It is believed that these projectiles were inspired by stories of Japanese battleships firing huge "Beehive" rounds. When the round leaves the cannon, if transforms into a focused shockwave. Range is limited but extremely useful in defense against missiles at close range.
It is believed that the enchantment to create these projectiles are similar to those used to create enchanted arrows of the same basic type. Various projectiles are available for different cannot types and there is a special version available for grenade launchers.
Range: 800 feet (244 meters) with a radius of 80 feet (24.4 meters)
at full range
Mega-Damage: 8D4 (Plus knockdown)
Special Effects:
In addition to the normal damage inflicted to everything in the radius
of affect, those caught in the shockwave are likely to be knocked down
(roll percentile dice).
People and animals (and objects) weighing less than 500 lbs (225 kg)
are likely to be knocked off their feet and hurled 3D4 yards / meters;
01-88% likelihood. Only a percentile roll of 88 (defenders always win ties)
or higher will see them keep their balance without the knockdown penalty,
hut they suffer full damage.
Creatures and characters (supernatural beings, giants, dragons, cyborgs,
robots, etc.) weighing 500-1000 Ibs (225 to 450 kg) have a 01- 50% chance
off being knocked off their feet and hurled ID4 yards / meters.
Creatures and characters weighing up to one ton have only a 20% chance
of being knocked off their feet and to the ground and knocked only a few
feet back.
Flying creatures and characters will he hurled through the air at twice
the distance, but do not get knocked to the ground, although they still
suffer the penalties from the impact of the shockwave and disorientation.
G.M.s can also have them slammed into walls, trees, etc., for an additional
1D4 M.D. (or S.D.C.) The spell is extremely effective against missiles.
If the shockwave does not destroy the incoming missiles then missiles of
medium range and smaller have an 88% of being knocked from the air, long
range missiles have a 50% chance of being knocked out of the air, and cruise
missiles have a 20% of being knocked out of the air)
Knockdown penalties: Those who fail to keep their balance are hurled
through the air and knocked to the ground. There is a 01-40% chance of
dropping anything they are holding, plus the character loses initiative
and two melee attackslactions. Only the spell caster and those touching
him are unaffected by the shockwave. Note: Those with acrobatics, gymnastics
or other skill abilities involving "balance" are +l0% to save. A characters
who makes a successful roll with fall or impact (14 or higher) takes half
damage but full penalties.
Black Market Cost: 3,000 credits.
[Federation of Magic is a trademark owned by Kevin Siembieda and
Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.