Multiple Warhead Missiles:


In the Rifts and Robotech books, multiple missile warheads are only lightly covered. These optional rules are designed to give clarifications and more information for multiple warhead missiles. Damage is more or less divided evenly between the individual warheads.


Each multiple warhead missile splits off, just before striking the target, into four smaller missiles which each having independent guidance systems in most cases. For ease of discussion, these are usually known and “Sub-Missiles.”


These individual sub-missiles, if guided, will strike a target as if they are a volley of four missiles. In such cases, they cannot be dodged normally. In addition, they can theoretically be used to strike multiple targets although are usually all targeted at a single target.


For game purposes, assume that sub-missiles split apart into their individual sub-missile when they reach half the range of the sub-missile from their target. For example, if the sub-missile has a range of 20 miles (32.2 km), the missiles would usually separate at 10 miles (16.1 km) from the target. This can however be changed through preprogramming or by command.


Otherwise, each smaller is equal in range to a missile two sizes smaller than the original missile. For example, a medium range missile would split into four mini-missile sized missiles, a long range missiles would split into four short range sized missiles, and a cruise missiles would split into four medium range sized missiles. Often they will carry much heavier warheads than is standard for the sub-missile.


With respect to guidance systems, the sub-missiles are limited to the size of the sub-missiles. On Rifts Earth, in Mutants in Orbit, and in Robotech, this means that when medium range missiles split into four mini-missile size sub-missiles, they are not longer considered guided. As a result, they often will not split until they are just about to strike the target. The mini-missile sub missiles can be dodged on Rifts Earth, Mutants in Orbit, and Robotech in most cases due to being unguided even when being targeted by four or more of the mini-missiles. Three Galaxies missiles do not have that limitation however and can even be “smart” guided missiles.


Similarly, when Rifts Earth, Mutants in Orbit, and Robotech long range missiles split into four short range size sub-missiles, they can have an active guidance system but cannot be smart missiles. However, when four or more short range size sub-missiles are targeted at a single target, they cannot be dodge. Again, the short range sub missiles in the Three Galaxies can be smart guided type ordnance.


Finally, when Rifts Earth and Mutants in Orbit cruise missiles (also called capital missiles) split into four medium range missile size sub-missiles, they can be active guided and even smart missiles. They do however have the same penalties to strike small targets such as aircraft, missiles, power armors, etc that the original cruise missile had. As one might expect, these medium range class sub-missiles in the Three Galaxies can mount any guidance system. They still retain penalties to strike small targets however.


With the exception of a handful of special purpose missiles, no missile smaller than a medium range missile can be a multiple warhead missile. In some cases, different warheads can be mounted in the missiles. This si most commonly done for special purpose warheads. Examples may including jamming warheads and decoy missiles.


Rifts Earth & Mutants in Orbit:

Medium Range Multi-Warhead Missiles (Light):

Each carry four High Explosive Warheads the size of mini missile which inflict 5D4 M.D.C. each with a blast radius of 5feet (1.5 meters). The damage combined is calculated as 2D4x10 M.D.C. with a blast radius of 20 feet (6.1 meters). Each “mini missile” sub-missile has 3 M.D.C. with the medium range missile having 10 M.D.C.

They have a powered atmospheric range of 2 miles (3.2 km) although usually split apart to strike their target at 1 mile (1.6 km) or less. After separating, they will travel at the medium range missile’s speed (1,500 mph / 2,411 kph) but will slowly decelerate. These “mini missile” sub-missiles have a top speed of 1,000 mph (1,608 kph) on their own thrust but will run out of fuel before decelerating significantly.

In space, these “mini missile” sub-missiles will continue to accelerate at 2 Gs until they run out of fuel (Eight times range in space) and then will drift at final velocity on the missiles’ final heading.

These sub-missiles are not actively guided and follow the targeting from the medium range missile before they separated. Volleys of four or more “mini missile” sub-missiles can be dodged.

Unlike most multi-warhead types, these mini-missiles warheads cannot be traded out for different mini-missile warheads.


Medium Range Multi-Warhead Missiles (Heavy):

Each carry four High Explosive Warheads the size of mini missile which inflict 1D6x10+10 M.D.C. each with a blast radius of 20 feet (6.1 meters). The damage combined is calculated as 5D6x10 M.D.C.with a blast radius of 40 feet (12.2 meters). Each “mini missile” sub-missile has 3 M.D.C. with the medium range missile having 10 M.D.C.

They have a powered atmospheric range of 2 miles (3.2 km) although usually split apart to strike their target at 1 mile (1.6 km) or less. After separating, they will travel at the medium range missile’s speed (1,000 mph / 1,608 kph) but will slowly decelerate. These “mini missile” sub-missiles have a top speed of 500 mph (804 kph) on their own thrust but will run out of fuel before decelerating significantly.

In space, these “mini-missile” sub-missiles will continue to accelerate at 1 G until they run out of fuel (Eight times range in space) and then will drift at final velocity on the missiles’ final heading.

These sub-missiles are not actively guided and follow the targeting from the medium range missile before they separated. Volleys of four or more “mini missile” sub-missiles can be dodged.

Unlike on the fast medium range multi-missile, these mini missile warheads can be traded for other mini-missile warheads except “heavy hitters.”


Long Range Fusion Multi-Warhead Missiles:

Each carry four Fusion Warheads the size of a short range missile which inflict 5D6x10 M.D.C. each with a blast radius of 60 feet (18.3 meters). The damage combined is calculated as 2D6x100 M.D.C. with a blast radius of 200 feet (61 meters). Each “short range” sub-missile has 6 M.D.C. with the long range missile having 25 M.D.C.

They have a powered atmospheric range of 3 miles (4.8 km) although usually split apart to strike their target at 1.5 mile (2.4 km) or less. After separating, they will travel at the long range missile’s speed (1,800 mph / 2,892 kph) but will slowly decelerate. These “short range” sub-missiles have a top speed of 700 mph (1,127 kph) on their own thrust but will run out of fuel before decelerating significantly.

In space, these “short range” sub-missiles will continue to accelerate at 1 G until they run out of fuel (Eight times range in space) and then will drift at final velocity on the missiles’ final heading.

With respect to guidance systems, these missiles have active guidance system. As such, volleys of four or more of these “short range” sub-missiles cannot be dodged.

Simply due to the amount of damage that they inflict, theses warheads are not normally traded for other short range missiles but may be traded if desired for other missile warhead types except “heavy hitters.” In this case, the long range missile will be designated as something other than fusion.


Cruise Fusion Multi-Warhead Missiles

Each carry four Fusion Warheads the size of a medium range missile which inflict 8D6x10 M.D.C. each with a blast radius of 80 feet (24.4 meters). The damage combined is calculated as 3D6x100 M.D.C. with a blast radius of 200 feet (61 meters). Each “medium range” sub-missile has 12 M.D.C. with the cruise missile having 45 M.D.C.

They have a powered atmospheric range of 20 miles (32.2 km) although usually split apart to strike their target at 10 mile (16.1 km) or less. After separating, they will travel at the cruise missile’s speed (1,800 mph /2,892 kph) but will slowly decelerate. These “medium range” sub-missiles have a top speed of 800 mph (1,127 kph) on their own thrust and will slow down at the rate of 100 mph (161 kph) per 10 miles of distance traveled.

In space, these “medium range” sub-missiles will continue to accelerate at 1 G until they run out of fuel (Eight times range in space) and then will drift at final velocity on the missiles’ final heading.

With respect to guidance systems, these missiles have active guidance system including smart guidance systems. As such, volleys of four or more of these “medium range” sub-missiles cannot be dodged by capital scale targets. The “medium range” sub-missiles retain the standard penalties for cruise missiles when used against smaller targets.

Simply due to the amount of damage that they inflict, theses warheads are not normally traded for other medium range missiles but may be traded if desired for other missile warhead types except “heavy hitters.” In this case, the cruise missile will be designated as something other than fusion.


Three Galaxies / Phase World:

Medium Range Multi-Warhead Missiles (Heavy):

Each carry four High Explosive Warheads the size of mini missile which inflict 1D6x10+10 M.D.C. each with a blast radius of 20 feet (6.1 meters). The damage combined is calculated as 5D6x10 M.D.C. with a blast radius of 40 feet (12.2 meters). Each “mini missile” sub-missile has 3 M.D.C. with the medium range missile having 10 M.D.C.

They have a powered atmospheric range of 2 miles (3.2 km) although usually split apart to strike their target at 1 mile (1.6 km) or less. After separating, they will travel at the medium range missile’s speed (Mach 15 / 1,1419.5 mph / 18376.2 kph) but will slowly decelerate. These “mini missile” sub-missiles have a top speed of Mach 10 (7,613.0 mph / 12,250.8 kph) on their own thrust but will run out of fuel before decelerating significantly.

In space, these “mini missile” sub-missiles will continue to accelerate at 2% of light per turn (slightly faster than any starship except if they are exceeding their maximum safe acceleration) until they run out of fuel (100 miles [161 km] in space) and then will drift at final velocity on the missiles’ final heading.

Unlike mini-missiles on Rifts Earth, these “mini missile” sub-missiles are available with active guidance including smart missile guidance. As such, volleys of four or more of “mini missile” sub-missiles cannot normally be dodged.

These mini missile warheads can be traded for other mini-missile warheads except “heavy hitters” with K-Hex warheads armor piercing warheads being relatively common.


Long Range Fusion Multi-Warhead Missiles:

Each carry four Fusion Warheads the size of a short range missile which inflict 5D6x10 M.D.C. each with a blast radius of 60 feet (18.3 meters). The damage combined is calculated as 2D6x100 M.D.C. with a blast radius of 200 feet (61 meters). Each “short range” sub-missile has 6 M.D.C. with the long range missile having 25 M.D.C.

They have a powered atmospheric range of 10 miles (16.1 km) although usually split apart to strike their target at 5 miles (8 km) or less. After separating, they will travel at the long range missile’s speed (Mach 20 / 15,226.0 mph / 24,501.6 kph) but will slowly decelerate. These “short range” sub-missiles have a top speed of Mach 10 (7,613.0 mph / 12,250.8 kph) on their own thrust and will slow down at the rate of 100 mph (161 kph) per 10 miles of distance traveled.

In space, these “short range” sub-missiles will continue to accelerate at 4% of light per turn (faster than any starship except if it is exceeding it maximum safe acceleration) until they run out of fuel (500 miles [804.7 km] in space) and then will drift at final velocity on the missiles’ final heading.

These “short range” sub-missiles are available with various active guidance systems including smart missile guidance. As such, volleys of four or more of “short range” sub-missiles cannot normally be dodged.

Simply due to the amount of damage that they inflict, theses warheads are not normally traded for other short range missiles but may be traded if desired for other missile warhead types except “heavy hitters.” In this case, the long range missile will be designated as something other than fusion.


Cruise Fusion Multi-Warhead Missiles:

Each carry four Fusion Warheads the size of a medium range missile which inflict 8D6x10 M.D.C. each with a blast radius of 80 feet (24.4 meters). The damage combined is calculated as 3D6x100 M.D.C. with a blast radius of 200 feet (61 meters). Each “medium range” sub-missile has 12 M.D.C. with the cruise missile having 45 M.D.C.

They have a powered atmospheric range of 160 miles (257.5 km) and will travel at the cruise missiles speed (Mach 25 / 19,032.4 kph / 30,627 kph) but will slowly decelerate. These “medium range” sub-missiles have a top speed of Mach 15 (1,1419.5 mph / 18376.2 kph) on their own thrust and will slow down at the rate of 100 mph (161 kph) per 10 miles of distance traveled.

In space, these “medium range” sub-missiles will continue to accelerate at 6% of light per turn (faster than any starship except a fighter exceeding it maximum safe acceleration) until they run out of fuel (80,000 miles [128,750 km/0.43 light seconds] in space) and then will drift at final velocity on the missiles’ final heading.

As effectively medium range missiles, these missiles can have any form of guidance with the exception of “brilliant” guidance and are almost always smart missiles. As such, volleys of four or more of “medium range” sub-missiles cannot normally be dodged by capital ship sized targets. The “medium range” sub-missiles retain the standard penalties for cruise missiles when used against smaller targets.

Simply due to the amount of damage that they inflict, theses warheads are not normally traded for other medium range missiles but may be traded if desired for other missile warhead types except heavy hitters. In this case, the cruise missile will be designated as something other than fusion. There are some reasonably common types such as decoys and jamming warheads.


Cruise Anti-Matter Multi-Warhead Missiles

Each carry four Anti-Matter warheads the size of a medium range missile. Each warhead acts as double strength medium range nuclear weapon if used in an atmosphere. The damage combined is calculated as 5D6x100 with a blast radius of 150 feet (45.5 meters). If used in an atmosphere, treat as a double strength cruise nuclear weapon. Each “medium range” sub-missile has 12 M.D.C. with the cruise missile having 45 M.D.C.

They have a powered atmospheric range of 160 miles (257.5 km) and will travel at the cruise missiles speed (Mach 25 / 19,032.4 kph / 30,627 kph) but will slowly decelerate. These “medium range” sub-missiles have a top speed of Mach 15 (1,1419.5 mph / 18376.2 kph) on their own thrust and will slow down at the rate of 100 mph (161 kph) per 10 miles of distance traveled.

In space, these “medium range” sub-missiles will continue to accelerate at 6% of light per turn (faster than any starship except a fighter exceeding it maximum safe acceleration) until they run out of fuel (80,000 miles [128,750 km/0.43 light seconds] in space) and then will drift at final velocity on the missiles’ final heading.

As effectively medium range missiles, these missiles can have any form of guidance with the exception of “brilliant” guidance and are almost always smart missiles. As such, volleys of four or more of “medium range” sub-missiles cannot normally be dodged by capital ship sized targets. The “medium range” sub-missiles retain the standard penalties for cruise missiles when used against smaller targets.

Simply due to the amount of damage that they inflict, theses warheads are not normally traded for other medium range missiles but may be traded if desired for other missile warhead types except heavy hitters. In this case, the cruise missile will be designated as something other than fusion.


Robotech:

Medium Range Multi-Warhead Missiles:

Each carry four High Explosive Warheads the size of mini missile which inflict 5D4 M.D.C. each with a blast radius of 5feet (1.5 meters). The damage combined is calculated as 2D4x10 M.D.C. with a blast radius of 20 feet (6.1 meters). Each “mini missile” sub-missile has 3 M.D.C. with the medium range missile having 10 M.D.C.

They have a powered atmospheric range of 2 miles (3.2 km) although usually split apart to strike their target at 1 mile (1.6 km) or less. After separating, they will travel at the medium range missile’s speed (1,200 mph / 1,929 kph) but will slowly decelerate. These “mini missile” sub-missiles have a top speed of 500 mph (804 kph) on their own thrust but will run out of fuel before decelerating significantly.

In space, these “mini-missile” sub-missiles will continue to accelerate at 1 G until they run out of fuel (Eight times range in space) and then will drift at final velocity on the missiles’ final heading.

These sub-missiles are not actively guided and follow the targeting from the medium range missile before they separated. Volleys of four or more “mini missile” sub-missiles can be dodged.


Long Range Reflex Multi-Warhead Missiles:

Each carry four Reflex Warheads the size of a short range missile which inflict 1D6x10 M.D.C. each with a blast radius of 10 feet (3 meters). The damage combined is calculated as 4D6x10 M.D.C. with a blast radius of 50 feet (15.2 meters). Each “short range” sub-missile has 6 M.D.C. with the long range missile having 25 M.D.C.

They have a powered atmospheric range of 3 miles (4.8 km) although usually split apart to strike their target at 1.5 mile (2.4 km) or less. After separating, they will travel at the long range missile’s speed (1,800 mph / 2,892 kph) but will slowly decelerate. These “short range” sub-missiles have a top speed of 700 mph (1,127 kph) on their own thrust but will run out of fuel before decelerating significantly.

In space, these “short range” sub-missiles will continue to accelerate at 1 G until they run out of fuel (Eight times range in space) and then will drift at final velocity on the missiles’ final heading.

With respect to guidance systems, these missiles have active guidance system. As such, volleys of four or more of these “short range” sub-missiles cannot be dodged.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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