolonged battle, Johny B. becomes desperate he decides that it's all or nothing. He starts using full melee bursts. Three melees later, the weapon is overheating. He fires a burst (10 rounds). The cock-off percentage is 10 x 5% = 50%. He rolls a 34, resulting in a cock-off. There is a 15% chance the weapon will be destroyed by the cock-off. He rolls an 82. No damage to the weapon.
E.x.2 Johny B. doesn't heed the warning of an automatic cock-off. He fires another burst. This gives him 10 x (5+5) = 100%. Automatic cock-off. He rolls again to see if the weapon is damaged. 15 + 5 = 20% of damage to the weapon. He rolls a 47.
E.x.3 Johny B. has continued firing bursts for three consecutive melees (since example 2). Each of the shots caused an automatic cock-off, but he was able to avoid weapon damage. This time though, he has 15 + (5 x 4) = 35% damage chance. He rolls a 14. The weapon takes damage equal to one round. He then rolls to see if the rest of the ammo explodes. He rolls 93. No internal ammo explosion, but the weapon is destroyed.
E.x.4 Johny B. fires off some missiles. He has been firing two full volleys for the past three melees. Each volley consists of 10 missiles. The cock-off chance on his next shot is 10 x 3 = 30%.
Energy weapons don't have cock-off or ammunition explosions.
They are however more prone to circuitry failure and extreme heat peaks.
Energy weapons create a lot of heat as a by-product. Although
energy weapons have well developed cooling systems, they cannot compensate
for the heat buildup.
The weapons heat production factor are:
Weapon type: | Heat Factor: |
Plasma | 4 |
Ion / Particle | 8 |
Laser | 10 |
The heat factor is used to determine just how many melees of bursting
will go til the weapon shuts down as a safety precaution. Pulse weapons
are the exception.
The weapon will remain off-line for 1D4 melees.
If the safety shutdown feature isn't active and the weapon passes the
shutdown time, the weapon has a cumulative 5% chance of blowing up (5%
per melee of consecutive bursting) and a 10% cumulative chance of frying
all electronics in the vicinity of the weapon.
If the weapon blows up, the damage inflicted equals twice the maximum
damage of one shot. The weapon is then destroyed.
If the weapon fries the electronics around the weapon, roll on the electronics
damage table. The location is where the weapon is placed.
Location: | Roll: | Effect: |
Arm + Leg | 01-20 | Paralyzed. The motoric control circuits have been destroyed. Limb is locked in nominal position. |
21-30 | Lost control all other limb mounted weapons (excluding punches and kicks). | |
31-50 | Sluggish response. The limb doesn't react up to normal speed. -2 strike and parry if arm, -3 dodge and -10% if leg. | |
51-80 | Weapons mounted on the limbs have a 20% chance of shorting out per shot/burst. | |
81-00 | Any special weapons or sensors do not response. | |
Main body | 01-10 | Sensor damage. Dual images, phantom blips, false identification. Thermographic and other special optics short all the time. -20% on read sensory equipment. |
11-15 | Radar / sonar lost. Must rely on visual sighting. | |
16-30 | Laser targeting lost. | |
31-60 | Secondary control panels in the cockpit take fire. This is a serious threat for powerarmor pilots, since the panel fire causes 1D6 points of damage to the pilot every half melee they are in the armor. | |
61-70 | Life support vents and analyzing shorts out. Internal oxygen supply activated although there is no warning to the pilot. | |
71-80 | Computer segment damage. Will not identify any targets. | |
81-00 | All weapon systems will go down in 1D4 melees. |
E.x.1 Johny B. has deactivated the energy safety. His ion cannon
does 4D6 MD. This means that after [(4 x 6) x 8 / 100] = 1.92 melees (round to 2 melees) of continual bursting the weapon aught to have shut down. However, this is melee 3. Johny B. has exhausted his payloads
for the other weapons and must rely on his ion cannon. Johny B. rolls to see if the weapon causes an explosion. 5% chance, and he rolls a 75. He then rolls to see if there is any electrical damage. 10% chance, he rolls a 43.
E.x.2 Johny B. continues. At the end of melee 4 he roll again on
the explosion. This time there is a 5+5 = 10% chance of an explosion.
He avoids it again. Rolling against an electrical malfunction, 10+10
= 20%. He rolls 8! MALFUNCTION! Since the weapon is mounted in the belly (main torso) of the robot, he rolls against the main body table. The roll is 93. All the weapons mounted on the robot will go off-line in 4 (1D4) melees.
E.x.3 Using his weapons while he still can, he fires again all through melee no 5. There is a 15% chance for the weapon blowing up and a 30% chance for electrical malfunction. He rolls against the explosion. A 14! The weapon does 2 x (4 x 6) = 48 MD points!
Robo jockeys have exhausting jobs. Some may say it isn't
that hard, as they are sitting most of their time. It is however extremely
exhausting since the human body is meant to be standing and not sitting.
Many more experienced jockeys will have had serious problems with their
knees at one point along their career. Others may get serious malnutrition
damages.
Physical considerations
The natural position of the human body is the standing
position. A person that sits in one position for more than 6 hours in a
stretch will eventually develop knee problems. Exercising regularly will
halt or slow down the damage to the knees.
Unless the body is exercised regularly, the character
will also loose stamina and strength. Living in the cockpit seat for more
than 3 weeks in a row will cause the character to suffer. Reduce PS, PP
and SPD by 1D4 until serious effort is put into exercising the body (at
least a two week program).
Using and relying too much on the armor in itself will
cause a state of insanity very much like the super syndrome. The character
feels like he is a superhuman while inside the armor. He/she identifies
with the armor and will use it as often as possible.
The character operates at normal levels of proficiency
when inside the armor, but at -1 to all combat bonuses and -12% to all
skills while outside of the armor.
This effect is most appropriate to be used on player characters.
It may occur that the characters will use the armors every day and every
waking minute during a campaign. If the character uses the armor continuously
for more than a week, have him/her roll a save vs. insanity.
In order to make the Glitterboy more vulnerable and place
it in the category it is supposed to be placed in, I have these following
additional rules:
Penetrating a robot can cause internal damage. What would
happen if the shot penetrated the armor and made toast out of the leg actuating
circuits?
Each time a penetration occurs (be it single shot or burst),
there is a 30% chance of it hitting something. Use the table found in the
Conversion Book on page 13.
The End