Rifts Aircraft Equipment:


This list includes both new equipment available for aircraft as well as additional information on aircraft systems.


AESA Radar: Stands for Active Electronically Scanned Array. A large number, although not all aircraft radar systems on Rifts Earth are AESA type radar. Radar is more flexible than a conventional radar system with the system able to jump across frequencies in a pseudo-random pattern. They tend to be longer ranged than conventional radar systems. As well, most can track and target multiple targets. In addition, the radar system both is harder to jam and harder to detect. In addition, the radar can actually be used to jam another radar system. As well, the beam can be highly focused so that it cannot be detected except where the radar is being focused.
Bonuses: There is a -20% penalty to read sensory system rolls to detect the radar system as well +20% bonus when using the AESA against a target which is jamming. Also can be used as a focused jammer which the target has a -20% penalty against other radar systems and creates a -3 penalty against radar guided missiles when jamming them.
IRST: Stands for Infra-red Search and Track. A large number of aircraft operating on Rifts Earth are fitted with these systems although not all. Advanced system of infra-red detection designed to track heat sources such as other aircraft, helicopters, and missiles. Can also be used to track ground targets in many cases like a normal infra-red sensor. Because it detects passively, it does not give out radiation to be detected. As with radar, multiple targets can be tracked. Can be used to target heat seeking missiles.
IRST is effected by weather to a larger degree than radar and is much shorter ranged due to being attenuated by the atmosphere. Range is greatest from rear aspect of a jet because of exhaust.
Range: 49.7 miles (43.2 nautical miles / 80 kilometers) - Reduce range by 25% for fog / heavy smoke and 50% for rain / snow. Also reduce range by 25% for aspects other than rear.


Special Payloads - Carried on Hard Points:

  1. Active Jamming Pod: The pod takes place of all ordnance on the fighter’s hard point. Designed to jam various radar systems as well as incoming radar guided missiles.
    Effect: Can creates a jamming field with up to 5 nautical mile (5.8 miles / 9.3 kilometers) radius or can be just around the aircraft itself. The jamming pod causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
    Black Market Cost: 50,000 Credits
  2. Air Launched Decoys: These are carried in place of a medium range missile and around the same size. When fired, they have a special signal enhancer which makes the decoy look like an aircraft. Most can be made to look like anything from a relatively small fighter to a large bomber. Wings extend from the missile to allow the decoy to fly longer than a conventional medium range missile although much slower. These decoys are often used when attacking SAM missile batteries.
    Effect: The decoy has an 80% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 50% chance of fooling military level radars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles.
    Speed: Mach 0.9 (579.5 knots / 667.3 mph / 1073.9 kph)
    Ceiling: 50,000 feet (15,240 meters)
    Range: 579.5 nautical miles (667.3 miles / 1073.9 kilometers)
    Duration: 60 Minutes
    Bonuses: +3 to dodge
    Black Market Cost: 100,000 Credits
  3. Air Launched Jammers: Similar in the basic design as the air launched decoy but mounts a jammer in the "missile." The advantage is that the jammer will be targeted instead of a potentially manned aircraft. Comparatively low powered with fairly limited range as far as jamming.
    Effect: Can creates a jamming field with up to 5 nautical mile (5.8 miles / 9.3 kilometers) radius or can be just around the decoy itself. Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
    Also can act as a normal decoy - The decoy has an 80% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 50% chance of fooling military level radars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles.
    Speed: Mach 0.9 (579.5 knots / 667.3 mph / 1073.9 kph)
    Ceiling: 50,000 feet (15,240 meters)
    Range: 579.5 nautical miles (667.3 miles / 1073.9 kilometers)
    Duration: 60 Minutes
    Bonuses: +3 to dodge
    Black Market Cost: 150,000 Credits.
  4. Towed Decoys - Standard (4): The pod takes place of all ordnance on the hard point. The aircraft can carry a special pod that carries four advanced towed decoy drones. These drones are dragged about 328 feet (100 meters) behind the aircraft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the aircraft. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
    M.D.C.: 5 each
    Effects: The decoy has an 65% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 35% chance of fooling military level radars (like those of the Coalition), and the decoy has a 10% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles.
    Range: Not Applicable although the decoy is deployed 328 feet (100 meters) from the aircraft
    Rate of Fire: One can be deployed at a time and requires 15 seconds to deploy (Reel Out) another decoy
    Payload: Four (4) Decoys each pod.
    Black Market Cost: 25,000 Credits
  5. Towed Decoys - Advanced (4): The pod takes place of all ordnance on the hard point. These drones are dragged about 328 feet (100 meters) behind the aircraft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the aircraft. The decoy has a special jammer that is designed to decoy missiles that have been programmed to home on jamming signals. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
    M.D.C.: 5 each
    Effects: The decoy has an 80% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 50% chance of fooling military level radars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles. Against missiles homing on a jamming signal, jamming has an 40% chance of tricking missiles if both the aircraft and missile are jamming and an 80% chance if the jamming system on the aircraft is deactivated before the missile reaches it.
    Range: Not Applicable although decoy is deployed 328 feet (100 meters) from the aircraft
    Rate of Fire: One can be deployed at a time and requires 15 seconds to deploy (Reel Out) another decoy
    Payload: Four (4) Decoys each pod.
    Black Market Cost: 35,000 Credits



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Writeup by Kitsune (E-Mail Kitsune)


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