Modern Missile Design
(Version 1.06 - Last Modified: 02/23/2003)
- Heavily borrows from
Revised
and Expanded Missile & Bomb Tables by
Chris Curtis, with assistance
from Mad Dog and
Kitsune.
IntroductionMissiles are very important in modern warfare; they allow attacks to be
carried out at long distances, provide a military with the means to precisely
strike a target, and can cause high levels of destruction. Missiles have not
been well defined by Palladium Books and bombs get even less attention then
missiles. This document will attempt to describe the various components of a
missile and a bomb. A reader that is familiar with Chris Curtis's
Revised and
Expanded Missile & Bomb Tables will seem many similarities between that work
and this work, but I have incorporated some of the special rules that I have
developed.
Each missile is composed six components: size, drive, type, guidance systems,
warhead, and design. Each bomb consists of the same components, except a bomb
does not have a drive component. The size of a missile determines its durability
and how much internal space it has for a drive, guidance systems, and a warhead.
The drive determines the missiles range, atmospheric speed, and its rate of
acceleration in space. The missile type will determine what warheads are
available, may require specific guidance systems, and can give special bonuses
or penalties to the missile. A missile's design will often determine its size,
type, and sometimes even its guidance systems and warhead. A missile's design
could also provide modifications to a missile, such as to its speed and range.
The number of guidance systems that a missile can hold also depends on its size.
The most important component of a missile is its warhead. The warheads available
for a missile vary widely in strength, but the larger the missile size, the
stronger the warhead available. The cost of a missile is the sum of the cost of
the four basic components. The missile body, represented by its size, has a
cost, each guidance system has a cost, and the warhead has a cost. A missile's
type and design can also affect its cost.
Missile SizeTheir are six standard missile sizes and five standard bomb sizes:
mini-missiles, short range missiles, medium range missiles, long range missiles,
cruise missiles, intercontinental ballistic missiles, small bombs, light bombs,
medium bombs, heavy bombs, and extra-heavy bombs. Mini-missiles are the smallest
missiles, have the shortest range, the smallest warheads, and the slowest speed,
but because of their small size, they are easy to use with power armor. The
short range missiles are larger and more complex then the mini-missiles and they
are often employed by tanks, robot vehicles, and fighters. Medium range missiles
are usually used against mecha and fighters, as it has the right balance of
speed and power. Long range missiles are used to destroy heavily armored mecha
and fighters, but more commonly are used against spaceships and hardened
fortifications. Cruise missiles are the largest missiles that are commonly
available and are used by ground installations or large spaceships and are used
against fortifications and other spaceships. Intercontinental ballistic missiles
are extremely large and powerful missiles that are only stored on the largest
space station and in ground installations, these missiles are used when heavy
destruction is desired. Small bombs are used for precise aerial bombardments,
usually against infantry and lightly armored targets. Light bombs are used
against armored opponents and lightly armored fortifications. Medium bombs are
used for sure kills against armored targets and protected fortifications. Heavy
bombs are used against hardened fortifications and large installations.
Extra-Heavy Bombs are used against buried fortifications and very large targets.
In the tables below, each missile size has a location where it is used, such
as Phase World (the Three Galaxies) and Rifts Earth. Also listed is the
missile's maximum speed in space, while it is possible for missiles to exceed
the listed speed they must be specially programmed to do so and for each 0.1c of
speed that the missile exceeds this speed, there is a 1% chance of the missile
detonating prematurely. Each missile size has an electronics suite that
generates ECM and ECCM for the missile, which is usually only important at the
moment the missile is launched or when it is fired upon. A missile's ECCM is
only used if the missile has any non-autonomous guidance systems. Finally, each
table has the missiles M.D.C. and A.R. value.
- Mini-Missiles:
Mini-Missiles (MMs) are small rockets the size of mortar rounds.
Mini-Missiles are favored by Power Armor, but some mecha and vehicles
carry large quantities of MMs, allowing them to fire enormous spreads of
missiles that can surprise and often destroy or disable enemies. Due to
their small size, MMs cannot hold autonomous guidance systems and are
easy to destroy.
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
40% of light (0.40c) |
1 |
5 |
0 |
0 |
200 Cr |
| Phase World |
60% of light (0.60c) |
2 |
7 |
0 |
0 |
100 Cr |
- Short Range Missiles:
Short Range Missiles (SRMs) are intended as anti-armor and anti-air
armaments for use in close-range engagements and fighter combat. They
are small enough that groups of them can be mounted in clusters or
inside the body of a vehicle, where they are protected until needed.
SRMs are not available as smart missiles although all other guidance
systems are available.
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
45% of light (0.45c) |
5 |
5 |
1 |
1 |
600 Cr |
| Phase World |
65% of light (0.65c) |
10 |
7 |
1 |
1 |
300 Cr |
- Medium Range Missiles:
Medium Range Missiles (MRMs) often make up the bulk of missile
armaments. These missiles are intended for medium to long range
engagements between robots, vehicles and small ships. Often too large to
be stored internally, these missiles are popular for anti-armor
operations.
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
50% of light (0.50c) |
10 |
6 |
1 |
1 |
4000 Cr |
| Phase World |
70% of light (0.70c) |
20 |
8 |
1 |
1 |
2000 Cr |
- Long Range Missiles:
Long Range Missiles (LRMs) are generally the largest and most
powerful missiles that can be carried by vehicles. Intended for heavy
anti-armor operations or for eliminating groups of enemies, they are
usually issued only in situations where heavy combat is unavoidable.
These missiles also form the bulk of missile payloads on spaceships and
are considered crucial for space warfare.
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
55% of light (0.55c) |
20 |
6 |
2 |
2 |
16,000 Cr |
| Phase World |
75% of light (0.75c) |
40 |
8 |
2 |
2 |
8000 Cr |
- Cruise Missiles:
Cruise missiles (CMs) are generally the largest type of missile that
can be carried by spaceships, a few fighters, and ground installations.
These missiles are extremely expensive and thus will only be used when
absolutely necessary, usually to take out large enemy ships or
structures.
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
60% of light (0.60c) |
40 |
7 |
2 |
2 |
40,000 Cr |
| Phase World |
80% of light (0.80c) |
80 |
9 |
2 |
2 |
20,000 Cr |
- Intercontinental Ballistic Missiles:
Intercontinental ballistic missiles (ICBMs) are the largest missiles
ever built, whether on Earth or in the Three Galaxies. They are rarely
used and almost always placed in protected ground installations, both to
keep them secluded and to avoid enemy detection. Prior to the coming of
the Rifts on Rifts Earth, nearly all ICBMs had been decommissioned in
favor of Cruise Missiles and the remaining ICBMs were destroyed or
deteriorated in the 300 years that followed. In the Three Galaxies,
these missiles are not usually deployed on ships because of their huge
size, which is too wasteful on all but the largest ships and space
stations. All ICBMs are based around a multiple stage rocket, with
varying numbers of stages, with a minimum of a booster stage and a
re-entry stage. Even in space, the section of the ICBM that contains the
warhead is still called the re-entry stage.
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
65% of light (0.65c) |
60 |
8 |
3 |
3 |
600,000 Cr |
| Phase World |
85% of light (0.85c) |
100 |
10 |
3 |
3 |
300,000 Cr |
- Free-Fall Bomb Range:
Unlike missiles, bombs are designed to be released and fall towards
their target. With the exception of a bomb equipped with the Smart
Guidance System, bombs have little ability to change their horizontal
distance to strike moving targets or to strike a different target. The
horizontal range of a free-fall bomb depends upon the altitude from
which it was dropped. The higher the altitude, the longer the possible
range of the bomb.
| Drop Altitude |
Normal Horizontal Range |
Smart Bomb Horizontal
Range |
| 0' - 1000' (0 m - 305 m) |
100' (30.5 m) |
500' (152.4 m) |
| 1000' - 4000' (305 m - 1220
m) |
2500' (762 m) |
5500' (1676 m) |
| 4000' - 10,000' (1220 m -
3050 m) |
5500' (1676 m) |
8140' (1.54 mils / 2481 m) |
| 10,000' - 20,000' (3050 m -
6100 m) |
10,500' (1.99 miles / 3200 m) |
15,780' (2.99 miles / 4810 m) |
| 20,000' - 30,000' (6100 m -
9150 m) |
16,500' (3.13 miles / 5029 m) |
24,420' (4.63 miles / 7443 m) |
| 30,000' - 40,000' (9150 m -
12,200 m) |
22,000' (4.17 miles / 6706 m) |
32,560' (6.17 miles / 9924 m) |
| 40,000' - 50,000' (12,200 m -
15,250 m) |
28,000' (5.30 miles / 8534 m) |
41,200' (7.80 miles / 12,558
m) |
| 50,000' + (15,250 m +) |
33,500' (6.34 miles / 10,211
m) |
49,340' (9.34 miles / 15,039
m) |
- Small Bomb:
Small Bombs (SBs) are used for precise attacks where excessive damage
is not needed or undesirable, such as destroying a specific target in a
civilian area. It is often used for carpet bombing against infantry
forces. Small bombs use warheads designed for mini-missiles.
| Location |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
2 |
5 |
0 |
0 |
500 Cr |
| Phase World |
4 |
7 |
0 |
0 |
350 Cr |
- Light Bomb:
Light Bombs (LBs) are used against armored opponents and lightly
armored fortifications. These bombs are small enough that they can be
carried in large numbers, so a single fighter can drop bombs on several
different targets before it needs to return to base. Light bombs use
warheads designed for short range missiles.
| Location |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
8 |
5 |
1 |
1 |
1000 Cr |
| Phase World |
15 |
7 |
1 |
1 |
750 Cr |
- Medium Bomb:
Medium Bombs (MBs) are used for sure kills against armored targets
and protected fortifications. While they are not the heaviest type of
bomb, they are well balanced, allowing a single fighter to carry enough
bombs to cause serious damage to several different targets. Medium bombs
use warheads designed for medium range missiles.
| Location |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
15 |
6 |
1 |
1 |
3000 Cr |
| Phase World |
30 |
8 |
1 |
1 |
2500 Cr |
- Heavy Bomb:
Heavy Bombs (HBs) are used against hardened fortifications and large
installations. These bombs are quite heavy and are not often deployed
due to their high cost and destructive capability, which is often
considered overkill. Heavy bombs use warheads designed for long range
missiles.
| Location |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
30 |
6 |
2 |
2 |
8000 Cr |
| Phase World |
60 |
8 |
2 |
2 |
5000 Cr |
- Extra-Heavy Bomb:
Extra-Heavy Bombs (XHBs) are used against buried fortifications and
very large targets. These are the largest bombs used and are used to
hold weapons of mass destruction, such as nuclear bombs and anti-matter
bombs. Extra-Heavy bombs use warheads designed for cruise missiles.
| Location |
M.D.C. |
A.R. |
ECM |
ECCM |
Cost |
| Rifts Earth |
60 |
7 |
2 |
2 |
20,000 Cr |
| Phase World |
120 |
9 |
2 |
2 |
15,000 Cr |
Missile Drive
Unlike a bomb, a missile has to propel itself from its launcher to its
target. A missile travels from its launcher to its target by using its
propulsion system. The missile's drive determines its atmospheric speed, its
rate of acceleration in space, and its range in an atmosphere and in space. Also
listed is the number of melees that a missile can use its drive system in space;
the maximum range in space is calculated from the number of melees that the
missile's drive can remain active at the maximum rate of acceleration. The most
common type of drive system used on Rifts Earth and in the Three Galaxies is a
simple chemical rocket, although other forms of propulsion have been
experimented with and some anti-gravity drives are used by the more advanced
groups in the Three Galaxies, like the CCW and the Transgalactic Empire.
Unless programmed otherwise, missiles in an atmosphere will reach their
maximum speed within seconds of being launched and will travel at their maximum
speed until they hit their target, reach their maximum atmospheric range and run
out of propellant, or they detonate for any other reason. Missiles function
differently in space and each drive system possesses a different rate of
acceleration. Missiles accelerate at a rate of acceleration set prior to their
launch and then accelerate at that rate for as many melees as listed in the
description of that type of propulsion system, at which point they can be
programmed to either continue traveling in that direction or they can become
inert. Missiles with the Command guidance system can change their rate of
acceleration after it has been launched and can deactivate the missile at any
time. Missiles can be set prior to their launch or at any time if the missile
has the Command guidance system to turn off their drive systems, extending their
range dramatically, but during the time that the drives have been turned off,
the missile cannot maneuver and loses any dodge bonus.
Missiles launched in space are affected by a maximum speed, like starships
are, even though a missile's life span after launch is brief enough that
radiation and particle damage is not much of a factor. The maximum safe speed
that a missile can travel at is listed for each missile type in the missile size
section. Although many of the shorter ranged missiles do not come close to
reaching this maximum safe speed before they run out of propellant, all of the
larger missiles are affected by this and each missile has enough propellant for
its main engines to reach its maximum safe speed before that fuel is wasted,
after that the missile has fuel to only perform maneuvering and navigation
adjustments based on small initial errors at the time of launch and to
compensate for a moving target. Once the fuel used for maneuvering is exhausted,
a missile has reached the space range listed below. Missile acceleration is
affected the same way starship accelerations are effected; see the
Revised Starship Rules for Phase World for more details.
In space, missiles can be used to hit targets beyond their maximum range
because missiles will travel in a straight line once they run out of fuel. They
are, of course, affected by gravity wells, but the launching craft can calculate
for that. Targets that do not move are ideal for this type of strike. These
targets include orbital bases and cities. There are no penalties to hit these
targets, but to hit specific targets, such as an individual building in a city,
the missiles have a penalty of -8 to strike. To hit a large moving target, such
as a large spaceship, the missiles have a penalty of -16 to strike. Mobile
targets smaller then about 5 million tons (4.5 million metric tons) cannot be
hit by this type of attack.
- Mini-Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (Rifts Earth) |
500 mph (805 km/h) |
1 mile (1.6 km) |
0.5% of light (0.005c) per
melee |
1 melee |
466 miles (750 km) |
300 Cr |
| Chemical (Phase World) |
1000 mph (1609 km/h) |
2 miles (3.2 km) |
0.75% of light (0.0075c) per
melee |
1 melee |
699 miles (1125 km) |
150 Cr |
| Anti-Gravity |
1000 mph (1609 km/h) |
4 miles (6.4 km) |
0.75% of light (0.0075c) per
melee |
1.5 melees |
1573 miles (2531 km) |
450 Cr |
- Short Range Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (Rifts Earth) |
900 mph (1448 km/h) |
6 miles (9.7 km) |
1% of light (0.01c) per melee |
2 melees |
3728 miles (6000 km) |
900 Cr |
| Chemical (Phase World) |
1800 mph (2897 km/h) |
10 miles (16.1 km) |
1.5% of light (0.015c) per
melee |
2 melees |
5592 miles (9000 km) |
450 Cr |
| Anti-Gravity |
1800 mph (2897 km/h) |
15 miles (24.1 km) |
1.5% of light (0.015c) per
melee |
3 melees |
12,582 miles (20,249 km) |
1800 Cr |
- Medium Range Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (Rifts Earth) |
1800 mph (2897 km/h) |
80 miles (128.7 km) |
2.5% of light (0.025c) per
melee |
4 melees |
37,281 miles (60,000 km /
0.20 light seconds) |
6000 Cr |
| Chemical (Phase World) |
3600 mph (5794 km/h) |
160 miles (257.5 km) |
4% of light (0.04c) per melee |
4 melees |
59,650 miles (96,000 km /
0.32 light seconds) |
3000 Cr |
| Anti-Gravity |
3600 mph (5794 km/h) |
240 miles (386.2 km) |
4% of light (0.04c) per melee |
6 melees |
134,212 miles (216,000 km /
0.72 light seconds) |
12,000 Cr |
- Long Range Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (Rifts Earth) |
2500 mph (4023 km/h) |
800 miles (1288 km) |
4% of light (0.04c) per melee |
16 melees |
935,525 miles (1,505,582 km /
5.0 light seconds) |
24,000 Cr |
| Chemical (Phase World) |
5000 mph (8047 km/h) |
1600 miles (2575 km) |
6% of light (0.06c) per melee |
16 melees |
1,363,094 miles (2,193,686 km
/ 7.3 light seconds) |
12,000 Cr |
| Anti-Gravity |
5000 mph (8047 km/h) |
2400 miles (3862 km) |
6% of light (0.06c) per melee |
24 melees |
2,481,530 miles (3,993,635 km
/ 13.3 light seconds) |
48,000 Cr |
- Cruise Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (Rifts Earth) |
3000 mph (4828 km/h) |
1600 miles (2575 km) |
6% of light (0.06c) per melee |
32 melees |
3,019,777 miles (4,859,860 km
/ 16.2 light seconds) |
60,000 Cr |
| Chemical (Phase World) |
6000 mph (9656 km/h) |
3200 miles (5150 km) |
9% of light (0.09c) per melee |
32 melees |
4,109,217 miles (6,613,143 km
/ 22.0 light seconds) |
30,000 Cr |
| Anti-Gravity |
6000 mph (9656 km/h) |
4800 miles (7725 km) |
9% of light (0.09c) per melee |
48 melees |
6,495,214 miles (10,453,033
km / 34.8 light seconds) |
120,000 Cr |
- Intercontinental Ballistic Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (Rifts Earth) |
3000 mph (4828 km/h) |
6500 miles (10,461 km) |
6% of light (0.06c) per melee |
128 melees (32 minutes) |
14,852,675 miles (23,903,063
km / 79.7 light seconds) |
1,000,000 Cr |
| Chemical (Phase World) |
6000 mph (9656 km/h) |
13,000 miles (20,921 km) |
9% of light (0.09c) per melee |
128 melees (32 minutes) |
19,532,760 miles (31,434,930
km / 104.8 light seconds) |
1,000,000 Cr |
| Anti-Gravity |
6000 mph (9656 km/h) |
19,500 miles (31,382 km) |
9% of light (0.09c) per melee |
192 melees (48 minutes) |
29,673,246 miles (47,754,461
km / 159.2 light seconds) |
2,000,000 Cr |
Missile Type
The Missile Type will determine what warheads are available for a missile,
may require specific guidance systems, and can give special bonuses or penalties
to the missile. On Rifts Earth, the most common missile type available is the
Multipurpose Missile, which possesses no penalties against any target, but
provides no bonuses. The other most popular missile types are the Anti-Spaceship
Missile and the Infantry Missile. While the Missile Types seem similar to the
guidance systems available for missiles and bombs, and most of the types take
space away from other guidance systems, it is important to note that instead of
detecting a target through a sensor system, such as the Anti-Radiation guidance
system, these missiles provide bonuses against targets in a specific
environment, such as on the ground or in the air, or targets with specific
characteristics, such as their size.
- Air-to-Air Missile (AAM):
Airborne units, such as fighters, carry these missiles to be used
against other airborne units. The missiles carry advanced targeting and
maneuvering equipment as well as large engines. However, this results in
a smaller warhead size. By far, the most useful and common warheads are
fragmentation because of the larger blast radius, although other types
are available.
- Bonuses: AAMs have a modified Simple Guidance system that
gives them a +6 to strike a target in the air, +2 to dodge, and 1 attack
per melee until they strike their target or run out of fuel.
- Penalties: Reduce warhead strength by 25% and has a penalty
of -5 to strike targets on the ground.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of one guidance system.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Chaff, Decoy, Electronic Warfare, Fuel Air Explosive,
Fusion, Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and
X-Ray Laser only.
- Cost: 5000 Cr
- Air-to-Ground Missile (AGM):
Airborne units, such as fighters, carry these missiles to be used
against ground targets, such as buildings and vehicles. AGMs are in many
ways similar to smart bombs, however, they have a much longer range, but
lower damage capability due to their larger engine and guidance systems.
Volleys can all strike the same target or they can each veer away to hit
a different target.
- Bonuses: All AGMs automatically hit stationary targets like
buildings, bridges, or unmoving tanks. They have more advanced targeting
equipment that gives a bonus of +6 to strike a moving target.
- Penalties: Reduce warhead strength by 25% and has a penalty
of -3 to strike a target higher then 20' (6.1 m) off the ground.
- Platform: MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of two guidance systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Fire Retardant, Smoke, Tear Gas, Cluster, Deployable
Electronic Jamming, Deployable Minefield, Fuel Air Explosive, Fusion,
Kinetic Energy, Multi-Warhead, Nuclear, and X-Ray Laser only.
- Cost: 3000 Cr
- Anti-Missile Missile (AMM):
Missiles are incredibly dangerous, and people not only want to use
missiles, they want to protect themselves from missiles. The exact
details needed to destroy a missile with another missile are
surprisingly complex. Missiles are fast and generally small targets,
with very small signatures to track and target. Missiles that are
designed to target other missiles have much more complex targeting
computers, but the exact changes make them unsuitable for targeting
anything that is not shaped as a missile.
- Bonuses: AMMs have a modified targeting computer that
provides an additional bonus of +3 to strike any missile or missile-like
object, even missile shaped vehicles.
- Penalties: The target must be in the air at the moment the
AMM is launched and tracking will be lost once the missile is destroyed
or it strikes its target; the AMM is not designed to gain a new target
once its initial target is lost, which does make it vulnerable to things
that even temporarily block its guidance systems. The AMM cannot be
targeted on anything that does not share the same physical
characteristics of a missile.
- Platform: MM, SRM, MRM, and LRM
- Guidance Systems: Does not remove space for any guidance
systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Chaff, Fuel Air Explosive, Fusion, and Kinetic Energy
only.
- Cost: 1700 Cr
- Anti-Spaceship Missile (ASM):
Many units in space, such as fighters and spaceships would be equipped
with this type of missile if they expected to engage in combat against a
spaceship. These missiles are given smaller guidance computers due to
the larger size and lower maneuverability of the target in exchange for
a larger payload.
- Bonuses: All ASMs automatically hit a stationary target in
space. They have more advanced targeting equipment that gives a bonus of
+6 to strike a moving target.
- Penalties: -10 to strike any target under 500 tons (453.6
metric tons).
- Platform: MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of two guidance systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Decoy, Electronic Warfare, Fuel Air Explosive, Fusion,
Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and X-Ray Laser
only.
- Cost: 3000 Cr
- Atmosphere-to-Space Missile (APM):
Ground-based missile installations designed to protect a planet from
attacks from space are common, but atmospheric aircraft can easily be
equipped with missiles that allow them to engage targets in space,
although the missiles are quite large.
- Bonuses: APMs can operate in space and are designed to leave
an atmosphere without being damaged.
- Penalties: None
- Platform: LRM, CM, and ICBM
- Guidance Systems: Does not remove space for any guidance
systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Decoy, Electronic Warfare, Fuel Air Explosive, Fusion,
Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and X-Ray Laser
only.
- Cost: 300 Cr
- Infantry Missile (IFM):
These missiles were specifically designed to be used against small
targets, such as infantry, power armor, and tanks. As small units became
armored, many militaries found it necessary to develop a missile
designed to destroy small targets, and the Infantry Missile was born.
- Bonuses: +4 to strike any target that is under 5 tons (4.5
metric tons).
- Penalties: Reduce damage by 50% if used target targets
heavier then 10 tons (9.1 metric tons).
- Platform: MM, SRM, SB, and LB
- Guidance Systems: Requires the space of one guidance system.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Fire Retardant, Smoke, Tear Gas, Fuel Air Explosive,
Fusion, Kinetic Energy, Multi-Warhead, and X-Ray Laser only.
- Cost: 1000 Cr
- Multipurpose Missile (MPM):
Multipurpose missiles, as their name suggests, are used in a variety of
places. They were designed based on the fact that a launching vehicle
may not always know what kind of opponents that will be facing, such as
Gargoyle troops that can fight both in the air and on the ground. This
renders dedicated missiles, such as air-to-air or surface-to-surface,
not as useful against such versatile opponents. The MPMs are the most
widely used missile type on Rifts Earth.
- Bonuses: None
- Penalties: None
- Platform: MM, SRM, MRM, LRM, CM, ICBM, SB, LB, MB, HB, and
XHB
- Guidance Systems: Does not remove space for any guidance
systems.
- Warheads: Any
- Cost: 0 Cr
- Space-to-Atmosphere Missile (SPM):
Attacking targets on a planet without coming within range of a planet's
defenses is very important and this type of missile is designed
specifically to do this, without damaging the missile or losing any
accuracy in the missile's targeting capabilities.
- Bonuses: SPMs are purposely designed to enter an atmosphere
and can do so safely and without damage.
- Penalties: None
- Platform: MRM, LRM, CM, and ICBM
- Guidance Systems: Does not remove space for any guidance
systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Decoy, Electronic Warfare, Fuel Air Explosive, Fusion,
Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and X-Ray Laser
only.
- Cost: 300 Cr
- Space-to-Space Missile (SPM):
Some missile were simply designed to be used in space and only in space.
These types of missiles are not equipped with certain controls that
would allow them to function and steer properly in an atmosphere. These
types of missiles are known as Space-to-Space missiles and they are very
similar to multipurpose missiles.
- Bonuses: +1 to strike any target in space.
- Penalties: Cannot operate in an atmosphere.
- Platform: MM, SRM, MRM, LRM, CM, and ICBM
- Guidance Systems: Does not remove space for any guidance
systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Decoy, Electronic Warfare, Fuel Air Explosive, Fusion,
Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and X-Ray Laser
only.
- Cost: 200 Cr
- Surface-to-Air Missile (SAM):
Grounded units, such as tanks, carry these missiles to be used against
airborne units, such as fighters and helicopters. They have virtually
the same performance as AAMs, but are launched from the ground instead
of the air.
- Bonuses: SAMs have a modified Simple Guidance system that
gives them a +6 to strike a target in the air, +2 to dodge, and 1 attack
per melee until they strike their target or run out of fuel.
- Penalties: Reduce warhead strength by 25% and has a penalty
of -5 to strike targets on the ground.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of one guidance system.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Smoke, Chaff, Decoy, Electronic Warfare, Fuel Air
Explosive, Fusion, Kinetic Energy, Multi-Warhead, Nuclear, Penetration
Aid, and X-Ray Laser only.
- Cost: 5000 Cr
- Surface-to-Surface Missile (SSM):
Grounded units, such as tanks, carry Surface-to-Surface missiles (SSMs)
to be used against other ground-based targets, such as bridges,
buildings, and other tanks. The missiles carry advanced targeting and
maneuvering equipment as well as large engines. However, this results in
the missiles being forced to carry a smaller payload.
- Bonuses: All SSMs automatically hit stationary targets like
buildings, bridges, or unmoving tanks. They have more advanced targeting
equipment that gives a bonus of +3 to strike a moving target.
- Penalties: Reduce warhead strength by 25% and has a penalty
of -5 to strike a target higher then 20' (6.1 m) off the ground.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of one guidance system.
- Warheads: Armor Piercing, Fragmentation, High Explosive,
Plasma / Napalm, Fire Retardant, Smoke, Tear Gas, Cluster, Deployable
Minefield, Fuel Air Explosive, Fusion, Kinetic Energy, Multi-Warhead,
Nuclear, and X-Ray Laser only.
- Cost: 3000 Cr
Missile Guidance SystemsTo control its flight path, a missile or a bomb will have a guidance computer
and an autopilot. The autopilot is a set of electronic instruments and
electrical devices that control the motors and fins to steer the missile or bomb
towards its designated target. In the absence of signals from the guidance
computer, which receives its information from the guidance systems, the
autopilot maintains the correct missile attitude and maintains the missile
flight in a straight line. If the guidance computer tells the autopilot new
information, then the missile will change its flight path accordingly, while
continuing to stabilize the missile. The guidance computer receives all of its
information from the various guidance systems located on the missile or bomb. It
will interpret the information from the systems, recognize if the target has
changed position, and forward the new information to the autopilot. The guidance
computer is also equipped with electronic warfare equipment that generates both
ECM and ECCM. Larger missiles and bombs have larger guidance computers which
enables them to receive information from more guidance systems and generate more
ECM and ECCM. The ECM and ECCM generated by the guidance computer is listed in
the
Missile Size section.
The number of guidance systems that can be placed on a missile or bomb
depends on its size, and even then, some guidance systems are too large to be
placed on some missile or bomb sizes. If a missile or bomb has more then one
guidance system, then all bonuses from those systems are cumulative. If a
guidance system is blinded, then the missile or bomb will continue towards its
target as an unguided projectile and the roll to strike must be rolled again,
but the target's same dodge roll, if applicable, is still used. If a missile or
bomb had multiple guidance systems and only one was blinded, the roll to strike
must still be rolled again, but only the blinded system's bonuses do not apply,
all other bonuses function normally.
There are two main types of guidance systems: autonomous and non-autonomous.
Autonomous systems allow a missile or bomb to be completely independent from the
launching vehicle and the launching vehicle's bonus to strike are not applied to
the missile or bombs strike bonus. A non-autonomous system is directly
controlled or influenced by the launching vehicle or another system. The
influencing force is allowed to use its bonus to strike to assist the missile or
bomb in hitting the target. Non-autonomous and autonomous systems can be mixed
on the same missile or bomb. Some autonomous systems generate their own ECCM,
which counters the ECM protecting the target, while non-autonomous systems use
the influencing vehicle's ECCM.
If a missile or bomb has no guidance systems then it is considered to be
unguided. Unguided missiles receive no bonus to strike but are unaffected by the
ECM of the target. If a missile or bomb is designed to be unguided then it will
be built without a guidance computer and will possess a smaller and simpler
autopilot, which will ensure the missile or bomb flies in a straight line after
it is launched. With fewer internal systems, an unguided missile will usually
have more fuel and a more powerful engine allowing it to travel 20% faster,
increase atmospheric speed by 20% and space acceleration rate by 20%, and
increase its range by 25%, both in an atmosphere and in space.
| Munitions Type |
Abbreviation |
Number of Guidance Systems |
| Mini-Missile |
MM |
One non-autonomous system |
| Short Range Missile |
SRM |
One guidance system |
| Medium Range Missile |
MRM |
Two guidance systems |
| Long Range Missile |
LRM |
Three guidance systems |
| Cruise Missile |
CM |
Four guidance systems |
| Intercontinental Ballistic Missile |
ICBM |
Six guidance systems |
| Small Bomb |
SB |
One non-autonomous system |
| Light Bomb |
LB |
Two non-autonomous systems |
| Medium Bomb |
MB |
One guidance system |
| Heavy Bomb |
HB |
Two guidance systems |
| Extra-Heavy Bomb |
XHB |
Three guidance systems |
- Active Radar Homing (ARH):
This guidance is a tiny radar system that allows the weapon to guide
itself to a target. The guidance system can be detected by any system
that detects radar signals. These weapons can easily be directed towards
multiple targets if the launch system allows multiple targeting at the
same time. These weapons are vulnerable to being tricked by chaff
systems, can be jammed by active jamming systems, and have penalties to
strike radar stealth vehicles. Many ARH systems have a home on jam
function that allows them to target the source of a jamming signal. If
this function is used, the system targets the source of the jamming
signal and receives its normal bonus to strike.
- Type: Autonomous
- Bonuses: +3 to strike
- Penalties: 75% chance of being fooled by a chaff system,
cannot work when being actively jammed, and -5 to strike any radar
stealth vehicles.
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 500 Cr
- Anti-Radiation (AR):
This guidance has a special system that tracks electromagnetic signals.
This is normally used to target radar transmitters, but can be used to
home in on radio, microwave, and other similar signals as well. These
weapons can easily be directed towards multiple targets if the launch
system allows multiple targeting at the same time. This guidance system
is a special purpose system and will only target active transmitters,
therefore the best defense is to shut the transmitter off.
- Type: Autonomous
- Bonuses: +4 to strike
- Penalties: Cannot be used to target transmitters that are not
active. If the target suddenly deactivates its emitter, then the missile
will continue on its last course as an unguided missile.
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 800 Cr
- Command (CMD):
The weapon is controlled by a radio signal the gives the weapon
directions to hit its target. Weapons can be guided to different targets
by using either separate radio channels or by codes designating the
specific weapon that is being directed. This means that when using this
system to hit different targets at the same time, at short ranges only
two or three separate targets can be targeted in this manner. This
system is limited to the range of the radio signals, although control
could pass to other directing signals. This system is vulnerable to
radio jamming and if jammed, the weapon will either detonate or continue
on its current course as an unguided missile or bomb.
- Type: Non-Autonomous
- Bonuses: Uses the strike bonus of the launching vehicle
- Penalties: If jammed, weapons are at -9 to strike and any
strike bonuses or ECCM from the launching vehicle will be lost.
- Platform: MM, SRM, MRM, LRM, CM, ICBM, SB, LB, MB, HB, and
XHB
- Cost: 200 Cr
- Expert Guidance (EXRT):
Expert guidance is a more advanced and powerful version of smart
guidance using a limited artificial intelligence and is only available
to advanced groups, such as those from the Three Galaxies, and cannot be
used on bombs. Expert Missiles are able to dodge attacks directed
towards them and the missile can return and attempt to strike a target
again if they miss during the first pass. Expert missiles must have
another autonomous guidance system installed and they are programmed to
fly far apart from other missiles so cannot be destroyed as a volley.
All expert missiles automatically have the special features of IFF
identification, Loiter capability, and Surface Skimming.
- Type: Special, takes up space for one guidance system
- Bonuses: Smart missiles have advanced tracking and avoidance
systems that give them a +7 to strike, +6 to dodge, and 3 attacks per
melee until they strike their target or run out of fuel.
- ECCM: +3
- Platform: MRM, LRM, CM, and ICBM
- Cost: 60,000 Cr
- Global Positioning System Homing (GPSH):
The GPS Homing guidance system relies on a very accurate positioning
system to determine the missile's current location and the location of
where the missile is heading. The GPS information can be achieved from a
variety of sources and in the 20th century on Earth, the
United States developed a series of 24 satellites to provide the
positioning information. The accuracy of the positioning data varies
depending on the source of the information; the US was able to achieve
an accuracy of within 1' (0.3 m) in the early part of the 21st
century. Unfortunately, this guidance system is highly vulnerable to a
jamming device that can block the signal between the weapon and the
source of the GPS data.
- Type: Autonomous
- Bonuses: +4 to strike
- Penalties: Cannot work if signal between the weapon and the
GPS data source is blocked and will never receive a direct hit (not even
on a natural roll of an 18, 19, or 20) unless the GPS data is very
accurate, within 1' (0.3 m).
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 800 Cr
- Guide By Wire (WIRE):
This system is only used by missiles. The missile is controlled by
signals through a wire to the missile guidance system. The range of
missiles with this guidance system is normally limited to about 5 miles
(8 km) due to the length of the wire. In order for the missile to target
more than one target at the same time, each missile needs to be directed
by a different controller. This missile's only weaknesses is that there
is a chance the wire can be cut. If the missile travels more than 2
miles (3.2 km), there is a 15% chance of the wire breaking because of
tension or catching on an object, and an additional 10% for every extra
mile (1.6 km).
- Type: Non-Autonomous
- Bonuses: Uses the strike bonus of the launching vehicle
- Penalties: If the wire is cut, the missile are at -9 to
strike and any strike bonuses or ECCM from the launching vehicle will be
lost. Also, since the missile is attached to the launching vehicle with
a wire, the missile range cannot exceed the length of the wire.
- Platform: MM, SRM, MRM, LRM, CM, and ICBM
- Cost: 200 Cr
- IFF Identification:
This is a relatively inexpensive feature that allows a weapon to read
the IFF (Identify Friend/Foe) signature of the target (if it has one,
many alien vehicles do not) and either include or not include it as a
valid target. This could mean that the weapon will only strike a target
that is radiating a specific IFF or only strike targets that do not
radiate a specific IFF. A maximum of 200 different IFF signatures can be
stored. In reality, warring parties very often change their IFF
frequencies during a conflict. Therefore, this system is usually
programmed soon before the craft leaves the base. It is possible to
re-program the guidance from the craft itself if the vehicle has more
than just one pilot or has a very advanced computer system.
- Type: Special, does not take up any additional space in a
missile
- Bonuses: Can prevent the missile or bomb from accidentally
targeting the wrong target.
- Penalties: If the missile or bomb is using old IFF
information, then its attempts to target a specific IFF signature may
fail.
- Platform: SRM, MRM, LRM, CM, ICBM, LB, MB, HB, and XHB
- Cost: 1000 Cr
- Infrared Homing (IRH):
This guidance detects the infrared or heat radiation given off by a
target. These weapons can easily be directed towards multiple targets if
the launch system allows multiple targeting at the same time. These
weapons can be tricked by flares and strong heat sources.
- Type: Autonomous
- Bonuses: The guidance is +4 to strike a target from the
direction of a large heat source, such as the engines of an aircraft,
and +2 to strike from any other direction.
- Penalties: 50% chance of being fooled by the sudden
appearance of a larger heat source that is near to its original target,
such as a flare or another target. If fooled, the missile will move
towards the second target.
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 400 Cr
- Loiter Capability:
This feature is only available for missiles and is also a relatively
inexpensive. This allows the missile to wait until a target comes back
into view. This feature is especially useful for Anti-Radiation missiles
and for missiles used in space. The missile will loiter until it runs
out of fuel.
- Type: Special, does not take up any additional space in a
missile
- Bonuses: Allows the missile to wait until the target can be
reacquired or it runs out of fuel. In space, the missile will shut down
its engines and can wait indefinitely for a target to be reacquired.
- Platform: MRM, LRM, CM, and ICBM
- Cost: 2000 Cr
- Neutrino Homing (NTH):
This guidance detects and tracks neutrino emissions generated by nuclear
fission reactors, nuclear fusion reactors, anti-matter reactors, fusion
thrusters, ion thrusters, plasma explosions, fusion explosions, nuclear
explosions, and anti-matter explosions. The guidance system can be set
to track the strongest neutrino signature or a specific neutrino
signature. Only high-tech groups will possess this type of guidance
system. No group on Rifts Earth can build this guidance system, but it
is commonly available in the Three Galaxies.
- Type: Autonomous
- Bonuses: The guidance is +4 to strike a target a source of a
neutrino emission.
- Penalties: 25% chance of being fooled by the sudden
disappearance of the neutrino source it was targeting. If fooled, the
missile will move towards its original target as an unguided missile.
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 600 Cr
- Optical Guidance (OPT):
This guidance uses an optical system to visually lock on to the target.
These weapons can easily be directed towards multiple targets if the
launch system allows multiple targeting at the same time. These weapons
need to be directed to the location of their target because they only
have the ability to see targets at a limited distance and have a
relatively small arc of search. These weapons can be tricked by changing
the targets profile. These weapons are almost always equipped with
thermal imaging that can see through obstructions such as the smoke,
fog, and gas.
- Type: Autonomous
- Bonuses: +3 to strike
- Penalties: 70% chance of being fooled by a drastic change in
the target's appearance. If this occurs, then the missile or bomb will
continue on its last course as an unguided missile.
- ECCM: +1
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 500 Cr
- Passive Gravity Homing (PGH):
This guidance relies on a sensor that will detect the gravity footprint
of its target. This includes targets that are invisible or undetectable
by other means, unless it has a way of eliminating the gravity generated
by its own mass. The other advantage is that gravity sensors allow the
missile to track its target in real time no matter what the distance is
because gravity has no delay and is faster than light. Unfortunately, a
target can hide behind the gravity signature of other objects to trick
the sensors. Also, because of the massive gravitational force of a
planet, this guidance system cannot be used within 50,000 miles (80,467
km) of a planet.
- Type: Autonomous
- Bonuses: +3 to strike
- Penalties: 50% chance of being fooled by the sudden
appearance of a larger gravity signal that is in the way of the original
target. If fooled, the missile will move towards the second target.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Cost: 1500 Cr
- Semi-Active Laser Homing (SALH):
This guidance system homes on the reflected light from a laser
designator. This systems is very hard to fool and is very accurate. The
only weaknesses is that the target must be within the line of sight of
the director (no over the horizon targeting) and some targets with high
tech sensors are capable of detecting when they are being targeted. Only
the target or sensors within about 6" (15.2 cm) of the beam can pick up
the laser beam.
- Type: Non-Autonomous
- Bonuses: Uses the strike bonus of the launching vehicle, but
will automatically hit a stationary target.
- Penalties: If the laser designator is stopped, then the
missile or bomb will continue on its present course unguided.
- Platform: MM, SRM, MRM, LRM, CM, ICBM, SB, LB, MB, HB, and
XHB
- Cost: 200 Cr
- Semi-Active Radar Homing (SARH):
This guidance system follows a radar beam from a director to a target.
This systems is similar to the SALH 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).
- Type: Non-Autonomous
- Bonuses: Uses the strike bonus of the launching vehicle
- Penalties: 75% chance of being fooled by a chaff system,
cannot work when being actively jammed, and -5 to strike any radar
stealth vehicles. If fooled or jammed, then the missile or bomb will
continue on its present course unguided.
- Platform: MM, SRM, MRM, LRM, CM, ICBM, SB, LB, MB, HB, and
XHB
- Cost: 200 Cr
- Simple Guidance (SMPL):
Simple guidance is similar to Smart Guidance, but it is more limited and
cannot be used on bombs. Simple missiles are able to dodge attacks
directed towards them and the missile can return and attempt to strike a
target again if they miss during the first pass. All simple missiles
must have another autonomous guidance system installed and automatically
have the special feature of Loiter Capability.
- Type: Special, takes up space for one guidance system
- Bonuses: Simple missiles have advanced tracking and avoidance
systems that give them a +3 to strike, +2 to dodge, and 1 attack per
melee until they strike their target or run out of fuel.
- ECCM: +1
- Platform: SRM, MRM, LRM, CM, and ICBM
- Cost: 15,000 Cr
- Smart Guidance (SMRT):
Smart guidance works differently for missiles and bombs. Smart Missiles
are able to dodge attacks directed towards them and the missile can
return and attempt to strike a target again if they miss during the
first pass. Smart missiles must have another autonomous guidance system
installed and they are programmed to fly far apart from other missiles
so cannot be destroyed as a volley. All smart missiles automatically
have the special features of IFF Identification and Loiter Capability.
Smart Bombs have steering fins and a small rocket motor in addition to
advanced targeting systems. With the rocket motor, they are able to
pursue moving targets better then normal free-falling bombs. Volleys can
all strike the same target or they can each veer away to hit a different
targets. Smart bombs automatically have the special feature of IFF
identification.
- Type: Special, takes up space for one guidance system
- Bonuses: Smart missiles have advanced tracking and avoidance
systems that give them a +5 to strike, +4 to dodge, and 2 attacks per
melee until they strike their target or run out of fuel. Smart bombs
will automatically hit a large stationary target like a building or
bridge or blanket a specific area and they have a bonus of +6 to strike
a moving target.
- ECCM: +2
- Platform: MRM, LRM, CM, ICBM, SB, LB, MB, HB, and XHB
- Cost: 30,000 Cr
- Surface Skimming:
This feature is only available for missiles. It allows the missile to
skim just over the surface of the ground or water. This feature includes
both physical additions and programming changes and the missile must use
a smaller engine. It does not affect what types of guidance or special
features a missile possesses. A surface skimming missile costs a little
bit more than a normal missile and but has 25% less speed. This feature
is never used with missiles in space, as there is no surface to skim.
- Type: Special, does not take up any additional space in a
missile
- Bonuses: Since the missile is skimming just above the surface
of the ground or water, it is much more difficult to detect. Reduce the
range that the missile can be detected at by 75%.
- Penalties: Reduce atmospheric speed and space acceleration by
25%.
- Platform: MM, SRM, MRM, LRM, CM, and ICBM
- Cost: 1500 Cr
Missile WarheadA missile or bomb warhead is the single most important component; it is the
reason for having a missile or a bombs and is the destructive force that the
rest of the missile or bomb is designed to assist. There are many different
types of warheads and a few require special rules and descriptions.
There are two optional rules that the author recommends be used when
determining the damage inflicted by a missile or a bomb. The first optional rule
is the damages listed are for being caught within the blast radius of an
explosion. Everything within the blast radius takes the damage listed. If the
explosion hits the target directly, then double damage is inflicted. To
determine whether the target was hit directly, use the natural, unaltered,
strike roll. If the roll was 18, 19, or 20 then the target was hit directly,
otherwise it was only caught in the blast radius. Effectively, this means that
in this case critical strikes are on a roll of 18, 19, or 20 instead of only the
normal 20. If this optional rule is used, then it supercedes the normal rule
where a natural 20 causes a critical strike that inflicts double damage. The
second optional rule concerns how to handle multiple targets belonging to the
same vehicle caught within a single explosion. For example, if a suit of power
armor was struck by a missile, this optional rule affects how the explosion will
damage the entire suit of power armor if it was caught within the blast radius.
This rule is called
Optional Missile Blast Damage and is hosted on
Kitsune's Web Page.
If one of the other components, such as the type or design, says it reduces
or increases the strength of the warhead, then that means that the warhead
module is smaller or larger, depending on how it is modified. If the warhead
size is modified then the damage and blast radius are increased / decreased
accordingly, and any of the special warheads that contain smaller munitions,
such as the multi-warhead and the cluster warhead, have their capacity increased
/ decreased accordingly.
Standard Warheads:
- Mini-Missile Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Armor Piercing (Light) |
1D4x10 M.D. |
3' (0.9 m) |
3' (0.9 m) |
15 |
250 Cr |
| Armor Piercing (Heavy) |
1D6x10 M.D. |
3' (0.9 m) |
3' (0.9 m) |
15 |
400 Cr |
| Fragmentation (Light) |
5D6 M.D. |
20' (6.1 m) |
40' (12.2 m) |
9 |
100 Cr |
| Fragmentation (Heavy) |
1D4x10 M.D. |
20' (6.1 m) |
40' (12.2 m) |
9 |
200 Cr |
| High Explosive (Light) |
6D6 M.D. |
5' (1.5 m) |
25' (7.6 m) |
10 |
200 Cr |
| High Explosive (Heavy) |
1D4x10 M.D. |
5' (1.5 m) |
25' (7.6 m) |
10 |
300 Cr |
| Plasma / Napalm (Light) |
1D6x10 M.D. |
15' (4.6 m) |
75' (22.9 m) |
12 |
350 Cr |
| Plasma / Napalm (Heavy) |
2D4x10 M.D. |
15' (4.6 m) |
75' (22.9 m) |
12 |
700 Cr |
| Fire Retardant |
None |
20' (6.1 m) |
N/A |
N/A |
200 Cr |
| Smoke |
None |
20' (6.1 m) |
100' (30.5 m) |
N/A |
150 Cr |
| Tear Gas |
None |
20' (6.1 m) |
N/A |
N/A |
150 Cr |
- Short Range Missile and Small Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Armor Piercing (Light) |
1D4x10 M.D. |
5' (1.5 m) |
5' (1.5 m) |
15 |
750 Cr |
| Armor Piercing (Medium) |
1D6x10 M.D. |
5' (1.5 m) |
5' (1.5 m) |
15 |
1000 Cr |
| Armor Piercing (Heavy) |
2D6x10 M.D. |
5' (1.5 m) |
5' (1.5 m) |
15 |
1250 Cr |
| Fragmentation (Light) |
1D4x10 M.D. |
20' (6.1 m) |
40' (12.2 m) |
9 |
300 Cr |
| Fragmentation (Medium) |
1D6x10 M.D. |
25' (7.6 m) |
50' (15.2 m) |
9 |
500 Cr |
| Fragmentation (Heavy) |
2D4x10 M.D. |
30' (6.1 m) |
60' (18.3 m) |
9 |
700 Cr |
| High Explosive (Light) |
1D4x10 M.D. |
10' (3.1 m) |
50' (15.2 m) |
10 |
600 Cr |
| High Explosive (Medium) |
1D6x10 M.D. |
15' (4.6 m) |
75' (22.9 m) |
10 |
800 Cr |
| High Explosive (Heavy) |
2D4x10 M.D. |
20' (6.1 m) |
100' (30.5 m) |
10 |
1000 Cr |
| Plasma / Napalm (Light) |
1D6x10 M.D. |
15' (4.6 m) |
75' (22.9 m) |
12 |
1200 Cr |
| Plasma / Napalm (Medium) |
2D4x10 M.D. |
25' (4.6 m) |
125' (38.1 m) |
12 |
1500 Cr |
| Plasma / Napalm (Heavy) |
2D6x10 M.D. |
35' (4.6 m) |
175' (53.3 m) |
12 |
1800 Cr |
| Fire Retardant |
None |
30' (9.1 m) |
N/A |
N/A |
400 Cr |
| Smoke |
None |
30' (9.1 m) |
150' (45.7 m) |
N/A |
300 Cr |
| Tear Gas |
None |
30' (9.1 m) |
N/A |
N/A |
300 Cr |
- Medium Range Missile and Light Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Armor Piercing (Light) |
1D6x10 M.D. |
10' (3.1 m) |
10' (3.1 m) |
15 |
3000 Cr |
| Armor Piercing (Medium) |
2D4x10 M.D. |
15' (4.6 m) |
15' (4.6 m) |
15 |
4000 Cr |
| Armor Piercing (Heavy) |
3D6x10 M.D. |
20' (6.1 m) |
20' (6.1 m) |
15 |
5000 Cr |
| Fragmentation (Light) |
1D6x10 M.D. |
35' (10.7 m) |
70' (21.3 m) |
9 |
1200 Cr |
| Fragmentation (Medium) |
2D4x10 M.D. |
40' (12.2 m) |
80' (24.4 m) |
9 |
2000 Cr |
| Fragmentation (Heavy) |
2D6x10 M.D. |
50' (15.2 m) |
100' (30.5 m) |
9 |
2800 Cr |
| Fragmentation (Extra-Heavy) |
4D4x10 M.D. |
60' (18.3 m) |
120' (36.6 m) |
9 |
3000 Cr |
| High Explosive (Light) |
1D6x10 M.D. |
20' (6.1 m) |
100' (30.5 m) |
10 |
2400 Cr |
| High Explosive (Medium) |
2D4x10 M.D. |
20' (6.1 m) |
100' (30.5 m) |
10 |
3200 Cr |
| High Explosive (Heavy) |
2D6x10 M.D. |
30' (9.1 m) |
150' (45.7 m) |
10 |
4000 Cr |
| High Explosive (Extra-Heavy) |
3D6x10 M.D. |
30' (9.1 m) |
150' (45.7 m) |
10 |
4000 Cr |
| Plasma / Napalm (Light) |
2D4x10 M.D. |
30' (9.1 m) |
150' (45.7 m) |
12 |
4800 Cr |
| Plasma / Napalm (Medium) |
2D6x10 M.D. |
40' (12.2 m) |
200' (61 m) |
12 |
6000 Cr |
| Plasma / Napalm (Heavy) |
4D6x10 M.D. |
50' (15.2 m) |
250' (76.2 m) |
12 |
7200 Cr |
| Fire Retardant |
None |
50' (15.2 m) |
N/A |
N/A |
1600 Cr |
| Smoke |
None |
50' (15.2 m) |
250' (76.2 m) |
N/A |
1200 Cr |
- Long Range Missile and Medium Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Armor Piercing (Light) |
2D4x10 M.D. |
15' (4.6 m) |
15' (4.6 m) |
15 |
12,000 Cr |
| Armor Piercing (Heavy) |
3D6x10 M.D. |
30' (9.1 m) |
30' (9.1 m) |
15 |
15,000 Cr |
| Fragmentation (Light) |
2D6x10 M.D. |
80' (24.4 m) |
160' (48.8 m) |
9 |
4800 Cr |
| Fragmentation (Heavy) |
3D4x10 M.D. |
100' (30.5 m) |
200' (61 m) |
9 |
11,200 Cr |
| High Explosive (Light) |
2D4x10 M.D. |
20' (6.1 m) |
100' (30.5 m) |
10 |
9600 Cr |
| High Explosive (Medium) |
2D6x10 M.D. |
30' (9.1 m) |
150' (45.7 m) |
10 |
12,800 Cr |
| High Explosive (Heavy) |
3D6x10 M.D. |
40' (12.2 m) |
200' (61 m) |
10 |
16,000 Cr |
| High Explosive (Extra-Heavy) |
4D6x10 M.D. |
50' (15.2 m) |
250' (76.2 m) |
10 |
20,000 Cr |
| Plasma / Napalm (Light) |
2D6x10 M.D. |
40' (12.2 m) |
200' (61 m) |
12 |
9600 Cr |
| Plasma / Napalm (Medium) |
3D6x10 M.D. |
50' (15.2 m) |
250' (76.2 m) |
12 |
24,000 Cr |
| Plasma / Napalm (Heavy) |
4D6x10 M.D. |
60' (15.2 m) |
300' (91.4 m) |
12 |
28,800 Cr |
| Plasma / Napalm (Extra-Heavy) |
5D6x10 M.D. |
80' (15.2 m) |
400' (121.9 m) |
12 |
36,000 Cr |
- Cruise Missile and Heavy Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| High Explosive (Light) |
1D4x100 M.D. |
40' (12.2 m) |
200' (61 m) |
10 |
64,000 Cr |
| High Explosive (Heavy) |
2D4x100 M.D. |
50' (15.2 m) |
250' (76.2 m) |
10 |
80,000 Cr |
| Plasma / Napalm (Light) |
1D6x100 M.D. |
60' (15.2 m) |
300' (91.4 m) |
12 |
72,000 Cr |
| Plasma / Napalm (Heavy) |
2D6x100 M.D. |
80' (15.2 m) |
400' (121.9 m) |
12 |
108,000 Cr |
- Intercontinental Ballistic Missile and Extra-Heavy Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| High Explosive (Light) |
1D4x1000 M.D. |
100' (30.5 m) |
500' (152.4 m) |
10 |
320,000 Cr |
| High Explosive (Heavy) |
2D4x1000 M.D. |
125' (38.1 m) |
625' (190.5 m) |
10 |
480,000 Cr |
| Plasma / Napalm (Light) |
1D6x1000 M.D. |
120' (36.6 m) |
600' (182.9 m) |
12 |
400,000 Cr |
| Plasma / Napalm (Heavy) |
2D6x1000 M.D. |
150' (45.7 m) |
750' (228.6 m) |
12 |
600,000 Cr |
- Armor Piercing:
This warhead uses a small explosion, but its primary purpose is to
penetrate thick armor, such as the armor on a tank or a giant robot.
- Fragmentation:
This warhead uses a small explosion to shatter the casing of the
missile or bomb and use it and some internal metal fragments to severely
damage a wide area. The razor sharp pieces of metal travel at incredibly
fast speeds and can rip through even incredibly strong armor, although
it does have trouble against thick armor.
- High Explosive:
This warhead is very simplistic and uses explosive material, such as
plastic explosives, TNT, and various other forms of explosives. All
damage from the warhead is caused by the explosion.
- Plasma / Napalm:
This warhead is similar to the high explosive warhead, except it uses
incredibly hot plasma to cause damage on the target. The intense heat
from the warhead is very effective, but it is also very costly.
- Fire Retardant:
The fire retardant substance held by this warhead will instantly put
out any active flame within its area of effect. It works by completely
covering a flame and depriving it of oxygen. This material will work on
normal fires and M.D.C. fires, but it will only reduce the duration of a
magical fire by 50% each time it is used.
- Smoke:
This type of warhead releases a thick cloud of smoke that covers a
large area (exact area depends on the type of warhead). The smoke
obscures vision in and through the cloud from those on the outside of
it. Infrared cannot penetrate a smoke cloud or be used inside one. Those
inside the cloud will be blinded and have trouble breathing. Those who
are not protected by environmental suits or a gas mask and goggles will
have -5 to strike, parry, and dodge and -1 to initiative. Attackers
firing into / through the cloud will be shooting wild. Note that passive
night vision scopes will work in a smoke cloud.
- Tear Gas:
The has will instantly affect everyone without protective masks or
environmental body armor or power armor. The eyes burn, sting and water
profusely, causing great discomfort and makes seeing clearly impossible.
The has also makes breathing difficult and irritates exposed skin. The
effects last for 3D4 minutes. The area that the gas will affect depends
on the size of the warhead, but it will dissipate in about five minutes
unless blown away by wind (dissipates more quickly, about 1D4 minutes).
The victims of tear gas are -10 to strike, parry, and dodge, -3 to
initiative, and lose one attacker per melee as long as they are within
the gas cloud and for the 1D6+1 melee rounds after leaving the area of
effect. Those in environmental armor are completely safe and not
affected.
Special Warheads:
- Chaff:
Chaff warheads are designed for two purposes: two decoy enemy weapons
and blind enemy radar. The warhead typically consists of metal-coated
fiberglass strands cut in lengths determined by wavelength of the RF
energy to be countered. Once deployed and detonated, the chaff warhead
will everything within the affected area from radar detection for as
long as the strands remain in the air and the launching vehicle remains
in the area. Of course, this prevents radar signals from going through
the area covered by the strands no matter what the source, so the
launching vehicle may lose their radar lock on other targets as well.
The amount of time that the strands will remain and the area they cover
depends on the size of the warhead. A mini-missile warhead will cover a
sphere with a radius of 10' (3.1 m) and will last for 5 seconds (a third
of a melee), a short range missile will cover a sphere with a radius of
20' (6.1 m) and will last for one full melee, and a medium range missile
will cover a sphere with a radius of 30' (9.1 m) and will last for two
full melees. During this time, all guidance systems that rely on radar,
such as Active Radar Homing and Semi-Active Radar Homing guidance
systems, are disrupted if they are targeted through the area covered by
the chaff warhead. A missile that has its targeting disrupted must roll
to strike the target again without the benefit of the disrupted guidance
system, although the target does not get a second attempt to dodge
unless normally allowed to do so. If the disrupted system was the only
guidance system on the missile, then the missile will function as an
unguided missile for the entire melee. If targeting is lost, only
missiles equipped with a Smart guidance system can attempt to reacquire
the target, but they must use one of their melee attacks to do so. Due
to their size, space ships or large atmospheric planes larger then a
personnel shuttle cannot be protected by a chaff warhead. Chaff warheads
can be used in space, but they will cover an area with double the normal
radius and last five times as long.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Chaff |
MM |
N/A |
N/A |
N/A |
N/A |
300 Cr |
| Chaff |
SRM |
N/A |
N/A |
N/A |
N/A |
500 Cr |
| Chaff |
MRM |
N/A |
N/A |
N/A |
N/A |
600 Cr |
- Cluster:
Cluster warheads work by dispersing numerous submunitions. Each
submunition is a small grenade-like bomb. These bombs impact all over
the target area, cratering it and causing widespread damage.
Historically, one of the more useful applications of these warheads was
for disabling runways. The cluster munitions impact all over the runway,
rendering it unusable. The runway must then be repaired before it is
possible to use it again. Cluster missiles have become somewhat less
useful, though, with the increasingly widespread use of VTOL aircraft.
This weapon works by distributing grenade type bombs, 50 for SBs, 100
for MRMs and LBs, 200 for LRMs and MBs, and 300 for HBs, to the target
area. Normally, the bombs are dispersed evenly within a 15' (4.6 m)
radius for SBs, 25' (7.6 m) radius for MRMs and LBs, 35' (10.7 m) radius
for LRMs and MBs, and 45' (13.7 m) radius for HBs. Anti-Runway versions
of the warheads are programmed slightly differently. All of the bombs
are dispersed along a path down the runway, thus rendering it very
unusable. SBs create a path 10' (3.1 m) wide by 45' (13.7 m) long, MRMs
and LBs create a path 20' (6.1 m) wide by 75' (22.9 m) long, LRMs and
MBs create a path 30' (9.1 m) wide by 100' (30.5 m) long, and HBs create
a path 40' (12.2 m) wide by 150' (45.7 m) long. Damage and blast radius
listed below is for each individual grenade-like bomb.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Cluster Grenade Bomb |
SB |
1D6x10 M.D. |
5' (1.5 m) |
5' (1.5 m) |
10 |
8000 Cr |
| Cluster Grenade Bomb |
MRM or LB |
1D6x10 M.D. |
5' (1.5 m) |
5' (1.5 m) |
10 |
15,000 Cr |
| Cluster Grenade Bomb |
LRM or MB |
1D6x10 M.D. |
5' (1.5 m) |
5' (1.5 m) |
10 |
35,000 Cr |
| Cluster Grenade Bomb |
HB |
1D6x10 M.D. |
5' (1.5 m) |
5' (1.5 m) |
10 |
55,000 Cr |
- Decoy:
Decoy warheads are designed to confuse both incoming missiles and
other ships' sensors. A decoy is designed to emit the electronic
signature of another vehicle, in addition to other emissions. Usually, a
decoy is programmed to emulate the launching ship, which will create two
identical targets, hopefully causing momentary confusion in an
attackers. The other main use of a decoy is to launch one before
missiles hit the launching ship, this causes the missiles to see two
targets, instead of just one. All missiles, even those with
non-autonomous guidance systems, must roll to strike again to see if
they can avoid targeting the decoy, if the roll to strike is lower then
their original roll, then the missiles will switch to target the decoy.
The decoy has the ECM of the launching vehicle with a bonus of +2 ECM. A
missile with a non-autonomous guidance system can attempt to revert
targeting back to the original target, but they must roll equal to or
above their original strike roll, otherwise their sensors will continue
to be confused and continue to move towards the wrong target. A ship's
sensor system has a 40% chance of determining that a decoy is really a
decoy, and if this occurs, then non-autonomous guidance systems will no
longer be confused by its presence, unfortunately, a ship can only
attempt to determine if a decoy is fake at the time the decoy is
launched. An MRM warhead can duplicate the electronic signature of any
missile or any vehicle up to the size of a small personnel shuttle or
fighter. An LRM warhead can duplicate everything that an MRM warhead can
and any ship up to destroyer size. A CM warhead can duplicate everything
that an LRM warhead can and any ship up to battlecruiser size. An ICBM
warhead can duplicate everything that a CM warhead can and any ship up
to dreadnought size.
| Warhead |
Missile Size |
Damage |
Atmospheric Radius |
Space Radius |
Cost |
| Decoy |
MRM |
N/A |
N/A |
N/A |
40,000 Cr |
| Decoy |
LRM |
N/A |
N/A |
N/A |
80,000 Cr |
| Decoy |
CM |
N/A |
N/A |
N/A |
120,000 Cr |
| Decoy |
ICBM |
N/A |
N/A |
N/A |
150,000 Cr |
- Deployable Electronic Jamming:
This is a very specialized type of warhead and instead of delivering
a destructive payload, it deploys parachute-suspended jamming devices to
interrupt battlefield control. The jamming covers a large portion of the
electromagnetic spectrum and thus interferes with most forms of
communication, radar, and other electromagnetic devices. Unfortunately,
this also affects friendly forces in the area. However, with advanced
notice, friendly forces should be able to cope with the interruption
while enemy forces will be caught by surprise and thrown into confusion.
All communication or other sensor rolls are performed at -45% or operate
at only 30% capability. Effects last for 20 melees (5 minutes).
| Warhead |
Missile Size |
Damage |
Atmospheric Radius |
Space Radius |
Cost |
| Deployable Electronic Jamming |
MRM |
N/A |
200' (61 m) |
N/A |
3000 Cr |
| Deployable Electronic Jamming |
LRM |
N/A |
500' (152.4 m) |
N/A |
10,000 Cr |
- Deployable Minefield:
Deployable minefield missiles are used to deliver mines in front of,
behind, or even on top of enemy troops. Minefields will usually 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. SBs deliver 25 mines covering a 100' by 100'
(30.5 m by 30.5 m) area. MRMs and LBs deliver 50 mines covering a 150'
by 150' (45.7 m by 45.7 m) area. LRMs and MBs deliver 100 mines covering
a 200' by 200' (61 m by 61 m) area. HBs deliver 150 mines covering a
250' by 250' (76.2 m by 76.2 m) area. The delivery pattern ensures that
the entire area is covered, with all areas within the trigger radius of
at least one mine. Anti-personnel mines will be triggered by pressure of
over 100 lbs (45.4 kg) within 15' (4.6 m). Anti-vehicle mines will be
triggered by pressure of over 400 lbs (181.4 kg) within 15' (4.6 m).
Damage and blast radius listed below is for each individual mine.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Anti-Personel Mine |
SB |
7D6 M.D. |
20' (6.1 m) |
N/A |
9 |
11,500 Cr |
| Anti-Personel Mine |
MRM or LB |
7D6 M.D. |
20' (6.1 m) |
N/A |
9 |
20,000 Cr |
| Anti-Personel Mine |
LRM or MB |
7D6 M.D. |
20' (6.1 m) |
N/A |
9 |
45,000 Cr |
| Anti-Personel Mine |
HB |
7D6 M.D. |
20' (6.1 m) |
N/A |
9 |
65,000 Cr |
| Anti-Vehicle Mine |
SB |
1D4x10 M.D. |
20' (6.1 m) |
N/A |
10 |
15,000 Cr |
| Anti-Vehicle Mine |
MRM or LB |
1D4x10 M.D. |
20' (6.1 m) |
N/A |
10 |
30,000 Cr |
| Anti-Vehicle Mine |
LRM or MB |
1D4x10 M.D. |
20' (6.1 m) |
N/A |
10 |
55,000 Cr |
| Anti-Vehicle Mine |
HB |
1D4x10 M.D. |
20' (6.1 m) |
N/A |
10 |
80,000 Cr |
- Electronic Warfare:
Electronic Warfare missile warheads are designed to be launched with
a salvo of other missiles to protect them from being shot or intercepted
before they reach their intended target. These warheads contains a
powerful, but small, electronic warfare system that generates additional
ECM for all friendly missiles within a small area of space. Since these
missiles are not equipped with any kind of explosive warheads, they
always self-destruct just before the missiles they are escorting
intercepts their target. Also, if all the missiles that they are
protecting are destroyed, then they can be ordered to self-destruct by
the launching ship. Multiple electronic warfare missiles can be launched
and their effects are cumulative. Due to the distances involved, these
missiles are most popular for space engagements, as most missiles
launched in an atmosphere are not in the air long enough to warrant the
use of this expensive warhead.
| Warhead |
Missile Size |
Damage |
Atmospheric Radius |
Space Radius |
ECM |
Cost |
| Electronic Warfare |
MRM |
N/A |
500' (152.4 m) |
1 mile (1.6 km) |
+1 |
75,000 Cr |
| Electronic Warfare |
LRM |
N/A |
0.5 miles (0.8 km) |
5 miles (8 km) |
+2 |
150,000 Cr |
| Electronic Warfare |
CM |
N/A |
1 mile (1.6 m) |
10 miles (16.1 km) |
+3 |
250,000 Cr |
| Electronic Warfare |
ICBM |
N/A |
5 miles (8 km) |
50 miles (80.5 km) |
+4 |
400,000 Cr |
- Fuel Air Explosive:
Fuel-Air Explosives (FAEs) are designed to cause massive damage by
misting, then igniting a cargo of fuel. This detonation causes an
incredible concussive effect. FAEs are much more effective against
infantry or very lightly armored targets than against hard targets. One
of the more useful aspects of the FAE is that the concussive effect is
equal over virtually the entire blast radius. One unusual use for FAEs
deals with minefields. The concussive pressure from the explosion will
often either detonate pressure-sensitive mines or clear the dirt and
earth off of them, making locating and disposing of them much easier.
Full damage is inflicted to all targets with 150 M.D.C. or less, but
targets possessing more M.D.C. only take half damage. Targets within the
blast radius are likely (01-88%) to be knocked off their feet and
stunned (01-65%). Targets knocked down will lose one melee action and
initiative. Stunned targets are -10 to strike, parry, and dodge, lose
their initiative, and lose half their attacks per melee for 1D4 rounds.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Fuel-Air Explosive |
MRM or LB |
4D4x10 M.D. |
75' (22.9 m) |
150' (45.7 m) |
8 |
35,000 Cr |
| Fuel-Air Explosive |
LRM or MB |
4D4x10 M.D. |
120' (36.6 m) |
240' (73.2 m) |
8 |
70,000 Cr |
| Fuel-Air Explosive |
HB |
4D4x10 M.D. |
175' (53.3 m) |
350' (106.7 m) |
8 |
100,000 Cr |
| Fuel-Air Explosive |
XHB |
4D4x10 M.D. |
240' (73.2 m) |
480' (146.3 m) |
8 |
140,000 Cr |
- Fusion:
Fusion warheads are non-nuclear explosives that are much more
powerful than other warheads of comparable size. Generally, only nuclear
weapons are more powerful for their size. Fusion warhead technology is
quite advanced, therefore only the most high-tech nations and
city-states (such as CS, NGR, or Republic of Japan) will possess these.
These weapons do not emit deadly radiation, an EMP, or any of the other
side effects normally associated with nuclear weapons. Please note that
the term "fusion" is not meant to imply a fusion reaction.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Fusion (Light) |
LRM or MB |
6D6x10 M.D. |
80' (24.4 m) |
160' (48.8 m) |
22 |
60,000 Cr |
| Fusion (Medium) |
LRM or MB |
1D4x100 M.D. |
100' (30.5 m) |
200' (61 m) |
22 |
80,000 Cr |
| Fusion (Heavy) |
LRM or MB |
1D6x100 M.D. |
120' (36.6 m) |
240' (73.2 m) |
22 |
120,000 Cr |
| Fusion (Extra-Heavy) |
LRM or MB |
2D4x100 M.D. |
150' (45.7 m) |
300' (91.4 m) |
22 |
150,000 Cr |
| Fusion (Anti-Spaceship) |
LRM or MB |
2D6x100 M.D. |
150' (45.7 m) |
300' (91.4 m) |
22 |
200,000 Cr |
| Fusion (Light) |
CM or HB |
2D6x100 M.D. |
150' (45.7 m) |
300' (91.4 m) |
22 |
125,000 Cr |
| Fusion (Heavy) |
CM or HB |
3D6x100 M.D. |
200' (61 m) |
400' (121.9 m) |
22 |
175,000 Cr |
| Fusion |
ICBM or XHB |
3D6x1000 M.D. |
200' (61 m) |
400' (121.9 m) |
22 |
800,000 Cr |
- 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. Multiple candles are released from the
warheads and will last for 10 melees (2.5 minutes).
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Illumination |
SRM or SB |
N/A |
1500' (457.2 m) |
N/A |
N/A |
600 Cr |
| Illumination |
MRM or LB |
N/A |
3500' (1067 m) |
N/A |
N/A |
1800 Cr |
| Illumination |
LRM or MB |
N/A |
8500' (2591 m) |
N/A |
N/A |
3500 Cr |
- Kinetic Energy:
Kinetic energy warheads do not carry any type of explosives, instead
the warhead is a composed of a solid, high strength metal alloy that
inflicts damage by physically hitting the target and ripping through it.
Normally these warheads are combined with Hypervelocity missiles that
travel at incredible speeds and enable the kinetic energy warheads to
cause even more damage, but they could be placed on regular missiles.
Due to their fragile nature, any missile or bomb hit by a kinetic energy
warhead suffers double the normal damage. The damage listed is for a
kinetic energy warhead placed on a normal missile; this warhead is not
designed to be placed on a bomb. Due to the incredible speeds that a
missile travels in space, the damage listed below for space damage is
for each melee that the missile accelerates, also, increase the Weapon
Rating of the missile by +1 for each melee it accelerates in space.
| Warhead |
Missile Size |
Atmospheric Damage |
Space Damage |
Blast Radius |
Weapon Rating |
Cost |
| Kinetic Energy |
MM |
3D6 M.D. |
1D6 M.D. |
N/A |
8 |
150 Cr |
| Kinetic Energy |
SRM |
6D6 M.D. |
2D6 M.D. |
N/A |
9 |
300 Cr |
| Kinetic Energy |
MRM |
1D6x10 M.D. |
4D6 M.D. |
N/A |
10 |
500 Cr |
| Kinetic Energy |
LRM |
2D4x10 M.D. |
1D4x10 M.D. |
N/A |
11 |
1000 Cr |
- Multi-Warhead:
Equipping a missile with multiple warheads is not a new idea. It had
been used on Earth in the second half of the 20th century,
and the technology remained after the Coming of the Rifts. This warhead
is actually made up of either four smaller missiles or six smaller
warheads. If the warhead is composed of multiple missiles, then at a
designated distance from its target, the warhead will explode and
release the smaller missiles. If the warhead is composed of multiple
warheads then it will continue towards its target as normal all all six
smaller warheads will detonate simultaneously upon impact. An MRM can
hold four complete MMs or can hold six MM warheads. An LRM can hold four
complete SRMs or can hold six SRM warheads. A CM can hold four complete
MRMs or can hold six MRM warheads. An ICBM can hold ten LRMs or fifteen
LRM warheads. The cost listed below does not include the cost of any
internal missiles or warheads.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Weapon Rating |
Cost |
| Multi-Warhead |
MRM |
N/A |
N/A |
N/A |
N/A |
10,000 Cr |
| Multi-Warhead |
LRM |
N/A |
N/A |
N/A |
N/A |
20,000 Cr |
| Multi-Warhead |
CM |
N/A |
N/A |
N/A |
N/A |
30,000 Cr |
| Multi-Warhead |
ICBM |
N/A |
N/A |
N/A |
N/A |
60,000 Cr |
- Nuclear:
These are true thermonuclear weapons, among the most destructive
forces Humans has ever created. Thermonuclear weapons are the most
powerful weapons present on any Palladium settings, from the 20th
century games to Robotech and Rifts. Nuclear weapons are extremely rare;
only the most advanced nations and city-states will possess them. Since
thermonuclear weapons are so rare and restricted, prices are not listed.
If a thermonuclear weapon were to find its way to the black market,
however, the asking price would at the minimum be in the millions, quite
possibly much more.
Anything within the Total Destruction Radius (TDR) is gone.
Not hurt, not damaged, but totally destroyed. Nothing useful will
survive the explosion. All living beings will be instantly killed; all
buildings, robots, power armor, vehicles, etc. will most likely be
obliterated outright. If not, they are wrecked beyond any possible use.
Damage is applied differently at different ranges. Apply full listed
damage from the TDR to the normal Blast Radius (BR). One-tenth damage is
applied out to 1.5xBR (1.5 times the Blast Radius). One-hundredth damage
is applied out to 1.75xBR. One-thousandth damage is applied out to
1.875xBR. Damage beyond this is generally SDC damage.
In space, nuclear weapons operate very differently. Reduce damage by
50%, total destruction radius by 75%, and blast radius by 50%.
Refer to Gary Gore's
article on nuclear weapons for information on additional and more in-depth
effects such as radiation, fallout, and EMP.
| Warhead |
Missile Size |
Damage |
Total Destruction Radius |
Blast Radius |
Weapon Rating |
| Nuclear Weapon |
SRM or SB |
1D6x1000 M.D. |
1.4 miles (2.3 km) |
2.1 miles (3.4 km) |
100 |
| Nuclear Weapon |
MRM or LB |
2D4x1000 M.D. |
2.9 miles (4.7 km) |
4.6 miles (7.4 km) |
100 |
| Nuclear Weapon |
LRM or MB |
2D6x1000 M.D. |
4.7 miles (7.6 km) |
7.3 miles (11.7 km) |
100 |
| Nuclear Weapon |
CM or HB |
4D4x1000 M.D. |
6.3 miles (10.1 km) |
9.8 miles (15.8 km) |
100 |
| Nuclear Weapon |
ICBM or XHB |
5D4x1000 M.D. |
8 miles (12.9 km) |
12.5 miles (20.1 km) |
100 |
- Penetration Aid:
Basically the opposite of an Electronic Warfare warhead, the
Penetration Aid warhead travels along with a volley of missiles
providing additional ECCM to allow the missiles to continue to lock onto
their target. Normally, once a lock is achieved after the missiles have
been launched, additional ECCM is not needed, but if the target
increases its ECM value or launches Chaff or Decoy warheads, the
additional ECCM can mean the difference between maintaining a lock and
going astray. As with the electronic warfare warheads, the "penaids," as
they are commonly referred to, provide ECCM to all friendly missiles
within a certain area, and they are hardly ever used in an atmosphere,
as the average flight time is much smaller in an atmosphere then in
space. The penaid warheads are programmed to self-destruct once the
missiles they are aiding are destroyed and the bonuses provided by
multiple penaids are cumulative.
| Warhead |
Missile Size |
Damage |
Atmospheric Radius |
Space Radius |
ECCM |
Cost |
| Penetration Aid |
MRM |
N/A |
500' (152.4 m) |
1 mile (1.6 km) |
+1 |
75,000 Cr |
| Penetration Aid |
LRM |
N/A |
0.5 miles (0.8 km) |
5 miles (8 km) |
+2 |
150,000 Cr |
| Penetration Aid |
CM |
N/A |
1 mile (1.6 m) |
10 miles (16.1 km) |
+3 |
250,000 Cr |
| Penetration Aid |
ICBM |
N/A |
5 miles (8 km) |
50 miles (80.5 km) |
+4 |
400,000 Cr |
- X-Ray Laser Warhead:
The X-Ray Laser warhead is designed to close with a target, and then
once it is a set distance away, the warhead detonates and a number of
lasers are fired towards the target. While the missile is completely
destroyed during the process of firing the lasers, the lasers have a
very good chance of hitting the target and causing severe damage. A
missile equipped with this warhead must lock onto the target as normal,
but once it is a predetermined distance away from the target, generally
just inside the maximum range of the laser, the warhead will detonate
and a roll to strike must be made for each laser fired by the warhead.
Each laser receives the same bonuses and penalties to strike as the
missile did in achieving its lock-on. Even though the lasers are
relatively small, they are still considered to be capital ship weapons,
but they do not receive any penalties for strike small targets. The
number of lasers fired depends greatly on the size of the warhead. An
SRM will fire a single laser, an MRM will fire four lasers, an LRM will
fire eight lasers, a CM will fire fifteen lasers, and an ICBM will fire
25 lasers. This technology is only available in the most advanced
groups, such as the CCW and the Transgalactic Empire from the Three
Galaxies.
| Warhead |
Missile Size |
Damage |
Atmospheric Laser Range |
Space Laser Range |
Weapon Rating |
Cost |
| X-Ray Laser |
SRM |
1D4x100 M.D. |
4 miles (6.4 m) |
400 miles (643.7 m) |
19 |
150,000 Cr |
| X-Ray Laser |
MRM |
1D4x100 M.D. |
4 miles (6.4 m) |
400 miles (643.7 m) |
19 |
300,000 Cr |
| X-Ray Laser |
LRM |
1D4x100 M.D. |
4 miles (6.4 m) |
400 miles (643.7 m) |
19 |
500,000 Cr |
| X-Ray Laser |
CM |
1D4x100 M.D. |
4 miles (6.4 m) |
400 miles (643.7 m) |
19 |
800,000 Cr |
| X-Ray Laser |
ICBM |
1D4x100 M.D. |
4 miles (6.4 m) |
400 miles (643.7 m) |
19 |
1,600,000 Cr |
Missile Design
Some groups have developed special missiles, such as the pre-Rifts United
States' AGM-84 Harpoon missile first developed in 1977, and a missile's design
will often determine several characteristics about a missile and possibly
provide several modifications to a missile's properties, such as velocity and
range. While most missiles on Rifts Earth and in the Three Galaxies are built on
generic designs, there are a few missile designs that are available to most
groups.
- Anti-Armor Missile:
Anti-Armor missiles are designed to be used against heavily armored
vehicles, such as tanks and large robot vehicles, at relatively close
range. As such, they have a larger warhead section and a considerably
smaller engine section. Many groups throughout the megaverse use this
missile design with their armed forces.
- Missile Size: Short Range Missile, Medium Range Missile, and
Long Range Missile.
- Missile Drive: Any
- Missile Type: Air-to-Ground, Multipurpose, or
Surface-to-Surface only
- Missile Guidance Systems: Any
- Missile Warhead: Any
- Modifiers: Increase warhead strength by 25% and Weapon Rating
by +1, but decrease range by 50%.
- Cost Modifier: Increase the cost of the missile by +10%.
- General Purpose Missile:
All missiles must have a design and for many groups, simply have a
missile is enough; such groups use the general purpose missile design,
which provides no modifications to missile's basic package.
- Missile Size: Any
- Missile Drive: Any
- Missile Type: Any
- Missile Guidance Systems: Any
- Missile Warhead: Any
- Modifiers: None
- Cost Modifier: None
- Ground Penetrating Missile / Bomb:
As their name suggests, a Ground Penetration weapon is designed to bury
itself deep underground before it detonates. The reason to delay
detonation is to place a weapon, either a missile or bomb, close to an
underground target. Originally, these weapons had very limited
penetration, but with the advent of M.D.C. materials, the depths
achievable by a specially designed weapon are much greater. An MRM is
capable of achieving a depth of up to 150' (45.7 m), an LRM a depth of
up to 250' (76.2 m), a CM a depth of up to 400' (121.9 m), an SB a depth
of 1' (0.3 m) per 1000' (305 m) of drop height, an LB a depth of 2.5'
(0.8 m) per 1000' (305 m) of drop height, an MB a depth of 5' (1.5 m)
per 1000' (305 m) of drop height, an HB a depth of 7.5' (2.3 m) per
1000' (305 m) of drop height, and an XHB a depth of 10' (3.1 m) per
1000' (305 m) of drop height. Increase maximum depth of a bomb by 25% if
it is a smart bomb. Once the weapon has reached its maximum depth or it
is unable to go any further underground, such as if it hit an M.D.C.
structure, it will detonate, causing full damage.
- Missile Size: Medium Range Missile, Long Range Missile,
Cruise Missile, Small Bomb, Light Bomb, Medium Bomb, Heavy Bomb, and
Extra-Heavy Bomb.
- Missile Drive: Any
- Missile Type: Air-to-Ground, Multipurpose, or
Surface-to-Surface only
- Missile Guidance Systems: Any
- Missile Warhead: Any, except for fragmentation and armor
piercing.
- Modifiers: None
- Cost Modifier: Increase the cost of the missile by +10%.
- Hypervelocity Missile:
The development of hypervelocity vehicles depends greatly upon advanced
rocket propulsion techniques, as well as advances in airframe design and
guidance and control. Hypervelocity missiles are designed around an
incredibly powerful engine that propels them at many times their
original speed, shortening engagement times and increasing the lethality
of kinetic energy warheads. While other warheads can be used, the only
advantage is the increased speed. Most groups on Rifts Earth lack the
technical abilities to develop this kind of missile, and those that have
the ability do not see the need. The only exception is the NGR, which
has experimented with hypervelocity missiles, but have no found them
very useful against the Gargoyle empire. Many groups in the Three
Galaxies deploy this kind of missile with their armed forces.
- Missile Size: Mini-Missile, Short Range Missile, Medium Range
Missile, and Long Range Missile.
- Missile Drive: Any
- Missile Type: Any
- Missile Guidance Systems: Any
- Missile Warhead: Any
- Modifiers: Increase atmospheric speed by five times and space
acceleration by three times, but reduce range by 25%. If a Kinetic
Energy Warhead is used on the missile, triple the damage it would
normally inflict and increase its Weapons Rating by +5.
- Cost Modifier: Increase the cost of the missile by +50%.
- Multi-Stage Missile:
Missiles in space have a very long range, but sometimes it is still not
enough. The ability to hit your target before your target can hit you is
incredibly important and multi-stage missiles provide that capability at
the expense of the missile's warhead strength. These missiles work by
using multiple stages for the missile's drive and once one of these
engines has been drained of its fuel or power supply it is dropped,
decreasing the total mass of the missile and decreasing the amount of
fuel needed to accelerate the missile even further with the next
booster. Although two- and three-stage missiles are the most common, it
is not impossible to have four- or five- stage missiles to provide a
huge range increase.
- Missile Size: Long Range Missile, Cruise Missile, and
Intercontinental Ballistic Missile.
- Missile Drive: Any
- Missile Type: Any except Infantry
- Missile Guidance Systems: Any
- Missile Warhead: Any
- Modifiers: For each stage that the missile possesses,
increase the missile's range by 50%, but decrease its warhead strength
by 12.5%. For example, a three-stage cruise missile with a Chemical
Drive from Phase World would have a maximum range of 8,218,434 miles
(13,226,286 km / 44.0 light seconds), but its warhead strength would be
reduced by 25%.
- Cost Modifier: Increase the cost of the missile by +20% for
each stage added to the missile.
References
Copyright © 2002-03, Cheethorne (Kevin Barrett).
All rights reserved, duplication in part or in full by permission only.
E-Mail Cheethorne
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