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Re: Palladium/Rifts into M&M

Posted: Sat Jun 16, 2018 11:24 pm
by slade the sniper
That was excellent. Thank you. It was nice to see range playing such a huge role :) That is a combat factor that is often overlooked in many games with a strong melee bent.

Poor Exemplum. Maybe if he had a jump pack? I wonder what the canon ranges are for all the 40K weapons are to see if the Glitterboy has the same sort of range advantage on Terminators and Dreadnoughts. Looking over the stats in the Rifts book, the Glitterboys don't seem to be handicapped in melee, but lack dedicated close combat weapons, which the others do have.

-STS

Re: Palladium/Rifts into M&M

Posted: Sun Jun 17, 2018 12:26 am
by Batgirl III
Per the Deathwatch RPG a Godwyn-pattern Astartes Boltgun .75 caliber (19.05 mm) has a short range of 0-50 meters, optimal range of 51-100 meters, long range of 101-200 meters, and a maximum effective range of 400 meters; Godwyn-pattern Astartes Bolt Pistol .75 caliber has a short range of 0-15 meters, optimal range of 16-30 meters, long range of 31-60 meters, and a maximum effective range of 120 meters.

By way of comparison, the current standard issue longarm for most branches of the US military is the Carbine, 5.56 mm, M4A1. It has a maximum effective range of about 500 to 600 meters. Considering that the bolters are firing a shell approximately five times the size, the fact that they don't have a significantly shorter range is pretty remarkable.

Ranges in the table-top wargame are compressed dramatically in order to facilitate gameplay.

Re: Palladium/Rifts into M&M

Posted: Sun Jun 17, 2018 11:01 am
by slade the sniper
No idea why I didn't check out that source earlier...probably because I've never gotten the opportunity to play it :(

But, yeah the longest ranged things are the Lascannon, with a max range of 1200m...which is comparable to the SAMAS rail gun, and the Samson, but is still outranged by 2000 meters. That would mean that no matter what loadout the Marines have, they are going to have to close with the Glitterboy, and if the pilot is intelligent and the terrain allows for max engagement ranges, the Marines are going to lose most often.

The jet pack is nice, but it is not really the same capability as some dedicated powered armor on Rifts Earth like the SAMAS or the Flying Titan. Not really seeing too many ways the marines have an advantage in dakka in a one on one fight unless they get into melee.

-STS

Re: Palladium/Rifts into M&M

Posted: Sun Jun 17, 2018 5:01 pm
by Batgirl III
Which makes sense, to me anyway, as the Space Marines aren’t meant to be operating one on one or at this sort of range. They’re shock troops and mostly equipped with gear designed for urban combat, clearing hab-blocks and industrial hives. Typically, when crossing this much open terrain a Marine would have a Rhino or Razorback. At a minimum, he’d have his Demi-Squad or Squad with him to provide bounding overwatch.

I really underestimated the Glitter Boy’s accuracy.

Re: Palladium/Rifts into M&M

Posted: Sun Jun 17, 2018 8:56 pm
by Jabroniville
Well, you gave yours only a +5 to hit, which is REALLY low by the standards of a "Supers" game- little better than a common Mook. It's odd that it was enough to hit more often than not against a Space Marine, but perhaps they're more built for "tanking" hits, which you just can't do against +15 damage.

Re: Palladium/Rifts into M&M

Posted: Sun Jun 17, 2018 9:24 pm
by Batgirl III
Jabroniville wrote: Sun Jun 17, 2018 8:56 pm Well, you gave yours only a +5 to hit, which is REALLY low by the standards of a "Supers" game- little better than a common Mook. It's odd that it was enough to hit more often than not against a Space Marine, but perhaps they're more built for "tanking" hits, which you just can't do against +15 damage.
A +5 to hit base, but made up for by using Improved Aim to push that up to a +10. Glitter Boys aren't really meant for taking on infantry and most heavy vehicles don't have very high Dodge Defenses.