Base cost would be 1 CR per 1 M.D. of damage for a Burst (Single shot for those RGs like the Boom gun and Shemmarian that fire a canister round or one big slug).
Examples -
Rail Gun does 6D6 MD for a 40 round burst: Cost of ammo is 36 CR per 40 rounds, or 90 CR per 100 rounds.
Rail Gun does 1D4x10 MD for a 50 round burst: Cost is 40 CR for 50 rounds, or 80 CR per 100 rounds.
Boom Gun: 3D6x10 MD per shot: 180 CR per round.
Modifiers:
From Gun Manufacturer: -1D4x5% of cost.
Scavenged/Salvaged being resold: -2D4x10% (-1D4x5% if Pre-Rifts Boom Gun Ammo that has been proven legit and still in good condition)
Silver Ammo: Base x 5 (Manufacturer modifier still applies).
DU Rounds (Triax): Base x10.
U-Rounds (Triax): Base x 100.
War Zone: Base x (1D4+1), unless weapon type not normally used by either side in the conflict.
Rarity (Shemarrian, alien, military-only or no local source): Base x 10 for startup (plus at least one unused sample of the ammo) and purchase of at least 1,000 shots (bursts for MG type rail guns). Further purchases, once the person has plans for the ammo, are at double cost. There is also a chance of a misfire with this ammo on a natural 1 until 1,000 shots of it made by this source are used under normal battlefield conditions (literally; if they set aside the first 1,000 shots, or use them only on a firing range in order to circumvent this rule, keep it in effect with all ammo from the source until 1,000 shots ARE used in real combat. The purpose is to find the flaws in the ammo so that the manufacturer can correct the flaws in his manufacturing.)
This should cover most railgun ammo situations, but one. These bartering rules can be used for any trade, not just ammo.
Examples: "Seller" wins by 5 = gets 10% more of traded item, or only trades 90% of the requested substance.
Buyer" wins by 8 = gets 16% more of stuff wanted for original offered item, or gets to keep 16% of item offered.
Yes, I know that the percents don't really balance, but it is the GM, not the players, who decides which side of the bargain is affected.
P.S. Palladium hereby has full rights to use this system in future products with no obligation to me (other than a name mention, if they feel like it). Think of it as a way for me to pay back KS for the copy of Robotech I accidentally picked up from him in 1988, and as a public service to
STOP ALL THIS WHINING ABOUT RAIL GUN AMMO PRICES!!!!!!!!!!
1. Junk the current spell limitations as per numbers per round. Give the mage the ability to cast 1 spell per two attacks, rounded up, or two spells, if only 1 or two actions possessed. Of course, the enemy will have the same ability, and probably more attacks per round. Also remember that you can't cast in anything heavier than body armor.
2. PRE-ROLL all opponents' initiatives for TWICE the number of rounds you think it will take, factoring in bonuses. PUT THEM IN A TABLE, with room for designating who they are attacking, number of attacks, etc. Leave room for doing the same for the PCs.
Example (small scale - can't remember the Runner's Attacks per round):
Melee Round Number
Combatant | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | Attacks |
Fighting
----------+----+----+----+----+----+----+----+----+----+---------+---------
Runner #1 | 18 | 21 | 11 | 6 | 12 | 16 | 15 | 5 | 22 | 5 |
Runner #2 | 11 | 6 | 12 | 16 | 15 | 5 | 22 | 9 | 14 | 5 |
Runner #3 | 12 | 16 | 15 | 5 | 22 | 18 | 21 | 11 | 6 | 5 |
| | | | | | | | | | |
Splynn | | | | | | | | | | 5 |
Katrina | | | | | | | | | | 4 |
Victor | | | | | | | | | | 3 |
Note: On a table written in a smaller font, you might also want to include another column, giving the PCs' bonuses for initiative.
3. PREROLL A TABLE OF D20 ROLLS: If it works for percentile rolls for wargamers, it'll work here as well. Set up a table of 720 rolls (12 across & 60 down, or 15 across & 48 down, will work on most word processors or even text editors, for printing one page). The table can even be tabulated randomly by computer; a minimal use of programming ability. DO NOT USE THESE FOR PLAYER CHARACTERS, UNLESS THE PLAYER ASKS FOR YOU TO DO SO (using these for PCs makes the player a spectator). Use these only for the NPCs' combat & save rolls, modified by the items in -
4. SET UP A TABLE OF BONUSES FOR ALL: similar to the table in 2., it allows you to look at the die roll (or result in a column), and quickly determine success or failure. Usually, it's better to look at the table as the player is about to roll his attack/save, and immediately add and tell him/her that he succeeded or not. It only slows things down to have him roll, THEN look it up.
Maximum
Combatant |Strike|Parry|Dodge|Roll| Save Bonuses | SDC/HP | MDC/Armor
----------+------+-----+-----+----+--------------+--------+-----------
Runner-all| | | | | | |
| | | | | | |
Splynn | | | | | | |
Katrina | | | | | | |
Victor | | | | | | |
Optionally, One can expand the table to include both "suited-up" and out-of-RPA listings for each character.
5. For targets with "hit locations", such as RPA, vehicles, etc., you need to compile a table of each combatant's Maximum Body MDC, a space for Current Body MDC, and a few empty lines for non-body hits (like for people who do nothing but called shots on heads, for example).
Main Body MDC
Combatant | Maximum | Current | Other locations Hit/Remaining MDC
----------+---------+---------+---------------------------------------
Runner #1 | | |
| | |
| | |
| | |
Runner #2 | | |
| | |
| | |
| | |
Runner #3 | | |
| | |
| | |
| | |
etc.
6. PUTTING IT ALL TOGETHER: This will result in three tables, plus the list of pre-generated D20 rolls. For medium-size conflicts, the first two tables might even be on the same page. Now, take a GM's screen (such as the TMNT screen) or a folder, and stick these in (with paper clips) so that you can see all of them at once. Paper clips will allow you to substitute pages when different combats arise. A little more cumbersome is to use a notebook, with the table pages opposing each other.
CONCLUSION: While this will make preparation for the game a bit more cumbersome and time-consuming, it makes a definite impact on the speed of play, as all information is at the GM's fingertips, and the players won't have to scour their sheets looking for some obscure bonus that they might have; it also reduces cheating via the fudging of bonuses.
Attacks Phases acted on
per Round|15 |14 |13 |12 |11 |10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
---------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
15 | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
14 | X | X | X | X | X | X | X | | X | X | X | X | X | X | X |
13 | X | X | X | X | X | X | X | | X | X | X | X | X | X | |
12 | X | X | X | X | | X | X | X | X | | X | X | X | X | |
11 | X | X | X | | X | X | X | | X | X | X | | X | X | |
10 | X | X | | X | X | | X | X | | X | X | | X | X | |
9 | X | X | X | | | X | X | X | | | X | X | X | | |
8 | X | | X | | X | | X | | X | | X | | X | | X |
7 | | X | | X | | X | | X | | X | | X | | X | |
6 | | X | | X | | X | | | X | | | X | | | X |
5 | | | X | | | X | | | X | | | X | | | X |
4 | | | X | | | | X | | | | X | | | | X |
3 | | | X | | | | | | X | | | | | | X |
2 | | | | | | X | | | | | X | | | | |
1 | | | | | | | | X | | | | | | | |
B. An Open Phase System: This system is similar to the one above, except
that the initiative roll is added to the phase numbers indicated by ate
appropriate line above.
Example, two SAMAS pilots, one with 6 attacks, one with 5 attacks, are going head to head. Pilot A rolls a total of 7 for initiative, while Pilot B rolls an 11. Their action phases would be as follows:
Pilot A: 21, 19, 17, 14, 11, 8;
Pilot B: 25, 22, 19, 16, 13.
While Pilot B wins initiative and gains an advantage in that 2 of his attacks go off before Pilot A (who can still use his actions for the round to dodge), two of Pilot A's attacks fall during the period when Pilot B has no actions left to dodge (unless he actually withheld an action specifically for that purpose).
Notes:
The Closed system preserves the integrity of the "Higher initiative attacks first" aspect of the original system, but a person with the least number of attacks could very well get the last attack in. The same holds true for the Open system, but the system is much more dynamic, allowing a real consequence for REALLY blowing your initiative.
With either system, a failed Horror Factor check doesn't actually cause the loss of the first attack per se, but causes the affected person to shift one row down on the # of attacks that round. Furthermore, with the open system, the resulting "1" for initiative becomes a major factor. Example: Pilot B above fails his Horror Factor check, facing a Gargoyle. As a result, he uses the "4 attacks per round" row, with an initiative of "1". This results in action phases of: 14, 10, 6 & 2. The fly boy is in for a world of hurt.....
Comment: Like I said, it does add a bit more realism to the combat, but at the cost of a longer melee round. It also allows the beginnings of a tactical system to be formed using the Closed Phase system, where 1 second's worth of movement is made by each character, each phase. The same can be done with the Open system, but requires production of a chart for the maximum initiatives rolled, to determine when each second (or 3 seconds, to speed things up) falls for movement.
Guidance | Advantages | Disadvantages
----------+-------------------------------+---------------------------
Internal | Always +3 to strike, plus | No called shots
| Weapons systems bonus | No control after launch
| 4 or more cannot be dodged | PP & WP do not add in
Command | PP & WP bonuses to strike, | Launching 3+ counts as
| plus Weapon systems bonus | Burst for strike bonus
| Can be used for called shot | Any number can be dodged
| Can be redirected in flight* | Must have line of sight
* Easier said than done, considering the speed of the missiles. Firer must first realize the mistake in missile flight, and then to redirect requires a strike roll with no bonuses, and a penalty equal to the pilot's PP-20; PPs over 20 DO NOT get a bonus this way, only no penalty. The redirection can be at nothing (i.e. the empty space beyond the original target, or another target within 50 feet/15m of the original). A pure miss on the redirection attempt means the original target is still hit; a miss due to penalties hits halfway between the old and new targets, and a miss due to dodge is treated normally. Note that, depending of the situation, both the old and new targets may still be in the blast radius of a miss, or even a successful redirection!
How Command Guidance Works(optional rule): It is commonly thought that mini-missiles are totally unguided. This is not true. In fact, they are more accurate than most guided missiles! Mini-missiles use what is known as COMMAND GUIDANCE; in other words, it is the launcher, not the missile itself that provides the steering commands. The exact process is described below.
Step One: Laser Designation. Also called "painting the target." This is the primary purpose of the targeting system that pops out of the shoulder of GR-103/GR-97-equipped Cyclones; the RL-6 has its own internal system that serves the same function, and any Rifts RPA that comes with integral Mini-MLs will also have a laser designator. The targeting laser is aimed at an impact point chosen by the pilot, on which the missiles will home. Mini-Missiles CAN be used for single-missile called shots, but at normal penalties.
Step Two: Launch. The missiles are launched at the target; remember that only single missiles can be used for aimed shots, as multiple missiles would interfere with each other when trying to hit such a small target. One or two missiles are +3 to hit, three or more are +1 to hit (as per WP rules; If WP Heavy actually possessed, use its bonuses instead). Add in bonuses for High P.P., the targeting system, and/or Cyclone Weapon Systems, if applicable.
Step Three: Tracking. Remember that these missiles have to track to their targets; if the firer has to dodge, the missiles will no longer have guidance, and will continue on their last course in a straight line. Unless the target is stationary, this will always result in a miss.
Any target under 500 feet distance requires less than a second to reach, and won't interfere with the Cyclone's autododge(except vs. simultaneous attacks).
Targets at 501-1500 feet force the firer to waive the ability to dodge for one attack sequence.
Targets at 1501 feet to 1/2 mile cause the firer to lose the next attacks' action (if one possessed), WITH ONE EXCEPTION. If the firer still has both attacks and missiles remaining, he can fire another salvo at the same target while guiding the first missiles in (requiring another strike roll). The first volley of missiles hit at the end of the second action sequence, the second volley (if fired) at the end of the third, and so on. As long as missiles & attacks remain, continuing fire can be used.
Targets at 1/2 mile to 1 mile range can only be hit by certain mini-missiles. The rules are the same as for the last range, except that TWO attacks, not one are lost. The Continuing fire option is still available, however.
Scattershot Missiles: These missile types first appear in the Macross II RPG. These missiles are effectively multi-warhead mini-missiles. Halfway to the target, they split into 4 smaller missiles (called "grenades"). After they split, they become impossible to dodge and are -5 to be hit. However, any hit on one of them destroys the entire volley, as they have only 1 MDC each. While designed for anti-missile defense, they can be devastating against targets at short range, especially if the spread area is reduced so that all missiles hit the target. The three types of fire areas are as follows:
Swarm: all launched hit a single target;
Hive: all grenades hit a 10' radius area, for fragmentation purposes only (5D6 per scattershot missile fired to all tagets in the area);
Blanket: each missile hits a 40'x40' grid (one grenade per quarter of the grid, with as many grids as there were missiles launched). Two missiles would cover a 80'x40' grid, three, a 120'x40' grid, and four either a 160'x40' or 80'x80' grid. All targets in the grid would take 1D6 MD each.
Note for both Hive and Blanket: A Critical Strike on these types means at least one (roll 1D4, +1 per missile fired more than one) grenade directly hit a target in the area of effect. Determine the target(s) randomly; if result is two or more, they can be on the same target only in the Hive version. For each hit, the target must roll under 1/2 its P.P. (or pilot's P.P. for mecha) or the hit will be a critical instead of a normal direct hit.
Primary Purpose: Defense
Missile Type: Scattershot missiles only.
Mega-Damage: 1D6x10+4 per missile, or 4D4 per grenade.
Given: Most mechanical TMFs for 20th Century flying craft are 1-7, with futuristic stuff being 7-10;
Mutant Animals (and heroes?) with flight power have TMF equal to their Physical Prowess.
Wanted: TMF for Rifts & Robotech items.
Suggestion: Conventional-type items are figured out as in TMNT, etc.
Robot Vehicles have a maximum TMF of 8; figure as 10 - (Vehicle's weight [tons]/4)
Power Armor - Winged (generally use high speed flight as primary movement; examples: SAMAS, Titan): 1/2 Pilot's PP.
Power Armor - Jet Pack (low speed flight or flight-optional types, such as Cyclones, T-21). Also body armors with jet packs or TW flight, and the Fly Spell on an object): 3/4 Pilot's PP.
Magical flight (Fly as the Eagle), Natural flight: as PP.
Robotech Aerial Mecha have variable TMF
Jet Mode = 1/4 the Pilot's PP, +2
Guardian = 1/2 the Pilot's PP, +4
Battloid = 1/2 the Pilot's PP, +6.