I need a big bomb!!!!!!!!

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Jefffar
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Unread post by Jefffar »

Coalition Navy has high yield tactical nukes.

The effects of a huge nuke are the same, the radius of damage just goes up.

http://www.fas.org/nuke/intro/nuke/effects.htm has descriptions of effects scaled to bomb yields.

Feel free to extrapolate
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Unread post by Dead Boy »

Well, in case anyone was wondering, based on the calculations from my highly successful Method 7: SI to MD Conversion System, a 60 Megaton bomb will inflict an average of 21,864.719 points of Mega Damage, or if rounded down, 21,000 MD, which is the equivelant to 6D6x1,000 MD!!! And using the charts provided by Jaffar, it would be safe to assign a 30km blast radius to this nuke, if not bigger.
From the author of The RCSG, Ft. Laredo & the E. St. Louis Rift in Rifter #37, The Coalition Edge in Rifter #42, New Chillicothe & the N.C. Burbs in Rifter #54, New Toys of the Coalition States in Rifter #57, and The Black-Malice Legacy in Rifters #63, 64 & (Pt. 3, TBA)

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Unread post by RoadWarriorFWaNK »

Dead Boy wrote:Well, in case anyone was wondering, based on the calculations from my highly successful Method 7: SI to MD Conversion System, a 60 Megaton bomb will inflict an average of 21,864.719 points of Mega Damage, or if rounded down, 21,000 MD, which is the equivelant to 6D6x1,000 MD!!! And using the charts provided by Jaffar, it would be safe to assign a 30km blast radius to this nuke, if not bigger.

that still wouldn't kill Splynncryth. Oh well. there go my plans for the summer.
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Unread post by Borast »

I recently wrote this for my own use.

Any comments would be appreciated.


Nukes in RIFTS:

Tactical: For direct use on the battlefield
Automatically classified as “armour-piercing”
Anything within half the blast radius takes 5x damage
Anything within ¼ the blast radius is instantly destroyed – regardless of M.D.C.
(i.e.: shoulder launched rocket doing 50 M.D.C. with a 20’ blast radius striking, or blowing within 5’ or less of a 770 M.D. glitterboy will vaporise the GB, do 625 M.D.C. to all parts of the GB standing 3’ behind the first, etc.)
Double the blast radius – anything in this area takes ½ damage
Triple the blast radius – anything in this area takes ¼ damage
Quadruple the blast radius – take 1/8 damage
Quintuple the blast radius – take 1/10 damage
Note: Powered armour infantry (i.e.: Glitterboy) take double damage
Note: Armoured infantry takes triple damage
Note: Unarmoured infantry take five times damage

Strategic: For wide-spread devastation purposes, and anti-city
Automatically classified as “armour piercing”
Rated by blast area, not mega-tonnage.
Standard ratings: 10km, 20km, 50km & 100km
Anything within half the blast radius takes 5x damage
Anything within ¼ the blast radius is instantly destroyed – regardless of M.D.C.
(i.e.: a 1D6x1000 missile doing 1000 M.D. damage to a 5000 M.D.C. structure will destroy it utterly, leaving not even support members. Between ¼ to ½ blast radius, bits and pieces begin being left)
Double the blast radius – anything in this area takes ½ damage
Triple the blast radius – anything in this area takes ¼ damage
Quadruple the blast radius – take 1/8 damage
Quintuple the blast radius – take 1/10 damage
Note: in all cases, armoured units take double damage
Note: in all cases, power infantry units take quintuple damage
Note: in all cases, infantry units take ten times damage
Note: in all cases, unarmoured infantry takes twenty times damage
Note: double sub-surface blast radius for blasts 100% underwater, halve damages at all radius outside the rated blast radius (other than initial doubled radius)
Additionally: EMP effects for all 100% underwater bursts are halved. Radiation effects are reduced by 75% at all ranges. For above surface blasts, halve below surface radii, damages, and reduce radiation effects by 90%.

EMP effects: (civilian / hardened civilian / military / shielded military)
Overloaded (minor repairs) BRx50 BRx25 BRx15 BRx10
50% fried BRx25 BRx10 BRx7 BRx5
90% fried BRx10 BRx5 BRx4 BRx3
slag BRx5 BRx4 BRx3 BRx2
Additionally, unshielded personnel will receive instantly lethal radiation levels within 10x the blast radius. At 10x-15x the blast radius, unshielded personnel are either killed instantly, or receive a lethal dose (die in 1d4 days). At 15x-20x the blast radius, unshielded personnel are within the 50% lethal radiation levels (die in 1d4 days), or suffer from radiation poisoning for the next 1D4 weeks before either dying, or having no option but being placed into a cyborg body to save the person’s life (MAX. life span: 50 years). In any case, ½ I.Q., M.E., and M.A., and all skills are performed at -15%. (Note: straight penalty of -2 on all combat rolls due to neural damage.)
Additionally: EMP effects for strategic nukes are twice as powerful due to the heavier size of the payload.
Additionally: EMP effects for all 100% underwater bursts are halved. Radiation effects are reduced by 75% at all ranges. For above surface blasts, halve below surface radii, damages, and reduce radiation effects by 90%.

Tactical Considerations:
Piloting Rolls – Ground Based:
Control Rolls/Blast Radius
<½ BR <BR BRx2 BRx3 BRx4 BRx5 BRx10 BRx10+
Two Wheel LOC LOC LOC -80% -50% -30% -10% n/a
Twin Axle LOC LOC -80% -50% -30% -10% n/a n/a
Multiple Axle LOC -80% -50% -30% -10% n/a n/a n/a
Hover LOC LOC LOC LOC LOC -80% -50% n/a
Note: control roll failure (ground based) will result in occurrences ranging from a minor veer to an unavoidable and possibly fatal (to the vehicle, or possibly the occupants thereof) crash.

Piloting Rolls – Aircraft
<½ BR <BR BRx2 BRx3 BRx4 BRx5 BRx10 BRx10+
Fixed Wing LOC LOC LOC -80% -50% -25% -10% n/a
Rotary Wing LOC LOC LOC LOC LOC -80% -25% n/a
Aerodyne LOC LOC LOC LOC -80% -50% -25% n/a
Note: control roll failure (aircraft) will result in incidents ranging from a minor altitude change and possible (minor) systems failure to an unavoidable crash.

Piloting Rolls – Naval Craft
<½ BR <BR BRx2 BRx3 BRx4 BRx5 BRx10 BRx10+
Super Capital Ship LOC LOC LOC -80% -50% -30% -10% n/a
Capital Ship LOC LOC LOC LOC -80% -50% -10% n/a
Destroyer LOC LOC LOC LOC -80% -30% -5% n/a
Escort LOC LOC LOC LOC LOC -80% -25% n/a
Patrol Boat LOC LOC LOC LOC -80% -50% n/a n/a
Subsurface LOC LOC -80% -50% -30% -10% n/a n/a
Note: control roll failure (naval) will result in incidents ranging from minor veering with minor structural damage (i.e.: a twisted bulkhead making a door hard to open) to a roll/capsizing
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Unread post by Shaved Monkey »

mate, insulting people is not good form here..

As to your problem, getting your hands on a city-buster is almost impossible and there is nothing to point that even the major powers possess the facilities or knowledge to build them. The best you are going to see is the low-yield nukes in CS Navy, and even then they are limited. Also consider that most Rifts character, unless with some history of the past, might not concieve of weaponry on such a massive scale.

As for your dilemna, have you tried infiltrating physically, either covertly or in disguise, or even considered raising an army?
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Unread post by RoadWarriorFWaNK »

There's a deific spell in Dragons & Gods called 'GodBlaze'. it does INSANE amounts of damage (I think ground zero is 1 million points of damage) and has a pretty decent radius of effect, with no leftovers like fallout or radiation. The only thing would be finding a God willing to blast Mindwerks.
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Unread post by Dragon Mage »

If you like I have an npc that would love to destroy Mindworks. He is a ancient Chiang-Ku Dragon named Long-Sheng. He is an 18th level Summoner who knows the legendary circle of Absolute Elemental Power. It would vaporize a total of 1800 sq. miles, and all people in the area effect would need to make a saving throw of 18 or better every melee round or cease to exist!!! 8) 8) 8) He is in Europe and all your group would need to find the material components for the circle, the blood of a changling and a faerie ( he can supply the dragon blood, he is one after all) and some platinum. Long-Sheng can summon the four greater elementals that need to be sacrificed and you would also need to give him your true names for your pc's so they can be written in the circle to you would be immune to the circle. Let the circle run for a day and everyone in the Mindwork complex would ned to make a total of 5760 saving throws of 18 or greater vs. magic circles!!! And to make sure the complex is destroyed, he also gets the power to cast a total of 40 elemental spells per day, so he would cast 40 earthquake spells at 10 level right on the mindwork complex! That should take care of them for you...He is well known in Europe and North America and he was a Dragon King in Tolkeen when that kingdom was around, so if he hears what you plan to do he would find you and offer to make the circle for you. He would do this for free because he is always experimenting with magic and needs to try out the circle to make sure it works, but again you will need to find the components for the circle for him...Hope this helps and let us know what happens.

You can find more information about the circle in PFRPG Bk. VI: Island at the Edge of the World PG. 137, have FUN! :lol: :lol: :lol:
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