Types of Missiles and Common Guidance
Mini Missiles:
Palladium books states that mini missiles do not have guidance, in
effect making them ordinary rockets. While mini-missiles can be
completely unguided, most mini missiles use some form of direct control
to aim the missiles. These guidance systems include Command, Semi Active
Laser Homing, Semi Active Radar Homing, and Guide by Wire. The most
common guidance system for mini missiles is Semi Active Laser Homing.
Short Range Missiles:
These Missiles can use all the mini missile guidance systems and in
fact Semi Active Laser Homing is fairly common. Short Range missiles can
also carry Active Radar Homing, Anti Radiation Missiles, Infrared
Homing, and Optic Guidance. The most common form of guidance system is
Active Radar Homing because of its flexibility.
Medium Range Missiles:
Medium Range Missiles have more room for guidance systems than Short
Range Missiles do. This allows them to carry up to one additional
guidance system beyond the original. This can include any of the normal
systems or the smart missile package. All medium range missiles have
some form of inertial navigation system so that the missile can reach
the general location of the target.
Long Range Missiles:
Long Range Missiles have even more space for guidance systems than
medium range missiles do. This allows them to carry up to two additional
guidance systems beyond the original. This can include any of the normal
systems or the smart missile package. All long range missiles have some
form of inertial navigation system so that missile can reach the general
location of the target.
Cruise Missile:
Cruise Missiles are the largest missiles used practically in Rifts.
Because of their size, they can carry up to three additional guidance
systems beyond the original. This can include any of the normal systems
or the smart missile package. All cruise missiles have some form of
inertial navigation system so that missile can reach the general
location of the target.
Guidance Systems
There are a wide variety of different guidance systems available for
weapon systems. Most weapons can use almost any of the systems listed,
however, some weapons are limited in the types of guidance that they can
use. The following abbreviations will be used to identify the different
weapon types.
|
Weapon Type
|
Abbreviation
|
| Mini Missile |
MM |
| Short Range Missile |
SRM |
| Medium Range Missile |
MRM |
| Long Range Missile |
LRM |
| Cruise Missile |
CM |
| Light Bomb |
LB |
| Medium Bomb |
MB |
| Heavy Bomb |
HB |
| X-Heavy Bomb |
XB |
Active Radar Homing (ARH):
This guidance is a tiny radar system that allows the weapon to guide
itself to target. This guidance is autonomous. 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 minuses to targets that are radar stealth
vehicles. Many ARH weapons have a home on jam function which means that
when jammed, the weapon will head for the jamming signal and target
that.
The guidance has +3 to strike.
Availability: SRM, MRM, LRM, CM, MB, HB, XB
Anti-Radiation (AR):
This guidance has a special system that tracks on Electromagnetic
signals. This is normally used to track on radar transmitters but can be
used to home in on radio, microwave, and other similar signals as well.
This guidance is autonomous. These weapons can easily be directed
towards multiple targets if the launch system allows multiple targeting
at the same time. These guidance systems are a special purpose system
and will only target active transmitters and as such the best defense is
to shut the transmitter off. Most AR systems remember the last location
of the target and will target that location.
The guidance has +4 to strike a target that has active emissions but
cannot hit targets that are not active (ARs that remember target will
have no bonuses to strike).
Availability: SRM, MRM, LRM, CM, MB, HB, XB
Command (CMD):
The weapon is controlled by a radio signal the gives the weapon
directions to hit its target. This guidance is non-autonomous but
launching system could be. 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. This system is limited to
the range of the radio signals although directors could pass to other
directing signals. This system is vulnerable to radio jamming and if
jammed, the weapon will either detonate or will follow a pre-programed
course.
This guidance uses the bonuses of the director of the weapon (in the
case of a gunner, their bonuses) to strike. If jammed, weapons are at -9
to strike with no gunner bonuses to strike.
Availability: MM, SRM, MRM, LRM, CM, LB, MB, HB, XB (All)
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
due to the length of the wire. This missile guidance is
non-autonomous but launching system could be (although highly
doubtful). 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, there is a
15% chance of the wire breaking because of tension or catching on an
object and an additional 10% for every mile beyond two.)
The missile guidance use the bonuses of the director of the missile
(in the case of a gunner, their bonuses) to strike. If the wire is cut,
the missile loses all guidance (no strike bonuses) and is -9 to strike.
Availability: MM, SRM, MRM, LRM, CM
Infrared Homing (IRH):
This guidance detects the infrared or heat radiation given off by a
target. This weapon guidance is autonomous. 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.
The guidance has +4 to strike aircraft from the rear (in the case of
missiles) and +2 to strike the fronts and sides of a jet, or other
targets that emit large amounts of heat.
Availability: SRM, MRM, LRM, CM, MB, HB, XB
Optical Guidance (OPT):
This guidance uses an optical system to visually lock on to the
target. This weapon guidance is autonomous. 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, by
target changing position, and by very thick smoke, although weapons with
thermal imaging can see through the smoke.
The guidance has +3 to strike.
Availability: SRM, MRM, LRM, CM, MB, HB, XB
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 inches of the beam can pick up the
laser beam.
The guidance use the bonuses of the director of the weapon (in the
case of a gunner, their bonuses) to strike.
Availability: MM, SRM, MRM, LRM, CM, LB, MB, HB, XB (All)
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).
The guidance use the bonuses of the director of the weapon (in the
case of a gunner, their bonuses) to strike.
Availability: MM, SRM, MRM, LRM, CM, LB, MB, HB, XB (All)
Smart Guidance (SMRT):
Smart guidance works differently for missiles and bombs.
Smart Missiles are able to dodge attacks directed toward it and the
missile can return and strike target again. Smart missiles must have
another autonomous guidance system installed. Smart missiles also
separate when launched so they cannot be destroyed as a volley. All
smart missiles automatically have the special features of IFF
identification and Loiter capability (see below). This feature can only
be added to medium range or larger missiles (except in very special
cases).
These 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 have steering fins and a small rocket motor in addition
to advanced targeting systems. With the rocket motor, they are even able
to pursue a moving target. However, they are limited to a range of an
extra one-half mile (0.8km) in addition to the normal
drop altitude range. Volleys can all strike the same target or they
can each veer away to hit a different target. Smart bombs must have
another autonomous guidance system installed, but automatically have the
special feature of IFF identification (see below).
These bombs will automatically hit a large stationary target like a
building or bridge or blanket a specific area. They have a +6 to strike
a moving target.
Availability: Special. See conventional
missile
or bomb
tables.