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 |