Naval Electronic Warfare Countermeasures:


There are various electronic warfare systems available for naval ships. This includes jamming and various countermeasures. These countermeasures can be used against missiles and torpedoes. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.


Decoys:
These can be launched from a variety of launchers including the chaff and flare launchers carried on most naval vessels. They can also be launched as rockets or have their own enclosed launchers.

  1. Missile Decoys: These have similar effect as chaff and flare against missiles but instead fire a single active decoy to trick missiles. Pre-Rifts examples of this system include the Mk 53 Nulka and the Mk 251 Sea Gnat decoys. As with Chaff and Flares, reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Range: Around Ship
    Mega Damage: None
      01-35 Missile or Missile volley detonates with decoy
      36-60 - Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target
      61-00 No Effect; Missile Still on target
    Payload: Varies - As per launcher.
  2. Acoustical Torpedo Decoys: These acoustical decoys are similar to the noisemakers used by most submarines and are designed mainly to trick torpedoes. They are designed to be dropped into the water several hundred meters from the vessel. One Pre-Rifts example of this system is the Loki torpedo decoy.
    Range: Around Ship
    Mega Damage: None
    50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
    Payload: Varies - As per launcher.



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Writeup by Kitsune (E-Mail Kitsune)


Copyright © 2011, Kitsune. All rights reserved.



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