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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.

 

Introduction

Missiles 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 Size

Their 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.

  1. 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


     

  2. 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

     
  3. 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

     
  4. 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

     
  5. 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

     
  6. 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

     
  7. 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)

     
  8. 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

     
  9. 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

     
  10. 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

     
  11. 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

     
  12. 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.

  1. 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

     
  2. 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

     
  3. 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

     
  4. 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

     
  5. 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

     
  6. 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.

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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 Systems

To 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
  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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 Warhead

A 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:
  1. 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

     
  2. 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

     
  3. 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

     
  4. 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

     
  5. 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

     
  6. 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

     
  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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:
  1. 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

     
  2. 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

     
  3. 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

     
  4. 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

     
  5. 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

     
  6. 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

     
  7. 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

     
  8. 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

     
  9. 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

     
  10. 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

     
  11. 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

     
  12. 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

     
  13. 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

     
  14. 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.

  1. 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%.

     
  2. 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

     
  3. 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%.

     
  4. 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%.

     
  5. 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).
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