Modern Missile Design
(Version 1.08 - Last Modified: 11/27/2005)
- Heavily borrows from
Revised and Expanded Missile & Bomb Tables by
Chris Curtis, with assistance from Mad Dog and
Kitsune.
- Some details and warheads are inspired by the Honor Harrington series of books by
David Weber.
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 for the M.D.C. worlds and Earth and the Galaxy for S.D.C. worlds. 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
missile's M.D.C. and A.R. value for M.D.C. worlds and its S.D.C. value for S.D.C. worlds.
- 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 |
S.D.C. |
Cost |
| HU Earth |
20% of light (0.20c) |
1 |
400 Cr |
| HU Galaxy |
40% of light (0.40c) |
2 |
200 Cr |
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
40% of light (0.40c) |
1 |
5 |
200 Cr |
| Phase World |
60% of light (0.60c) |
2 |
7 |
100 Cr |
- Short Range Missiles:
Short Range Missiles (SRMs) are intended as anti-armor and anti-air armaments for use in close-range
engagements and fighter combat. They are small enough that groups of them can be mounted in clusters
or inside the body of a vehicle, where they are protected until needed. SRMs are not available as
smart missiles although all other guidance systems are available.
| Location |
Safe Space Speed |
S.D.C. |
Cost |
| HU Earth |
25% of light (0.25c) |
5 |
1200 Cr |
| HU Galaxy |
45% of light (0.45c) |
10 |
600 Cr |
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
45% of light (0.45c) |
5 |
5 |
600 Cr |
| Phase World |
65% of light (0.65c) |
10 |
7 |
300 Cr |
- Medium Range Missiles:
Medium Range Missiles (MRMs) often make up the bulk of missile armaments. These missiles are intended
for medium to long range engagements between robots, vehicles and small ships. Often too large to be
stored internally, these missiles are popular for anti-armor operations.
| Location |
Safe Space Speed |
S.D.C. |
Cost |
| HU Earth |
30% of light (0.25c) |
10 |
8000 Cr |
| HU Galaxy |
50% of light (0.50c) |
20 |
4000 Cr |
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
50% of light (0.50c) |
10 |
6 |
4000 Cr |
| Phase World |
70% of light (0.70c) |
20 |
8 |
2000 Cr |
- Long Range Missiles:
Long Range Missiles (LRMs) are generally the largest and most powerful missiles that can be carried
by vehicles. Intended for heavy anti-armor operations or for eliminating groups of enemies, they
are usually issued only in situations where heavy combat is unavoidable. These missiles also form
the bulk of missile payloads on spaceships and are considered crucial for space warfare.
| Location |
Safe Space Speed |
S.D.C. |
Cost |
| HU Earth |
N/A |
20 |
32,000 Cr |
| HU Galaxy |
55% of light (0.55c) |
40 |
16,000 Cr |
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
55% of light (0.55c) |
20 |
6 |
16,000 Cr |
| Phase World |
75% of light (0.75c) |
40 |
8 |
8000 Cr |
- Cruise Missiles:
Cruise missiles (CMs) are generally the largest type of missile that can be carried by spaceships,
a few fighters, and ground installations. These missiles are extremely expensive and thus will
only be used when absolutely necessary, usually to take out large enemy ships or structures.
| Location |
Safe Space Speed |
M.D.C. |
Cost |
| HU Earth |
N/A |
40 |
80,000 Cr |
| HU Galaxy |
60% of light (0.60c) |
80 |
40,000 Cr |
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
60% of light (0.60c) |
40 |
7 |
40,000 Cr |
| Phase World |
80% of light (0.80c) |
80 |
9 |
20,000 Cr |
- Intercontinental Ballistic Missiles:
Intercontinental ballistic missiles (ICBMs) are the largest missiles ever built, whether on Earth or
in the Three Galaxies. They are rarely used and almost always placed in protected ground installations,
both to keep them secluded and to avoid enemy detection. Prior to the coming of the Rifts on Rifts
Earth, nearly all ICBMs had been decommissioned in favor of Cruise Missiles and the remaining ICBMs
were destroyed or deteriorated in the 300 years that followed. In the Three Galaxies, these missiles
are not usually deployed on ships because of their huge size, which is too wasteful on all but the
largest ships and space stations. All ICBMs are based around a multiple stage rocket, with varying
numbers of stages, with a minimum of a booster stage and a re-entry stage. Even in space, the section
of the ICBM that contains the warhead is still called the re-entry stage.
| Location |
Safe Space Speed |
S.D.C. |
Cost |
| HU Earth |
N/A |
60 |
1,200,000 Cr |
| HU Galaxy |
65% of light (0.65c) |
100 |
600,000 Cr |
| Location |
Safe Space Speed |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
65% of light (0.65c) |
60 |
8 |
600,000 Cr |
| Phase World |
85% of light (0.85c) |
100 |
10 |
300,000 Cr |
- Free-Fall Bomb Range:
Unlike missiles, bombs are designed to be released and fall towards their target. With the exception of a
bomb equipped with the Smart Guidance System, bombs have little ability to change their horizontal distance
to strike moving targets or to strike a different target. The horizontal range of a free-fall bomb depends
upon the altitude from which it was dropped. The higher the altitude, the longer the possible range of the
bomb.
| Drop Altitude |
Normal Horizontal Range |
Smart Bomb Horizontal Range |
| 0' - 1000' (0 m - 305 m) |
100' (30.5 m) |
500' (152.4 m) |
| 1000' - 4000' (305 m - 1220 m) |
2500' (762 m) |
5500' (1676 m) |
| 4000' - 10,000' (1220 m - 3050 m) |
5500' (1676 m) |
8140' (1.54 mils / 2481 m) |
| 10,000' - 20,000' (3050 m - 6100 m) |
10,500' (1.99 miles / 3200 m) |
15,780' (2.99 miles / 4810 m) |
| 20,000' - 30,000' (6100 m - 9150 m) |
16,500' (3.13 miles / 5029 m) |
24,420' (4.63 miles / 7443 m) |
| 30,000' - 40,000' (9150 m - 12,200 m) |
22,000' (4.17 miles / 6706 m) |
32,560' (6.17 miles / 9924 m) |
| 40,000' - 50,000' (12,200 m - 15,250 m) |
28,000' (5.30 miles / 8534 m) |
41,200' (7.80 miles / 12,558 m) |
| 50,000' + (15,250 m +) |
33,500' (6.34 miles / 10,211 m) |
49,340' (9.34 miles / 15,039 m) |
- Small Bomb:
Small Bombs (SBs) are used for precise attacks where excessive damage is not needed or undesirable,
such as destroying a specific target in a civilian area. It is often used for carpet bombing against
infantry forces. Small bombs use warheads designed for mini-missiles.
| Location |
S.D.C. |
Cost |
| HU Earth |
2 |
1000 Cr |
| HU Galaxy |
4 |
700 Cr |
| Location |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
2 |
5 |
500 Cr |
| Phase World |
4 |
7 |
350 Cr |
- Light Bomb:
Light Bombs (LBs) are used against armored opponents and lightly armored fortifications. These bombs are
small enough that they can be carried in large numbers, so a single fighter can drop bombs on several
different targets before it needs to return to base. Light bombs use warheads designed for short range
missiles.
| Location |
S.D.C. |
Cost |
| HU Earth |
8 |
2000 Cr |
| HU Galaxy |
15 |
1500 Cr |
| Location |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
8 |
5 |
1000 Cr |
| Phase World |
15 |
7 |
750 Cr |
- Medium Bomb:
Medium Bombs (MBs) are used for sure kills against armored targets and protected fortifications. While they are
not the heaviest type of bomb, they are well balanced, allowing a single fighter to carry enough bombs to
cause serious damage to several different targets. Medium bombs use warheads designed for medium range
missiles.
| Location |
S.D.C. |
Cost |
| HU Earth |
15 |
6000 Cr |
| HU Galaxy |
30 |
5000 Cr |
| Location |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
15 |
6 |
3000 Cr |
| Phase World |
30 |
8 |
2500 Cr |
- Heavy Bomb:
Heavy Bombs (HBs) are used against hardened fortifications and large installations. These bombs are quite heavy
and are not often deployed due to their high cost and destructive capability, which is often considered
overkill. Heavy bombs use warheads designed for long range missiles.
| Location |
S.D.C. |
Cost |
| HU Earth |
30 |
16,000 Cr |
| HU Galaxy |
60 |
10,000 Cr |
| Location |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
30 |
6 |
8000 Cr |
| Phase World |
60 |
8 |
5000 Cr |
- Extra-Heavy Bomb:
Extra-Heavy Bombs (XHBs) are used against buried fortifications and very large targets. These are the largest
bombs used and are used to hold weapons of mass destruction, such as nuclear bombs and anti-matter bombs.
Extra-Heavy bombs use warheads designed for cruise missiles.
| Location |
S.D.C. |
Cost |
| HU Earth |
60 |
40,000 Cr |
| HU Galaxy |
120 |
30,000 Cr |
| Location |
M.D.C. |
A.R. |
Cost |
| Rifts Earth |
60 |
7 |
20,000 Cr |
| Phase World |
120 |
9 |
15,000 Cr |
Missile Drive
Unlike a bomb, a missile has to propel itself from its launcher to its target. A missile travels from its
launcher to its target by using its propulsion system. The missile's drive determines its atmospheric speed,
its rate of acceleration in space, and its range in an atmosphere and in space. Also listed is the number of
melees that a missile can use its drive system in space; the maximum range in space is calculated from the
number of melees that the missile's drive can remain active at the maximum rate of acceleration. The most
common type of drive system used on Rifts Earth and in the Three Galaxies is a simple chemical rocket,
although other forms of propulsion have been experimented with and some anti-gravity drives are used by the
more advanced groups in the Three Galaxies, like the CCW and the Transgalactic Empire.
Unless programmed otherwise, missiles in an atmosphere will reach their maximum speed within seconds of being
launched and will travel at their maximum speed until they hit their target, reach their maximum atmospheric
range and run out of propellant, or they detonate for any other reason. Missiles function differently in space
and each drive system possesses a different rate of acceleration. Missiles accelerate at a rate of acceleration
set prior to their launch and then accelerate at that rate for as many melees as listed in the description of
that type of propulsion system, at which point they can be programmed to either continue traveling in that
direction or they can become inert. Missiles with the Command guidance system can change their rate of
acceleration after it has been launched and can deactivate the missile at any time. Missiles can be set prior to
their launch or at any time if the missile has the Command guidance system to turn off their drive systems,
extending their range dramatically, but during the time that the drives have been turned off, the missile cannot
maneuver and loses any dodge bonus.
Missiles launched in space are affected by a maximum speed, like starships are, even though a missile's life span
after launch is brief enough that radiation and particle damage is not much of a factor. The maximum safe speed
that a missile can travel at is listed for each missile type in the missile size section. Although many of the
shorter ranged missiles do not come close to reaching this maximum safe speed before they run out of propellant,
all of the larger missiles are affected by this and each missile has enough propellant for its main engines to
reach its maximum safe speed before that fuel is wasted, after that the missile has fuel to only perform
maneuvering and navigation adjustments based on small initial errors at the time of launch and to compensate for
a moving target. Once the fuel used for maneuvering is exhausted, a missile has reached the space range listed
below. Missile acceleration is affected the same way starship accelerations are effected; see the
Revised Starship Rules for
Phase World for more details.
In space, missiles can be used to hit targets beyond their maximum range because missiles will travel in a
straight line once they run out of fuel. They are, of course, affected by gravity wells, but the launching
craft can calculate for that. Targets that do not move are ideal for this type of strike. These targets
include orbital bases and cities. There are no penalties to hit these targets, but to hit specific targets,
such as an individual building in a city, the missiles have a penalty of -8 to strike. To hit a large moving
target, such as a large spaceship, the missiles have a penalty of -16 to strike. Mobile targets smaller then
about 5 million tons (4.5 million metric tons) cannot be hit by this type of attack.
- Mini-Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (HU Earth) |
500 mph (805 km/h) |
1 mile (1.6 km) |
N/A |
N/A |
N/A |
600 Cr |
| Chemical (HU Galaxy) |
500 mph (805 km/h) |
1 mile (1.6 km) |
0.45% of light (0.0045c) per melee |
1 melee |
311 miles (500 km) |
300 Cr |
| Chemical (Rifts Earth) |
500 mph (805 km/h) |
1 mile (1.6 km) |
0.5% of light (0.005c) per melee |
1 melee |
466 miles (750 km) |
300 Cr |
| Chemical (Phase World) |
1000 mph (1609 km/h) |
2 miles (3.2 km) |
0.75% of light (0.0075c) per melee |
1 melee |
699 miles (1125 km) |
150 Cr |
| Anti-Gravity |
1000 mph (1609 km/h) |
4 miles (6.4 km) |
0.75% of light (0.0075c) per melee |
1.5 melees |
1573 miles (2531 km) |
450 Cr |
- Short Range Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (HU Earth) |
900 mph (1448 km/h) |
6 miles (9.7 km) |
N/A |
N/A |
N/A |
1800 Cr |
| Chemical (HU Galaxy) |
900 mph (1448 km/h) |
6 miles (9.7 km) |
0.75% of light (0.075c) per melee |
2 melees |
2485 miles (4000 km) |
900 Cr |
| Chemical (Rifts Earth) |
900 mph (1448 km/h) |
6 miles (9.7 km) |
1% of light (0.01c) per melee |
2 melees |
3728 miles (6000 km) |
900 Cr |
| Chemical (Phase World) |
1800 mph (2897 km/h) |
10 miles (16.1 km) |
1.5% of light (0.015c) per melee |
2 melees |
5592 miles (9000 km) |
450 Cr |
| Anti-Gravity |
1800 mph (2897 km/h) |
15 miles (24.1 km) |
1.5% of light (0.015c) per melee |
3 melees |
12,582 miles (20,249 km) |
1800 Cr |
- Medium Range Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (HU Earth) |
1800 mph (2897 km/h) |
80 miles (128.7 km) |
N/A |
N/A |
N/A |
12,000 Cr |
| Chemical (HU Galaxy) |
1800 mph (2897 km/h) |
80 miles (128.7 km) |
1.5% of light (0.015c) per melee |
4 melees |
24,855 miles (40,000 km / 0.13 light seconds) |
6000 Cr |
| Chemical (Rifts Earth) |
1800 mph (2897 km/h) |
80 miles (128.7 km) |
2.5% of light (0.025c) per melee |
4 melees |
37,281 miles (60,000 km / 0.20 light seconds) |
6000 Cr |
| Chemical (Phase World) |
3600 mph (5794 km/h) |
160 miles (257.5 km) |
4% of light (0.04c) per melee |
4 melees |
59,650 miles (96,000 km / 0.32 light seconds) |
3000 Cr |
| Anti-Gravity |
3600 mph (5794 km/h) |
240 miles (386.2 km) |
4% of light (0.04c) per melee |
6 melees |
134,212 miles (216,000 km / 0.72 light seconds) |
12,000 Cr |
- Long Range Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (HU Earth) |
2500 mph (4023 km/h) |
800 miles (1288 km) |
N/A |
N/A |
N/A |
48,000 Cr |
| Chemical (HU Galaxy) |
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 (Rifts Earth) |
2500 mph (4023 km/h) |
800 miles (1288 km) |
4% of light (0.04c) per melee |
16 melees |
935,525 miles (1,505,582 km / 5.0 light seconds) |
24,000 Cr |
| Chemical (Phase World) |
5000 mph (8047 km/h) |
1600 miles (2575 km) |
6% of light (0.06c) per melee |
16 melees |
1,363,094 miles (2,193,686 km / 7.3 light seconds) |
12,000 Cr |
| Anti-Gravity |
5000 mph (8047 km/h) |
2400 miles (3862 km) |
6% of light (0.06c) per melee |
24 melees |
2,481,530 miles (3,993,635 km / 13.3 light seconds) |
48,000 Cr |
- Cruise Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (HU Earth) |
3000 mph (4828 km/h) |
1600 miles (2575 km) |
N/A |
N/A |
N/A |
120,000 Cr |
| Chemical (HU Galaxy) |
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 (Rifts Earth) |
3000 mph (4828 km/h) |
1600 miles (2575 km) |
6% of light (0.06c) per melee |
32 melees |
3,019,777 miles (4,859,860 km / 16.2 light seconds) |
60,000 Cr |
| Chemical (Phase World) |
6000 mph (9656 km/h) |
3200 miles (5150 km) |
9% of light (0.09c) per melee |
32 melees |
4,109,217 miles (6,613,143 km / 22.0 light seconds) |
30,000 Cr |
| Anti-Gravity |
6000 mph (9656 km/h) |
4800 miles (7725 km) |
9% of light (0.09c) per melee |
48 melees |
6,495,214 miles (10,453,033 km / 34.8 light seconds) |
120,000 Cr |
- Intercontinental Ballistic Missiles:
| Type |
Atmospheric Speed |
Atmospheric Range |
Space Acceleration |
Space Duration |
Space Range |
Cost |
| Chemical (HU Earth) |
3000 mph (4828 km/h) |
6500 miles (10,461 km) |
N/A |
N/A |
N/A |
2,000,000 Cr |
| Chemical (HU Galaxy) |
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 (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 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 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. Most autonomous systems generate their own ECCM, in
addition to providing a bonus to strike, but if a missile is equipped with one or more non-autonomous
systems, then the missile will also use the ECCM of the launching vessel as well. Missiles always use
their own ECM, never the ECM of the launching ship. A missile without any guidance systems are considered
to be unguided and are easily confused by ECM. Unguided missiles receive no bonuses to strike, not even
bonuses from the launching vehicle, and if the target forces a new strike roll for any reason, such as
launching Chaff or increasing its ECM, an unguided missile automatically fails.
When a missile is launched at a target, the attacher determines all bonuses to strike and ECCM for the
volley of missiles and then rolls to strike the target applying any penalties to strike and ECM. As the
missile travels towards its target, some or all of its guidance systems may become disrupted, if this
happens, a new strike roll must be made to determine with the missile continues to hold a lock on the
target. Unless a missile has a Simple, Smart, or Expert Guidance system or Loiter Capability, once it
has lost a lock on the target, it cannot regain the lock. If the target gains additional ECM at any time
a missile is traveling towards the target, the missile must regain the lock on the target.
| Munitions Type |
Abbreviation |
Number of Guidance Systems |
Base ECM |
Base ECCM |
| Mini-Missile |
MM |
One non-autonomous system |
2 |
0 |
| Short Range Missile |
SRM |
One guidance system |
2 |
0 |
| Medium Range Missile |
MRM |
Two guidance systems |
2 |
0 |
| Long Range Missile |
LRM |
Three guidance systems |
3 |
0 |
| Cruise Missile |
CM |
Four guidance systems |
3 |
1 |
| Intercontinental Ballistic Missile |
ICBM |
Six guidance systems |
4 |
1 |
| Small Bomb |
SB |
One non-autonomous system |
1 |
0 |
| Light Bomb |
LB |
Two non-autonomous systems |
1 |
0 |
| Medium Bomb |
MB |
One guidance system |
1 |
0 |
| Heavy Bomb |
HB |
Two guidance systems |
2 |
0 |
| Extra-Heavy Bomb |
XHB |
Three guidance systems |
2 |
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
- ECCM: +1
- Bonuses: +2
- Penalties: Cannot work when being actively jammed and has a penalty of -5 to strike any
radar stealth vehicles.
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 500 Cr
- Anti-Radiation (AR):
This guidance has a special system that tracks electromagnetic signals. This is normally used
to target radar transmitters, but can be used to home in on radio, microwave, and other similar
signals as well. These weapons can easily be directed towards multiple targets if the launch
system allows multiple targeting at the same time. This guidance system is a special purpose
system and will only target active transmitters, therefore the best defense is to shut the
transmitter off.
- Type: Autonomous
- ECCM: +2
- Bonuses: +2
- Penalties: Cannot be used to target transmitters that are not active. If the target
suddenly deactivates its emitter, this guidance system will lose track of the target.
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 800 Cr
- Command (CMD):
The weapon is controlled by a radio signal the gives the weapon directions to hit its target.
Weapons can be guided to different targets by using either separate radio channels or by codes
designating the specific weapon that is being directed. This means that when using this system
to hit different targets at the same time, at short ranges only two or three separate targets
can be targeted in this manner. This system is limited to the range of the radio signals,
although control could pass to other directing signals. This system is vulnerable to radio
jamming and if jammed, the weapon will either detonate or continue on its current course as an
unguided missile or bomb.
- Type: Non-Autonomous
- ECCM: Gains the ECCM of the launching vehicle.
- Bonuses: Gains the strike bonus of the launching vehicle.
- Penalties: If communications between the missile and the launching vehicle is
jammed, this guidance system will lose track of the target.
- Platform: MM, SRM, MRM, LRM, CM, ICBM, SB, LB, MB, HB, and XHB
- Cost: 200 Cr
- Expert Guidance (EXRT):
Expert guidance is a more advanced and powerful version of smart guidance using a limited artificial
intelligence and is only available to advanced groups, such as those from the Three Galaxies, and
cannot be used on bombs. Expert Missiles are able to dodge attacks directed towards them and the
missile can return and attempt to strike a target again if they miss during the first pass. Expert
missiles must have another autonomous guidance system installed and they are programmed to fly far
apart from other missiles so cannot be destroyed as a volley. All expert missiles automatically have
the IFF Identification, Loiter capability, and Surface Skimming guidance systems. To be effective,
this guidance system must be combined with other guidance systems to generate any bonuses.
- Type: Autonomous
- ECCM: +3
- Bonuses: +5 to strike, +6 to auto-dodge, and 3 attacks per melee. If the missile loses
track of its target, it will continue to attempt to lock on with the same target until it runs
out of fuel.
- Platform: MRM, LRM, CM, and ICBM
- Cost: 60,000 Cr
- Global Positioning System Homing (GPSH):
The GPS Homing guidance system relies on a very accurate positioning system to determine the missile's
current location and the location of where the missile is heading. The GPS information can be achieved
from a variety of sources and in the 20th century on Earth, the United States developed a
series of 24 satellites to provide the positioning information. The accuracy of the positioning data
varies depending on the source of the information; the US was able to achieve an accuracy of within 1'
(0.3 m) in the early part of the 21st century. Unfortunately, this guidance system is highly
vulnerable to a jamming device that can block the signal between the weapon and the source of the GPS
data.
- Type: Autonomous
- ECCM: +1
- Bonuses: +3 to strike
- Penalties: Cannot work if signal between the weapon and the GPS data source is blocked and
will never receive a direct hit (not even on a natural roll of an 18, 19, or 20) unless the GPS
data is very accurate, within 1' (0.3 m).
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 800 Cr
- Guide By Wire (WIRE):
This system is only used by missiles. The missile is controlled by signals through a wire to the
missile guidance system. The range of missiles with this guidance system is normally limited to
about 5 miles (8 km) due to the length of the wire. In order for the missile to target more than
one target at the same time, each missile needs to be directed by a different controller. This
missile's only weaknesses is that there is a chance the wire can be cut. If the missile travels
more than 2 miles (3.2 km), there is a 15% chance of the wire breaking because of tension or catching
on an object, and an additional 10% for every extra mile (1.6 km).
- Type: Non-Autonomous
- ECCM: Gains the ECCM of the launching vehicle.
- Bonuses: Gains the strike bonus of the launching vehicle.
- Penalties: If the wire is cut, this guidance system will lose track of the target. Also,
since the missile is attached to the launching vehicle with a wire, the missile range cannot
exceed the length of the wire.
- Platform: MM, SRM, MRM, LRM, CM, and ICBM
- Cost: 200 Cr
- IFF Identification:
This is a relatively inexpensive feature that allows a weapon to read the IFF (Identify Friend/Foe)
signature of the target (if it has one, many alien vehicles do not) and either include or not include
it as a valid target. This could mean that the weapon will only strike a target that is radiating a
specific IFF or only strike targets that do not radiate a specific IFF. A maximum of 200 different IFF
signatures can be stored. In reality, warring parties very often change their IFF frequencies during a
conflict. Therefore, this system is usually programmed soon before the craft leaves the base. It is
possible to re-program the guidance from the craft itself if the vehicle has more than just one pilot
or has a very advanced computer system.
- Type: Special, does not take up a guidance system slot.
- Bonuses: Can prevent the missile or bomb from accidentally targeting a friendly target.
- Penalties: If the missile or bomb is using old IFF information, then it may interpret
friendly targets as being potential enemies.
- Platform: SRM, MRM, LRM, CM, ICBM, LB, MB, HB, and XHB
- Cost: 1000 Cr
- Infrared Homing (IRH):
This guidance detects the infrared or heat radiation given off by a target. These weapons can easily
be directed towards multiple targets if the launch system allows multiple targeting at the same time.
These weapons can be tricked by flares and strong heat sources.
- Type: Autonomous
- ECCM: +1
- Bonuses: +3 to strike a target from the direction of a large heat source, such as the
engines of an aircraft, but only +2 to strike from any other direction.
- Penalties: If a larger heat source that is near to its original target suddenly appears,
this guidance system may try to target the larger heat source, roll to strike the original target
and if it fails, then the missile will automatically go after the new target.
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 400 Cr
- Loiter Capability:
This feature is only available for missiles and is also a relatively inexpensive. This allows the
missile to wait until a target comes back into view. This feature is especially useful for
Anti-Radiation missiles and for missiles used in space. The missile will loiter until it runs out
of fuel.
- Type: Special, does not take up a guidance system slot.
- Bonuses: The missile gains 1 attack per melee. If the missile loses track of its target,
it will continue to attempt to lock on with the same target until it runs out of fuel. In space,
missiles with these features automatically shut down their engines and stop accelerating until
they reacquire their target.
- Platform: MRM, LRM, CM, and ICBM
- Cost: 2000 Cr
- Neutrino Homing (NTH):
This guidance detects and tracks neutrino emissions generated by nuclear fission reactors, nuclear
fusion reactors, anti-matter reactors, fusion thrusters, ion thrusters, plasma explosions, fusion
explosions, nuclear explosions, and anti-matter explosions. The guidance system can be set to track
the strongest neutrino signature or a specific neutrino signature. Only high-tech groups will
possess this type of guidance system. No group on Rifts Earth can build this guidance system, but
it is commonly available in the Three Galaxies.
- Type: Autonomous
- ECCM: +2
- Bonuses: +2 to strike
- Penalties: If the neutrino source it was targeting disappears, this guidance system will
lose track of the target.
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 600 Cr
- Optical Guidance (OPT):
This guidance uses an optical system to visually lock on to the target. These weapons can easily be
directed towards multiple targets if the launch system allows multiple targeting at the same time.
These weapons need to be directed to the location of their target because they only have the ability
to see targets at a limited distance and have a relatively small arc of search. These weapons can be
tricked by changing the targets profile. These weapons are almost always equipped with thermal imaging
that can see through obstructions such as the smoke, fog, and gas.
- Type: Autonomous
- ECCM: +1
- Bonuses: +2 to strike
- Penalties: If the target undergoes a drastic change in appearance, this guidance system
will lose track of the target.
- ECCM: +1
- Platform: SRM, MRM, LRM, CM, ICBM, MB, HB, and XHB
- Cost: 500 Cr
- Passive Gravity Homing (PGH):
This guidance relies on a sensor that will detect the gravity footprint of its target. This includes targets
that are invisible or undetectable by other means, unless it has a way of eliminating the gravity generated by
its own mass. The other advantage is that gravity sensors allow the missile to track its target in real time
no matter what the distance is because gravity has no delay and is faster than light. Unfortunately, a target
can hide behind the gravity signature of other objects to trick the sensors. Also, because of the massive
gravitational force of a planet, this guidance system cannot be used within 50,000 miles (80,467 km) of a
planet.
- Type: Autonomous
- ECCM: +2
- Bonuses: +1 to strike
- Penalties: If a larger gravity source that is near to its original target suddenly appears,
this guidance system may try to target the larger heat source, roll to strike the original target
and if it fails, then the missile will automatically go after the new target.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Cost: 1500 Cr
- Semi-Active Laser Homing (SALH):
This guidance system homes on the reflected light from a laser designator. This systems is very hard to
fool and is very accurate. The only weaknesses is that the target must be within the line of sight of
the director (no over the horizon targeting) and some targets with high tech sensors are capable of
detecting when they are being targeted. Only the target or sensors within about 6" (15.2 cm) of the beam
can pick up the laser beam.
- Type: Non-Autonomous
- Bonuses: Gains the strike bonus of the controller of the laser.
- Penalties: If the laser designator is stopped, this guidance system will lose track of the
target.
- Platform: MM, SRM, MRM, LRM, CM, ICBM, SB, LB, MB, HB, and XHB
- Cost: 200 Cr
- Semi-Active Radar Homing (SARH):
This guidance system follows a radar beam from a director to a target. This systems is similar to the
SALH but uses a radar beam in place of a laser beam. The weaknesses of this system is that it can be
fooled by chaff, can be jammed by radar jamming, has penalties 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
- ECCM: Gains the ECCM of the controller of the radar.
- Bonuses: Gains the strike bonus of the controller of the radar.
- Penalties: Cannot work when being actively jammed and has a penalty of -5 to strike any
radar stealth vehicles.
- Platform: MM, SRM, MRM, LRM, CM, ICBM, SB, LB, MB, HB, and XHB
- Cost: 200 Cr
- Simple Guidance (SMPL):
Simple guidance is similar to Smart Guidance, but it is more limited and cannot be used on bombs.
Simple missiles are able to dodge attacks directed towards them and the missile can return and
attempt to strike a target again if they miss during the first pass. All simple missiles
must have another autonomous guidance system installed and automatically have the special feature
of Loiter Capability. To be effective,
this guidance system must be combined with other guidance systems to generate any bonuses.
- Type: Autonomous
- ECCM: +1
- Bonuses: +3 to strike, +2 to auto-dodge, and 1 attack per melee. If the missile loses
track of its target, it will continue to attempt to lock on with the same target until it runs
out of fuel.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Cost: 15,000 Cr
- Smart Guidance (SMRT):
Smart guidance works differently for missiles and bombs. Smart Missiles are able to dodge attacks
directed towards them and the missile can return and attempt to strike a target again if they miss
during the first pass. Smart missiles must have another autonomous guidance system installed and
they are programmed to fly far apart from other missiles so cannot be destroyed as a volley. All
smart missiles automatically have the special features of IFF Identification and Loiter Capability.
Smart Bombs have steering fins and a small rocket motor in addition to advanced targeting systems.
With the rocket motor, they are able to pursue moving targets better then normal free-falling bombs.
Volleys can all strike the same target or they can each veer away to hit a different targets. Smart
bombs automatically have the special feature of IFF identification. To be effective,
this guidance system must be combined with other guidance systems to generate any bonuses.
- Type: Autonomous
- ECCM: +2
- Bonuses: +4 to strike, +4 to auto-dodge, and 2 attacks per melee. If the missile loses
track of its target, it will continue to attempt to lock on with the same target until it runs
out of fuel.
- Platform: MRM, LRM, CM, ICBM, SB, LB, MB, HB, and XHB
- Cost: 30,000 Cr
- Surface Skimming:
This feature is only available for missiles. It allows the missile to skim just over the surface of
the ground or water. This feature includes both physical additions and programming changes and the
missile must use a smaller engine. It does not affect what types of guidance or special features a
missile possesses. A surface skimming missile is not as fast due to its lower altitude, reduce its
speed by 25%. This feature is never used with missiles in space, as there is no surface to skim.
- Type: Special, does not take up a guidance system slot.
- 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
- Mini-Missile Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
1D4x10 S.D.C. |
3' (0.9 m) |
3' (0.9 m) |
250 Cr |
| Armor Piercing (Heavy) |
1D6x10 S.D.C. |
3' (0.9 m) |
3' (0.9 m) |
400 Cr |
| Fragmentation (Light) |
5D6 S.D.C. |
20' (6.1 m) |
40' (12.2 m) |
100 Cr |
| Fragmentation (Heavy) |
1D4x10 S.D.C. |
20' (6.1 m) |
40' (12.2 m) |
200 Cr |
| High Explosive (Light) |
6D6 S.D.C. |
5' (1.5 m) |
25' (7.6 m) |
200 Cr |
| High Explosive (Heavy) |
1D4x10 S.D.C. |
5' (1.5 m) |
25' (7.6 m) |
300 Cr |
| Plasma / Napalm (Light) |
1D6x10 S.D.C. |
15' (4.6 m) |
75' (22.9 m) |
350 Cr |
| Plasma / Napalm (Heavy) |
2D4x10 S.D.C. |
15' (4.6 m) |
75' (22.9 m) |
700 Cr |
| Warhead |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
1D4x10 M.D. |
15 |
3' (0.9 m) |
3' (0.9 m) |
250 Cr |
| Armor Piercing (Heavy) |
1D6x10 M.D. |
15 |
3' (0.9 m) |
3' (0.9 m) |
400 Cr |
| Fragmentation (Light) |
5D6 M.D. |
9 |
20' (6.1 m) |
40' (12.2 m) |
100 Cr |
| Fragmentation (Heavy) |
1D4x10 M.D. |
9 |
20' (6.1 m) |
40' (12.2 m) |
200 Cr |
| High Explosive (Light) |
6D6 M.D. |
10 |
5' (1.5 m) |
25' (7.6 m) |
200 Cr |
| High Explosive (Heavy) |
1D4x10 M.D. |
10 |
5' (1.5 m) |
25' (7.6 m) |
300 Cr |
| Plasma / Napalm (Light) |
1D6x10 M.D. |
12 |
15' (4.6 m) |
75' (22.9 m) |
350 Cr |
| Plasma / Napalm (Heavy) |
2D4x10 M.D. |
12 |
15' (4.6 m) |
75' (22.9 m) |
700 Cr |
- Short Range Missile and Small Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
1D4x10 S.D.C. |
5' (1.5 m) |
5' (1.5 m) |
750 Cr |
| Armor Piercing (Heavy) |
1D6x10 S.D.C. |
5' (1.5 m) |
5' (1.5 m) |
1000 Cr |
| Fragmentation (Light) |
1D4x10 S.D.C. |
20' (6.1 m) |
40' (12.2 m) |
300 Cr |
| Fragmentation (Heavy) |
1D6x10 S.D.C. |
25' (7.6 m) |
50' (15.2 m) |
500 Cr |
| High Explosive (Light) |
1D4x10 S.D.C. |
10' (3.1 m) |
50' (15.2 m) |
600 Cr |
| High Explosive (Heavy) |
1D6x10 S.D.C. |
15' (4.6 m) |
75' (22.9 m) |
800 Cr |
| Plasma / Napalm (Light) |
1D6x10 S.D.C. |
15' (4.6 m) |
75' (22.9 m) |
1200 Cr |
| Plasma / Napalm (Heavy) |
2D4x10 S.D.C. |
25' (4.6 m) |
125' (38.1 m) |
1500 Cr |
| Warhead |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
1D4x10 M.D. |
15 |
5' (1.5 m) |
5' (1.5 m) |
750 Cr |
| Armor Piercing (Medium) |
1D6x10 M.D. |
15 |
5' (1.5 m) |
5' (1.5 m) |
1000 Cr |
| Armor Piercing (Heavy) |
2D6x10 M.D. |
15 |
5' (1.5 m) |
5' (1.5 m) |
1250 Cr |
| Fragmentation (Light) |
1D4x10 M.D. |
9 |
20' (6.1 m) |
40' (12.2 m) |
300 Cr |
| Fragmentation (Medium) |
1D6x10 M.D. |
9 |
25' (7.6 m) |
50' (15.2 m) |
500 Cr |
| Fragmentation (Heavy) |
2D4x10 M.D. |
9 |
30' (6.1 m) |
60' (18.3 m) |
700 Cr |
| High Explosive (Light) |
1D4x10 M.D. |
10 |
10' (3.1 m) |
50' (15.2 m) |
600 Cr |
| High Explosive (Medium) |
1D6x10 M.D. |
10 |
15' (4.6 m) |
75' (22.9 m) |
800 Cr |
| High Explosive (Heavy) |
2D4x10 M.D. |
10 |
20' (6.1 m) |
100' (30.5 m) |
1000 Cr |
| Plasma / Napalm (Light) |
1D6x10 M.D. |
12 |
15' (4.6 m) |
75' (22.9 m) |
1200 Cr |
| Plasma / Napalm (Medium) |
2D4x10 M.D. |
12 |
25' (4.6 m) |
125' (38.1 m) |
1500 Cr |
| Plasma / Napalm (Heavy) |
2D6x10 M.D. |
12 |
35' (4.6 m) |
175' (53.3 m) |
1800 Cr |
- Medium Range Missile and Light Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
1D6x10 S.D.C. |
10' (3.1 m) |
10' (3.1 m) |
3000 Cr |
| Armor Piercing (Heavy) |
2D4x10 S.D.C. |
15' (4.6 m) |
15' (4.6 m) |
4000 Cr |
| Fragmentation (Light) |
1D6x10 S.D.C. |
35' (10.7 m) |
70' (21.3 m) |
1200 Cr |
| Fragmentation (Heavy) |
2D4x10 S.D.C. |
40' (12.2 m) |
80' (24.4 m) |
2000 Cr |
| High Explosive (Light) |
1D6x10 S.D.C. |
20' (6.1 m) |
100' (30.5 m) |
2400 Cr |
| High Explosive (Medium) |
2D4x10 S.D.C. |
20' (6.1 m) |
100' (30.5 m) |
3200 Cr |
| High Explosive (Heavy) |
2D6x10 S.D.C. |
30' (9.1 m) |
150' (45.7 m) |
4000 Cr |
| Plasma / Napalm (Light) |
2D4x10 S.D.C. |
30' (9.1 m) |
150' (45.7 m) |
4800 Cr |
| Plasma / Napalm (Heavy) |
2D6x10 S.D.C. |
40' (12.2 m) |
200' (61 m) |
6000 Cr |
| Warhead |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
1D6x10 M.D. |
15 |
10' (3.1 m) |
10' (3.1 m) |
3000 Cr |
| Armor Piercing (Medium) |
2D4x10 M.D. |
15 |
15' (4.6 m) |
15' (4.6 m) |
4000 Cr |
| Armor Piercing (Heavy) |
3D6x10 M.D. |
15 |
20' (6.1 m) |
20' (6.1 m) |
5000 Cr |
| Fragmentation (Light) |
1D6x10 M.D. |
9 |
35' (10.7 m) |
70' (21.3 m) |
1200 Cr |
| Fragmentation (Medium) |
2D4x10 M.D. |
9 |
40' (12.2 m) |
80' (24.4 m) |
2000 Cr |
| Fragmentation (Heavy) |
2D6x10 M.D. |
9 |
50' (15.2 m) |
100' (30.5 m) |
2800 Cr |
| Fragmentation (Extra-Heavy) |
4D4x10 M.D. |
9 |
60' (18.3 m) |
120' (36.6 m) |
3000 Cr |
| High Explosive (Light) |
1D6x10 M.D. |
10 |
20' (6.1 m) |
100' (30.5 m) |
2400 Cr |
| High Explosive (Medium) |
2D4x10 M.D. |
10 |
20' (6.1 m) |
100' (30.5 m) |
3200 Cr |
| High Explosive (Heavy) |
2D6x10 M.D. |
10 |
30' (9.1 m) |
150' (45.7 m) |
4000 Cr |
| High Explosive (Extra-Heavy) |
3D6x10 M.D. |
10 |
30' (9.1 m) |
150' (45.7 m) |
4000 Cr |
| Plasma / Napalm (Light) |
2D4x10 M.D. |
12 |
30' (9.1 m) |
150' (45.7 m) |
4800 Cr |
| Plasma / Napalm (Medium) |
2D6x10 M.D. |
12 |
40' (12.2 m) |
200' (61 m) |
6000 Cr |
| Plasma / Napalm (Heavy) |
4D6x10 M.D. |
12 |
50' (15.2 m) |
250' (76.2 m) |
7200 Cr |
- Long Range Missile and Medium Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
2D4x10 S.D.C. |
15' (4.6 m) |
15' (4.6 m) |
12,000 Cr |
| Armor Piercing (Heavy) |
3D6x10 S.D.C. |
30' (9.1 m) |
30' (9.1 m) |
15,000 Cr |
| Fragmentation (Light) |
2D6x10 S.D.C. |
80' (24.4 m) |
160' (48.8 m) |
4800 Cr |
| Fragmentation (Heavy) |
3D4x10 S.D.C. |
100' (30.5 m) |
200' (61 m) |
11,200 Cr |
| High Explosive (Light) |
2D4x10 S.D.C. |
20' (6.1 m) |
100' (30.5 m) |
9600 Cr |
| High Explosive (Medium) |
2D6x10 S.D.C. |
30' (9.1 m) |
150' (45.7 m) |
12,800 Cr |
| High Explosive (Heavy) |
3D6x10 S.D.C. |
40' (12.2 m) |
200' (61 m) |
16,000 Cr |
| Plasma / Napalm (Light) |
2D6x10 S.D.C. |
40' (12.2 m) |
200' (61 m) |
9600 Cr |
| Plasma / Napalm (Medium) |
3D6x10 S.D.C. |
50' (15.2 m) |
250' (76.2 m) |
24,000 Cr |
| Plasma / Napalm (Heavy) |
4D6x10 S.D.C. |
60' (15.2 m) |
300' (91.4 m) |
28,800 Cr |
| Warhead |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
2D4x10 M.D. |
15 |
15' (4.6 m) |
15' (4.6 m) |
12,000 Cr |
| Armor Piercing (Heavy) |
3D6x10 M.D. |
15 |
30' (9.1 m) |
30' (9.1 m) |
15,000 Cr |
| Fragmentation (Light) |
2D6x10 M.D. |
9 |
80' (24.4 m) |
160' (48.8 m) |
4800 Cr |
| Fragmentation (Heavy) |
3D4x10 M.D. |
9 |
100' (30.5 m) |
200' (61 m) |
11,200 Cr |
| High Explosive (Light) |
2D4x10 M.D. |
10 |
20' (6.1 m) |
100' (30.5 m) |
9600 Cr |
| High Explosive (Medium) |
2D6x10 M.D. |
10 |
30' (9.1 m) |
150' (45.7 m) |
12,800 Cr |
| High Explosive (Heavy) |
3D6x10 M.D. |
10 |
40' (12.2 m) |
200' (61 m) |
16,000 Cr |
| High Explosive (Extra-Heavy) |
4D6x10 M.D. |
10 |
50' (15.2 m) |
250' (76.2 m) |
20,000 Cr |
| Plasma / Napalm (Light) |
2D6x10 M.D. |
12 |
40' (12.2 m) |
200' (61 m) |
9600 Cr |
| Plasma / Napalm (Medium) |
3D6x10 M.D. |
12 |
50' (15.2 m) |
250' (76.2 m) |
24,000 Cr |
| Plasma / Napalm (Heavy) |
4D6x10 M.D. |
12 |
60' (15.2 m) |
300' (91.4 m) |
28,800 Cr |
| Plasma / Napalm (Extra-Heavy) |
5D6x10 M.D. |
12 |
80' (15.2 m) |
400' (121.9 m) |
36,000 Cr |
- Cruise Missile and Heavy Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| High Explosive (Light) |
1D4x100 S.D.C. |
40' (12.2 m) |
200' (61 m) |
64,000 Cr |
| High Explosive (Heavy) |
2D4x100 S.D.C. |
50' (15.2 m) |
250' (76.2 m) |
80,000 Cr |
| Plasma / Napalm (Light) |
1D6x100 S.D.C. |
60' (15.2 m) |
300' (91.4 m) |
72,000 Cr |
| Plasma / Napalm (Heavy) |
2D6x100 S.D.C. |
80' (15.2 m) |
400' (121.9 m) |
108,000 Cr |
| Warhead |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| High Explosive (Light) |
1D4x100 M.D. |
10 |
40' (12.2 m) |
200' (61 m) |
64,000 Cr |
| High Explosive (Heavy) |
2D4x100 M.D. |
10 |
50' (15.2 m) |
250' (76.2 m) |
80,000 Cr |
| Plasma / Napalm (Light) |
1D6x100 M.D. |
12 |
60' (15.2 m) |
300' (91.4 m) |
72,000 Cr |
| Plasma / Napalm (Heavy) |
2D6x100 M.D. |
12 |
80' (15.2 m) |
400' (121.9 m) |
108,000 Cr |
- Intercontinental Ballistic Missile and Extra-Heavy Bomb Warheads:
| Warhead |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| High Explosive (Light) |
1D4x1000 S.D.C. |
100' (30.5 m) |
500' (152.4 m) |
320,000 Cr |
| High Explosive (Heavy) |
2D4x1000 S.D.C. |
125' (38.1 m) |
625' (190.5 m) |
480,000 Cr |
| Plasma / Napalm (Light) |
1D6x1000 S.D.C. |
120' (36.6 m) |
600' (182.9 m) |
400,000 Cr |
| Plasma / Napalm (Heavy) |
2D6x1000 S.D.C. |
150' (45.7 m) |
750' (228.6 m) |
600,000 Cr |
| Warhead |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| High Explosive (Light) |
1D4x1000 M.D. |
10 |
100' (30.5 m) |
500' (152.4 m) |
320,000 Cr |
| High Explosive (Heavy) |
2D4x1000 M.D. |
10 |
125' (38.1 m) |
625' (190.5 m) |
480,000 Cr |
| Plasma / Napalm (Light) |
1D6x1000 M.D. |
12 |
120' (36.6 m) |
600' (182.9 m) |
400,000 Cr |
| Plasma / Napalm (Heavy) |
2D6x1000 M.D. |
12 |
150' (45.7 m) |
750' (228.6 m) |
600,000 Cr |
Combat Warheads
- 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.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
MM |
1D4x10 S.D.C. |
3' (0.9 m) |
3' (0.9 m) |
250 Cr |
| Armor Piercing (Heavy) |
MM |
1D6x10 S.D.C. |
3' (0.9 m) |
3' (0.9 m) |
400 Cr |
| Armor Piercing (Light) |
SRM or SB |
1D4x10 S.D.C. |
5' (1.5 m) |
5' (1.5 m) |
750 Cr |
| Armor Piercing (Heavy) |
SRM or SB |
1D6x10 S.D.C. |
5' (1.5 m) |
5' (1.5 m) |
1000 Cr |
| Armor Piercing (Light) |
MRM or LB |
1D6x10 S.D.C. |
10' (3.1 m) |
10' (3.1 m) |
3000 Cr |
| Armor Piercing (Heavy) |
MRM or LB |
2D4x10 S.D.C. |
15' (4.6 m) |
15' (4.6 m) |
4000 Cr |
| Armor Piercing (Light) |
LRM or MB |
2D4x10 S.D.C. |
15' (4.6 m) |
15' (4.6 m) |
12,000 Cr |
| Armor Piercing (Heavy) |
LRM or MB |
3D6x10 S.D.C. |
30' (9.1 m) |
30' (9.1 m) |
15,000 Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Armor Piercing (Light) |
MM |
1D4x10 M.D. |
15 |
3' (0.9 m) |
3' (0.9 m) |
250 Cr |
| Armor Piercing (Heavy) |
MM |
1D6x10 M.D. |
15 |
3' (0.9 m) |
3' (0.9 m) |
400 Cr |
| Armor Piercing (Light) |
SRM or SB |
1D4x10 M.D. |
15 |
5' (1.5 m) |
5' (1.5 m) |
750 Cr |
| Armor Piercing (Medium) |
SRM or SB |
1D6x10 M.D. |
15 |
5' (1.5 m) |
5' (1.5 m) |
1000 Cr |
| Armor Piercing (Heavy) |
SRM or SB |
2D6x10 M.D. |
15 |
5' (1.5 m) |
5' (1.5 m) |
1250 Cr |
| Armor Piercing (Light) |
MRM or LB |
1D6x10 M.D. |
15 |
10' (3.1 m) |
10' (3.1 m) |
3000 Cr |
| Armor Piercing (Medium) |
MRM or LB |
2D4x10 M.D. |
15 |
15' (4.6 m) |
15' (4.6 m) |
4000 Cr |
| Armor Piercing (Heavy) |
MRM or LB |
3D6x10 M.D. |
15 |
20' (6.1 m) |
20' (6.1 m) |
5000 Cr |
| Armor Piercing (Light) |
LRM or MB |
2D4x10 M.D. |
15 |
15' (4.6 m) |
15' (4.6 m) |
12,000 Cr |
| Armor Piercing (Heavy) |
LRM or MB |
3D6x10 M.D. |
15 |
30' (9.1 m) |
30' (9.1 m) |
15,000 Cr |
- Cluster Grenade:
Cluster warheads work by dispersing numerous grenade-like bombs. These bombs impact 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 are less useful against opponents that use VTOL aircraft and
have no useful application in space, as they rely on gravity to disperse the bombs over the
area of effect. When programmed to specifically damage a runway, the bombs are dispersed along
the path of the runway, thus damaging as much of it as possible. 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.
| Warhead |
Missile Size |
Damage |
Blast Radius |
Number of Bombs |
Dispersal Radius |
Cost |
| Cluster Grenade |
SB |
1D6x10 S.D.C. |
5' (1.5 m) |
50 |
15' (4.6 m) |
8000 Cr |
| Cluster Grenade |
MRM or LB |
1D6x10 S.D.C. |
5' (1.5 m) |
100 |
25' (7.6 m) |
15,000 Cr |
| Cluster Grenade |
LRM or MB |
1D6x10 S.D.C. |
5' (1.5 m) |
200 |
35' (10.7 m) |
35,000 Cr |
| Cluster Grenade |
HB |
1D6x10 S.D.C. |
5' (1.5 m) |
300 |
45' (13.7 m) |
55,000 Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Blast Radius |
Number of Bombs |
Dispersal Radius |
Cost |
| Cluster Grenade |
SB |
5D6 M.D. |
10 |
5' (1.5 m) |
50 |
15' (4.6 m) |
8000 Cr |
| Cluster Grenade |
MRM or LB |
5D6 M.D. |
10 |
5' (1.5 m) |
100 |
25' (7.6 m) |
15,000 Cr |
| Cluster Grenade |
LRM or MB |
5D6 M.D. |
10 |
5' (1.5 m) |
200 |
35' (10.7 m) |
35,000 Cr |
| Cluster Grenade |
HB |
5D6 M.D. |
10 |
5' (1.5 m) |
300 |
45' (13.7 m) |
55,000 Cr |
- Deployable Minefield:
Deployable minefield missiles are used to deliver mines in front of, behind, or even on top of
enemy troops. Minefields will usually slow down advancing troops as they have to either clear
or bypass the field or else take daamge. This time can be used by friendly troops to regroup,
attack, or simply to buy time and delay an enemy's advance. 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). Due to the method of dispersing the mines, this warhead cannot be used in space.
| Warhead |
Missile Size |
Damage |
Blast Radius |
Number of Mines |
Dispersal Radius |
Cost |
| Anti-Personnel Mine |
SB |
1D4x10 S.D.C. |
20' (6.1 m) |
25 |
50' (15.2 m) |
11,500 Cr |
| Anti-Vehicle Mine |
SB |
2D4x10 S.D.C. |
20' (6.1 m) |
15 |
50' (15.2 m) |
15,000 Cr |
| Anti-Personnel Mine |
MRM or LB |
1D4x10 S.D.C. |
20' (6.1 m) |
50 |
75' (22.9 m) |
20,000 Cr |
| Anti-Vehicle Mine |
MRM or LB |
2D4x10 S.D.C. |
20' (6.1 m) |
50 |
50' (15.2 m) |
30,000 Cr |
| Anti-Personnel Mine |
LRM or MB |
1D4x10 S.D.C. |
20' (6.1 m) |
100 |
100' (30.5 m) |
45,000 Cr |
| Anti-Vehicle Mine |
LRM or MB |
2D4x10 S.D.C. |
20' (6.1 m) |
75 |
75' (22.9 m) |
55,000 Cr |
| Anti-Personnel Mine |
HB |
1D4x10 S.D.C. |
20' (6.1 m) |
150 |
125' (38.1 m) |
65,000 Cr |
| Anti-Vehicle Mine |
HB |
2D4x10 S.D.C. |
20' (6.1 m) |
100 |
100' (30.5 m) |
80,000 Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Blast Radius |
Number of Mines |
Dispersal Radius |
Cost |
| Anti-Personnel Mine |
SB |
1D6x10 M.D. |
9 |
20' (6.1 m) |
25 |
50' (15.2 m) |
11,500 Cr |
| Anti-Vehicle Mine |
SB |
2D6x10 M.D. |
10 |
20' (6.1 m) |
15 |
50' (15.2 m) |
15,000 Cr |
| Anti-Personnel Mine |
MRM or LB |
1D6x10 M.D. |
9 |
20' (6.1 m) |
50 |
75' (22.9 m) |
20,000 Cr |
| Anti-Vehicle Mine |
MRM or LB |
2D6x10 M.D. |
10 |
20' (6.1 m) |
50 |
50' (15.2 m) |
30,000 Cr |
| Anti-Personnel Mine |
LRM or MB |
1D6x10 M.D. |
9 |
20' (6.1 m) |
100 |
100' (30.5 m) |
45,000 Cr |
| Anti-Vehicle Mine |
LRM or MB |
2D6x10 M.D. |
10 |
20' (6.1 m) |
75 |
75' (22.9 m) |
55,000 Cr |
| Anti-Personnel Mine |
HB |
1D6x10 M.D. |
9 |
20' (6.1 m) |
150 |
125' (38.1 m) |
65,000 Cr |
| Anti-Vehicle Mine |
HB |
2D6x10 M.D. |
10 |
20' (6.1 m) |
100 |
100' (30.5 m) |
80,000 Cr |
- 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.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Fragmentation (Light) |
MM |
5D6 S.D.C. |
20' (6.1 m) |
40' (12.2 m) |
100 Cr |
| Fragmentation (Heavy) |
MM |
1D4x10 S.D.C. |
20' (6.1 m) |
40' (12.2 m) |
200 Cr |
| Fragmentation (Light) |
SRM or SB |
1D4x10 S.D.C. |
20' (6.1 m) |
40' (12.2 m) |
300 Cr |
| Fragmentation (Heavy) |
SRM or SB |
1D6x10 S.D.C. |
25' (7.6 m) |
50' (15.2 m) |
500 Cr |
| Fragmentation (Light) |
MRM or LB |
1D6x10 S.D.C. |
35' (10.7 m) |
70' (21.3 m) |
1200 Cr |
| Fragmentation (Heavy) |
MRM or LB |
2D4x10 S.D.C. |
40' (12.2 m) |
80' (24.4 m) |
2000 Cr |
| Fragmentation (Light) |
LRM or MB |
2D6x10 S.D.C. |
80' (24.4 m) |
160' (48.8 m) |
4800 Cr |
| Fragmentation (Heavy) |
LRM or MB |
3D4x10 S.D.C. |
100' (30.5 m) |
200' (61 m) |
11,200 Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Fragmentation (Light) |
MM |
5D6 M.D. |
9 |
20' (6.1 m) |
40' (12.2 m) |
100 Cr |
| Fragmentation (Heavy) |
MM |
1D4x10 M.D. |
9 |
20' (6.1 m) |
40' (12.2 m) |
200 Cr |
| Fragmentation (Light) |
SRM or SB |
1D4x10 M.D. |
9 |
20' (6.1 m) |
40' (12.2 m) |
300 Cr |
| Fragmentation (Medium) |
SRM or SB |
1D6x10 M.D. |
9 |
25' (7.6 m) |
50' (15.2 m) |
500 Cr |
| Fragmentation (Heavy) |
SRM or SB |
2D4x10 M.D. |
9 |
30' (6.1 m) |
60' (18.3 m) |
700 Cr |
| Fragmentation (Light) |
MRM or LB |
1D6x10 M.D. |
9 |
35' (10.7 m) |
70' (21.3 m) |
1200 Cr |
| Fragmentation (Medium) |
MRM or LB |
2D4x10 M.D. |
9 |
40' (12.2 m) |
80' (24.4 m) |
2000 Cr |
| Fragmentation (Heavy) |
MRM or LB |
2D6x10 M.D. |
9 |
50' (15.2 m) |
100' (30.5 m) |
2800 Cr |
| Fragmentation (Extra-Heavy) |
MRM or LB |
4D4x10 M.D. |
9 |
60' (18.3 m) |
120' (36.6 m) |
3000 Cr |
| Fragmentation (Light) |
LRM or MB |
2D6x10 M.D. |
9 |
80' (24.4 m) |
160' (48.8 m) |
4800 Cr |
| Fragmentation (Heavy) |
LRM or MB |
3D4x10 M.D. |
9 |
100' (30.5 m) |
200' (61 m) |
11,200 Cr |
- Fuel Air Explosive:
Fuel-Air Explosives (FAEs) are designed to cause massive damage by misting, then igniting a
cargo of fuel. This detonation causes an incredible concussive effect. FAEs are much more
effective against infantry or very lightly armored targets than against hard targets. One of
the more useful aspects of the FAE is that the concussive effect is equal over virtually the
entire blast radius. One use for FAEs is for clearing 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 200 S.D.C. or 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 melee rounds. This warhead is designed to create a
concussive wave, but if detonated in space, it will have no special effects other then
causing damage.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Fuel-Air Explosive |
MRM or LB |
4D6x10 S.D.C. |
75' (22.9 m) |
150' (45.7 m) |
35,000 Cr |
| Fuel-Air Explosive |
LRM or MB |
4D6x10 S.D.C. |
120' (36.6 m) |
240' (73.2 m) |
70,000 Cr |
| Fuel-Air Explosive |
HB |
4D6x10 S.D.C. |
175' (53.3 m) |
N/A |
100,000 Cr |
| Fuel-Air Explosive |
XHB |
4D6x10 S.D.C. |
240' (73.2 m) |
N/A |
140,000 Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Fuel-Air Explosive |
MRM or LB |
4D4x10 M.D. |
8 |
75' (22.9 m) |
150' (45.7 m) |
35,000 Cr |
| Fuel-Air Explosive |
LRM or MB |
4D4x10 M.D. |
8 |
120' (36.6 m) |
240' (73.2 m) |
70,000 Cr |
| Fuel-Air Explosive |
HB |
4D4x10 M.D. |
8 |
175' (53.3 m) |
N/A |
100,000 Cr |
| Fuel-Air Explosive |
XHB |
4D4x10 M.D. |
8 |
240' (73.2 m) |
N/A |
140,000 Cr |
- Fusion:
Fusion warheads are non-nuclear explosives that are much more powerful than other warheads of
comparable size. Generally, only nuclear weapons are more powerful for their size. Fusion
warhead technology is quite advanced, therefore only the most high-tech nations and city-states
(such as CS, NGR, or Republic of Japan) will possess these. These weapons do not emit deadly
radiation, an EMP, or any of the other side effects normally associated with nuclear weapons.
Please note that the term "fusion" is not meant to imply a fusion reaction.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Fusion (Light) |
LRM or MB |
1D4x100 S.D.C. |
80' (24.4 m) |
160' (48.8 m) |
60,000 Cr |
| Fusion (Medium) |
LRM or MB |
1D6x100 S.D.C. |
100' (30.5 m) |
200' (61 m) |
80,000 Cr |
| Fusion (Heavy) |
LRM or MB |
2D4x100 S.D.C. |
120' (36.6 m) |
240' (73.2 m) |
120,000 Cr |
| Fusion (Extra-Heavy) |
LRM or MB |
2D6x100 S.D.C. |
150' (45.7 m) |
300' (91.4 m) |
150,000 Cr |
| Fusion (Anti-Spaceship) |
LRM or MB |
2D6x100 S.D.C. |
150' (45.7 m) |
300' (91.4 m) |
200,000 Cr |
| Fusion (Light) |
CM or HB |
3D6x100 S.D.C. |
150' (45.7 m) |
300' (91.4 m) |
125,000 Cr |
| Fusion (Heavy) |
CM or HB |
3D6x100 S.D.C. |
200' (61 m) |
400' (121.9 m) |
175,000 Cr |
| Fusion |
ICBM or XHB |
4D6x1000 S.D.C. |
200' (61 m) |
400' (121.9 m) |
800,000 Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Fusion (Light) |
LRM or MB |
6D6x10 M.D. |
22 |
80' (24.4 m) |
160' (48.8 m) |
60,000 Cr |
| Fusion (Medium) |
LRM or MB |
1D4x100 M.D. |
22 |
100' (30.5 m) |
200' (61 m) |
80,000 Cr |
| Fusion (Heavy) |
LRM or MB |
1D6x100 M.D. |
22 |
120' (36.6 m) |
240' (73.2 m) |
120,000 Cr |
| Fusion (Extra-Heavy) |
LRM or MB |
2D4x100 M.D. |
22 |
150' (45.7 m) |
300' (91.4 m) |
150,000 Cr |
| Fusion (Anti-Spaceship) |
LRM or MB |
2D6x100 M.D. |
22 |
150' (45.7 m) |
300' (91.4 m) |
200,000 Cr |
| Fusion (Light) |
CM or HB |
2D6x100 M.D. |
22 |
150' (45.7 m) |
300' (91.4 m) |
125,000 Cr |
| Fusion (Heavy) |
CM or HB |
3D6x100 M.D. |
22 |
200' (61 m) |
400' (121.9 m) |
175,000 Cr |
| Fusion |
ICBM or XHB |
3D6x1000 M.D. |
22 |
200' (61 m) |
400' (121.9 m) |
800,000 Cr |
- 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.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| High Explosive (Light) |
MM |
6D6 S.D.C. |
5' (1.5 m) |
25' (7.6 m) |
200 Cr |
| High Explosive (Heavy) |
MM |
1D4x10 S.D.C. |
5' (1.5 m) |
25' (7.6 m) |
300 Cr |
| High Explosive (Light) |
SRM or SB |
1D4x10 S.D.C. |
10' (3.1 m) |
50' (15.2 m) |
600 Cr |
| High Explosive (Heavy) |
SRM or SB |
1D6x10 S.D.C. |
15' (4.6 m) |
75' (22.9 m) |
800 Cr |
| High Explosive (Light) |
MRM or LB |
1D6x10 S.D.C. |
20' (6.1 m) |
100' (30.5 m) |
2400 Cr |
| High Explosive (Medium) |
MRM or LB |
2D4x10 S.D.C. |
20' (6.1 m) |
100' (30.5 m) |
3200 Cr |
| High Explosive (Heavy) |
MRM or LB |
2D6x10 S.D.C. |
30' (9.1 m) |
150' (45.7 m) |
4000 Cr |
| High Explosive (Light) |
LRM or MB |
2D4x10 S.D.C. |
20' (6.1 m) |
100' (30.5 m) |
9600 Cr |
| High Explosive (Medium) |
LRM or MB |
2D6x10 S.D.C. |
30' (9.1 m) |
150' (45.7 m) |
12,800 Cr |
| High Explosive (Heavy) |
LRM or MB |
3D6x10 S.D.C. |
40' (12.2 m) |
200' (61 m) |
16,000 Cr |
| High Explosive (Light) |
CM or HB |
1D4x100 S.D.C. |
40' (12.2 m) |
200' (61 m) |
64,000 Cr |
| High Explosive (Heavy) |
CM or HB |
2D4x100 S.D.C. |
50' (15.2 m) |
250' (76.2 m) |
80,000 Cr |
| High Explosive (Light) |
ICBM or XHB |
1D4x1000 S.D.C. |
100' (30.5 m) |
500' (152.4 m) |
320,000 Cr |
| High Explosive (Heavy) |
ICBM or XHB |
2D4x1000 S.D.C. |
125' (38.1 m) |
625' (190.5 m) |
480,000 Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| High Explosive (Light) |
MM |
6D6 M.D. |
10 |
5' (1.5 m) |
25' (7.6 m) |
200 Cr |
| High Explosive (Heavy) |
MM |
1D4x10 M.D. |
10 |
5' (1.5 m) |
25' (7.6 m) |
300 Cr |
| High Explosive (Light) |
SRM or SB |
1D4x10 M.D. |
10 |
10' (3.1 m) |
50' (15.2 m) |
600 Cr |
| High Explosive (Medium) |
SRM or SB |
1D6x10 M.D. |
10 |
15' (4.6 m) |
75' (22.9 m) |
800 Cr |
| High Explosive (Heavy) |
SRM or SB |
2D4x10 M.D. |
10 |
20' (6.1 m) |
100' (30.5 m) |
1000 Cr |
| High Explosive (Light) |
MRM or LB |
1D6x10 M.D. |
10 |
20' (6.1 m) |
100' (30.5 m) |
2400 Cr |
| High Explosive (Medium) |
MRM or LB |
2D4x10 M.D. |
10 |
20' (6.1 m) |
100' (30.5 m) |
3200 Cr |
| High Explosive (Heavy) |
MRM or LB |
2D6x10 M.D. |
10 |
30' (9.1 m) |
150' (45.7 m) |
4000 Cr |
| High Explosive (Extra-Heavy) |
MRM or LB |
3D6x10 M.D. |
10 |
30' (9.1 m) |
150' (45.7 m) |
4000 Cr |
| High Explosive (Light) |
LRM or MB |
2D4x10 M.D. |
10 |
20' (6.1 m) |
100' (30.5 m) |
9600 Cr |
| High Explosive (Medium) |
LRM or MB |
2D6x10 M.D. |
10 |
30' (9.1 m) |
150' (45.7 m) |
12,800 Cr |
| High Explosive (Heavy) |
LRM or MB |
3D6x10 M.D. |
10 |
40' (12.2 m) |
200' (61 m) |
16,000 Cr |
| High Explosive (Extra-Heavy) |
LRM or MB |
4D6x10 M.D. |
10 |
50' (15.2 m) |
250' (76.2 m) |
20,000 Cr |
| High Explosive (Light) |
CM or HB |
1D4x100 M.D. |
10 |
40' (12.2 m) |
200' (61 m) |
64,000 Cr |
| High Explosive (Heavy) |
CM or HB |
2D4x100 M.D. |
10 |
50' (15.2 m) |
250' (76.2 m) |
80,000 Cr |
| High Explosive (Light) |
ICBM or XHB |
1D4x1000 M.D. |
10 |
100' (30.5 m) |
500' (152.4 m) |
320,000 Cr |
| High Explosive (Heavy) |
ICBM or XHB |
2D4x1000 M.D. |
10 |
125' (38.1 m) |
625' (190.5 m) |
480,000 Cr |
- Kinetic Energy:
Kinetic energy warheads do not carry any type of explosives, instead the warhead is a composed
of a solid, high strength metal alloy that inflicts damage by physically hitting the target and
ripping through it. Normally these warheads are combined with Hypervelocity missiles that
travel at incredible speeds and enable the kinetic energy warheads to cause even more damage,
but they can be placed on regular missiles. The damage listed below is for a warhead placed on
a normal missile; see the notes on Hypervelocity Missiles for how
it modifies a Kinetic Energy warhead. Since a missile continues to accelerate in space as it
travels towards its target, the damage listed below for space is for each full melee round that
the missile accelerates. In addition, increase the Weapon Rating of the missile by +1 for each
full melee round that it accelerates. If used against a fragile target, such as another missile,
a Kinetic Energy warhead will inflict double damage.
| Warhead |
Missile Size |
Atmospheric Damage |
Space Damage |
Cost |
| Kinetic Energy |
MM |
3D6 S.D.C. |
1D6 S.D.C. |
150 Cr |
| Kinetic Energy |
SRM |
6D6 S.D.C. |
2D6 S.D.C. |
300 Cr |
| Kinetic Energy |
MRM |
1D6x10 S.D.C. |
4D6 S.D.C. |
500 Cr |
| Kinetic Energy |
LRM |
2D4x10 S.D.C. |
1D4x10 S.D.C. |
1000 Cr |
| Warhead |
Missile Size |
Atmospheric Damage |
Space Damage |
Weapon Rating |
Cost |
| Kinetic Energy |
MM |
3D6 M.D. |
1D6 M.D. |
8 |
150 Cr |
| Kinetic Energy |
SRM |
6D6 M.D. |
2D6 M.D. |
9 |
300 Cr |
| Kinetic Energy |
MRM |
1D6x10 M.D. |
4D6 M.D. |
10 |
500 Cr |
| Kinetic Energy |
LRM |
2D4x10 M.D. |
1D4x10 M.D. |
11 |
1000 Cr |
- Multi-Warhead:
Equipping a missile with multiple warheads is not a new idea. It has 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 a complete number of smaller missiles. At a
designated distance from its target, the warhead will explode and release its payload of
smaller missiles. An MRM can hold four complete SRMs or can hold six MM warheads. An LRM can
hold four complete MRMs or can hold six SRM warheads. A CM can hold four complete LRMs or can
hold six MRM warheads. An ICBM can hold ten CMs or fifteen LRM warheads. The cost listed below
does not include the cost of any internal missiles or warheads.
| Warhead |
Missile Size |
Payload |
Cost |
| Multi-Warhead |
MRM |
3 SRMs or 5 MMs |
10,000 Cr |
| Multi-Warhead |
LRM |
3 MRMs, 9 SRMs, or 15 MMs |
20,000 Cr |
| Multi-Warhead |
CM |
3 LRMs, 9 MRMs, 18 SRMs, or 45 MMs |
30,000 Cr |
| Multi-Warhead |
ICBM |
10 CMs, 30 LRMs, 90 MRMs, 180 SRMs, or 450 MMs |
60,000 Cr |
- Nuclear:
These are true thermonuclear weapons, among the most destructive forces Humans has ever created.
Thermonuclear weapons are the most powerful weapons present on any Palladium settings, from the
20th century games to Robotech and Rifts. Nuclear weapons are extremely rare; only
the most advanced nations and city-states will possess them. Since thermonuclear weapons are so
rare and restricted, prices are not listed. If a thermonuclear weapon were to find its way to
the black market, however, the asking price would at the minimum be in the millions, quite
possibly much more.
- Anything within the Total Destruction Radius (TDR) is gone. Not hurt, not damaged,
but totally destroyed. Nothing useful will survive the explosion. All living beings will be
instantly killed; all buildings, robots, power armor, vehicles, etc. will most likely be
obliterated outright. If not, they are wrecked beyond any possible use.
- Damage is applied differently at different ranges. Apply full listed damage from the TDR to
the normal Blast Radius (BR). One-tenth damage is applied out to 1.5xBR (1.5 times the Blast
Radius). One-hundredth damage is applied out to 1.75xBR. One-thousandth damage is applied out
to 1.875xBR.
- In space, nuclear weapons operate very differently. Reduce damage by 25%, but increase total
destruction radius by 25% 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 |
Cost |
| Nuclear Weapon |
SRM or SB |
2D4x1000 S.D.C. |
1.4 miles (2.3 km) |
2.1 miles (3.4 km) |
15 million Cr |
| Nuclear Weapon |
MRM or LB |
2D6x1000 S.D.C. |
2.9 miles (4.7 km) |
4.6 miles (7.4 km) |
22 million Cr |
| Nuclear Weapon |
LRM or MB |
4D4x1000 S.D.C. |
4.7 miles (7.6 km) |
7.3 miles (11.7 km) |
30 million Cr |
| Nuclear Weapon |
CM or HB |
5D4x1000 S.D.C. |
6.3 miles (10.1 km) |
9.8 miles (15.8 km) |
65 million Cr |
| Nuclear Weapon |
ICBM or XHB |
4D6x1000 S.D.C. |
8 miles (12.9 km) |
12.5 miles (20.1 km) |
115 million |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Total Destruction Radius |
Blast Radius |
Cost |
| Nuclear Weapon |
SRM or SB |
1D6x1000 M.D. |
100 |
1.4 miles (2.3 km) |
2.1 miles (3.4 km) |
15 million Cr |
| Nuclear Weapon |
MRM or LB |
2D4x1000 M.D. |
100 |
2.9 miles (4.7 km) |
4.6 miles (7.4 km) |
22 million Cr |
| Nuclear Weapon |
LRM or MB |
2D6x1000 M.D. |
100 |
4.7 miles (7.6 km) |
7.3 miles (11.7 km) |
30 million Cr |
| Nuclear Weapon |
CM or HB |
4D4x1000 M.D. |
100 |
6.3 miles (10.1 km) |
9.8 miles (15.8 km) |
65 million Cr |
| Nuclear Weapon |
ICBM or XHB |
5D4x1000 M.D. |
100 |
8 miles (12.9 km) |
12.5 miles (20.1 km) |
115 million |
- 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.
| Warhead |
Missile Size |
Damage |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Plasma / Napalm (Light) |
MM |
1D6x10 S.D.C. |
15' (4.6 m) |
75' (22.9 m) |
350 Cr |
| Plasma / Napalm (Heavy) |
MM |
2D4x10 S.D.C. |
15' (4.6 m) |
75' (22.9 m) |
700 Cr |
| Plasma / Napalm (Light) |
SRM or SB |
1D6x10 S.D.C. |
15' (4.6 m) |
75' (22.9 m) |
1200 Cr |
| Plasma / Napalm (Heavy) |
SRM or SB |
2D4x10 S.D.C. |
25' (4.6 m) |
125' (38.1 m) |
1500 Cr |
| Plasma / Napalm (Light) |
MRM or LB |
2D4x10 S.D.C. |
30' (9.1 m) |
150' (45.7 m) |
4800 Cr |
| Plasma / Napalm (Heavy) |
MRM or LB |
2D6x10 S.D.C. |
40' (12.2 m) |
200' (61 m) |
6000 Cr |
| Plasma / Napalm (Light) |
LRM or MB |
2D6x10 S.D.C. |
40' (12.2 m) |
200' (61 m) |
9600 Cr |
| Plasma / Napalm (Medium) |
LRM or MB |
3D6x10 S.D.C. |
50' (15.2 m) |
250' (76.2 m) |
24,000 Cr |
| Plasma / Napalm (Heavy) |
LRM or MB |
4D6x10 S.D.C. |
60' (15.2 m) |
300' (91.4 m) |
28,800 Cr |
| Plasma / Napalm (Light) |
CM or HB |
1D6x100 S.D.C. |
60' (15.2 m) |
300' (91.4 m) |
72,000 Cr |
| Plasma / Napalm (Heavy) |
CM or HB |
2D6x100 S.D.C. |
80' (15.2 m) |
400' (121.9 m) |
108,000 Cr |
| Plasma / Napalm (Light) |
ICBM or XHB |
1D6x1000 S.D.C. |
120' (36.6 m) |
600' (182.9 m) |
400,000 Cr |
| Plasma / Napalm (Heavy) |
ICBM or XHB |
2D6x1000 S.D.C. |
150' (45.7 m) |
750' (228.6 m) |
600,000 Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Atmospheric Blast Radius |
Space Blast Radius |
Cost |
| Plasma / Napalm (Light) |
MM |
1D6x10 M.D. |
12 |
15' (4.6 m) |
75' (22.9 m) |
350 Cr |
| Plasma / Napalm (Heavy) |
MM |
2D4x10 M.D. |
12 |
15' (4.6 m) |
75' (22.9 m) |
700 Cr |
| Plasma / Napalm (Light) |
SRM or SB |
1D6x10 M.D. |
12 |
15' (4.6 m) |
75' (22.9 m) |
1200 Cr |
| Plasma / Napalm (Medium) |
SRM or SB |
2D4x10 M.D. |
12 |
25' (4.6 m) |
125' (38.1 m) |
1500 Cr |
| Plasma / Napalm (Heavy) |
SRM or SB |
2D6x10 M.D. |
12 |
35' (4.6 m) |
175' (53.3 m) |
1800 Cr |
| Plasma / Napalm (Light) |
MRM or LB |
2D4x10 M.D. |
12 |
30' (9.1 m) |
150' (45.7 m) |
4800 Cr |
| Plasma / Napalm (Medium) |
MRM or LB |
2D6x10 M.D. |
12 |
40' (12.2 m) |
200' (61 m) |
6000 Cr |
| Plasma / Napalm (Heavy) |
MRM or LB |
4D6x10 M.D. |
12 |
50' (15.2 m) |
250' (76.2 m) |
7200 Cr |
| Plasma / Napalm (Light) |
LRM or MB |
2D6x10 M.D. |
12 |
40' (12.2 m) |
200' (61 m) |
9600 Cr |
| Plasma / Napalm (Medium) |
LRM or MB |
3D6x10 M.D. |
12 |
50' (15.2 m) |
250' (76.2 m) |
24,000 Cr |
| Plasma / Napalm (Heavy) |
LRM or MB |
4D6x10 M.D. |
12 |
60' (15.2 m) |
300' (91.4 m) |
28,800 Cr |
| Plasma / Napalm (Extra-Heavy) |
LRM or MB |
5D6x10 M.D. |
12 |
80' (15.2 m) |
400' (121.9 m) |
36,000 Cr |
| Plasma / Napalm (Light) |
CM or HB |
1D6x100 M.D. |
12 |
60' (15.2 m) |
300' (91.4 m) |
72,000 Cr |
| Plasma / Napalm (Heavy) |
CM or HB |
2D6x100 M.D. |
12 |
80' (15.2 m) |
400' (121.9 m) |
108,000 Cr |
| Plasma / Napalm (Light) |
ICBM or XHB |
1D6x1000 M.D. |
12 |
120' (36.6 m) |
600' (182.9 m) |
400,000 Cr |
| Plasma / Napalm (Heavy) |
ICBM or XHB |
2D6x1000 M.D. |
12 |
150' (45.7 m) |
750' (228.6 m) |
600,000 Cr |
- X-Ray Laser:
The X-Ray Laser warhead is designed to close with a target, and then once it is a set distance away,
the warhead detonates a small nuclear bomb 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. This warhead only requires a
single strike roll: to determine whether the missile has locked-on the target. When the detonates,
it fires a number of lasers in a porcupine pattern of lasers in the direction of its target, so it
is possible that more then the just the primary target will be hit by the bomb-pumped lasers.
The number of lasers generated by the warhead depends on the size of the warhead and if the warhead
successfully detonates, roll to determine how many lasers strike the primary target and if there are
other targets within the range of the lasers, roll percentile to see how many of the remaining lasers
can hit these secondary targets. Starting with the largest secondary target and working down to the
smallest secondary target, roll a percentile to determine how many of these remaining lasers can hit
each target. Then each secondary target has a 80% chance of being missed entirely by the lasers can
are going in its direction. A much simpler way of using the X-Ray Laser warheads is to ignore the
possibility of hitting secondary targets with the warhead and just determine how many lasers hit the
primary target and stop there.
For example, a cruise missile equipped with an X-Ray Laser warhead detonates within range of its
primary target, a battleship, a frigate, and three space fighters. A cruise missile sized X-Ray
Laser warhead produces 3D6 lasers against the primary target and we rolled a 10, leaving 8 lasers
left to possibly hit the five secondary targets within range. We roll percentile dice and see that
63% of the lasers will hit the secondary targets, which is 5 lasers (8 * 0.63 = 5.04 -> 5). We then
roll a percentile for the battleship to see how many of these 5 lasers will hit it and we get 42%,
which translates to 2 lasers (5 * 0.42 = 2.1 -> 2), we then check to see how many of the remaining
3 lasers will hit the frigate and get 72%, which is 2 lasers (3 * 0.72 = 2.16 -> 2), leaving only
1 laser left to hit one of the three space fighters and one of the fighters is selected randomly.
The final step is to roll percentile for each secondary target to see if they make the 80% chance
of being missed by the lasers coming in their direction.
This technology is only available in the most advanced areas, such as the CCW and the Transgalactic
Empire from the Three Galaxies.
| Warhead |
Missile Size |
Damage |
Atmospheric Laser Range |
Space Laser Range |
Number of Lasers |
Cost |
| X-Ray Laser |
MRM |
5D6x10 S.D.C. |
2 miles (3.2 km) |
200 miles (321.9 km) |
4 (1D4) |
300,000 Cr |
| X-Ray Laser |
LRM |
1D4x100 S.D.C. |
4 miles (6.4 km) |
400 miles (643.7 km) |
8 (2D4) |
500,000 Cr |
| X-Ray Laser |
CM |
1D6x100 S.D.C. |
6 miles (9.7 km) |
600 miles (965.6 km) |
18 (3D6) |
800,000 Cr |
| X-Ray Laser |
ICBM |
2D6x100 S.D.C. |
10 miles (16.1 km) |
1000 miles (1609 km) |
30 (5D6) |
1.6 million Cr |
| Warhead |
Missile Size |
Damage |
Weapon Rating |
Atmospheric Laser Range |
Space Laser Range |
Number of Lasers |
Cost |
| X-Ray Laser |
MRM |
5D6x10 M.D. |
19 |
2 miles (3.2 km) |
200 miles (321.9 km) |
4 (1D4) |
300,000 Cr |
| X-Ray Laser |
LRM |
1D4x100 M.D. |
19 |
4 miles (6.4 km) |
400 miles (643.7 km) |
8 (2D4) |
500,000 Cr |
| X-Ray Laser |
CM |
1D6x100 M.D. |
19 |
6 miles (9.7 km) |
600 miles (965.6 km) |
18 (3D6) |
800,000 Cr |
| X-Ray Laser |
ICBM |
2D6x100 M.D. |
19 |
10 miles (16.1 km) |
1000 miles (1609 km) |
30 (5D6) |
1.6 million Cr |
Non-Combat Warheads
- 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. Fire Retardant warheads cannot be used in space.
| Warhead |
Missile Size |
Blast Radius |
Cost |
| Fire Retardant |
MM |
20' (6.1 m) |
200 Cr |
| Fire Retardant |
SRM or SB |
30' (9.1 m) |
400 Cr |
| Fire Retardant |
MRM or LB |
50' (15.2 m) |
1600 Cr |
- Illumination:
Illumination warheads deliver parachute-suspended flare type lights or "candles". These provide
illumination over a battlefield for at least a limited amount of time. Multiple candles are
released from the warheads and will last for 10 melees (2.5 minutes). Illumination warheads
cannot be used in space
| Warhead |
Missile Size |
Blast Radius |
Cost |
| Illumination |
SRM or SB |
1500' (457.2 m) |
600 Cr |
| Illumination |
MRM or LB |
3500' (1067 m) |
1800 Cr |
| Illumination |
LRM or MB |
8500' (2591 m) |
3500 Cr |
- 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. Smoke warheads cannot be used in space.
| Warhead |
Missile Size |
Blast Radius |
Cost |
| Smoke |
MM |
20' (6.1 m) |
150 Cr |
| Smoke |
SRM or SB |
30' (9.1 m) |
300 Cr |
| Smoke |
MRM or LB |
50' (15.2 m) |
1200 Cr |
- 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. Tear
Gas warheads cannot be used in space.
| Warhead |
Missile Size |
Blast Radius |
Cost |
| Tear Gas |
MM |
20' (6.1 m) |
150 Cr |
| Tear Gas |
SRM or SB |
30' (9.1 m) |
300 Cr |
Electronic Warfare Warheads
These missiles do not generally target an enemy when they are launched, and often passively follow
other missiles in the volley. The proper mix of electronic warfare warheads to standard warheads is
often debated in modern militaries, but the more EW warheads used, the higher the chance of regular
warheads reaching their targets.
- Chaff:
Chaff warheads are designed to instantly decoy and detonate enemy missiles. The warhead typically
consists of metal-coated fiberglass strands cut in varying lengths. Chaff is a primitive way of
breaking the lock-on of a missile or a volley of missiles before the hit their target.
Unfortunately, Chaff warheads only work against radar guidance systems and radar sensors and they
only distribute the radar-blocking strands over a relatively small area, making them practically
useless in space or against large numbers of missiles. When a chaff warhead detonates, all
missiles that it affects must roll to strike their targets again, applying all relevant bonuses
and penalties to strike.
| Warhead |
Missile Size |
Missiles in Atmosphere |
Missiles in Space |
Cost |
| Chaff |
MM |
1 |
1 |
300 Cr |
| Chaff |
SRM |
3 |
1 |
500 Cr |
| Chaff |
MRM |
10 |
3 |
600 Cr |
- Deployable Electronic Jamming:
This is a very specialized type of warhead and instead of delivering a destructive payload, it
deploys parachute-suspended jamming devices to interrupt battlefield control. The jamming covers
a large portion of the electromagnetic spectrum and 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 -55% or operate at only 25% capability. Due to the method of
dispersing the mines, this warhead cannot be used in space.
| Warhead |
Missile Size |
Duration |
Atmospheric Radius |
Cost |
| Deployable Electronic Jamming |
SRM |
20 melee rounds (5 minutes) |
200' (61 m) |
1500 Cr |
| Deployable Electronic Jamming |
MRM |
60 melee rounds (15 minutes) |
1000' (305 m) |
3000 Cr |
| Deployable Electronic Jamming |
LRM |
120 melee rounds (30 minutes) |
1 mile (1.6 km) |
10,000 Cr |
- Dragon Teeth:
The Dragon Teeth warhead is an ingenious electronic warfare device that is designed to counter
incoming attacks against a volley of missiles. The Dragon Teeth warhead perfectly duplicates
the sensor readings of a large volley of missiles in hopes of confusing point defense systems
and counter-missiles. The actual Dragon Teeth missile is one of the "fake" missiles it is
generating, so there is always a small chance that the enemy will accidentally destroy it when
they target one of the missiles it is generating.
| Warhead |
Missile Size |
Missile Volley |
Cost |
| Dragon Teeth |
MRM |
10 MRMs or 30 SRMs |
100,000 Cr |
| Dragon Teeth |
LRM |
10 LRMs, 30 MRMs, or 100 SRMs |
150,000 Cr |
| Dragon Teeth |
CM |
10 CMs, 30 LRMs, 100 MRMs, or 300 MMs |
250,000 Cr |
| Dragon Teeth |
ICBM |
10 ICBMs, 30 CMs, 100 LRMs, 300 MRMs, or 1000 MMs |
400,000 Cr |
- Electronic Jamming:
Electronic Jamming missile warheads are designed to be launched with a salvo of normal missiles
to protect them from being shot at or intercepted before they reach their intended target. These
warheads contain a powerful electronic warfare system that generates additional ECM for all
missiles in the same volley. Since these missiles are not equipped with any kind of explosive
warheads, they always self-destruct just before the missiles they are escorting intercept their
target. 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 and because of the relative proximity of most missile salvos, opponent cannot
determine which warheads in a given volley of missiles have Electronic Jamming warheads.
| Warhead |
Missile Size |
ECM |
Atmospheric Radius |
Space Radius |
Cost |
| Electronic Warfare |
SRM |
+1 |
500' (152.4 m) |
1 mile (1.6 km) |
50,000 Cr |
| Electronic Warfare |
MRM |
+2 |
1000' (305 m) |
2 miles (3.2 km) |
100,000 Cr |
| Electronic Warfare |
LRM |
+3 |
0.5 miles (0.8 km) |
5 miles (8 km) |
150,000 Cr |
| Electronic Warfare |
CM |
+4 |
1 mile (1.6 m) |
10 miles (16.1 km) |
250,000 Cr |
| Electronic Warfare |
ICBM |
+5 |
5 miles (8 km) |
50 miles (80.5 km) |
400,000 Cr |
- Penetration Aid:
Basically the opposite of an Electronic Jamming 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 or launches
Chaff or decoys, the additional ECCM can mean the difference between maintaining a lock or
losing it. As with the electronic jamming warheads, the "penaids," as they are commonly
referred to, provide ECCM to all missiles in the same volley. 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. Due to the relative proximity of most missile
salvos, opponent cannot determine which warheads in a given volley of missiles have
Electronic Jamming warheads.
| Warhead |
Missile Size |
ECCM |
Atmospheric Radius |
Space Radius |
Cost |
| Penetration Aid |
SRM |
+1 |
500' (152.4 m) |
1 mile (1.6 km) |
75,000 Cr |
| Penetration Aid |
MRM |
+2 |
1000' (305 m) |
2 miles (3.2 km) |
75,000 Cr |
| Penetration Aid |
LRM |
+3 |
0.5 miles (0.8 km) |
5 miles (8 km) |
150,000 Cr |
| Penetration Aid |
CM |
+4 |
1 mile (1.6 m) |
10 miles (16.1 km) |
250,000 Cr |
| Penetration Aid |
ICBM |
+5 |
5 miles (8 km) |
50 miles (80.5 km) |
400,000 Cr |
Missile Type
The Missile Type will determine what warheads are available for a missile, may require specific guidance
systems, and can give special bonuses or penalties to the missile. On Rifts Earth, the most common missile
type available is the Multipurpose Missile, which possesses no penalties against any target, but provides
no bonuses. The other most popular missile types are the Anti-Spaceship Missile and the Infantry Missile.
While the Missile Types seem similar to the guidance systems available for missiles and bombs, and most of
the types take space away from other guidance systems, it is important to note that instead of detecting a
target through a sensor system, such as the Anti-Radiation guidance system, these missiles provide bonuses
against targets in a specific environment, such as on the ground or in the air, or targets with specific
characteristics, such as their size.
- Air-to-Air Missile (AAM):
Airborne units, such as fighters, carry these missiles to be used against other airborne units. The
missiles carry advanced targeting and maneuvering equipment as well as large engines. However, this
results in a smaller warhead size. By far, the most useful and common warheads are fragmentation
because of the larger blast radius, although other types are available.
- Bonuses: AAMs have a modified Simple Guidance system that gives them a +6 to strike a
target in the air, +2 to dodge, and 1 attack per melee until they strike their target or run out of
fuel.
- Penalties: Reduce warhead strength by 25% and has a penalty of -5 to strike targets on the
ground.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of one guidance system.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Chaff, Decoy,
Electronic Warfare, Fuel Air Explosive, Fusion, Kinetic Energy, Multi-Warhead, Nuclear, Penetration
Aid, and X-Ray Laser only.
- Cost: 5000 Cr
- Air-to-Ground Missile (AGM):
Airborne units, such as fighters, carry these missiles to be used against ground targets, such as
buildings and vehicles. AGMs are in many ways similar to smart bombs, however, they have a much
longer range, but lower damage capability due to their larger engine and guidance systems. Volleys
can all strike the same target or they can each veer away to hit a different target.
- Bonuses: All AGMs automatically hit stationary targets like buildings, bridges, or
unmoving tanks. They have more advanced targeting equipment that gives a bonus of +6 to strike
a moving target.
- Penalties: Reduce warhead strength by 25% and has a penalty of -3 to strike a target higher
then 20' (6.1 m) off the ground.
- Platform: MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of two guidance systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Fire Retardant,
Smoke, Tear Gas, Cluster, Deployable Electronic Jamming, Deployable Minefield, Fuel Air Explosive,
Fusion, Kinetic Energy, Multi-Warhead, Nuclear, and X-Ray Laser only.
- Cost: 3000 Cr
- Anti-Missile Missile (AMM):
Missiles are incredibly dangerous, and people not only want to use missiles, they want to protect
themselves from missiles. The exact details needed to destroy a missile with another missile are
surprisingly complex. Missiles are fast and generally small targets, with very small signatures
to track and target. Missiles that are designed to target other missiles have much more complex
targeting computers, but the exact changes make them unsuitable for targeting anything that is
not shaped as a missile.
- Bonuses: AMMs have a modified targeting computer that provides an additional bonus of +3
to strike any missile or missile-like object, even missile shaped vehicles.
- Penalties: The target must be in the air at the moment the AMM is launched and tracking
will be lost once the missile is destroyed or it strikes its target; the AMM is not designed to
gain a new target once its initial target is lost, which does make it vulnerable to things that
even temporarily block its guidance systems. The AMM cannot be targeted on anything that does
not share the same physical characteristics of a missile.
- Platform: MM, SRM, MRM, and LRM
- Guidance Systems: Does not remove space for any guidance systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Chaff, Fuel Air
Explosive, Fusion, and Kinetic Energy only.
- Cost: 1700 Cr
- Anti-Spaceship Missile (ASM):
Many units in space, such as fighters and spaceships would be equipped with this type of missile if they
expected to engage in combat against a spaceship. These missiles are given smaller guidance computers due
to the larger size and lower maneuverability of the target in exchange for a larger payload.
- Bonuses: All ASMs automatically hit a stationary target in space. They have more advanced
targeting equipment that gives a bonus of +6 to strike a moving target.
- Penalties: -10 to strike any target under 500 tons (453.6 metric tons).
- Platform: MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of two guidance systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Decoy, Electronic
Warfare, Fuel Air Explosive, Fusion, Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and X-Ray
Laser only.
- Cost: 3000 Cr
- Atmosphere-to-Space Missile (ASPM):
Ground-based missile installations designed to protect a planet from attacks from space are common, but
atmospheric aircraft can easily be equipped with missiles that allow them to engage targets in space,
although the missiles are quite large.
- Bonuses: APMs can operate in space and are designed to leave an atmosphere without being
damaged.
- Penalties: None
- Platform: LRM, CM, and ICBM
- Guidance Systems: Does not remove space for any guidance systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Decoy, Electronic
Warfare, Fuel Air Explosive, Fusion, Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and
X-Ray Laser only.
- Cost: 300 Cr
- Infantry Missile (IFM):
These missiles were specifically designed to be used against small targets, such as infantry, power
armor, and tanks. As small units became armored, many militaries found it necessary to develop a
missile designed to destroy small targets, and the Infantry Missile was born.
- Bonuses: +4 to strike any target that is under 5 tons (4.5 metric tons).
- Penalties: Reduce damage by 50% if used target targets heavier then 10 tons (9.1 metric
tons).
- Platform: MM, SRM, SB, and LB
- Guidance Systems: Requires the space of one guidance system.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Fire Retardant,
Smoke, Tear Gas, Fuel Air Explosive, Fusion, Kinetic Energy, Multi-Warhead, and X-Ray Laser only.
- Cost: 1000 Cr
- Multipurpose Missile (MPM):
Multipurpose missiles, as their name suggests, are used in a variety of places. They were designed
based on the fact that a launching vehicle may not always know what kind of opponents that will be
facing, such as Gargoyle troops that can fight both in the air and on the ground. This renders
dedicated missiles, such as air-to-air or surface-to-surface, not as useful against such versatile
opponents. The MPMs are the most widely used missile type on Rifts Earth.
- Bonuses: None
- Penalties: None
- Platform: MM, SRM, MRM, LRM, CM, ICBM, SB, LB, MB, HB, and XHB
- Guidance Systems: Does not remove space for any guidance systems.
- Warheads: Any
- Cost: 0 Cr
- Space-to-Atmosphere Missile (SPAM):
Attacking targets on a planet without coming within range of a planet's defenses is very important and
this type of missile is designed specifically to do this, without damaging the missile or losing any
accuracy in the missile's targeting capabilities.
- Bonuses: SPMs are purposely designed to enter an atmosphere and can do so safely and without
damage.
- Penalties: None
- Platform: MRM, LRM, CM, and ICBM
- Guidance Systems: Does not remove space for any guidance systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Decoy, Electronic
Warfare, Fuel Air Explosive, Fusion, Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and
X-Ray Laser only.
- Cost: 300 Cr
- Space-to-Space Missile (SPM):
Some missile were simply designed to be used in space and only in space. These types of missiles are
not equipped with certain controls that would allow them to function and steer properly in an
atmosphere. These types of missiles are known as Space-to-Space missiles and they are very similar to
multipurpose missiles.
- Bonuses: +1 to strike any target in space.
- Penalties: Cannot operate in an atmosphere.
- Platform: MM, SRM, MRM, LRM, CM, and ICBM
- Guidance Systems: Does not remove space for any guidance systems.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Decoy, Electronic
Warfare, Fuel Air Explosive, Fusion, Kinetic Energy, Multi-Warhead, Nuclear, Penetration Aid, and
X-Ray Laser only.
- Cost: 200 Cr
- Surface-to-Air Missile (SAM):
Grounded units, such as tanks, carry these missiles to be used against airborne units, such as fighters
and helicopters. They have virtually the same performance as AAMs, but are launched from the ground
instead of the air.
- Bonuses: SAMs have a modified Simple Guidance system that gives them a +6 to strike a
target in the air, +2 to dodge, and 1 attack per melee until they strike their target or run out of
fuel.
- Penalties: Reduce warhead strength by 25% and has a penalty of -5 to strike targets on the
ground.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of one guidance system.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Smoke, Chaff, Decoy,
Electronic Warfare, Fuel Air Explosive, Fusion, Kinetic Energy, Multi-Warhead, Nuclear, Penetration
Aid, and X-Ray Laser only.
- Cost: 5000 Cr
- Surface-to-Surface Missile (SSM):
Grounded units, such as tanks, carry Surface-to-Surface missiles (SSMs) to be used against other
ground-based targets, such as bridges, buildings, and other tanks. The missiles carry advanced
targeting and maneuvering equipment as well as large engines. However, this results in the missiles
being forced to carry a smaller payload.
- Bonuses: All SSMs automatically hit stationary targets like buildings, bridges, or
unmoving tanks. They have more advanced targeting equipment that gives a bonus of +3 to strike
a moving target.
- Penalties: Reduce warhead strength by 25% and has a penalty of -5 to strike a target higher
then 20' (6.1 m) off the ground.
- Platform: SRM, MRM, LRM, CM, and ICBM
- Guidance Systems: Requires the space of one guidance system.
- Warheads: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Fire Retardant,
Smoke, Tear Gas, Cluster, Deployable Minefield, Fuel Air Explosive, Fusion, Kinetic Energy,
Multi-Warhead, Nuclear, and X-Ray Laser only.
- Cost: 3000 Cr
Missile Design
Some groups have developed special missiles, such as the pre-Rifts United States' AGM-84 Harpoon missile first
developed in 1977, and a missile's design will often determine several characteristics about a missile and
possibly provide several modifications to a missile's properties, such as velocity and range. While most
missiles on Rifts Earth and in the Three Galaxies are built on generic designs, there are a few missile designs
that are available to most groups.
- Anti-Armor Missile:
Anti-Armor missiles are designed to be used against heavily armored vehicles, such as tanks and large robot
vehicles, at relatively close range. As such, they have a larger warhead section and a considerably smaller
engine section. Many groups throughout the megaverse use this missile design with their armed forces.
- Missile Size: Short Range Missile, Medium Range Missile, and Long Range Missile.
- Missile Drive: Any
- Missile Type: Air-to-Ground, Multipurpose, or Surface-to-Surface only
- Missile Guidance Systems: Any
- Missile Warhead: Any
- Modifiers: Increase warhead strength by 25% and Weapon Rating by +1, but decrease range by 50%.
- Cost Modifier: Increase the cost of the missile by +10%.
- General Purpose Missile:
All missiles must have a design and for many groups, simply have a missile is enough; such groups use the
general purpose missile design, which provides no modifications to missile's basic package.
- Missile Size: Any
- Missile Drive: Any
- Missile Type: Any
- Missile Guidance Systems: Any
- Missile Warhead: Any
- Modifiers: None
- Cost Modifier: None
- Ground Penetrating Missile / Bomb:
As their name suggests, a Ground Penetration weapon is designed to bury itself deep underground before it
detonates. The reason to delay detonation is to place a weapon, either a missile or bomb, close to an
underground target. Originally, these weapons had very limited penetration, but with the advent of M.D.C.
materials, the depths achievable by a specially designed weapon are much greater. An MRM is capable of
achieving a depth of up to 150' (45.7 m), an LRM a depth of up to 250' (76.2 m), a CM a depth of up to
400' (121.9 m), an SB a depth of 1' (0.3 m) per 1000' (305 m) of drop height, an LB a depth of 2.5' (0.8 m)
per 1000' (305 m) of drop height, an MB a depth of 5' (1.5 m) per 1000' (305 m) of drop height, an HB a
depth of 7.5' (2.3 m) per 1000' (305 m) of drop height, and an XHB a depth of 10' (3.1 m) per 1000' (305 m)
of drop height. Increase maximum depth of a bomb by 25% if it is a smart bomb. Once the weapon has reached
its maximum depth or it is unable to go any further underground, such as if it hit an M.D.C. structure, it
will detonate, causing full damage.
- Missile Size: Medium Range Missile, Long Range Missile, Cruise Missile, Small Bomb, Light Bomb,
Medium Bomb, Heavy Bomb, and Extra-Heavy Bomb.
- Missile Drive: Any
- Missile Type: Air-to-Ground, Multipurpose, or Surface-to-Surface only
- Missile Guidance Systems: Any
- Missile Warhead: Any, except for fragmentation and armor piercing.
- Modifiers: None
- Cost Modifier: Increase the cost of the missile by +10%.
- Hypervelocity Missile:
The development of hypervelocity vehicles depends greatly upon advanced rocket propulsion techniques, as well
as advances in airframe design and guidance and control. Hypervelocity missiles are designed around an
incredibly powerful engine that propels them at many times their original speed, shortening engagement times
and increasing the lethality of kinetic energy warheads. While other warheads can be used, the only advantage
is the increased speed. Most groups on Rifts Earth lack the technical abilities to develop this kind of
missile, and those that have the ability do not see the need. The only exception is the NGR, which has
experimented with hypervelocity missiles, but have no found them very useful against the Gargoyle empire.
Many groups in the Three Galaxies deploy this kind of missile with their armed forces.
- Missile Size: Mini-Missile, Short Range Missile, Medium Range Missile, and Long Range Missile.
- Missile Drive: Any
- Missile Type: Any
- Missile Guidance Systems: Any
- Missile Warhead: Any
- Modifiers: Increase atmospheric speed by five times and space acceleration by three times, but
reduce range by 25%. If a Kinetic Energy Warhead is used on the missile, triple the damage it would
normally inflict and increase its Weapons Rating by +5.
- Cost Modifier: Increase the cost of the missile by +50%.
- Multi-Stage Missile:
Missiles in space have a very long range, but sometimes it is still not enough. The ability to hit your
target before your target can hit you is incredibly important and multi-stage missiles provide that
capability at the expense of the missile's warhead strength. These missiles work by using multiple
stages for the missile's drive and once one of these engines has been drained of its fuel or power supply
it is dropped, decreasing the total mass of the missile and decreasing the amount of fuel needed to
accelerate the missile even further with the next booster. Although two- and three-stage missiles are the
most common, it is not impossible to have four- or five- stage missiles to provide a huge range increase.
- Missile Size: Long Range Missile, Cruise Missile, and Intercontinental Ballistic Missile.
- Missile Drive: Any
- Missile Type: Any except Infantry
- Missile Guidance Systems: Any
- Missile Warhead: Any
- Modifiers: For each stage that the missile possesses, increase the missile's range by 50%, but
decrease its warhead strength by 12.5%. For example, a three-stage cruise missile with a Chemical Drive
from Phase World would have a maximum range of 8,218,434 miles (13,226,286 km / 44.0 light seconds), but
its warhead strength would be reduced by 25%.
- Cost Modifier: Increase the cost of the missile by +20% for each stage added to the missile.