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General Tabletop Discussion
*TTRPGs General
A Rifts Balance Discussion for Roguewriter & Buzzard
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<blockquote data-quote="Calico_Jack73" data-source="post: 1481087" data-attributes="member: 14403"><p>One gripe about the Palladium Mecha rules system is their use of attacks per weapon. You are telling me that no matter how many weapons a mecha has that you can only fire one particular weapon per attack action. Missiles are the only exeption in that you can fire volleys but even then they all have to come from the same weapon system. BULLCRAP!!! Modern attack helicopters and fighter aircraft can employ multiple weapons systems with the push of one or two buttons and the Palladium Melee round is 15 seconds. I can't see how you couldn't fire off an Alpha Strike (to use a Battletech term) where you fire off every weapon you have in a blistering salvo. Then again Battletech had the Heat Scale to balance out the weapons load which is something Rifts doesn't have. I used a mechanic from the Solaris 7 set for Battletech and it worked well. I gave each player 3 weapon salvo presets that they could group their weapons into. Obviously you don't want to be firing mini-missles (range of 1 mile) in the same group as your SRMs with a range of up to 50 miles as you'd be wasting ammo at any targets over a mile. Usually my players assigned a Long Range salvo, Medium Range salvo, and an Alpha Strike when the target is so close that every weapon is in range. It worked fairly well. It definitely gave Glitterboys a reason to stay at maximum range as they only have their boom gun and most of the other Robots and Power Armor increase in firepower as their engagement range decreased. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 1481087, member: 14403"] One gripe about the Palladium Mecha rules system is their use of attacks per weapon. You are telling me that no matter how many weapons a mecha has that you can only fire one particular weapon per attack action. Missiles are the only exeption in that you can fire volleys but even then they all have to come from the same weapon system. BULLCRAP!!! Modern attack helicopters and fighter aircraft can employ multiple weapons systems with the push of one or two buttons and the Palladium Melee round is 15 seconds. I can't see how you couldn't fire off an Alpha Strike (to use a Battletech term) where you fire off every weapon you have in a blistering salvo. Then again Battletech had the Heat Scale to balance out the weapons load which is something Rifts doesn't have. I used a mechanic from the Solaris 7 set for Battletech and it worked well. I gave each player 3 weapon salvo presets that they could group their weapons into. Obviously you don't want to be firing mini-missles (range of 1 mile) in the same group as your SRMs with a range of up to 50 miles as you'd be wasting ammo at any targets over a mile. Usually my players assigned a Long Range salvo, Medium Range salvo, and an Alpha Strike when the target is so close that every weapon is in range. It worked fairly well. It definitely gave Glitterboys a reason to stay at maximum range as they only have their boom gun and most of the other Robots and Power Armor increase in firepower as their engagement range decreased. :] [/QUOTE]
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A Rifts Balance Discussion for Roguewriter & Buzzard
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