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 (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 (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 (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 (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 (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-DamageTM, S.D.C.TM, Phase WorldTM, and others are trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc.