Battlefield Artillery for Rifts (Version 1.2):
Index:
In modern battle, artillery is an important component of the battlefield. Likewise it still is very important in the war torn world of the Rifts. To a certain extent, vehicle missile launchers have replaced cannon artillery but cannon style artillery is still far less expensive both to purchase and use. Artillery fits into two general categories: towed and self-propelled. Since self-propelled artillery varies greatly, it will be covered separately and written up as vehicles based off of modern equivalents where possible.
Listed are the most common types of artillery and rounds for the Pre-Rifts United States, there have been nuclear artillery shells but I have not listed their damages and effects. Nuclear artillery shells are also extremely rare, even more than nuclear missiles and bombs are. This is because nuclear weapons are normally considered strategic weapons and in the hand of the Government not the military.
Towed artillery is designed for ease of carrying but towed artillery has a much lower rate of fire then automatic loading systems which would be used in some self propelled artillery and most naval vessels. As a hand loaded artillery continues fire, it cannot sustain a full rate of fire. This is because of loader fatigue, robots used as loaders allow the cannon to fire at full rate of fire continuously.
Many companies on Rifts Earth produce towed artillery designs and well as many being left over from before the Rifts. Some of the companies which produce towed artillery include Northern Gun, Wellington Industries, Metalworks Industries, Triax, and Iron Heart Armament before it was taken over by the Coalition. There are many smaller companies who also produce the towed weapons and Golden Age Weaponsmiths refit surviving pre-rifts towed artillery mounts.
These rules may also be used for many naval ships weaponry as well as for other modern Palladium games in addition to Rifts.
Towed Artillery rates of fire:
For Rate of fire of the 105 mm Howitzer: For the first minute (four melees), the gunners and loaders can fire 2 shots per melee. For the next three minutes, the gunners and loaders can fire at a rate of 3 shots every two melees. The gunners and loaders can sustain a rate of 3 shots every four melees. A 105 mm towed artillery also usually requires a crew of 5 people to operate at this rate of fire.
For Rate of fire of the 155 mm Howitzer: For the first minute (four melees), the gunners and loaders can fire 1 shot per melee. For the next three minutes, the gunners and loaders can fire at a rate of 3 shots every four melees. The gunners and loaders can sustain a rate of 1 shots every two melees. A 155 mm towed artillery also usually requires a crew of 10 people to operate at this rate of fire.
For Rate of fire of the 203 mm Howitzer: for the first minute (four melees), the gunners and loaders can fire 1 shot per melee. For the next three minutes, the gunners and loaders can fire at a rate of 3 shots every four melees. The gunners and loaders can sustain a rate of 1 shots every two melees. A 203 mm towed artillery also usually requires a crew of 15 people to operate at this rate of fire.
Artillery Size: | Weight: Towed | Range: Non-
Rocket Assisted | Range: Rocket Assisted: | Cost: Towed |
105 mm Howitzer | 4100 lb (1859 kg) | 8.7 miles (14 km) | 12.1 miles (19.5 km) | 100,000 Credits |
155 mm Howitzer | 15800 lb (7170 kg) | 13.7 miles (22 km) | 23.5 miles (36.4 km) | 250,000 Credits |
203 mm Howitzer | 16800 lb (7600 kg) | 16.1 miles (25.9 km) | 22.7 miles (36.4 km) | 450,000 Credits |
Fragmentation:
Fragmentation: Artillery Size: | Standard: Mega Damage: |
Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 1D6x10 | 25 feet | 550 Cr | 1D4x10 | 20 feet | 750 Cr |
155 mm Howitzer | 2D4x10 | 40 feet | 1800 Cr | 1D6x10 | 30 feet | 2000 Cr |
203 mm Howitzer | 3D4x10 | 50 feet | 4000 Cr | 2D4x10 | 40 feet | 5000 Cr |
High Explosive Rounds:
High Explosive: Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 2D4x10 | 15 feet | 600 Cr | 1D6x10 | 10 feet | 800 Cr |
155 mm Howitzer | 2D6x10 | 25 feet | 2000 Cr | 2D4x10 | 20 feet | 2400 Cr |
203 mm Howitzer | 3D6x10 | 35 feet | 5000 Cr | 3D4x10 | 30 feet | 6000 Cr |
Armor Piercing
Armor Piercing: Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 2D6x10 [1] | 4 feet | 750 Cr | 2D4x10 [1] | 3 feet | 900 Cr |
155 mm Howitzer | 3D6x10 [1] | 6 feet | 2200 Cr | 2D6x10 [1] | 5 feet | 2800 Cr |
203 mm Howitzer | 4D6x10 [1] | 10 feet | 6000 Cr | 3D6x10 [1] | 8 feet | 7000 Cr |
[1] Due to the weapons high penetration, warheads inflict critical strikes (double damage) on natural 18, 19, and 20
Plasma
Plasma Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 3D4x10 | 20 feet | 900 Cr | 2D6x10 | 15 feet | 1200 Cr |
155 mm Howitzer | 4D6x10 | 30 feet | 2500 Cr | 3D6x10 | 25 feet | 3200 Cr |
203 mm Howitzer | 5D6x10 | 40 feet | 7500 Cr | 4D6x10 | 35 feet | 9000 Cr |
Incendiary:
Incendiary inflicts less damage than other warhead types but instead
burns for several melees. An Incendiary burns for 6 melees and does damage
all 6 melees. The damage should be applied on the start of each melee that
Incendiary is burning the target.
Incendiary Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 4D6 | 4 feet | 800 Cr | 3D6 | 3 feet | 1100 Cr |
155 mm Howitzer | 6D6 | 6 feet | 2300 Cr | 5D6 | 5 feet | 3000 Cr |
203 mm Howitzer | 1D4x10 | 10 feet | 6500 Cr | 6D6 | 8 feet | 8000 Cr |
Smoke:
Use the blast radius of smoke for knockout gas, tear gas, and fire
regardant as well.
Smoke: Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | None | 30 feet | 50 Cr | None | 20 feet | 150 Cr |
155 mm Howitzer | None | 40 feet | 200 Cr | None | 30 feet | 400 Cr |
203 mm Howitzer | None | 50 feet | 800 Cr | None | 40 feet | 1200 Cr |
Cluster Munition:
Cluster Munition warheads work by dispersing numerous sub-munitions.
Each sub-munition is a small grenade-like bomb. These bombs impact all
over the target area causing massive amounts of damage. These are used
against runways, highways, bridges, and sometimes large fuel tanks. If
used against a runway, highway or bridge, the bombs will crater the entire
target area. This will cause a runway to become unusable and highways and
bridges to be very dangerous to traverse.
Cluster Munition Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 5D6 [2] | 5 feet | 800 Cr | 5D6 [2] | 5 feet | 1100 Cr |
155 mm Howitzer | 5D6 [2] | 5 feet | 2300 Cr | 5D6 [2] | 5 feet | 3000 Cr |
203 mm Howitzer | 5D6 [2] | 5 feet | 6500 Cr | 5D6 [2] | 5 feet | 8000 Cr |
[2] This weapon works by distributing (100 for 105 mm standard, 75 for 105 mm rocket assisted, 200 for 155 mm standard, 150 for 155 mm rocket assisted, 300 for 203 mm standard, and 200 for 203 mm rocket assisted) grenade type bombs on the target. Each grenade does 5D6 MD to a 5 ft radius. All of the grenades are dispersed in a radius on target, thus causing widespread damage. 105 mm standard create an area 40 feet in diameter, 105 mm rocket assisted creates an area 30 feet in diameter, 155 mm standard create an area 60 feet in diameter, 155 mm rocket assisted creates an area 50 feet in diameter, 203 mm standard creates an area 80 feet in diameter, and 203 mm rocket assisted creates an area 60 feet in diameter.
Top-Attack Anti-Armor:
Top-attack anti-armor (TA3) artillery rounds are designed to strike
armored vehicles from above, where they are most vulnerable. These artillery
rounds work by delivering what is known as an explosively-formed-projectile
or EFP. These EFPs travel at velocities in excess of 6,560 ft/s (2,000
m/s) and are usually capable of punching through the relatively thin upper
armor of many vehicles. These munitions are also sometimes used against
underground bunkers and fuel storage
Anti-Armor Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 2D4x10 [3] | 5 feet | 800 Cr | 2D4x10 [3] | 5 feet | 1100 Cr |
155 mm Howitzer | 2D4x10 [3] | 5 feet | 2300 Cr | 2D4x10 [3] | 5 feet | 3000 Cr |
203 mm Howitzer | 2D4x10 [3] | 5 feet | 6500 Cr | 2D4x10 [3] | 5 feet | 8000 Cr |
[3] TA3 warheads will penetrate the armor if the damage done equals
or exceeds 30% of the total armor of the area being attacked. If an EFP
penetrates, all targets inside, including equipment, take one-third damage.
For number of warheads, 155 mm artillery using the TA3 warhead actually
carry two EFPs and 203 mm artillery using the TA3 warhead actually carry
four EFPs. Each EFP, once deployed, is capable of attacking a separate
target independently within 75 ft (22.9 m) of dispersal. EFPs will automatically
attack separate targets unless there are fewer targets than there are warheads
are present, in which case all targets will be attacked with multiple hits
on the largest target.
Deployable Minefield:
Deployable minefield artillery shells are used to deliver mines in
front of, behind, or even on top of enemy troops. Minefields will usually
severely slow down advancing troops as they attempt to either clear or
bypass the field. This time can be used by friendly troops to regroup,
attack, or any of a number of things.
Anti-Personnel Artillery Size: | Standard: Mega Damage: |
Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 7D6 [4] | 20 feet | 800 Cr | 7D6 [4] | 20 feet | 1100 Cr |
155 mm Howitzer | 7D6 [4] | 20 feet | 2300 Cr | 7D6 [4] | 20 feet | 3000 Cr |
203 mm Howitzer | 7D6 [4] | 20 feet | 6500 Cr | 7D6 [4] | 20 feet | 8000 Cr |
[4] 105 mm standard delivers 50 mines covering an area 150 ft (45.7
m) in diameter and 105 mm rocket assisted delivers 40 mines covering an
area 100 feet (30.5 m) in diameter. 155 mm standard delivers 100 mines
covering an area 200 ft (61 m) in diameter and 155 mm rocket assisted delivers
80 mines covering an area 150 ft (45.7 m) in diameter. 203 mm standard
delivers 200 mines covering an area 300 ft (91.4 m) diameter and 203 mm
rocket assisted delivers 160 mines covering an area 200 ft (61 m) in diameter.
Anti-personnel mines will be triggered by pressure of over 100 lb (45
kg) within 15 ft (4.6 m).
Anti-Armor Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | 1D4x10 [5] | 20 feet | 800 Cr | 1D4x10 [5] | 20 feet | 1100 Cr |
155 mm Howitzer | 1D4x10 [5] | 20 feet | 2300 Cr | 1D4x10 [5] | 20 feet | 3000 Cr |
203 mm Howitzer | 1D4x10 [5] | 20 feet | 6500 Cr | 1D4x10 [5] | 20 feet | 8000 Cr |
[5] Number of warheads and radius is identical to anti-personnel mines but the Anti-vehicle mines will be triggered by pressure of over 400 lb (180 kg) within 15 ft (4.6 m).
Illumination:
Illumination warheads deliver parachute-suspended flare type lights
or "candles". These provide illumination over a battlefield for at least
a limited amount of time.
Illumination: Artillery Size: | Standard: Mega Damage: | Standard: Blast Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Blast Radius: | Rocket: Cost: |
105 mm Howitzer | None [6] | 200 feet | 200 Cr | None [6] | 150 feet | 300 Cr |
155 mm Howitzer | None [6] | 500 feet | 600 Cr | None [6] | 400 feet | 700 Cr |
203 mm Howitzer | None [6] | 1000 feet | 1000 Cr | None [6] | 800 feet | 1200 Cr |
[6] Multiple candles are released from the warheads. The illumination will last for 10 melees (2.5 minutes).
Jamming:
These rounds are very rare. Jamming warheads explode over the target
releasing large amounts of chaff while jamming transmitters produce electronic
noise. While the jamming system is on, conventional radar, conventional
radar, and conventional missile guidance systems will not be able to function
properly in the area affected. Sensor systems will have ranges reduced
to 50% of normal and have a -25% penalty to all read sensory rolls including
the chance of detecting any targets in the area of the jamming. Smart Missiles
can be programmed to go after the signature of the Jamming with a weapon
systems roll and smart missiles have this option automatically available.
Illumination: Artillery Size: | Standard: Mega Damage: | Standard: Effect Radius: | Standard: Cost: | Rocket: Mega Damage: | Rocket: Effect Radius: | Rocket: Cost: |
105 mm Howitzer | None [7] | 100 feet | 1000 Cr | None [6] | 80 feet | 1500 Cr |
155 mm Howitzer | None [7] | 250 feet | 4000 Cr | None [6] | 200 feet | 5000 Cr |
203 mm Howitzer | None [7] | 500 feet | 10000 Cr | None [6] | 400 feet | 12000 Cr |
[6] Multiple jammers are released from the warheads. The jamming will last for 10 melees (2.5 minutes).
Flight Time:
Without trying to make the system incredibly complex, Artillery rounds
take 1 melee for every ten miles they travel.
Terms:
Direct Fire: The artillery is being fired directly on a target
with no angle. Some artillery can be used as anti-aircraft weapons and
this is the way they are operated when used in this role. In these cases,
the gunner has full bonuses and does not use the special targeting tables
Indirect Fire: In this case the artillery is fired at an angle
upwards and comes down onto the target. The rules after this are applied
to indirect fire.
Shooting down Artillery Rounds:
Artillery rounds can be shot down in a similar fashion to missiles.
Most 105 mm howitzer rounds have 10 M.D.C., 155 mm howitzer shells have 15
M.D.C., and 203 mm howitzer shells have 25 M.D.C. In most cases, a guided missile
or an advanced fire control computer is required to shoot down projectiles.
In most cases, once an artillery shell which contains sub-munitions has
broken into multiple targets, those are almost impossible to destroy so
it is best to destroy the rounds before they break apart.
Guided Projectiles:
Guided projectiles have the advantage of being able to seek out their
target. There are multiple forms of Guided projectiles and their use similar
seeker systems to guided missiles. Due to costs involved, artillery shells
rarely have a smart guidance system. Strike roles for guided projectiles
are as per normal strike rules.
Active Radar Homing: This shell guidance is a tiny radar system that allows it to guide itself to target. This guidance is Autonomous. This guidance system can be detected by any system that detects radar signals. These missiles are vulnerable to being tricked by chaff systems, can be jammed by active jamming systems, and have minuses to targets that are radar stealth vehicles. The projectile guidance has +3 to strike. Costs an additional 500 credits with the ability to Home on Jam costing an additional 250 Credits.
Anti-Radiation Projectile: This shell guidance has a special system that tracks on Electromagnetic signals. This is normally used to track on radar transmitters but can be used to home in on radio, microwave, and other similar signals as well. This guidance is Autonomous. These guidance systems are a special purpose system and will only target active transmitters and as such the best defense is to shut the transmitter off. Almost all shells remember the target and will target that location. The projectile guidance has +4 to strike a target that has active emissions but cannot hit targets that are not active (Shells that remember target will have no bonuses to strike.) Costs an additional 800 credits with the ability to Remembers Locations costing an additional 200 Credits
Command: The shell is controlled by a radio signal the gives
the projectile directions to hit its target. This guidance is not Autonomous.
This system is limited to the range of the radio signals although directors
could pass to other directing signals. This system is vulnerable to radio
jamming and if jammed, missile will either detonate or will follow a pre-programed
course. If Jammed, projectiles are at -9 to strike with no gunner bonuses
to strike.
The command guidance use the bonuses of the director of the missile
(In the case of a gunner, their bonuses) to strike. Costs an additional
200 credits.
Optical Guidance: This guidance system uses a picture of the target and locks on to that target. This guidance is Autonomous. These projectiles can be tricked by changing the targets profile, by target changing position, and by very thick smoke although projectiles with thermal imaging can see through the smoke. The projectile guidance has +3 to strike. Costs an additional 500 credits with Thermal Imaging costing an addition 250 credits.
Semi Active Laser Homing: This guidance system follows a laser beam from a director to the target. This systems is very hard to fool and is very accurate. The only weaknesses is that the target must be in a direct line with the director (no over the horizon targeting) and some high tech sensors can pick up laser beams on the target. Only the target or sensors within about 6 inches of the beam can pick up the laser beam. The guidance use the bonuses of the director of the missile (In the case of a gunner, their bonuses) to strike. Costs an additional 200 credits.
Semi Active Radar Homing: This guidance system follows a radar beam from a director to a target. Systems is similar to Laser Homing but uses a Radar beam in place of a Laser beam. The weaknesses of this system is that it can be fooled by Chaff, can be Jammed by Radar Jamming, has minuses to targets that have radar stealth, most sensors will pick up the radar beam, and target must be in a direct line with the director (no over the horizon targeting). The guidance use the bonuses of the director of the missile (In the case of a gunner, their bonuses) to strike. Costs an additional 200 credits.
Unguided Projectiles - Rolling to strike:
The author has kept these rules simple for ease of use. If anyone can
come up with a better systems that is still relatively simple, I would
be willing to modify these rules. Unless artillery is being used for direct
fire, first roll to strike as an unmodified roll except weapon systems
gives a +1 to strike if roll is made. Having a spotter or automated observation
equipment will increase bonuses to strike as well and reduce penalties.
Penalties are only used with unguided projectiles.
- Target Numbers:
- To strike an individual target: 12 or greater is needed,
To hit an Area: 8 or greater is needed
Penalties to Strike:
Choose only one Wind condition and one Precipitation / Fog condition
base on the conditions on the battlefield. Fog may also include heavy smoke
or dust. The conditions are then combined together for any penalties (if
any) to be applied to gunnery rolls. The rules on target detection should
also be used to determine if the target is spotted to be fired at in the
first place
- Wind:
- Moderate Wind: -1 to Strike
Heavy Wind: -2 to Strike
Very Heavy Wind: -3 to Strike
- Moderate Fog / Moderate Rain: -1 to Strike:
Heavy Fog / Heavy Rain: -2 to Strike
Very Heavy Fog / Very Heavy Rain: -3 to Strike
Walking Onto Target:
Normally, the first strike of artillery will miss and the person firing
must correct for this using data from an observer or via direct observation.
If the person only has one set of target coordinates and no ability to
refine the targets location, the gunner will get no bonuses to strike a
target and will have a -4 penalty to strike moving targets with no bonuses
as well including for weapon systems skill roll. The ability to strike
moving target is limited, assume that targets that are traveling over 50
mph (80.5 kph) have no bonuses and targets that are traveling over 100
mph (161 kph) are unable to be hit by artillery except on direct fire and
by guided projectiles.
Direct Observation:
This is if the gunnery crew has visual on the target. This does not
include spotting using reconnaissance equipment. The big item to remember
is that if you can see them, they can see you.
The gunners must have the skills of Navigation (cannot be Land Navigation),
Read Sensory Equipment, and Weapon Systems. For each shot after the first,
the gunner has a +1 to strike for every three rounds to hit an unmoving
target and the gunner has a +1 to strike for every six rounds to hit a
moving target
Using Spotter or Reconnaissance Equipment:
This is if the gunnery crew has a spotter in the field or reconnaissance
equipment such as a min-aircraft doing spotting. In these cases, the gunner
has no direct observation of the target. These bonuses with a -2 penalty
can also be used for return fire. This is using the other artillery being
fired at you to target that artillery. In that case, ignore the skills
needed for the spotter.
The gunners must have the skills of Navigation (cannot be Land Navigation),
Read Sensory Instruments, Radio: Basic, and Weapon Systems. If using a
spotter, the spotter must have the skills of Navigation (cannot be Land
Navigation) and Radio: Basic. For each shot after the first, the gunner
has a +1 to strike for every four rounds to hit an unmoving target and
the gunner has a +1 to strike for every eight rounds to hit a moving target.
Using Both:
This means that the gunnery crew has the ability to see the target
but has an observing or observation equipment as well. These give you the
best bonuses. Like just direct observation, the big item to remember is
that if you can see them, they can see you.
The gunners must have the skills of Navigation (cannot be Land Navigation),
Read Sensory Instruments, Radio: Basic, and Weapon Systems. If using a
spotter, the spotter must have the skills of Navigation (cannot be Land
Navigation) and Radio: Basic. For each shot after the first, the gunner
has a +1 to strike for every two rounds to hit an unmoving target and the
gunner has a +1 to strike for every four rounds to hit a moving target.
Misses:
Artillery often misses but the effects of the miss can still be effective.
How to determine where shell strikes:
Roll on eight sided die.
Roll | Direction |
1 | North |
2 | North East |
3 | East |
4 | South East |
5 | South |
6 | South West |
7 | West |
8 | North West |
For every point that the strike roll was under the target number, the round will miss the intended target by 50 feet (15.2 m).
Note: If the target is within the blast or strike radius of the
round, then the target still takes damage as appropriate.
[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
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Writeup by Kitsune (E-Mail Kitsune) and Chris Curtis (C-Curtis@tamu.edu).
Copyright © 1998, 2004, & 2005 Kitsune & Chris Curtis. All rights reserved.