Special Warheads


Most missiles used are not smart missiles. However, this does not mean that they do not have guidance systems. Missiles can employ a wide variety of different guidance systems. See the Weapon Guidance article for more information on different guidance types and availability.


Note: Unlike other missiles which often only damage through blast radius, the warheads described here do not inflict double damage on a direct hit. This is because either almost all of the hits are already direct, or being at the center of the explosion doesn't matter. Natural 20s still count as a critical strike.





Cluster


Cluster warheads work by dispersing numerous submunitions. Each submunition is a small grenade-like bomb. These bombs impact all over the target area cratering it, thus 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 have become somewhat less useful, though, with the increasingly widespread use of VTOL aircraft.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
Cluster (MRM) 1D6x10 * 500mph (804kmph) 20 miles (32.2km) 5ft (1.5m) 10 25,000
Cluster (LRM) 1D6x10 * 1000mph (1608kmph) 200 miles (322km) 5ft (1.5m) 20 100,000
* This weapon works by distributing (100 for MRM, 200 for LRM) grenade type bombs to the target area. Each bomb does 1D6x10 MD to a 5 ft radius. The bombs are dispersed evenly within a 25ft radius for MRMs and a 35ft radius for LRMs.

Anti-Runway versions of the missiles are programmed slightly differently. All of the bombs are dispersed along a path down the runway, thus rendering is unusable. MRMs create a path 20ft wide by 75 ft long, LRMs create a path 30ft wide by 100 feet long.




Top-Attack Anti-Armor


Top-attack anti-armor (TA3) missiles are designed to strike armored vehicles from above, where they are most vulnerable. These missiles work by delivering what is known as an explosively-formed-projectile or EFP. These EFPs travel at velocities in excess of 6560 ft/s (2000m/s) and are usually capable of punching through the relatively thin upper armor of many vehicles.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
Anti-Armor (MRM) 2D4x10 * 500mph (804kmph) 40 miles (64.4km) 5ft (1.5m) 10 30,000
Anti-Armor (LRM) 2D4x10 * 1000mph (1608kmph) 200 miles (322km) 5ft (1.5m) 20 125,000
* TA3 warheads will penetrate the armor if the damage done equals or exceeds 30% of the remaining armor of the area being attacked. If an EFP penetrates, all targets inside, including equipment, take one-third inflicted damage.
** Long-range missiles using the TA3 warhead actually carry five EFPs. Each EFP, once deployed, is capable of attacking a separate target independently within 75ft (22.9m) of dispersal. EFPs will automatically attack separate targets unless fewer than 5 targets are present, in which case all targets will be attacked evenly with multiple hits on the largest target.




Deployable Minefield


Deployable minefield missiles are used to deliver mines in front of, behind, or even on top of enemy troops. Minefields will usually severely slow down advancing troops as they attempt to either clear or bypass the field. This time can be used by friendly troops to regroup, attack, or any of a number of things.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
Anti-Personnel Minefield(MRM)* 7D6 ** 600mph (966kmph) 50 miles (80.4km) 20ft (6.1m) 10 30,000
Anti-Personnel Minefield(LRM)* 7D6 ** 1200mph (1929kmph) 400 miles (643km) 20ft (6.1m) 20 110,000
* MRMs deliver 50 mines covering a 150ft by 150ft (45.7m by 45.7m) area. LRMs deliver 100 mines covering a 200ft by 200 ft (61m by 61m) area. 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 100lb (45kg) within 15ft (4.6m).
Anti-Vehicle Minefield (MRM)* 1D4x10 *** 600mph (966kmph) 50 miles (80.4km) 20ft (6.1m) 10 32,000
Anti-Vehicle Minefield (LRM)* 1D4x10 *** 1200mph (1929kmph) 400 miles (643km) 20ft (6.1m) 20 115,000
*** Anti-vehicle mines will be triggered by pressure of over 400lb (180kg) within 15ft (4.6m)




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 unusual use for FAEs deals with 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.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
Fuel-Air Explosive (MRM) 4D4x10 * ** 600mph (966kmph) 50 miles (80.4km) 75ft (22.9m) 10 22,000
Fuel-Air Explosive (LRM) 4D4x10 * ** 1200mph (1929kmph) 400 miles (643km) 120ft (36.6m) 20 100,000
* Full damage is inflicted to all targets under 150 M.D.C. 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/dodge/roll are the last to attack (no initiative) and lose half their attacks per melee for 1D4 rounds.




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.

Warhead Damage Speed Maximum Range Effect Radius M.D.C. Price
Illumination (MRM) * 500mph (804kmph) 20 miles (32.2km) 1500ft (457m) 10 7500
Illumination (LRM) * 1000mph (1608kmph) 200 miles (322km) 3500ft (1067m) 20 40,000
* Multiple candles are released from the warheads. The illumination will last for 10 melees (2.5 minutes).




Electronic Jamming


This is a very specialized type of warhead. 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 thus 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.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
Jamming (MRM) * 500mph (804kmph) 20 miles (32.2km) 200ft (61m) 10 8500
Jamming (LRM) * 1000mph (1608kmph) 200 miles (322km) 500ft (152m) 20 45,000
* All communication or other sensor rolls are performed at -45% or operate at only 30% capability. Effects last for 20 melees (5 minutes).




Laser Designating Devices


This is a very rare and expensive warhead. The warhead delivers several parachute-suspended laser designating devices. These devices will automatically illuminate or "paint" a target with a low-power laser. Laser-guided weapons are then able to home in on the target with pin-point precision. The laser designating devices possess advanced sensors which allow it to determine what is and isn't a target and give it an effective +6 to strike where applicable.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
Laser-Designator (MRM) * ** 500mph (804kmph) 20 miles (32.2km) N.A. 10 30,000
Laser-Designator (LRM) * ** 1000mph (1608kmph) 200 miles (322km) N.A. 20 120,000
* MRMs deliver enough devices to paint 5 targets within a 200ft (61m) radius, while LRMs deliver enough to paint 15 targets.
** Special Rules:
1) For stationary objects, a main body hit is always successful, as long as the missile homing in does not roll a "1" on launch.

2) Moving targets require a roll to hit (by the designator) on the action sequence that the missiles will hit. A natural 20 will result in a critical strike. However, there are penalties to the roll:
  • Speed: -1 to strike per 10 mph/16 kmph of the target.
  • Smoke/Fog: -2 to strike.
  • Target In Combat: Double existing penalties.



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.




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