MD ammo

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dante144
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MD ammo

Unread post by dante144 »

What was the name of the MD damage ammo guys? The faction that converts SDC weapons to MDC weapons? What book can that info be found in? I am pretty sure I have the books, just a lot to look through.

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Re: MD ammo

Unread post by Kagashi »

Golden Age Weaponsmiths converts ancient vehicles into MDC vehicles, but I think you are asking about Wellington Industries which produce Ramjet Rounds so an SDC AK-47 can deal MD. Both can be found in Rifts Mercenaries and Merc Ops.
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Re: MD ammo

Unread post by flatline »

Ramjet Rounds are also listed in the Game Master Guide and Mercenaries.

Armor Piercing RamJet (APRJ) rounds are described in the description of the NS-11S shotgun (GMG p157 and JU p???...but I understand the GMG is a nerfed version compared to the original printing in JU).

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Re: MD ammo

Unread post by wyrmraker »

flatline wrote:Ramjet Rounds are also listed in the Game Master Guide and Mercenaries.

Armor Piercing RamJet (APRJ) rounds are described in the description of the NS-11S shotgun (GMG p157 and JU p???...but I understand the GMG is a nerfed version compared to the original printing in JU).

--flatline

Page 74. It is one of my favoritest weapons ever.

Also, it definitely got nerfed in GMG; quite a lot of Carella's work had that happen to it.
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Re: MD ammo

Unread post by Hystrix »

They are also listed in the Merc Ops book pp. 98-100. Some of these like the 15mm sniper rifle are brutal!
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Re: MD ammo

Unread post by Alrik Vas »

15mm sniper rifle, eh? Must have missed that when I went through the book.
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Re: MD ammo

Unread post by rat_bastard »

There are also explosive rounds that do a uniform 1d6 MD (GMG) and magic rounds (enchanted by the enchant weapon: lesser spell) that do a uniform 2d6 md
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Re: MD ammo

Unread post by Svartalf »

Hystrix wrote:They are also listed in the Merc Ops book pp. 98-100. Some of these like the 15mm sniper rifle are brutal!

I wonder why they call it a sniper rifle, it's more of a light machinegun, at least for MD applications... You won't fire many single shots from that weapon at MDC foes.
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Re: MD ammo

Unread post by ZINO »

Alrik Vas wrote:15mm sniper rifle, eh? Must have missed that when I went through the book.

wow i miss this too what the damage and page again ty
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Re: MD ammo

Unread post by glitterboy2098 »

Svartalf wrote:
Hystrix wrote:They are also listed in the Merc Ops book pp. 98-100. Some of these like the 15mm sniper rifle are brutal!

I wonder why they call it a sniper rifle, it's more of a light machinegun, at least for MD applications... You won't fire many single shots from that weapon at MDC foes.

probably becuase the person who created that set of weapons was using a very non-canon version of the combat rules.. notice for example all of those guns use non-standard burst sizes, and do damage as if 100% of the rounds hit... considering the RUE burst rules had already been out for some time, and the RMB's burst rules don't match it either, the weapons had to be based on some very unique houserules..
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Re: MD ammo

Unread post by Svartalf »

Now would that be Pat Nowak or carmen Bellaire? Does it look like what's done in Splicers?
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Re: MD ammo

Unread post by Alrik Vas »

I think a 15mm HEDUAPRJDS (not a real thing, but a High Explosive, Depleted Uranium, Armor Piercing, Ram Jet, Discarding Sabot round) should do around 7d6md, and deal double damage on a modified 17+, and cost around 1200CR a pop. That's a rifle I'd use to reach out and touch someone.

That's my call though, houseruled (though loosely based off stuff from the books). :D
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Re: MD ammo

Unread post by Svartalf »

Careful, some people here might not see it's humour and take you seriously on that one... :badbad:
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Re: MD ammo

Unread post by ShadowLogan »

ZINO wrote:
Alrik Vas wrote:15mm sniper rifle, eh? Must have missed that when I went through the book.

wow i miss this too what the damage and page again ty

Merc Ops pg99-100:
WI-SR15 15mm Sniper Rifle
WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun

Damage varies by round type (SD and MD)
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Re: MD ammo

Unread post by Alrik Vas »

Svartalf wrote:Careful, some people here might not see it's humour and take you seriously on that one... :badbad:

Well, I do have an NPC who uses something similar. And if a player wanted a piece of hardware like that, I'd let them dig for it or build it if they had the right skills, time and materials. I tend to do a lot of stuff like that. There are a lot of things i'm in the "why not?" camp for, but other things I'm like "whoa, easy there turbo" with. :P
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Re: MD ammo

Unread post by Nox Equites »

Using the original printing of Mercenaries, the upgrading of archaic designs gets brutal when you consider that replacing the warheads from a Hydra 70 Rocket launcher found on Cobra and Apache combat choppers. A nice simple to calculate 2 lbs of NG 6 Plastique creates a munition that does 4d4x10+40 with the range of a short range missile. It just gets worse with the dumb bombs. Even the mk 81 has 96 pounds of explosive doing 192d4x10+1920. Enough to devastate main battle tanks. Who needs accuracy when you can convert a stratospheric bomber to MDC and carpet bomb an area with nothing but Medium range or Long missiles being a threat? Sure this means having air superiority, but if your enemy is not one of the major powers you won't have much to worry about. All of this ignores the power of Combat engineers to make territory difficult to cross.
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Re: MD ammo

Unread post by Alrik Vas »

There's a lot of kaboom out there. The question is how much of it is immediately useful to a party on their adventures?

Sure, there have been games where some serious dakka played a role, but they aren't the norm.
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Re: MD ammo

Unread post by Tor »

glitterboy2098 wrote:that set of weapons was using a very non-canon version of the combat rules.. notice for example all of those guns use non-standard burst sizes, and do damage as if 100% of the rounds hit...
It doesn't break the rules to have more efficient bursts. 100% burst hitting has also been around since the main book, if you consider laser pulse weapons like the L-20 pulse rifle (RMBp225).

In fact, any weapon with 10 shots also has 100% burst efficiency on short bursts (use 20% shots, do double damage) and prior to CB1 capping the long/full burst multiples, had full efficiency on those as well.

Since the cap, you need a payload of 7 shots to get 100% full burst efficiency, and a payload of 6 shots to get 100% long burst efficiency.

Of course, if you have a payload BELOW these caps (such as with the NG-P7 particle beam originally, and post-cap the NG-E12 plasma gun in Mercs100 while doing short/full bursts) then bursting actually makes you inflict MORE damage per shot with bursts than with singles. Of course you still lose accuracy so it may not be advisable.

glitterboy2098 wrote:considering the RUE burst rules had already been out for some time, and the RMB's burst rules don't match it either, the weapons had to be based on some very unique houserules..

RUE has new rules for calculating strike bonuses/penalties for bursts, but in reading p360-362 I am not able to find any new rules for calculating the damage so I assume we use 2/3/7 per CB unless otherwise indicated.

Although it seems that in most cases, damage is either 'single shot only' or with predefined burst damage rather than relying on single shot multipliers. But RUE doesn't have all the guns, so ones not there presumably still work by multiple rules.

One could also opt to treat the new RUE versions of some weapons as additional versions rather than pretending that the original burst-capable guns no longer exist.
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Re: MD ammo

Unread post by glitterboy2098 »

lasers get 100%.. but these are projectiles. those get 66% at best.

and the new burst rules are found in the WP's themselves. assualt rifles and SMG's get a 3 round burst for x2 damage, and a 6 round burst for X3..

sadly MG's are currently stuck with an "example burst damage" that seems to assume your firing .22 pistol ammo, instead of simple modifiers, but things can be adjusted in house rules based on the assualt rifle damages.
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Re: MD ammo

Unread post by Tor »

Lasers do not always get 100%, that's just a property of SOME narrow-pulse weapons. Projectiles have no 'best' cap. Some automatic handguns with low ammunition actually do more damage per round when firing bursts too.

Specific burst damage under weapons isn't 'new burst rules', it's simply an override, which some have always had, to varying degrees of efficiency.
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Re: MD ammo

Unread post by Alrik Vas »

hrm...66%...if the old schol SAMAS railgun were that efficient, it would average 66 damage isntead of 25 (2.5 damage per round mathmatically average, 40 round burst = 100 damage, 66% is easy to see from there). Too bad they don't work with that rule.

WIGL-20 I think does a 10 round burst, the damage listed for a frag burst is 2d4x10, average is 40 damage. Though each round is 4d6, so 12 average, 10 rounds = 120, 79ish damage is what it should deal if it were that efficient.

I like this version better, but the weapons are printed the way they are. /sad
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Re: MD ammo

Unread post by dragonfett »

Alrik Vas wrote:hrm...66%...if the old schol SAMAS railgun were that efficient, it would average 66 damage isntead of 25 (2.5 damage per round mathmatically average, 40 round burst = 100 damage, 66% is easy to see from there). Too bad they don't work with that rule.

WIGL-20 I think does a 10 round burst, the damage listed for a frag burst is 2d4x10, average is 40 damage. Though each round is 4d6, so 12 average, 10 rounds = 120, 79ish damage is what it should deal if it were that efficient.

I like this version better, but the weapons are printed the way they are. /sad


I thought that the WIGL-20 also covered a larger area on a burst?
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Re: MD ammo

Unread post by Alrik Vas »

It can, but the burst damage still isn't efficient as it could be. Mostly because the kill radius is to small. If they want to fit all that boom into a small area, it should be deadlier.
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