Naval Electronic Warfare Equipment:


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 decoys systems are assumed to not be effective against Phase World / Three Galaxies guidance and targeting systems due to technological differences. In addition, missile decoy systems are not designed to decoy underwater threats and torpedo decoys are not designed to decoy aerial threats such as missiles.


Ship based Naval Electronics:

Aircraft based Naval Electronics:

Decoys:

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

  1. Mortar Launched 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. For missile decoys, reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles) and reduce effects of launchers by 10% per launcher not used if not all are used (Add +10% to rolls per launcher not used.)

    Range: Around Ship.

    Mega Damage: None.

    Effects:

    01-35

    Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.

     

    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, enemy missile or missile volley is still on target.

    Payload: Varies - As per launcher.

  2. Mortar Launched Acoustical Torpedo Decoys: Normally fired from the same launchers as chaff and other missile decoy systems. They form a pattern of noise makers several hundred meters around the vessel and are designed to confuse torpedoes.

    Range: Around Ship.

    Mega Damage: None.

    Effects: 50% chance of decoying normal torpedoes and 20% chance of decoying smart torpedoes. Reduce effects by 5% for each decoy launcher not firing torpedo decoys if all are not used.

    Payload: Varies - As per launcher.

Sonar Buoys:

Sonar buoys are devices designed to detect underwater noise that are usually air dropped. There are active, passive, and combinational sonar buoys. Modern sonar buoys also give range and direction of the contact. In addition to standard type sonar buoys, there are a number of special purpose sonar buoys. These include search and rescue, underwater communication, and bathythermal.

As sonar buoys are battery powered, they have a limited duration. Most operate for around eight hours before running out of power. When they run out of power, they are designed to sink themselves. This is to make them harder to retrieve later by an enemy.

Sonar buoys are usually carried by helicopter and other VTOL aircraft although may be carried by other aircraft as well. Drones may also carry sonar buoys and mini sonar buoys may be carried by power armors in the Rifts Earth setting. In order to hunt targets, usually submarines, sonar buoys are generally dropped in patterns.

Signals from sonar buoys are sent to aircraft and naval vessels where further signal processing is usually done. Most have limited ability to process data internally. They transmit information through relatively low powered radio signals.

Normal sonar buoys are relatively small. While sonar buoys may vary slightly in size, standard size is approximately five inch (13 cm) wide, three feet (91 cm) long, and around 16 lbs (7.3 kg) in weight. Most aircraft will carry a large number of sonar buoys. As suggested previously, there are special mini sonar buoys.


Active Sonar Buoys: Maximum Range: 13.8 miles (12 nautical miles / 22.2 kilometers). Duration: 8 hours maximum

Passive Sonar Buoys: Maximum Range: 4.6 miles (4 nautical miles / 7.4 kilometers). Duration: 8 hours maximum.

Combination Sonar Buoy: Maximum Range: 3.5 miles (3 nautical miles / 5.6 kilometers) active and 2.3 miles (2 nautical miles / 3.7 kilometers) passive. Duration: 8 hours maximum.

Special Purpose Buoys:

Bathythermal: These buoys relay bathythermographic and / or salinity readings at various depths.

Search and Rescue: These buoys are designed to operate as a floating beacon. They are used to assist in marking the location of an aircraft crash site, a sunken ship, and/or survivors at sea.

Underwater Communication: They buoys are designed for use as a means of communication between an aircraft and a submarine, or between a ship and a submarine.




[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune)


Copyright © 2011, 2017, & 2018, Kitsune. All rights reserved.



Return