Who says that to get to the great height you need to use Teleport spells? You could physically transport it up (Dragon grabs it and takes off for ex). No reason that Teleport has to be the default. I had considered the GB's thrusters, but IMHO they would be to weak to make much of a difference given the leap height and hover endurance, though one could go with a higher altitude.
The Juggernaut has a crew of 4, two are gunners, so if each has 4 attacks before non-hth skills/abilities/bonuses the GB is going to be out actioned. The GB would have to deal with a 400MDC force field and the 900MDC main body. Granted if you have to go with another tank, range & MDC are going to generally be an issue with the few tanks I looked at.
While spells chosen are dodgable, and they are PPE expensive... That is partly why I suggest they be part of a TW device, you can't really remove the dodge thing, but you can use it to reduce the PPE cost for the attack and might even be able to construct something to adjust for the range.
Also Rifts Railguns are likley closer to "Coilguns" than real railguns.
Natasha wrote:Even it this were true they're still bulky (a lot bulkier than the one Killer Cyborg linked to) and still have limited range. Putting a radar system on cargo trucks and driving it into battle with only a few hundred meters of range is not feasible and it does not happen today. They don't even seem to be deployed to static positions like checkpoints.
Once again, I did not say it's not possible they were tried and discarded in the future. I said it's not the only possibility.
The point though is that EMP weapons can come in a variety of forms, sizes and effective ranges. Also the US in 2012 tested CHOMPS missile with a EMP warhead. So the technology is feasible.
KCs example though is for a specific role (stopping a car), it's range is probably limited because of that role. Raython has a high powered microwave system that can potentially reach 100miles (160km) intended for airport protection (http://www.livescience.com/435-radar-death-ray.html).
Shark_Force wrote:the falling rules are different for people in MDC armour... now, that's quite silly from a physics perspective. it should merely change to them splatting against the inside of their armour rather than splatting into the ground.
Those are the rules for people falling in MDC armor (including body armor, EBA, and PA) RUE is 1pt per 20ft. A fall from that height might not "harm" the armor, but there is a transfer of energy to the person inside the armor that inflicts damage, even with all that padding.
Killer Cyborg wrote:I don't know that sonic weapons are easily made in Rifts North America.
I don't think eliakon was focused on just North America in that assessment though. Eliakon does have a point though, that we do see some systems that are presented as exotic that should really be more wide spread. I'm not saying everything on the list should be more widely adopted (ex knock down shells), but some items on the list certainly make a certain amount of sense.
Sonic Technology in NA is pretty unheard of I think in NA with only the "sonic weapon" being a specific insect types repellent (unless you look at TWdry, in SB1o pg60). Non-TW sonic weapons outside of NA are (AFAIK) limited to a Triax Rifle (Underseas) & a suitcase system (Triax2), two 'bots (Mecha-Lizard 'PA'in SA2 and Banshee in Japan) where it is a BFG.
The "dazzler rounds, spoofers, stunners, blinders," is probably a generic listing of things like the Wilk's Beehive Grenade (WB14), that Mamoth 'bot in WB9 (death mirrors), sensor spoofers (WB10 BA features & WB14 Wild Weseal Samas), and "stun" weapons.