Capital Ship Combat Rules

Created by: Bruce R. Brunk

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Notes: I may be one of, if not the biggest anime nut on this list, but even I can't believe a "little" Zentradi Scout Ship could be *SO* over powering against a TE Dreadnaught. With primary weapon ranges of 200,000 miles vs. 120 miles, an intelegent commander, folding when needed, could readily disect a Dreadnaught, without nary a scratch, as long as he was sure that he never allowed his opponent to close within 4,000 miles.

This is what I came up with, any comments?


A short burst by someone without the exact WP for the weapon in use is 5 rounds. A long burst is 10.

A short burst by someone with a level one WP for the weapon in use is 4 rounds. A long burst is 9.

A short burst by someone with a level two or above is WP for the weapon in use is 3 rounds. A long burst is 8.


Here are my ideas on Phase World vs. Robotech/Macross II heavy/main beam weapons for large capital ships.

I have choosen theese particular ranges for the following reasons:

Range Reason
70 miles The Maximum given Phase World (Book 1) Heavy particle beam range.
100 miles The Maximum given Phase World (Book 1) HI-heavy laser range.
3,150 miles Maximum range, in space, for a long range missle. (Came by using the "+75% range in space" rule given for missles in the Metal Siren description. Macross II Sourcebook 1.)
70,000 miles My proposed maximum range for the PW heavy particale beam guns.
80,000 miles 1/2 light second.
100,000 miles My proposed maximum range for Phase World lasers. (The HI-heavy laser.)
120,000 miles My proposed maximum range for the TE Dreadnaught.
200,000 miles The stated maximum range for Robotech and Macross II heavy lasers.

Combat effects at given ranges by capital ship heavy weapons: (Bonuses/penalties are based on the Ship size modifacation table given in "The Zentradi" page 25 and "Macross II Deck Plans, Volume 1.")

Up to 70 miles PW Heavy Particle Beams. +4 to hit any ship 1,000 ft or bigger. (The idea is that the given range was the maximum 'best case' range.)
Up to 100 miles (120 for the TE Dreadnaught) Heavy Lasers (any) +4 to hit any ship 1,000 ft or bigger. (The idea is that the given range was the maximum 'best case' range.)
Up to 3,150 miles Any. +2 to hit any ship 1,000ft or bigger
Up to 70,000 miles PW Particle Beams Normal stats. (Max. Range)
Up to 80,000 miles Heavy Lasers (any) Normal stats.
80,000-100,000 miles Can not roll/dodge and hit targets same meelee round, (Too much movement for the stablizers to compensate for.) -1 to hit for every 1428.57 miles past 80,000. (The best tracking data is over 1/2 second old, and given the speeds and distances given, it becomes too complex to calculate where a defending target would be.
100,000-200,000 miles Can not move and be hit for 200 MDC or Stationary and hit for 1000 MDC and strike a target. (Stablelizers, again) -1 for every 5, 000 miles past 100,000 (Tracking data again.)

Notes:

Capital-Ship-Combat-Rules.php -- Revised: January 27, 2021.