Note: This document is designed to provide rules for dealing with various types of weapon guidances. These are optional rules and are only intended to be used if both the GM and players wish to introduce the element of weapon guidance into their game.
Types of Missiles and Common Guidance
Mini Missiles:
Palladium books states that mini missiles do not have guidance, in effect making them ordinary rockets. While mini-missiles can be completely unguided, most mini missiles use some form of direct control to aim the missiles. These guidance systems include Command, Semi Active Laser Homing, Semi Active Radar Homing, and Guide by Wire. The most common guidance system for mini missiles is Semi Active Laser Homing.
Short Range Missiles:
These Missiles can use all the mini missile guidance systems and in fact Semi Active Laser Homing is fairly common. Short Range missiles can also carry Active Radar Homing, Anti Radiation Missiles, Infrared Homing, and Optic Guidance. The most common form of guidance system is Active Radar Homing because of its flexibility.
Medium Range Missiles:
Medium Range Missiles have more room for guidance systems than Short Range Missiles do. This allows them to carry up to one additional guidance system beyond the original. This can include any of the normal systems or the smart missile package. All medium range missiles have some form of inertial navigation system so that the missile can reach the general location of the target.
Long Range Missiles:
Long Range Missiles have even more space for guidance systems than medium range missiles do. This allows them to carry up to two additional guidance systems beyond the original. This can include any of the normal systems or the smart missile package. All long range missiles have some form of inertial navigation system so that missile can reach the general location of the target.
Cruise Missile:
Cruise Missiles are the largest missiles used practically in Rifts. Because of their size, they can carry up to three additional guidance systems beyond the original. This can include any of the normal systems or the smart missile package. All cruise missiles have some form of inertial navigation system so that missile can reach the general location of the target.
Weapon Type
|
Guidance
|
Cost in Credits (No Guidance) |
Mini Missiles | One non-autonomous system | See conventional missile table. |
Short Range Missiles | Any one guidance system | See conventional missile table. |
Medium Range Missiles | One standard plus up to one additional | See conventional missile table. |
Long Range Missiles | One standard plus up to two additional | See conventional missile table. |
Cruise Missile | One standard plus up to three additional | See conventional missile table. |
Light Bombs | One non-autonomous system | See convention bomb table. |
Medium Bombs | Any one guidance system | See convention bomb table. |
Heavy Bombs | One standard plus up to one additional | See convention bomb table. |
X-Heavy Bombs | One standard plus up to two additional | See convention bomb table. |
There are a wide variety of different guidance systems available for weapon systems. Most weapons can use almost any of the systems listed, however, some weapons are limited in the types of guidance that they can use. The following abbreviations will be used to identify the different weapon types.
Weapon Type AbbreviationMini Missile MM Short Range Missile SRM Medium Range Missile MRM Long Range Missile LRM Cruise Missile CM Light Bomb LB Medium Bomb MB Heavy Bomb HB X-Heavy Bomb XB
Active Radar Homing (ARH):
This guidance is a tiny radar system that allows the weapon to guide itself to target. This guidance is autonomous. The guidance system can be detected by any system that detects radar signals. These weapons can easily be directed towards multiple targets if the launch system allows multiple targeting at the same time. These weapons are vulnerable to being tricked by chaff systems, can be jammed by active jamming systems, and have minuses to targets that are radar stealth vehicles. Many ARH weapons have a home on jam function which means that when jammed, the weapon will head for the jamming signal and target that.
The guidance has +3 to strike.
Availability: SRM, MRM, LRM, CM, MB, HB, XB
Anti-Radiation (AR):
This guidance has a special system that tracks on Electromagnetic signals. This is normally used to track on radar transmitters but can be used to home in on radio, microwave, and other similar signals as well. This guidance is autonomous. These weapons can easily be directed towards multiple targets if the launch system allows multiple targeting at the same time. These guidance systems are a special purpose system and will only target active transmitters and as such the best defense is to shut the transmitter off. Most AR systems remember the last location of the target and will target that location.
The guidance has +4 to strike a target that has active emissions but cannot hit targets that are not active (ARs that remember target will have no bonuses to strike).
Availability: SRM, MRM, LRM, CM, MB, HB, XB
Command (CMD):
The weapon is controlled by a radio signal the gives the weapon directions to hit its target. This guidance is non-autonomous but launching system could be. Weapons can be guided to different targets by using either separate radio channels or by codes designating the specific weapon that is being directed. This means that when using this system to hit different targets at the same time at short ranges, only two or three separate targets can be targeted. This system is limited to the range of the radio signals although directors could pass to other directing signals. This system is vulnerable to radio jamming and if jammed, the weapon will either detonate or will follow a pre-programed course.
This guidance uses the bonuses of the director of the weapon (in the case of a gunner, their bonuses) to strike. If jammed, weapons are at -9 to strike with no gunner bonuses to strike.
Availability: MM, SRM, MRM, LRM, CM, LB, MB, HB, XB (All)
Guide by Wire (WIRE):
This system is only used by missiles. The missile is controlled by signals through a wire to the missile guidance system. The range of missiles with this guidance system is normally limited to about 5 miles due to the length of the wire. This missile guidance is non-autonomous but launching system could be (although highly doubtful). In order for the missile to target more than one target at the same time, each missile needs to be directed by a different controller. This missile's only weaknesses is that there is a chance the wire can be cut. (If the missile travels more than 2 miles, there is a 15% chance of the wire breaking because of tension or catching on an object and an additional 10% for every mile beyond two.)
The missile guidance use the bonuses of the director of the missile (in the case of a gunner, their bonuses) to strike. If the wire is cut, the missile loses all guidance (no strike bonuses) and is -9 to strike.
Availability: MM, SRM, MRM, LRM, CM
Infrared Homing (IRH):
This guidance detects the infrared or heat radiation given off by a target. This weapon guidance is autonomous. These weapons can easily be directed towards multiple targets if the launch system allows multiple targeting at the same time. These weapons can be tricked by flares and strong heat sources.
The guidance has +4 to strike aircraft from the rear (in the case of missiles) and +2 to strike the fronts and sides of a jet, or other targets that emit large amounts of heat.
Availability: SRM, MRM, LRM, CM, MB, HB, XB
Optical Guidance (OPT):
This guidance uses an optical system to visually lock on to the target. This weapon guidance is autonomous. These weapons can easily be directed towards multiple targets if the launch system allows multiple targeting at the same time. These weapons need to be directed to the location of their target because they only have the ability to see targets at a limited distance and have a relatively small arc of search. These weapons can be tricked by changing the targets profile, by target changing position, and by very thick smoke, although weapons with thermal imaging can see through the smoke.
The guidance has +3 to strike.
Availability: SRM, MRM, LRM, CM, MB, HB, XB
Semi Active Laser Homing (SALH):
This guidance system homes on the reflected light from a laser designator. This systems is very hard to fool and is very accurate. The only weaknesses is that the target must be within the line of sight of the director (no over the horizon targeting) and some targets with high tech sensors are capable of detecting when they are being targeted. Only the target or sensors within about 6 inches of the beam can pick up the laser beam.
The guidance use the bonuses of the director of the weapon (in the case of a gunner, their bonuses) to strike.
Availability: MM, SRM, MRM, LRM, CM, LB, MB, HB, XB (All)
Semi Active Radar Homing (SARH):
This guidance system follows a radar beam from a director to a target. This systems is similar to the SALH but uses a radar beam in place of a laser beam. The weaknesses of this system is that it can be fooled by chaff, can be jammed by radar jamming, has minuses to targets that have radar stealth, most sensors will pick up the radar beam, and target must be in a direct line with the director (no over the horizon targeting).
The guidance use the bonuses of the director of the weapon (in the case of a gunner, their bonuses) to strike.
Availability: MM, SRM, MRM, LRM, CM, LB, MB, HB, XB (All)
Smart guidance works differently for missiles and bombs.
Smart Missiles are able to dodge attacks directed toward it and the missile can return and strike target again. Smart missiles must have another autonomous guidance system installed. Smart missiles also separate when launched so they cannot be destroyed as a volley. All smart missiles automatically have the special features of IFF identification and Loiter capability (see below). This feature can only be added to medium range or larger missiles (except in very special cases).
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.
Smart Bombs have steering fins and a small rocket motor in addition to advanced targeting systems. With the rocket motor, they are even able to pursue a moving target. However, they are limited to a range of an extra one-half mile (0.8km) in addition to the normal drop altitude range. Volleys can all strike the same target or they can each veer away to hit a different target. Smart bombs must have another autonomous guidance system installed, but automatically have the special feature of IFF identification (see below).
These bombs will automatically hit a large stationary target like a building or bridge or blanket a specific area. They have a +6 to strike a moving target.
Availability: Special. See conventional missile or bomb tables.
Guidance System: | Cost of Guidance | Special | Cost (Special) |
Active Radar Homing (ARH) | 500 Credits | Home on Jam | 250 Credits |
Anti Radiation (AR) | 800 Credits | Remembers Location | 200 Credits |
Command (CMD) | 200 Credits | ||
Guide via Wire (WIRE) | 200 Credits | ||
Infra Red Homing (IRH) | 400 Credits | ||
Optic Guidance | 500 Credits | Thermal Imaging | 250 Credits |
Semi Active Laser Homing (SALH) | 200 Credits | ||
Semi Active Radar Homing (SARH) | 200 Credits | ||
Smart Missile Guidance (SMRT-M) | 40,000 Credits | IFF and Loiter | |
Smart Bomb Guidance (SMRT-B) | 30,000 Credits | IFF |
Several different "special" features are available for missiles in addition to the various types of guidance. These systems are in addition to any guidance and do not take up the space of a guidance system.
IFF Identification:
This is a relatively inexpensive feature. This feature allows a weapon to read the IFF (Identify Friend/Foe) signature of the target (if it has one, many alien vehicles do not) and either include or not include it as a valid target. This could mean that the weapon will only strike a target that is radiating a specific IFF or only strike targets that do not radiate a specific IFF. A maximum of 200 different IFF signatures can be stored. In reality, warring parties very often change their IFF frequencies during a conflict. Therefore, this system is usually programed soon before the craft leaves the base. It is possible to re-program the guidance from the craft itself if the vehicle has more than just one pilot or has a very advanced computer system (artificial intelligence).Loiter Capability:
This feature is only available for missiles. This is also a relatively inexpensive feature. This allows the missile to wait until a target comes back into view. This feature is especially useful for Anti Radiation missiles. The missile will loiter until it runs out of fuel (usually about one minute or 4 melees).Surface Skimming:
This feature is only available for missiles. It allows the missile to skim just over the surface of ground or water. This feature includes both physical additions and programming changes and the missile must use a smaller engine. It does not affect what types of guidance or special features a missile can have. A Surface skimming missile costs a little bit more than a normal missile and has 25% less speed. A missile can be both a normal flight path missile and can be a Surface skimming but costs more and both range and speed are reduced by 25%.
Special Feature
|
Cost
|
Notes
|
IFF Identification | 1000 Credits | Can store up to 200 IFF codes |
Loiter Capability | 2000 Credits | Will wait for target to reappear |
Surface Skimming | +20% to Cost | Missile is 25% slower than normal |
Surface Skimming and Normal Flight | +50% to Cost | Missile is 25% slower and has 25% less range |
Back to revised and Expanded Missile & Bomb Tables.
Writeup by Kitsune (Kitsune@vabch.com).
Additional material by Chris Curtis (curtis@thepentagon.com).
Copyright © 1997, 1998 Kitsune and Chris Curtis. All rights reserved.
Palladium Books®, and Rifts®, are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
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