Conventional Missiles


All standard missiles are available in either guided or unguided versions. Guided missiles use sensors to home in on the intended target once locked and launched. See the Weapon Guidance article for more information on different guidance types and availability.


Unguided missiles (essentially rockets) are dumb-fire missiles without sensors and thus have no bonus to hit. However, since unguided missiles don't carry tracking systems they have extra room for fuel and more powerful engines (increase speed by 20% and range by 50%). Remember that missiles do NOT benefit from the strike bonuses of the pilot unless specifically noted.


New Rule: The damages listed are for being caught within the blast radius of the explosion. Everything within the blast radius takes the damage listed. If the missile hits the target directly, double damage is taken. To determine whether the target was hit directly, use the natural, unaugmented, 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.


Smart Missiles:
Some of the larger missiles are available as smart missiles. These smart missiles have advanced tracking and avoidance systems that give them a +5 to strike, +4 to dodge, and 2 attacks per melee until they strike their target or run out of fuel. Missiles will run out of fuel 1 minute after engaging the target. In other words, the missile has 4 melees or 8 attacks to strike the target. Smart missiles cost an extra 40,000 credits (i.e. add 40,000 to the price). See the Weapon Guidance article for more information.


Fusion Warheads:
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, 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.)




Mini Missiles


Mini-missiles (MMs) are small rockets the size of a mortar round or bazooka shell. Some robots and vehicles carry large quantities of MMs allowing them to fire enormous spreads of missiles that can surprise and often damage or disable enemies. Because of their small size, MMs are NOT available as smart missiles, though some forms of guidance are available.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
High Explosive 1D4x10 500mph (804kmph) 1 mile (1.6km) 5ft (1.5m) 1 800
Fragmentation 1D4x10 500mph (804kmph) 1/2 mile (0.8km) 20ft (6.1m) 1 800
Armor Piercing 1D6x10 1400mph (2251kmph) 1 mile (1.6km) 3 t (0.9m) 1 2000
Plasma/Heat 2D4x10 1200mph (1929kmph) 1 mile (1.6km) 15ft (1.5m) 1 2000
Tear Gas None 500mph (804kmph) 1/2 mile (0.8km) 20ft (6.1m) 1 500
Knock-Out Gas None 500mph (804kmph) 1/2 mile (0.8km) 20ft (6.1m) 1 500
Smoke None 500mph (804kmph) 1/2 mile (0.8km) 20ft (6.1m) 1 500
Fire Retardent None 500mph (804kmph) 1/2 mile (0.8km) 20ft (6.1m) 1 500




Short Range Missiles


Short Range Missiles (SRMs) are intended as anti-armor 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 normally available as smart missiles (only specialty missiles could be considered "smart"), though some forms of guidance are available.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
High Explosive (light) 1D4x10 700mph (1127kmph) 4 miles (6.0km) 10ft(3m) 5 1800
High Explosive (medium) 1D6x10 700mph (1127kmph) 3 miles (4.8km) 15ft (4.6m) 5 2000
High Explosive (heavy) 2D4x10 700mph (1127kmph) 2 miles (3.2km) 20ft (6.1m) 5 2200
Fragmentation (light) 1D4x10 600mph (966kmph) 2 miles (3.2km) 20ft (6.1m) 5 1800
Fragmentation (medium) 1D6x10 600mph (966kmph) 1.5 miles (2.4km) 25ft (7.6m) 5 2000
Fragmentation (heavy) 2D4x10 600mph (966kmph) 1 mile (1.6km) 30ft (9.1m) 5 2200
Armor Piercing (light) 1D4x10 900mph (1448kmph) 6 miles (9.6km) 5ft (1.5m) 5 4000
Armor Piercing (medium) 1D6x10 900mph (1448kmph) 5 miles (8km) 5ft (1.5m) 5 4500
Armor Piercing (heavy) 2D6x10 800mph (1287kmph) 2.5 miles (4km) 5ft (1.5m) 5 5000
Plasma/Napalm (light) 1D4x10 800mph (1287kmph) 4 miles (6.0km) 10ft (3m) 5 4000
Plasma/Napalm (medium) 1D6x10 700mph (1127kmph) 3 miles (4.8km) 15ft (4.6m) 5 4500
Plasma/Napalm (heavy) 2D6x10 700mph (1127kmph) 1.5 miles (2.4km) 25ft (7.6m) 5 5000
Tear Gas None 450mph (724kmph) 1/2 mile (.8km) 30ft (9.1m) 5 1500
Knock-Out Gas None 450mph (724kmph) 1/2 mile (0.8km) 30ft (9.1m) 5 1500
Smoke None 450mph (724kmph) 1 mile (1.6km) 30ft (9.1m) 5 1500
Fire Retardent None 450mph (724kmph) 1/2 mile (0.8km) 30ft (9.1m) 5 1500




Medium Range Missiles


Medium Range Missiles (MRMs) often make up the bulk of missile armaments, at least on fighters. Intended for medium- to long-range engagements between robots, vehicles and small ships, these missiles are usually mounted externally and launched in the initial seconds of combat.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
High Explosive (light) 1D6x10 1500mph (2411kmph) 50 miles (80.4km) 20ft (6.1m) 10 7000
High Explosive (medium) 2D4x10 1200mph (1929kmph) 40 miles (64.3km) 20ft (6.1m) 10 8500
High Explosive (heavy) * 2D6x10 1200mph (1929kmph) 40 miles (64.3km) 30ft (9.1m) 10 10,000
High Explosive (x-heavy) * 3D6x10 1000mph (1608kmph) 30 miles (48.2km) 30ft (9.1m) 10 12,000
Fragmentation (light) 1D6x10 1000mph (1608kmph) 50 miles (80.4km) 35ft (10.6m) 10 7000
Fragmentation (medium) 2D4x10 1000mph (1608kmph) 40 miles (64.3km) 40ft (12.2m) 10 8500
Fragmentation (heavy) * 2D6x10 1000mph (1608kmph) 30 miles (48.2km) 50ft (15.2m) 10 10,000
Fragmentation (x-heavy) * 4D4x10 800mph (1287kmph) 20 miles (32.2km) 60ft (18.2m) 10 12,000
Armor Piercing (light) 1D6x10 1800mph (2892kmph) 70 miles (112.7km) 10ft (3m) 10 15,000
Armor Piercing (medium) 2D4x10 1600mph (2571kmph) 60 miles (80.4km) 15ft (4.6m) 10 17,000
Armor Piercing (heavy) * 3D6x10 1500mph (2411kmph) 50 miles (80.4km) 20ft (6.1m) 10 20,000
Plasma/Napalm (light) 2D4x10 1500mph (2411kmph) 50 miles (80.4km) 30ft (9.1m) 10 15,000
Plasma/Napalm (medium) 2D6x10 1400mph (2251kmph) 40 miles (64.3km) 40ft (12.2m) 10 17,000
Plasma/Napalm (heavy) * 4D6x10 1200mph (1929kmph) 20 miles (32.1km) 50ft (15.2m) 10 20,000
Multi-Warhead (light) 2D4x10 1500mph (2411kmph) 80 miles (128.7km) 20ft (6.1m) 10 35,000
Multi-Warhead (heavy) * 5D6x10 1000mph (1608kmph) 50 miles (80.4km) 40ft (12.2m) 10 50,000
Smoke None 1000mph (1608kmph) 40 miles (64.3km) 40ft (12.2m) 10 7500
Fire Retardent None 1000mph (1608kmph) 40 miles (64.3km) 40ft (12.2m) 10 7500
* Missiles are available as Smart Missiles (see above).




Long Range Missiles


Long Range Missiles (LRMs) are generally the largest and most powerful missiles that can be carried by robots or vehicles. Intended for heavy anti-armor operations or for taking out groups of enemies, they are usually issued only in situations where heavy combat is unavoidable.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
High Explosive (light) 2D4x10 2500mph (4023kmph) 700 miles (1125km) 20ft (6.1m) 20 40,000
High Explosive (medium) 2D6x10 2010mph (3228kmph) 600 miles (965km) 30ft (9.1m) 20 45,000
High Explosives (heavy) * 3D6x10 1600mph (2571kmph) 500 miles (804km) 40ft (12.2m) 20 50,000
High Explosives (x-heavy) * 4D6x10 1600mph (2571kmph) 400 miles (643km) 50ft (15.2m) 20 65,000
Fragmentation (light) 2D6x10 1800mph (2892kmph) 600 miles (965km) 80ft (24.4m) 20 40,000
Fragmentation (heavy) * 3D4x10 1600mph (2571kmph) 400 miles (643km) 100ft (30.5m) 20 50,000
Armor Piercing (medium) 2D4x10 2500mph (4023kmph) 800 miles (1286km) 15ft (4.6m) 20 75,000
Armor Piercing (heavy) * 3D6x10 2500mph (4023kmph) 500 miles (804km) 30ft (9.1m) 20 100,000
Plasma/Napalm (light) 2D6x10 2010mph (3228kmph) 700 miles (1125km) 40ft (12.2m) 20 75,000
Plasma/Napalm (medium) 3D6x10 1800mph (2892kmph) 600 miles (965km) 50ft (15.2m) 20 85,000
Plasma/Napalm (heavy) * 4D6x10 1600mph (2571kmph) 500 miles (804km) 60ft (18.3m) 20 100,000
Plasma/Napalm (x-heavy) * 5D6x10 1600mph (2571kmph) 500 miles (804km) 80ft (24.4m) 20 120,000
Fusion (light) * 6D6x10 2500mph (4023kmph) 1400 miles (2249km) 80ft (24.4m) 20 150,000
Fusion (medium) * 1D4x100 2500mph (4023kmph) 1200 miles (1928km) 100ft (30.3m) 20 180,000
Fusion (heavy) * 1D6x100 2500mph (4023kmph) 1000 miles (1608km) 120ft (36.4m) 20 190,000
Fusion (x-heavy) * 2D4x100 2010mph (3228kmph) 1000 miles (1608km) 150ft (45.5m) 20 200,000
Fusion Multi-Warhead * 2D6x100 1800mph (2892kmph) 1200 miles (1928km) 200ft (61m) 25 240,000
Fusion Anti-Warship * 3D6x100 1400mph (2251kmph) 500 miles (804km) 400ft (121.9m) 25 300,000
* Missiles are available as Smart Missiles (see above).




Cruise Missiles


Cruise missiles (CMs) are generally the largest type of missile that can be carried by a craft. These missiles are extremely rare and expensive and thus will only be used when absolutely necessary, usually to take out large enemy ships or structures. CMs are only available in high-tech nations and city-states (such as CS, NGR, Republic of Japan). Each CM takes up two LRM slots in regards to carrying capacity and both slots must be together.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
Plasma/Napalm (heavy) * 1D4x100 2010mph (3228kmph) 1000 miles (1608km) 60ft (18.3m) 40 260,000
Plasma/Napalm (x-heavy) * 1D6x100 2010mph (3228kmph) 1000 miles (1608km) 80ft (24.4m) 40 300,000
Fusion (heavy) * 2D4x100 2500mph (4023kmph) 1200 miles (1928km) 120ft (36.4m) 40 420,000
Fusion (x-heavy) * 2D6x100 2010mph (3228kmph) 1200 miles (1928km) 150ft (45.5m) 40 500,000
Fusion Multi-Warhead * 3D6x100 1800mph (2892kmph) 1600 miles (2575km) 200ft (61m) 45 600,000
* Missiles are available as Smart Missiles (see above).



Back to revised and Expanded Missile & Bomb Tables.


By Chris Curtis (curtis@thepentagon.com).
With help from Mad Dog (maddog1@Alaska.NET) and
Kitsune (Kitsune@vabch.com).
Copyright © 1997, 1998 Chris Curtis. All rights reserved.




Palladium Books®, and Rifts®, are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
Mega-Damage
TM, S.D.C.TM, Phase WorldTM, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc.




Return