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m (Protected "Missiles" (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite)))
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Armour Piercing is applicable to any weapons designated as Armour Piercing
 
Armour Piercing is applicable to any weapons designated as Armour Piercing
   
Missile Volleys - A character can still try to dodge 4 or more missiles. The number of missiles a character can try to dodge is equal to 3 + the character's level + any PP bonus they may have. After that number is surpassed the character is a -1 for every missile beyond their dodge number.
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Missile Volleys - A character can still try to dodge 4 or more missiles. The number of missiles a character can try to dodge is equal to 3 + the character's level + any PP bonus they may have. After that number is surpassed the character is a -1 for every missile beyond their dodge number.
   
 
Example:
 
Example:
   
Johnny Power Amour Pilot has a volley of 8 missiles fired at him. He is 3rd level and has a PP bonus of +1.
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Johnny Power Amour Pilot has a volley of 8 missiles fired at him. He is 3rd level and has a PP bonus of +1.
   
 
That means he can dodge up to 7 missiles without penalty (3+3+1) but since he has 8 fired at him he is at a -1 to dodge the volley.
 
That means he can dodge up to 7 missiles without penalty (3+3+1) but since he has 8 fired at him he is at a -1 to dodge the volley.
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That said, all dodge bonuses still apply in general.
 
That said, all dodge bonuses still apply in general.
   
All missiles in Palladium are Guided unless stated otherwise stated. This includes mini missiles. This gives all missiles a bonus of +2 to strike on top of any other weapon proficiency or targeting system bonuses.
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All missiles in Palladium are Guided unless stated otherwise stated. This includes mini missiles. This gives all missiles a bonus of +2 to strike on top of any other weapon proficiency or targeting system bonuses.
   
Some missiles will also be "smart" missiles. These missiles will continue to attack even if they miss. After the initial attack, treat smart missiles as having 1 action (they attack the designated target) with a +5 to strike. Medium Range missiles can attack for 2 additional turns while Long Range missiles can attack for 3 additional turns.
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Some missiles will also be "smart" missiles. These missiles will continue to attack even if they miss. After the initial attack, treat smart missiles as having 1 action (they attack the designated target) with a +5 to strike. Medium Range missiles can attack for 2 additional turns while Long Range missiles can attack for 3 additional turns.
   
See new Missile table for Missile types.
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See new Missile table for Missile types - https://www.worldofjaymz.ca/palladium/missile_table.txt
   
 
Note - All medium range and long range missiles can be designated smart missiles IF the GM allows it.
 
Note - All medium range and long range missiles can be designated smart missiles IF the GM allows it.
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Note – this is something that can be done with current technology (see f-14 example below)
 
Note – this is something that can be done with current technology (see f-14 example below)
   
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Pupil recognition multi-lock missile targeting "Look and Lock system" (mid to late 21st century traditional aircraft, Chaos Earth, Rifts, Macross, late 2nd Robotech War and later Veritechs and Destroids)(appears as the pupil pistol during the 2nd Robotech war)
 
Pupil recognition multi-lock missile targeting "Look and Lock system" (mid to late 21st century traditional aircraft, Chaos Earth, Rifts, Macross, late 2nd Robotech War and later Veritechs and Destroids)(appears as the pupil pistol during the 2nd Robotech war)
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Note – pupil recognition is how many weapons in Rifts, Robotech, etc track and target the enemy to begin with in my opinion.(see F-35 below for a similar real world example)
 
Note – pupil recognition is how many weapons in Rifts, Robotech, etc track and target the enemy to begin with in my opinion.(see F-35 below for a similar real world example)
   
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Maximum number of missiles allowed to fire in these manners is limited by the weapon system used.
 
Maximum number of missiles allowed to fire in these manners is limited by the weapon system used.
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Note – only guided missiles can be used by either system
 
Note – only guided missiles can be used by either system
   
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Real world examples
 
Real world examples

Revision as of 01:38, February 23, 2020

Missile spam
There are no changes to the rules on page 362-365 in Rifts Ultimate Edition except for the following:

Armour Piercing is applicable to any weapons designated as Armour Piercing

Missile Volleys - A character can still try to dodge 4 or more missiles. The number of missiles a character can try to dodge is equal to 3 + the character's level + any PP bonus they may have. After that number is surpassed the character is a -1 for every missile beyond their dodge number.

Example:

Johnny Power Amour Pilot has a volley of 8 missiles fired at him. He is 3rd level and has a PP bonus of +1.

That means he can dodge up to 7 missiles without penalty (3+3+1) but since he has 8 fired at him he is at a -1 to dodge the volley.

That said, all dodge bonuses still apply in general.

All missiles in Palladium are Guided unless stated otherwise stated. This includes mini missiles. This gives all missiles a bonus of +2 to strike on top of any other weapon proficiency or targeting system bonuses.

Some missiles will also be "smart" missiles. These missiles will continue to attack even if they miss. After the initial attack, treat smart missiles as having 1 action (they attack the designated target) with a +5 to strike. Medium Range missiles can attack for 2 additional turns while Long Range missiles can attack for 3 additional turns.

See new Missile table for Missile types - https://www.worldofjaymz.ca/palladium/missile_table.txt

Note - All medium range and long range missiles can be designated smart missiles IF the GM allows it.


Optional Multi-Lock Missile Rules


Multi-lock targeting systems for firing missiles at multiple targets per x actions/attacks

Multi-lock missile targeting (late 20th to early 21st century traditional aircraft. 1st Robotech War to early 2nd Robotech War Veritechs and Destroids)

Must make a weapon systems skill check at a penalty of -5% per additional target beyond the first. IE 4 targets is a penalty x3 (-15%) for three additional targets.

Must fire an equal number of missiles of the same missile type at each target. IE 4 targets would require 4, 8, 12 etc missiles of the same type to be fired.

If the skill check is successful the pilot makes a single attack roll with all applicable strike bonuses to hit all locked targets. All targets use this result for defensive purposes as necessary.

The pilot may still fire on a failed skill check but negates all strike bonuses rolling only an unmodified d20 to strike.

The pilot may choose to forego the attack, forfeiting their attack, as to not use up payload.

Limitations on the number of targets and specific penalties will be listed with each specific unit.

This tactic requires 2 actions to perform.

Note – this is something that can be done with current technology (see f-14 example below)


Pupil recognition multi-lock missile targeting "Look and Lock system" (mid to late 21st century traditional aircraft, Chaos Earth, Rifts, Macross, late 2nd Robotech War and later Veritechs and Destroids)(appears as the pupil pistol during the 2nd Robotech war)

Must make a weapon systems skill check at no penalty. (Effectively looking at the target correctly in order for the system to tag and lock them)

Must fire an equal number of missiles of the same missile type at each target. IE 4 targets would require 4, 8, 12, etc missiles of the same type to be fired.

If the skill check is successful the pilot makes a single attack roll with all applicable strike bonuses to hit all locked targets. All targets use this result for defensive purposes as necessary.

The pilot may still fire on a failed skill check but negates all strike bonuses rolling only an unmodified d20 to strike.

The pilot may choose to forego the attack, forfeiting their attack, as to not use up payload.

Limitations on target numbers will be listed with each specific unit.

This tactic requires a single action to perform.

In the event of a system failure (not skill failure), the craft can use the traditional method of multi-locking at a reduced rate. See specific units for the number they can lock this way.

Note – pupil recognition is how many weapons in Rifts, Robotech, etc track and target the enemy to begin with in my opinion.(see F-35 below for a similar real world example)


Maximum number of missiles allowed to fire in these manners is limited by the weapon system used.

IE if a missile launcher can only fire a maximum of 20 missiles in a volley that is the most you can fire in multi-lock style attacks. Furthermore if you cannot divide that evenly it may be less. IE if you are firing on 6 targets you are capped at 3 missiles per target and 18 total.

Note – only guided missiles can be used by either system


Real world examples

F-14 Tomcat

Target, lock, and fire on up to 6 separate targets at once (active radar guided, and infrared homing missiles only)

F-35 Lightning II

Helmet mounted display system allows visual recognition target designation.

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