Zarconian Wiki
Advertisement
PhalanxMissile tia7p62

Phalanx Missile

Type : (A,E,F) Long range mecha launched all-purpose missile.
(B) Long range mecha launched ground attack missile.
(C) Long range mecha launched nuclear missile.
(D) Long range submarine/ship launched anti-ship missile.
Service history : (A,B) 2008-2021, early RDF Army and Spacy.
2023-2035, REF (All branches).
(C) 2008-2021, early RDF Army and Spacy.
2023-2035, REF Air Force, Marines and Spacy.
2023-2040, REF Army
(D) 2010-2021, early RDF Navy.
2021-2033, SC Navy.
(E,F) 2014-2021, early RDF Army and Spacy.
2023- , REF (All branches).
Length : (A,B,C) 205 cm.
(D,E,F) 245 cm.
Diameter : (All) 43 cm.
Wingspan : None.
Weight : (A) 488 kg.
(B) 492 kg.
(C) 478 kg.
(D) 555 kg.
(E,F) 551 kg.
Warhead : (A,F) HE blast fragmentation.
(B) Multi-purpose cluster.
(C) W-119 Nuclear reaction.
(D,E) Plasma.
Weight/yield : (A) 100 kg.
(B) 68x1.5 kg multi purpose bomblet.
(C) Selectable from 5 kT to 100 kT.
(D,E,F) 150 kg.
Propulsion : Ramjet with rocket booster.
Guidance : (A,E,F) Optical, IIR and active radar with midcourse update.
(B) Inertial, with terminal radar homing.
(C) Optical, IIR and active radar with midcourse update, with permissive action link (PAL).
(D) IIR and active radar with midcourse update.
Max speed : Mach 3.0
Range : (A,B,C) 70 km.
(D,E,F) 130 km.
Platforms : Beta, Daedalus, Phalanx, Prometheus, Shark, Bat, Warspite.

History:

The Derringer is a standard atmospheric long range missile for the RDF, Southern Cross Navy and REF. Launched by mecha, ships and submarines, the various Derringer variants serve as anti-air, anti-ship and ground bombardment missiles.

In 2007, the fledgling RDF was searching for anti-air and medium surface-to-surface missiles with which to equip their mecha.

Usually, the difference in types would prohibit much commonality between the designs, but in this case, the requirements for speed and payload were almost identical, and thus it became possible to create a single airframe for all missiles. This airframe became the Derringer, one of the first multi-purpose missiles, capable of, for instance, air defense as well as ground attack. It was a very short but relatively thick missile without fins, instead relying on vectored thrust and body lift. To ensure a high speed and long range, an air breathing rocket-ramjet propulsion system was chosen.

The Derringer A was a standard anti-air and ground attack missile, with the first truly multi-purpose seeker head, developed with alien technology, providing the guidance. The Derringer A was mounted on the Phalanx and Shark Destroids, and used in medium air defense battalions as well. The Derringer B was a basically a Derringer A with the HE warhead replaced with a cluster payload and an inertial guidance during the flight phase, with an active radar unit for the terminal phase. The Derringer B was specialized for area attacks, but because of its limited effectiveness against full-size Zentraedi it was less used on Earth than the A model. The B variant was, however, quite effective against the Invid. The Derringer C was a tactical nuclear missile.

In 2010, the Navy developed an anti-ship variant of the Derringer. The missile's speed was respectable for such a role, but the short range and 100 kg HE warhead were insufficient to be used against ships. The Navy therefore stretched the missile by 40 centimeters, increased the warhead weight by half to 150 kg and replaced the HE with a plasma incendiary warhead. The fuel storage was increased as well. This missile, which was still compatible with all Derringer launchers, was technically highly successful, although it severely lacked viable targets and did not get its baptism in a shooting war until the EBSIS attack on Western Europe, on the eve of the Invid invasion. It is a standard weapon for the Warspite and Prometheus classes of Naval ships. The final versions are the Derringers E/F, which are still in production to this day. They combine the multi-purpose seeker head of the A version with the warhead of the D ship killer (E), or with a HE warhead of the same weight (F), and update other electronics as well. Although far more effective, the missile bins on the Shark and Phalanx can only accept these stretched missiles by allowing part of them to protrude in the open.

20220413 130947

Reflex missiles

At present, there are plans to produce a Derringer G, which is a Derringer E/F with the warhead replaced by a heavy cluster payload. None are known to have been produced to date, however.

Robotech engineers experimenting with other uses for Protculture-based energy systems also developed Reflex energy powered warheads for long range missle systems, which allowed a large destructive payload to be deployed from existing ground, ship, fighter and mecha-based launch systems.


Type : (A,B,E,F) Long range anti-mecha/ground attack missile.
Diamondback mer

Diamondback missiles

(C) Long range anti-radiation missile.
(D) Long range nuclear anti-ship/surface missile.
(G) Medium range anti-mecha missile.
Service history : (A,B,C,D) 2018-2023, RDF (All branches).
2023-2030, REF (All branches).
2018-2033, SC TAF, TASC, SDFC, TC, and Navy.
(E,F) 2025- , REF (All branches).
2032-2033, SC TAF, TASC, SDFC, TC, and Navy.
(G) 2044- , REF (all branches).
Length : 120 cm.
Diameter : 25 cm.
Wingspan : none.
Weight : (A,B,C) 110 kg.
(D) 107 kg.
(E,F) 111 kg.
(G) 117 kg.
Warhead : (A,C,E) HE armor piercing multi purpose.
(B,F) plasma.
(D) W-153 nuclear reaction.
(G) AP cluster warhead.
Weight/yield : (A,B,C,E,F) 22 kg.
(D) 1 kT (reaction).
(G) 40x1 kg self propelled, IIR guided bomblet.
Propulsion : Hybrid rocket engine.
Guidance : (A,B) Combined IIR and active radar homing.
(C) Combined inertial and passive radiation homing.
(D) Combined inertial, command and active radar homing.
(E,F,G) Combined IIR, UV/visual and active radar homing.
Note: all versions can use home-on-jam guidance.
Max speed : Mach 3.2 (standard profile).
Mach 6.1 (high speed profile).
Range : (standard profiles)
(A,B,C,D) 65 km.
(E,F) 115 km (ballistic trajectory),
70 km (direct trajectory).
(G) 28 km.
(high speed profiles)
(A,B,C,D) 22 km.
(E,F) 24 km.
Platforms : Alpha, Beta, Catapult, Condor, Excalibur, Falcon, Lightning, Shark, Bat, Vulture.

History:

The successor to the Stiletto and the Scorpion, the Diamondback was designed in 2017 to be more compact than the previous missiles, so as to better fit in the internal launchers on the advanced mecha then in development. For the past 28 years the Diamondback has been the most important medium range mecha launched missile in the Terran inventory, and there are no plans to replace the missile, though several upgrades are being considered.

The first Diamondback versions were the conventionally armed A and the plasma armed B version, for general purpose use and ground attack respectively. Both versions were heavily used on Earth by the Southern Cross and in space by the REF, which also produced these missiles in large numbers in the Local Group. An anti-radar version, the C, was less used. Though a large number of these missiles was shipped with the REF for use against Zentraedi, most remained in storage on Tirol as the actual enemy, the Invid, provided few targets for these defense suppression missiles. The most use made of these missiles was during the REF Civil War, when suitable targets were available in numbers. The last of the pre-REF versions is the nuclear tipped Diamondback D. This missile uses a small tactical nuclear fission device as its warhead, and was typically employed against large airborne enemy formations, small hives and Mollusk Carriers. Improved versions were developed by the REF, the first entering service in the late twenties. The E and F versions were basically A and B versions with a new, improved seeker head with additional UV and visual sensors for better homing on Invid mecha, and a slightly improved rocket engine with ballistic path option which, with mid-course guidance, increased maximum range. The as yet final version of the Diamondback, the G, was designed by the REF after the Marcus Antonius returned from Earth with examples of the Southern Cross's Lightning cluster missile. Recognizing the potential of this missile against a numerically superior enemy like the Invid, the REF designers decreased the engine section, as the Invid did not have sufficiently ranged weapons to fire on mecha at more than a few kilometers, and used the space and weight freed for an outsized cluster warhead. This missile entered service in 2044, just in time for the final attack on Reflex Point, and in that battle proved its lethality by taking out an average of 1.6 Invid mecha per missile fired.


Type : Short range, all mode anti-mecha/surface/ship missile.
Service history : (A,B) 2015-2026, RDF (All branches).
2023-2026, REF (All branches).
2015-2033, SC TAF, TASC, SDFC, TC, and Navy.
(C,D) 2025- , REF (All branches).
2032-2033, SC TAF, TASC, SDFC, TC, and Navy.
Length : 54 cm.
Diameter : 19 cm.
Wingspan : none.
Weight : 29 kg.
Warhead : (A,C) High explosive armor piercing multi purpose.
(B,D) Plasma.
Weight/yield : 6 kg.
Propulsion : Hybrid rocket engine.
Guidance : (A,B) Combined IIR and active radar/home-on-jam.
(C,D) Combined IIR, UV/visual and active radar/home-on-jam.
Max speed : Mach 3.0
Range : 8.2 km.
Platforms : Alpha, Beta, Condor, Excalibur, Hornet, Gladiator, Lightning, Falcon, Tomahawk, Spartan, Valkyrie, Bat, Vulture.

History:

Hammerheads

Hammerhead missile

The Hammerhead is the most numerous missile used in the last three decades. As the premier dogfight missile of the post-2015 RDF,the Southern Cross, and the REF, the Hammerhead has more kills to its name than any other missile, and is arguably the most important missile in service today, carried on almost all mecha, aircraft and other vehicles. Built as a cylindrical body with a raised seeker section and narrowing thrust port, the Hammerhead is based on the Zentraedi Maggot Universal Dogfight Missile, which equipped the Quaedluun-rau Power Armors and the various Glaug configurations. Like its inspiration, the Hammerhead is small enough to be carried in large numbers. Compared with the Zentraedi missile though, the Hammerhead has almost double the range and a far more advanced seeker head. Two warheads are available for the missile; one, a conventional high explosive warhead, is most often used against mecha, the other warhead, a plasma design, is more commonly used against ground targets. However, both missiles have been used against all manner of targets. The Hammerhead is capable of locking onto off-angle targets after emergence from an internal launcher or launch tubes, and thus mixes flawlessly with helmet- mounted sights despite requiring a lockon-after-launch routine. The first versions of the Hammerhead were the Hammerhead A, with a high explosive warhead, and the Hammerhead B, which was the same missile, fitted with a plasma warhead. The REF developed a slightly updated version on Tirol, with an improved seeker head incorporating an UV element, which gave enhanced detection capabilities against Invid mecha thrusters. The improved Hammerheads were the C and D models, once again only differing in their high explosive/plasma warheads. The Southern Cross, not fighting the Invid, kept using the A and B versions until the return of the REF relief fleet. After that, in anticipation of possible Invid attack, the Southern Cross switched production to the C and D variants as well. However, at the time of the Invid Invasion, most SC stocks were still of the A and B versions.


Type : Short range, all mode anti-mecha/missile missile.
Rapier

Rapier missile

Service history : (A) 2008-2020, RDF Army and Spacy.
(B) 2009-2020, RDF Army and Spacy.
2009-2021, RDF Navy.
2021-2033, SC Navy.
Length : 160 cm.
Diameter : 12 cm.
Wingspan : 32 cm.
Weight : (A) 31 kg.
(B) 42 kg.
Warhead : (A) High explosive anti tank.
(B) High explosive fragmentation with proximity fuse.
Weight/yield : (A) 4 kg.
(B) 9 kg.
Propulsion : Booster/sustainer rocket engine.
Guidance : Combined IIR and passive laser homing.
Max speed : Mach 3.0.
Range : (A) 8.2 km.
(B) 3.2 km.
Platforms : Daedalus, Prometheus, Spartan, Tomahawk, Warspite.
History:

This missile was the premier short range ground launched missile of the RDF, and after the Stiletto the second multi-purpose missile in service. It was conceived in 2004 as a successor to the Hellfire and a complement to the Brimstone anti-armor missile. As such, it was mounted on all Tomahawk and Spartan Destroids. In comparison to the Hellfire, the Rapier had a vastly increased speed, with correspondingly lower flight times, which gave targeted mecha far less time to evade. The first production version was the Rapier A. As the expected enemy mecha did not have as heavy armor as a main battle tank, the Rapier could carry a lighter warhead than the Hellfire. This resulted in a missile with a diameter of 12 cm, and a range of 8.2 km, far for ground launched missiles. The second version required expert knowledge to recognize it as a Rapier. In the place of the 12 cm HEAT warhead of the A version, the B version coupled the A's engine to a heavy, overcaliber fragmentation warhead of 17 cm diameter with proximity fusing. This missile was not meant to be used against armor, but against unarmored personnel and, mainly, as an anti-missile missile. The proximity fuse was sensitive enough to detect an enemy missile, and the warhead powerful enough to destroy the missile. The Rapier B was used as an anti-air missile by the Spartan (the Tomahawk had dedicated anti-air missiles) and was also adopted by the RDF Navy as a point defense missile against incoming ship-killers. As such, it was mounted in numbers on the Daedalus and Prometheus classes, and, unexpectedly, on the Warspite class of submarines, where the Rapiers gave the missiles a defense against ASW helicopters and aircraft. Though phased out by the Army in 2018, the Rapier remained in service with the Navy to the Invid Invasion.


Type : (A,C) Long range spaceship launched all-purpose missile.
(B) Long range spaceship launched nuclear missile.
Service history : (A) 2010-2016, RDF Spacy.
(B) 2010-2023, RDF Spacy.
2019-2033, SC TSC.
2023- , REF Navy.
(C) 2015-2023, RDF Spacy.
2019-2033, SC TSC.
2023- , REF Navy.
Length : 320 cm.
Diameter : 45 cm.
Wingspan : None.
Weight : (A, C) 590 kg.
(B) 579 kg.
Warhead : (A,C) Directed blast fragmentation.
(B) W-119 Nuclear reaction.
Weight/yield : (A,C) 150 kg.
(B) Selectable from 5 kT to 100 kT.
Propulsion : (Booster stage) Hybrid rocket engine.
(Derringer stage) Rocket-ramjet combination.
Guidance : (A,B) Optical, IIR and active radar.
(C) Optical, IIR and active radar with Permissive Action Link (PAL).
Max speed : Mach 3.0 (atmosphere flight), Mach 7.5 (direct orbital strike).
Range : 3.5 kps delta-v (space), 100 km (atmosphere).
Platforms : ARMD, Ikazuchi, Izumo, Garfish, Macross, Montgolfier, Odyssey, Pioneer, Tokugawa.

History:

The Spacehawk is the main space to ground weapon of the REF. It is basically a Derringer E or F missile, fitted with a booster and a heat shield. If launched against other spacecraft or spaceborne mecha, the Spacehawk acts like a standard missile, with the booster rocket engine accelerating the missile to coasting speed, re-igniting the booster after closing with the target. In this mode, the ceramic heat shield is ejected shortly after launch to lower the weight of the missile and free the seeker heads. When used against ground targets, the missile will not eject the ceramic shielding, but align on a re-entry trajectory, and use its booster engine to de-orbit. The missile then coasts down to the atmosphere, and re-enters. Once the speed has been lowered to Mach 7.5, the remains of the shielding are ejected, and the missile aligns on its target. If the missile is programmed for a direct strike, the engine will ignite to keep this speed until impact, if necessary ejecting the spent booster and continuing with the Derringer engine. If atmospheric maneuvering is required, the booster will be ejected, and the Derringer engine will start running at Mach 3.0 in a sustainer mode to keep that speed until impact. Should the launch vehicle be in the atmosphere (a rare occurrence for most starships) the shielding and booster will be ejected immediately and the missile will then act like a standard Derringer missile.

The first two versions of the Spacehawk were the Spacehawk A, with a directed HE warhead, and the nuclear tipped Spacehawk B version. An improved model, Spacehawk C, was produced from 2015 onwards, with improved electronics and sensor systems, but otherwise identical to the Spacehawk A. The Spacehawk served with the RDF and REF in large numbers, and is still the premier medium space launched missile today.


Type : (A, B) Long range, all mode anti-mecha/surface missile.
Service history : (A) 2007-2010, RDF Air Force, Navy and Spacy.
(B) 2009-2020, RDF Air Force, Navy and Spacy.
Stiletto

Stilletto missile

Length : 300 cm.
Diameter : 30 cm.
Wingspan : 49 cm.
Weight : 135 kg.
Warhead : (A, B) Multi Purpose High Explosive Anti Tank (MP-HEAT).
Weight/yield : 30 kg.
Propulsion : Hybrid rocket engine.
Guidance : Combined IIR and active radar/home-on-jam.
Max speed : (standard profile) Mach 3.0.
(high speed profile) Mach 5.5.
Range : (A) 5 km (standard profile), 18 km (high speed profile).
(B) 72 km (standard profile), 20 km (high speed profile).
Platforms : Avenger, Dragon, Executioner, Valkyrie, Bat.
History:

The Stiletto was the first production multi-purpose missile designed on Earth. Because of the make up of the

Stiletto schematics

Stiletto missile

Zentraedi forces, where every soldier was equipped with armor resistant to cluster bomblets (be it in the form of a Battlepod or a personal armor suit) but for which a heavy anti-armor weapon was overkill, and also because of the flight profiles of the new VF-1 Valkyrie fighters, which could fly at multi- mach speeds but also hover and land, a new missile with, for its time, unique capabilities was required. The new missile was required to be able to be fired from a hover at a few feet above the ground, but also at multi-mach speeds dozens of kilometers high in the atmosphere, and was also required to be space capable, and thus needed an additional thrust vectoring steering system. Additionally, the missile needed a guidance system that could lock onto ground targets as easily as on airborne targets. On the other hand, the missile did not require the heavy warhead found on standard air-to-surface missiles such as the Maverick; instead, a modified Hellfire warhead would suffice for almost all Zentraedi mecha and infantry targets. As a final demand, the missile had to be capable of hypervelocity speeds to intercept high speed targets, although the procurement office understood that this speed would cut range down to about a third of what otherwise could be reached.

The result was the Stiletto. The missile was small and light enough to be carried in large numbers on multiple ejector racks, and was the most important Terran airborne medium range missile during the First Robotech War. Indeed, until the Hammerhead entered service, the Stiletto was nearly the only missile used by the RDF Air Force and Naval Air squadrons.

Two versions were built in enormous numbers from 2007 through 2018. From 2007 to 2009 the A version was built on Earth and on board the Macross SDF-1. In 2009 the B version, with an improved seeker and engine resulting in more accuracy, faster lock-on rates and longer range, replaced it on the production lines.


Type : Long range surface-to-air missile.
Service history : 2025- , REF Navy.
Barracuda

Barracuda missile

Length : 250 cm.
Diameter : 125 cm.
Wingspan : none.
Weight : 1700 kg.
Warhead : (A) HE blast/fragmentation.
(B) Cluster.
Weight/yield : (A) 400 kg.
(B) 200 x 2 kg.
Propulsion : Hybrid rocket engine.
Guidance : Combined IIR and active radar.
Max speed : Mach 2.0.
Range : 65 km.
Platforms : Garfish.

History:

As the war with the Invid grew ever more extensive, the REF developed a medium range missile for the Garfish class. This missile was more compact than other missiles in its class, and more could be carried in the limited magazine of a Garfish class vessel. In addition, they could be launched from the class' torpedo tubes, unlike some other missiles. The Barracuda missiles were designed to attack Invid mecha assaults and minor fortifications. As such, they carried a relatively large warhead (the A version) or a cluster warhead (the B version). Both versions worked as advertised, although this missile was tailored for the cramped Garfishes, and thus had to compromise on several key factors, such as range. Newly built destroyers have, partly for this reason, reverted to the previous system of silo launchers, and no longer carry the Barracuda, thus limiting the lifespan of this missile to the lifespan of the last non-converted Garfish.

Type : Short range, all mode anti-surface/anti-mecha missile.
Coralsnake

Coralsnake missiles

Service history : (A,B) 2023-2026, REF Air Force, Marines and Navy.
(C,D) 2025- , REF Air Force, Marines and Navy.
Length : 34 cm.
Diameter : 34 cm.
Wingspan : none.
Weight : 39 kg.
Warhead : HE armor piercing multi purpose (A/C) or plasma(B/D).
Weight/yield : 15 kg.
Propulsion : Hybrid rocket engine.
Guidance : (A/B) Combined IIR and active radar/home-on-jam.
(C/D) Combined IIR/UV/visual and active radar/home-on-jam.
Note: all versions can use home-on-jam guidance.
Max speed : Mach 1.5.
Range : 8.2 km (ballistic trajectory), 3.5 km (direct trajectory).
Platforms : Beta.

History:

When the Beta fighter was being designed around 2015, it was recognised that the mecha would be incapable of carrying the heavy anti-ground missiles like the Maverick and the Ghoul/Silencer combo anywhere other than under the wings. This would restrict the atmospheric re-entry capabilities of the mecha in an unacceptable manner. Hence, the Beta needed an internal heavy attack missile. This missile became the Coralsnake. The Coralsnake was a short range (8 km on a ballistic trajectory) missile, even shorter than a Hammerhead. Due to its spherical design, however, it had more internal volume available, which is reflected in the 250% larger warhead. Due to the small external dimensions of the Coralsnake, 32 could be carried internally by the Beta. Additionaly, the missile had a limited anti-mecha capability by using it on a direct flight path. However, range in this mode was severely diminished.

In the field, this missile was rather a disappointment. It was not really suited for mecha targets, and still carried too small a warhead for anything larger, such as a bunker complex. In addition, the Beta needed to close with the target in order to bring the Coralsnakes into range. If at all possible, the Betas therefore mounted Maverick and Diamondback missiles on their wings when used against ground targets. This missile was only used in the Beta fighters, which were exclusively used by the REF. It was in production until several years after the war, and large numbers still equip the surviving Beta fighters. The C/D versions are identical to their A/B precursors, save for a more capable seeker head. They replaced the A/B versions on the production lines on Tirol in 2025.


Type : Long range cluster missile.
Cbm-200 missile

CBM-200 missile

Service history : 2023- , REF (All branches).
2023-2033, SC Navy.
Length : 610 cm.
Diameter : 53.3 cm.
Wingspan : none.
Weight : 1723 kg.
Warhead : Self propelled, terminally guided APHE bomblets.
Weight/yield : 200 x 2 kg.
Propulsion : Rocket booster engine with separate sustainer.
Guidance : Multi-band passive radar homing and inertial.
Max speed : Mach 3.2.
Range : 65 km.
Platforms : Beta, Dragon, Executioner, Lightning, Bat, Vulture.

History:

The CBM-200 is a cluster missile based on the airframe of the RMS-3. Apart from the airframe, though, there is little commonality between the two missiles. The CBM-200 has a far larger warhead compartment loaded with 200 small armor-piercing bomblets. The engine is far smaller, as it was not envisioned that this missile would be launched from distances much larger than 50 km. Consequently, the speed and range are far less than those of the RMS-3.

Used by the REF in the earlier stages of the Sentinels' War and mop-up operations, the CBM-200 gradually lost its effectiveness as the Invid learned countermeasures against this weapon (mostly by dispersing their mecha on detection of a possible CBM-200 launch). Thus, when the REF started sending expeditions to Terra to dislodge the Invid there, the CBM-200 was no longer a front-line weapon. This was unfortunate, as the Regess' Invid had never learned to deal with this weapon as their brethren in the Local Group had. It was not until the battle of Reflex Point that the REF made tentative trials with this weapon again, and the war ended before the missiles could be used extensively. After the war, however, this weapon was once again in frontline service, although the lethality of the bomblets against the new Invid mecha remains unproven.


Type : Long range surface-to-air missile.
Warhawk

Warhawk Surface to Air Missile

Service history : (A,B) 2001-2023, early RDF Spacy and Army.
2021-2024, SC Aerospace Forces.
2023-2033, SC Navy.
2023- , REF Navy.
Length : 348 cm.
Diameter : 53.3 cm.
Wingspan : 90.5 cm.
Weight : 457 kg.
Warhead : (A) HE blast/fragmentation.
(B) W-120 nuclear reaction.
Weight/yield : (A) 70 kg.
(B) Selectable from 5 to 100 kT.
Propulsion : Booster/sustainer rocket engine.
Guidance : Semi-active radar with TVM and secondary IR.
Max speed : Mach 6.5.
Range : 130 km.
Platforms : ARMD, Daedalus, Ground installations, Garfish, Macross, Montgolfier, Naval vessels, Pioneer, Prometheus, Izumo, Tokugawa, Ikazuchi.

History:

The standard early RDF (and later on, REF) ship and ground launched surface-to-air missile, the Warhawk was a development of the SM-2MR Standard surface-to-air missile.

Compared with the earlier missile, the Warhawk was only 75% as long, had less wing surface and a 'blockier' appearance. The guidance was the very accurate TVM system also used in the pre-RDF Patriot. The missile was developed in 1998 as a complement to the SM-2MR Standard missile, and was adopted by the early RDF upon the latter's formation. Due to its very accurate guidance, high acceleration engine and overall reliability, the early RDF also acquired a space capable version, in which a thrust vectoring system was capable of taking over the steering that the tail fins provided in the atmosphere. Because of the performance improvement, this version was later also issued to planetary forces, and at the date of the SDF-1's launch, all missiles were of this version. Upon formation, the REF accepted the Warhawk as one of their standard missiles, as well.

There are two versions of the Warhawk, the conventional A version and the nuclear B version. Both also have a secondary capability against surface and space targets, and are regularly upgraded with modern electronics.


Type : Short range surface-to-air missile.
Tomah miss2

Stinger 2

Service history : 2003-2020 early RDF Army and Spacy.
Length : 160 cm
Diameter : 10 cm
Wingspan : 30 cm.
Weight : 25 kg.
Warhead : High explosive fragmentation with delyed impact fuse.
Weight/yield : 6 kg.
Propulsion : Booster/sustainer rocket engine.
Guidance : Infra-red.
Max speed : Mach 1.8
Range : 12.2 km.
Platforms : Tomahawk.

History :

The Stinger II was developed in 2001 as a replacement for the Gremlin and Stinger I shoulder launched anti-air missiles used by the various armies. Unlike the previous missiles, the Stinger II could not be launched from the shoulder, but required a jeep or tripod. However, the required launch facilities were minimal. The Stinger II is a cylindrical missile with a cone over its sensor section, which consists of six 'staring' planar IR arrays. Four small fins provide control and stability.

The Stinger II was procured for the Tomahawk as a longer ranged anti-air missile than the Rapier, and also as a back-up in case the Rapier proved to be a failure. However, the Stinger II was quickly surpassed by other missiles, and though the Tomahawks kept their missile 'sixpacks' until 2020, the missile was never mounted on other mecha.


Type : Long range air/space launched anti-spaceship torpedo.
Rms-1

Angel of Death nuke

Service history : 2007-2014, early RDF Spacy.
Length : 310 cm.
Diameter : 53.3 cm.
Wingspan : none.
Weight : 490 kg.
Warhead : W-120 nuclear reaction warhead.
Weight/yield : Selectable from 25 kT to 100 kT.
Propulsion : Booster/sustainer rocket engine.
Guidance : Multi spectrum passive/active sensors with permissive action link (PAL).
Max speed : Mach 4.0.
Range : 234 km or 4 kps delta-v.
Rms schematics

Angel of Death nuke

Platforms : Monster, Valkyrie.

History:

Developed in 2007, the Angel of Death is a nuclear tipped missile intended to give spaceborne mecha some capability against large starships. Its primary carrier, the VF-1 Valkyrie, can carry six of these missiles under its wings. If required, the missiles can also be used in an atmosphere and against ground targets. In the latter case, a large number of possible flight paths (including ballistic, terrain following or a combination) can be programmed into the missile up until the launch initialization.

Primarily used in space against Zentraedi starships, these missiles, though powerful enough to destroy a Strike Cruiser with one hit, were usually launched in salvos in order to overwhelm the point defenses of their targets.

In 2013 RMS-1 production ceased in order to retool the factories for the improved descendant of this missile, the RMS-2. Existing RMS-1 missiles were upgraded to the RMS-2 standard.


Type : Long range air launched anti-ship/anti-surface torpedo.
Service history : 2013-2023, early RDF Air Force and Spacy.
2021-2033, SC Aerospace Forces.
2023- , REF Air Force, Marines and Navy.
Length : 310 cm.
Diameter : 53.3 cm.
Wingspan : none.
Weight : 510 kg.
Warhead : W-154 nuclear reaction warhead.
Weight/yield : Selectable from 25 kT to 100 kT.
Propulsion : Hybrid rocket engine.
Guidance : Multi spectrum passive/active sensors with permissive action link (PAL).
Max speed : Mach 4.0.
Range : 293 km or 5 kps delta-v.
Platforms : Beta, Chimera, Lightning, Predator, Valkyrie, Bat, Vulture.

History:

This is an improved version of the RMS-1 missile with longer range, an improved warhead, more intelligent AI guidance and a more flexible propulsion system. The external dimensions and interface software remained unchanged from the older missile, and it can therefore be simply retrofitted to older mecha such as the VF-1 Valkyrie. From 2014 onward this missile replaced the RMS-1 on the production lines on Earth and with the REF. It is still in production today.


Type : Surface- or Ship-launched anti-spaceship missile.
Service history : (A,B) 2004-2023, early RDF Spacy.
2005-2023, early RDF Air Force,
2023-2026, SC Aerospace Forces.
Length : 1604 cm.
Diameter : 200 cm.
Wingspan : none.
Weight : (A) 59,109 kg.
(B) 59,640 kg.
Warhead : (A) W-123 nuclear fusion.
(B) High Explosive.
Weight/yield : (A) 750 kT.
(B) 1700 kg.
Propulsion : Solid rocker booster, hybrid rocket sustainer.
Guidance : Active radar with home-on-jam feature and IR tracking.
Max speed : Mach 10.
Range : 1200 km orbital altitude or 8 kps delta-v.
Platforms : ARMD, L-5 Station, Ground installation (silo) .

History:

Trident missile

Trident missile

Designed to defend fixed installations, the Bomarck was an ICBM sized, silo launched anti-ship rocket with orbital range. Based on existent ICBM systems, the Bomarck used a large nuclear or plasma warhead against Zentraedi starships. Due to the desire for a second, competing design for a ship launched rocket in case the Trident F-4 failed, the Bomarck was also mounted on the ARMD class carriers and as the heavy missile defense of the L-5 shipyard.

Although the nuclear version was capable of destroying a Zentraedi warship with one hit, they are never confirmed to have been used in the role of an atmospheric anti-ship missile, partly because of political reasons, partly because the early RDF was reluctant to detonate large yield nuclear weapons inside the Earth atmosphere. There is a possibility that during the Zentraedi Holocaust some of these nuclear weapons were launched against the orbiting Zentraedi Grand Fleet, but most Bomarck launch bases were destroyed, and no records survive to confirm or deny this. However, no trace of the nuclear material could be detected in the remains of some bases known to have been equipped with nuclear tipped Bomarcks, suggesting they were indeed launched.

Nuclear Bomarcks have been fired by units of the Orbital Fleet, and are credited with the destruction of three Zentraedi Tou Redir scout ships and one Thuverl Salan cruiser.

The conventional tipped weapons, which were launched in a few instances by the ground bases, never succeeded in bringing a ship down. The Southern Cross used the Bomarck as its anti-orbital missile system, until the Skylord came into service and replaced the Bomarck.


Type : Long range ship launched anti-spaceship torpedo.
Service history : 2005-2023, early RDF Spacy.
Length : 1415 cm.
Diameter : 188 cm.
Wingspan : None.
Weight : 55000 kg.
Warhead : W-123 nuclear fusion warheads.
Weight/yield : 5 warheads of 300 kT.
Propulsion : Multi-stage rocket engines.
Guidance : Multi spectrum passive/active sensors with permissive action link (PAL).
Max speed : Mach 10 (in atmosphere).
Range : 7.5 kps delta-v.
Platforms : Macross, Oberth.
Trident missile

Trident missile

History:

When the RDF was formed in the early years of the 21st century, very little was as yet understood about the Tirolian sciences. The first weapon systems procured by the early RDF were therefore stock Earth designs, slightly adapted for space combat.

One of the best examples of this is the Trident missile system, designed from submarine launched ballistic missile systems in use by the former US Navy. These missiles were redesigned to be able to remain reliable and operational in space conditions, and then installed on the first examples of Terran spaceships, the Oberth class, as well as on the SDF-1.

In combat, these missiles have scored several kills, two of which include Terran ships, as two Oberth class destroyers were destroyed in a terrorist action with these missiles. Apart from these, the Trident missiles bagged a Thuverl Salan cruiser during the initial Zentraedi advance on Macross Island, and Tridents launched from the SDF-1 were instrumental in bringing about the explosion of the Zentraedi Home Base.


Type : (BGM) Surface vessel launched cruise missile.
(UGM) Submarine launched cruise missile.
Service history : 2006-2021, Early RDF Navy.
2021-2033, SC Navy.
Length : 644.2 cm.
Diameter : 53.3 cm.
Wingspan : 215 cm.
Weight : 1,456 kg.
Warhead : (R) High explosive in hardened casing and variable fusing.
(S) Multi-purpose bomblets.
(T) W-120 nuclear reaction.
Weight/yield : (R) 454 kg.
(S) 200 x 2.3 kg.
(T) Selectable yield from 5 to 100 kT.
Propulsion : Solid fuel booster and boron fuel ramjet sustainer.
Guidance : (R, S) Global Positioning System and terrain matching for navigation and search radar systems with IIR for terminal homing.
(T) Global Positioning System and terrain matching for navigation and search radar systems with IIR for terminal homing, Permissive Action Link (PAL).
Max speed : 3260 kph.
Range : 520 km with optimal flight path.
Platforms : (BGM) Various surface vessels.
(UGM) Daedalus, Prometheus, Warspite.

History:

The surface-to-surface missiles used by the early RDF Navy were based on the venerable Tomahawk design used by the US Navy from the 1980s onwards. However, the missile had been extensively modified in the Global Civil War. The final pre-Robotech versions introduced a ramjet propulsion system for supersonic speeds, swept wings, very precise navigation systems and a hardened warhead with penetration capabilities. The terminal homing was capable against both land targets and surface ships. The price for this enhanced performance was a reduction in range; even with a ballistic maximum efficiency trajectory followed by a supersonic dive the maximum range was 520 km. A supersonic low-level trajectory limited the range to 135 km. Usually, a combination trajectory was programmed into the missile. The early RDF Navy then had this version modified with Reflex electronics for better penetration (the 109-R missile) and ordered two more versions; one with a cluster warhead and the other a nuclear tipped missile.

The Tomahawk was used in all VLS-equipped surface ships (in the BGM- 109 versions) and in the submarine forces (the UGM-109 versions). However, the missile was never used in its anti-ship mode. The conventional models saw a lot of use in ground-attack modes during the Malcontent Uprisings, but were not fired in the Second Robotech War. Their use during and after the Invid Invasion was limited due to the nature of the occupation.


Type : Short range anti-mecha rocket propelled grenade.
Recluse

Recluse

Service history : 2028- , REF Army and Marines.
Length : 15 cm.
Diameter : 6 cm.
Wingspan : none.
Weight : 4.3 kg.
Warhead : AP high explosive.
Weight/yield : 2 kg.
Propulsion : Rocket booster and sustainer engine.
Guidance : Combined passive laser and active radar.
Max speed : 450 kph.
Range : 0.8 km.
Platforms : VR-041 Blowsperior Cyclone, REF Jeeps.

History:

The Recluse is the culmination of 80 years of development on grenades and grenade launchers. Equipped with both a booster and sustainer engine the Recluse can maneuver during its entire flight, and the guidance system is accurate up to 20 cm even at the maximum range. Fired mainly from the chest launchers on the Blowsperior Cyclone, the Recluse could be found anywhere with the REF or its allied forces.

Although reliable, simple to use, and accurate, the Recluse remains a small projectile with a small warhead. Although usually capable of taking out an Iigaa, it is less capable against the larger Gurab, and almost useless against the Gamo and Gosu. Recent trends therefore favor larger missiles, and the Recluse is bound to be retired in the near future.


Type : Short range anti-mecha missile.
Service history : 2028- , REF (All branches).
Gr 97

Scorpion missile

Length : 26 cm.
Diameter : 4.5 cm.
Wingspan : none.
Weight : 7.6 kg.
Warhead : Plasma.
Weight/yield : 4 kg.
Propulsion : Single stage rocket engine.
Guidance : Combined passive laser and active radar.
Max speed : 650 kph.
Range : 1.7 km.
Platforms : Cyclone, RL-2 rocket launchers.

History:

The second most common infantry missile in the REF (the Recluse was produced in higher numbers), the Scorpion is unusual in that it has, standard, a plasma warhead. Thinner but far longer than the Recluse, the Scorpion also has double the range and a higher speed than its smaller sibling. The Scorpion is more effective against the Gurab than the Recluse, but the small warhead still cannot guarantee destruction of this mecha unless it hits a vulnerable spot. However, the higher speed and longer range make it safer for a trooper to fire the missile. Against the newer Invid mecha the Scorpion has a mediocre performance at best.

Although no longer in production, large stores of Scorpion missiles ensure that this missile will be used for years to come.


Type : Short range anti-mecha missile.
Rl 6

Tarantula

Service history : 2022-2028, SC Ground Forces.
2022- , REF Army and Marines.
Length : 18 cm.
Diameter : 7.6 cm.
Wingspan : none.
Weight : 5.6 kg.
Warhead : Thermite.
Weight/yield : 2 kg.
Propulsion : Rocket booster and sustainer engine.
Guidance : Combined LLLTV and active radar.
Max speed : 750 kph.
Range : 1.1 km.
Platforms : RL-6 missile thrower (Cyclone compatible).

History:

The Tarantula is a small, but still fast and accurately guided missile that was developed in concert with the RL-6 shoulder-mounted missile thrower in the early 2020s. Smaller and lighter than the RL-2, the Tarantula and RL-6 represented a compromise between warhead size and rate of fire that promised to pack a comparable amount of firepower into a more easily portable package.

A Resistance fighter on Invid-occupied Earth fires an RL-6 at an Invid Shock Trooper.

The Tarantula was meant to give foot soldiers a better fighting chance against enemy mecha than its predecessor, the RL-1. Rather than the RL-2's larger missile, which could carry a more substantial and effective warhead, the Tarantula was given a small incendiary warhead, and enough speed to enable the missile to penetrate into the target before detonating. The resulting, very hot fire would then wreck the mecha. What the warhead might have lacked in explosive power, it made up in numbers; with the capacity to fire six rockets per launcher in quick succession, a squad equipped with RL-6 launchers could fill the air with dozens of rockets in a matter of seconds.

With the lack of a workable anti-mecha energy rifle at the beginning of the Pioneer mission, the RL-6 was issued to REF infantry divisions in fairly large numbers. It also saw limited use in the Southern Cross as a stop-gap until their own energy weapons were developed. The introduction of the FAL-2 and Gallant rifles reduced the REF infantry's dependence on the RL-6 as its primary anti-mecha weapon, but it continued to play an important part in infantry strategy.

Toward the end of the 2020s, the introduction of the Veritech Cyclone ride armor offered a new role for the RL-6 launcher. The Cyclone's augmented strength and stability meant that even soldiers who had trouble with the RL-6's recoil when fired from the shoulder could wield the launcher one-handed without difficulty—and the Cyclone's targeting computer could link up with the RL-6's integral sight for improved guidance as well. The RL-6 was often issued as the standard weapon for the Bartley-model Cyclone, to make up for its lack of internal munitions.

A Bartley Cyclone rider fires her RL-6. Note the color-matched muzzle tip.

In its use with Cyclone infantry, the RL-6 was issued with a set of assorted muzzle tips that matched the available paint colors of the Cyclone motorcycles. This assisted Cyclone platoons with many identical weapons in keeping track of which weapon belonged to which soldier. Infantry-issue launchers usually had a dark grey muzzle tip.

As one of the easier heavy weapons to find in Mars Division shuttle wreckage and old Southern Cross fortifications, the RL-6 was fairly common among the anti-Invid Resistance movement on Earth. It was used both with and without Cyclones, and was valued for its lightness and man-portability as much as for its extreme effectiveness against any Invid mecha up to the Gamo Pincer Command Unit. That it did not rely upon Invid-detectable protoculture was another point in its favor. Many of the launchers remain in civilian hands, though Tarantulas have become harder for civilians to obtain since the end of the Third Robotech War.

The RL-6 and Tarantula remain in service with the REF, particularly among Cyclone-mounted infantry divisions; however, the increased availability of energy weapons and the less-vulnerable Invid mecha designs produced by the end of the Third Robotech War have reduced its role.



Missiles are a staple in any Alpha or Beta load-out, and are powerful anti-mecha, personnel and installation tools. However pilots are advised not to be overly reliant on them because while powerful they lack the element of a Pilots control. Once released, missiles arm themselves and streak toward and target via the fastest route possible. However while this grants them a level of autonomy, they are easily fooled. Chaff and flares can easily disrupt their tracking mechanisms and well versed pilots are also exceptionally good at shooting volleys out of the air!

The UEEF uses several different types of missiles, although the most common for the VF/A-6I is the Heavy short, medium and Long range variants. Reflex warheads as well as Plasma are incredibly rare, and although smart, are not often issued to pilots except for special assignments, as rationing protocols dictate.

Note: Missiles in bold are available as smart bombs with a +5 to strike. Otherwise, all missiles have a +3 bonus to strike. HEAPS, because of their nature critical on a roll of 19-20.

Short-Range Missiles[]

Warhead Damage Range Blast Radius
High-Explosive (Light) 2D4x10 M.D. 5 mi 10 ft
High-Explosive (Medium) 2D6x10 M.D. 5 mi 15 ft
Fragmentation (Light) 2D4x10 M.D. 3 mi 20 ft
High-Explosive Armor Piercing (Medium) 2D6x10 M.D. 5 mi 5 ft
Plasma/Napalm (Medium) 3d6x10 M.D. 3 mi 15 ft
Tear Gas 0 1/2 mi 10 ft
Knock-Out Gas 0 1/2 mi 10 ft
Smoke 0 1 mi 20 ft
Fire-Retardant 0 1/2 mi 20 ft

Medium-Range Missiles[]

Warhead Damage Range Blast Radius
High-Explosive (Light) 2D4x10 M.D. 50 mi 20 ft
High-Explosive (Medium) 2D6x10 M.D. 40 mi 20 ft
High-Explosive (Heavy) 3D6x10 M.D. 40 mi 30 ft
High-Explosive Armor Piercing (Medium) 3D6x10 M.D. 40 mi 20 ft
Fragmentation (Light) 2D6x10 M.D. 40 mi 40 ft
Plasma/Napalm (Medium) 4D6x10 M.D. 40 mi 40 ft
Multi-Warhead 5D6x10 M.D. 80 mi 20 ft
Smoke 0 40 mi 40 ft

Long-Range Missiles[]

Warhead Damage Range Blast Radius
High-Explosive (Medium) 3d6x10 M.D. 500 mi 30 ft
High-Explosive (Heavy) 4D6x10 M.D. 500 mi 40 ft
High-Explosive Armor Piercing (Medium) 3D6x10 M.D. 800 mi 30ft
Fragmentation (Light) 2D6x10 M.D. 400 mi 80 ft
Plasma/Heat (Heavy) 5D6x10 M.D. 500 mi 50 ft
Proton Torpedo (Heavy) 6D6x10 M.D. 1200 mi 50 ft
Reflex (Medium) 1D4x100 M.D. 1000 mi 40 ft
Reflex (Heavy) 1D6x100 M.D. 1000 mi 60 ft
Reflex Multi-Warhead 2D4x100+60 M.D. 1800 mi

100 ft

GR106

GR-106 missiles

GR109

GR-109




Mpm10

Mpm10 missile


Hughes MPM-10 Dirk Multi-Purpose Mini-Missile

Hughes MPM-10 Dirk Multi-Purpose Mini-MissileType: Short range, all mode anti-mecha/surface/ship mini-missile.
Service Use: (A, B, C) 2048-2065 RDF (All branches)
Length: 48 cm
Diameter: (A, B, C) 26 cm

(D) 36 cm

Wingspan: none
Weight: (A, B) 28 kg

(C) 35 kg (D) 48 kg

Warhead: (A) High explosive fragmentation

(B) Plasma (C, D) High explosive armor piercing multi-purpose

Weight/Yield: (A) 4 kg

(C) 13  kg (D) 22 kg

Propulsion: Hybrid rocket engine
Guidance: (A, B) Combined IIR, UV/visual and active radar/home-on-jam.

(C, D) IIR

Max Speed: (A, B) Mach 6.8

(C, D) Mach 3.6

Acceleration: (A, B) 5.4 G

(C) 4.3 G (D) 3.1 G

Range: (A, B) 6 km (atmosphere) 28.6 kps delta-v (space)

(C, D) 2 km (atmosphere) 12.2 kps delta-v (space)

Platforms: VF-11, VA-3, EVA-3, VAB-1, MBR-25 Mk I, ADR-14 Mk III, SDR-14 Mk III, RGM-78, RGM-79

History:

The MPM-10 Dirk was designed shortly after the conclusion of the Third Robotech War in 2045 to replace the aging Hammerhead mini-missile in use by many different mecha as a close-combat missile. The original builders of the Hammerhead, Hughes Aerospace delivered the initial designs to the RDF in late 2046 and it was immediately approved by the RDF armaments board.  The Dirk externally looks similar to the old Hammerhead.  It has a short fat frame with no wings and fairly large warhead for its size.  Its onboard guidance system is nearly identical to that used in later versions of the Hammerhead, however, the Dirk does use a new more powerful engine providing it with excellent acceleration.  The Dirk comes in several variations.  The A and B types are the basic missile in use by RDF forces and a re a High Explosive and Plasma warhead respectively.  The C and D types sacrifice performance for firepower and are used by the missile launchers used by mobile suits.  The D type is also slightly larger than the standard MPM-10 and as such cannot be used in any launcher system aside from the RU-30 and RU-35 missile launchers.

The Dirk entered service in 2047 and several different mecha including the VF-11 and all of the new Destroids.  While it saw little actual combat due to the lack of enemies in that time era, the MPM-10 proved itself a viable missile design in holding off anti-UTG forces and was also exported to the Republic of the Sentinels forces.  As engine technology improved and the anti-UTG forces became better equipped, the Dirk began to lose effectiveness and began to be phased out in favor of the newer MPM-23 Dagger beginning in 2055.


Three Star Heavy Industries MPM-15 Rapier Multi-Purpose Missile

Hughes MPM-10 Dirk Multi-Purpose Mini-MissileType: Medium range, all mode anti-mecha/surface/ship missile
Service Use: (A, B) 2047-2053 RDF (All branches)

(C, D, E) 2051-2058 RDF (All branches)

Length: 320 cm
Diameter: 16 cm
Wingspan: 46 cm
Weight: (A, B) 122 kg

(C, D) 133 kg (E) 146 kg

Warhead: (A, C) High Explosive Armor Piercing

(B, D) Plasma (E) W-219 Nuclear reaction

Weight/Yield: (A, B) 26 kg

(C, D) 30 kg (E) 10 kT

Propulsion: Hybrid rocket engine
Guidance: (A, B) Combined IIR and active radar/home-on-jam

(C, D) Combined IIR and active radar/home-on-jam with Galactic Positioning System (E) Combined IIR,  active radar/home-on-jam and Galactic Positioning System with permissive action link (PAL)

Max Speed: Mach 6.2
Acceleration: (A, B) 3.7 G

(C, D) 3.4 G (E) 3.1 G

Range: (A, B, C, D) 120 km  (atmosphere) 73.8 kps delta-v (space)

(E) 200 km (atmosphere) 104.3 kps delta-v (space)

Matra MPM-17 Scimitar Multi-Purpose Missile

Hughes MPM-10 Dirk Multi-Purpose Mini-MissileType: Long range all mode anti-mecha/surface/ship missile
Service Use: (A, B, C) 2048-2065 RDF (All branches)
Length: 380 cm
Diameter: 22 cm
Wingspan: 42 cm
Weight: (A, B) 254 kg

(C) 288 kg

Warhead: (A) High explosive armor piercing multi-purpose

(B) Plasma (C) W-220 Nuclear reaction

Weight/Yield: (A, B) 51 kg

(C) selectable 10 kT to 50 kT

Propulsion: Booster/sustainer rocket engine
Guidance: (A, B) Combined IIR, UV/visual and active radar homing.

(C) Combined IIR, UV/visual and active radar homing, with permissive action link (PAL).

Max Speed: Mach 5.9
Acceleration: (A, B) 2.9 G

(C) 2.6 G

Range: 250 km (atmosphere) 137.4 kps delta-v (space)


Raytheon MPM-20 Pike Multi-Purpose Missile

Hughes MPM-10 Dirk Multi-Purpose Mini-MissileType: Short range all mode anti-mecha/surface/ship missile
Service Use: 2048-2063 RDF (All branches)
Length: 68 cm
Diameter: 15 cm
Wingspan: 23 cm
Weight: 68 kg
Warhead: (A) HE Fragmentation

(B) Armor Piercing Cluster (C) Plasma (D) High explosive armor piercing multi purpose

Weight/Yield: (A, C, D) 12 kg

(B) 12 x 1 kg self propelled, IIR guided bomblet.

Propulsion: Hybrid rocket engine
Guidance: Combined IIR and active radar/home-on-jam
Max Speed: Mach 7.5
Acceleration: 5.9 G
Range: 35 km (atmosphere), 43.1 kps delta-v (space),


Mpm1023

robotech missile

Raytheon MPM-23 Dagger Multi-Purpose High Maneuverability Mini-Missile

Hughes MPM-10 Dirk Multi-Purpose Mini-MissileType: Short range all mode anti-mecha/surface/ship high maneuverability mini-missile
Service Use: (A, B) 2055-2065 RDF (All branches)

(C) 2055-2075 RDF (Marines, Space Marines, and SSS) (D, E) 2063-2075 RDF (All branches)

Length: 57 cm
Diameter: (A, B, D, E) 29 cm

(C) 36 cm

Wingspan: none
Weight: (A, B, D, E) 27 kg

(C) 55 kg

Warhead: (A, D) Plasma

(B, C, E) High explosive armor piercing multi purpose

Weight/Yield: (A, B) 6 kg

(C) 28 kg (D, E) 7 kg

Propulsion: Hybrid rocket engine
Guidance: (A, B) Combined IIR, UV/visual and active radar/home-on-jam.

(C) IIR (D, E) Combined IIR, UV/visual and active radar/home-on-jam with AI interface.

Max Speed: (A, B, D, E) Mach 8.2

(C) Mach 4.5

Acceleration: (A, B, D, E) 7.1 G

(C) 5.5 G

Range: (A, B, D, E) 12 km (atmosphere), 29.4 kps delta-v (space)

(C) 4 km (atmosphere), 14.1 kps delta-v (space)

Platforms: VF-11K, VF-19, VF-22, V


Matra MPM-24 Broadsword Multi-Purpose Missile

Hughes MPM-10 Dirk Multi-Purpose Mini-MissileType: Short range all mode anti-mecha/surface/ship high maneuverability missile
Service Use: 2060- RDF (All branches)
Length: 65 cm
Diameter: 17 cm
Wingspan: 25 cm
Weight: 72 kg
Warhead: (A) Blast Fragmentation

(B) Armor Piercing Cluster (C) Plasma (D) High explosive armor piercing multi purpose

Weight/Yield: (A, C, D) 15 kg

(B) 15 x 1 kg self propelled, IIR guided bomblet.

Propulsion: Hybrid rocket engine
Guidance: Combined IIR, UV/visual and active radar/home-on-jam with AI interface.
Max Speed: Mach 7.8
Acceleration: 6.7 G
Range: 35 km (atmosphere), 51.5 kps delta-v (space)


Lockheed-Martin MPM-25 Saber Multi-Purpose Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Medium range all mode anti-mecha/surface/ship missile
Service Use: (A, B) 2056-2060 RDF Space Navy, Navy, Air Force, Marines, and Space Marines.

(C, D, E, F) 2061-2068 RDF Space Navy, Navy, Air Force, Marines, and Space Marines.

Length: 327 cm
Diameter: 18 cm
Wingspan: 42 cm
Weight: (A, B) 122 kg

(C) 195 kg (D, E) 125 kg (F) 160 kg

Warhead: (A, D) High explosive armor piercing multi-purpose

(C) W-230 Nuclear reaction (B, E) Plasma (F) HE blast/fragmentation.

Weight/Yield: (A, B) 32 kg

(C) Selectable 10 kT to 25 kT (D, E) 36 kg (F) 46 kg

Propulsion: Hybrid rocket engine
Guidance: (A, B) Combined IIR and active radar/home-on-jam with Galactic Positioning System

(C)  Combined IIR and active radar/home-on-jam, Galactic Positioning System, and AI interface with permissive action link (PAL) (D, E, F) Combined IIR and active radar/home-on-jam with Galactic Positioning System with AI interface.

Max Speed: (A, B, D, E) Mach 6.8

(C) Mach 6.0 (F) Mach 6.5

Acceleration: (A, B) 4.1 G

(C) 2.6 G (D, E) 3.7 G (F) 3.2 G

Range: (A, B, D, E, F) 170 km (atmosphere) 98.9 kps delta-v (space)

(C) 200 km (atmosphere) 126.4 kps delta-v (space)


Matra MPM-26 Sledgehammer Multi-Purpose Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Long range all mode anti-mecha/surface/ship missile
Service Use: (A, B, C) 2063-2075 RDF (All branches).

(D) 2067 RDF Space Marines

Length: 325 cm
Diameter: 32 cm
Wingspan: 40 cm
Weight: (A) 243 kg

(B, C) 235 kg (D) 260 kg

Warhead: (A) W-235 Nuclear reaction

(B) Plasma (C, D) High explosive armor piecing multi-purpose

Weight/Yield: (A) selectable from 50 kT to 200 kT

(B, C) 65 kg (D) 100 kg

Propulsion: Booster/sustainer rocket engine
Guidance: (A) Optical, IIR, active radar with midcourse update and Galactic Positioning System (GPS), with permissive action link (PAL).

(B, C) Combined IIR, UV/visual, active radar homing, and Galactic Positioning System (GPS), with AI interface.

(D) IIR/UV/visual

Max Speed: (A) Mach 6.1

(B, C) Mach 6.2 (D) Mach 5.5

Acceleration: (A, B) 4.1 G

(B, C) 4.3 G (D) 3.8 G

Range: (A, B, C) 350 km (atmosphere) 166.2 kps delta-v (space)

(D) 20 km (atmosphere) 25.1 kps delta-v (space)


Lockheed AIM-80 Hawk Air to Air Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Short range aerial intercept missile
Service Use: (A, B) 2048-2060 RDF Space Navy, Navy, Air Force, Space Marines, and Marines.

(C, D) 2055-2060 RDF Space Navy, Navy, Air Force, Space Marines, and Marines.

Length: 62 cm
Diameter: 18 cm
Wingspan: 36 cm
Weight: 68 kg
Warhead: (A, C) Fragmentation

(B, D) Plasma

Weight/Yield: (A, C) 8 kg

(B, D) 12 kg

Propulsion: Hybrid rocket engine
Guidance: Combined IIR, UV/visual and active radar/home-on-jam.
Max Speed: Mach 9.3
Acceleration: 9.6 G
Range: 20 km (atmosphere), 63.3 kps delta-v (space)
Platforms:


Matra AIM-83 Eagle Air to Air Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Medium range aerial intercept missile
Service Use: (A, B, C) 2048-2060 RDF Space Navy, Navy, Air Force, Space Marines, and Marines.
Length: 188 cm
Diameter: 18 cm
Wingspan: 48 cm
Weight: 113 kg
Warhead: (A) Fragmentation

(B) Plasma (C) Anti-Mecha Cluster

Weight/Yield: (A, B) 22 kg

(C) 18 x 2 kg anti-mecha bomblet

Propulsion: Hybrid rocket engine
Guidance: Combined IIR, UV/visual and active radar/home-on-jam.
Max Speed: Mach 8.6
Acceleration: 8.8 G
Range: 100 km (atmosphere), 114.6 kps delta-v (space)

Matra AIM-85 Sparrow Air to Air Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Long range aerial intercept missile
Service Use: 2049-2070 RDF RDF Space Navy, Navy, Air Force, Space Marines, and Marines.
Length: 358 cm
Diameter: 58 cm
Wingspan: 82 cm
Weight: 315 kg
Warhead: (A) High Explosive Armor Piercing

(B) Plasma (C) Fragmentation (D) Multi-Warhead

Weight/Yield: (A, B) 38 kg

(C) 42 kg (D) 6 x MPM-10 Dirk

Propulsion: Hybrid rocket engine
Guidance: Combined IIR, UV/visual and active radar/home-on-jam.
Max Speed: Mach 7.8
Acceleration: 8.2 G
Range: 300 km (atmosphere), 175.7 kps delta-v (space),

General Dynamics AIM-90 Pegasus Air to Air Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Short range aerial intercept missile
Service Use: (A, B) 2061-2070 RDF Space Navy, Navy, Air Force, Marines, and Space Marines.
Length: 65 cm
Diameter: 18 cm
Wingspan: 38 cm
Weight: 73 kg
Warhead: (A) Plasma

(B) Fragmentation

Weight/Yield: 14  kg
Propulsion: Hybrid rocket engine
Guidance: (A, B) Combined IIR, UV/visual and active radar/home-on-jam with AI interface.
Max Speed: Mach 10.3
Acceleration: 9.7 G
Range: 26 km (atmosphere), 85.2 kps delta-v (space),

Matra AIM-93 Vampire Air to Air Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Long range aerial intercept missile
Service Use: 2062-2070 RDF Space Navy, Navy, and Air Force.
Length: 378 cm
Diameter: 62 cm
Wingspan: 80 cm
Weight: 360 kg
Warhead: (A) High Explosive

(B) Plasma

Weight/Yield: 46 kg
Propulsion: Hybrid rocket engine
Guidance: Combined IIR, UV/visual and active radar/home-on-jam with AI interface.
Max Speed: Mach 8.5
Acceleration: 8.8 G
Range: 350 km (atmosphere), 195.7 kps delta-v (space),

General Dynamics AIM-99 Falcon Air to Air Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Medium range aerial intercept missile
Service Use: Unknown, estimated to be tens of thousands of years old, used by the Marduk Empire
Length: 195 cm
Diameter: 16 cm
Wingspan: 42 cm
Weight: 122 kg
Warhead: (A) High Explosive

(B) Plasma (C) Cluster

Weight/Yield: (A, B) 28 kg

(C) 14 x 2 kg anti-mecha IIR guided bomblet

Propulsion: Hybrid rocket engine
Guidance: Combined IIR, UV/visual and active radar/home-on-jam with AI interface.
Max Speed: Mach 9.1
Acceleration: 9.1 G
Range: 100 km (atmosphere), 113.8 kps delta-v (space)

Boeing Aerospace AGM-20 Lightning Air to Ground Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Medium range air to ground missile.
Service Use: 2047-2055 RDF Space Navy, Navy, Air Force, Space Marines, and Marines.
Length: 210 cm
Diameter: 30 cm
Wingspan: 52 cm
Weight: (A, B) 220 kg

(C) 250 kg

Warhead: (A) Plasma

(B) High Explosive Armor Piercing (C) W-219 Nuclear Reaction

Weight/Yield: (A, B) 56 kg

(C) 10 kT

Propulsion: Hybrid rocket engine
Guidance: (A, B) Combined IIR and active radar/home-on-jam

(C) Combined IIR,  active radar/home-on-jam and Galactic Positioning System with permissive action link (PAL)

Max Speed: Mach 7.0
Acceleration: (A, B) 3.9 G

(C) 3.4 G

Range: (A, B) 120 km (atmosphere), 74.3 kps delta-v (space)

(C) 180 km (atmosphere), 100.9 kps delta-v (space)

Raytheon AGM-23 Hailstorm Air to Ground Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Short range air-to-ground missile
Service Use: 2048-2063 RDF Space Navy, Navy, Air Force, Space Marines, and Marines
Length: 145 cm
Diameter: 30 cm
Wingspan: 66 cm
Weight: 180 kg
Warhead: (A) High Explosive Armor Piercing

(B) Plasma (C) Cluster

Weight/Yield: (A, B) 22 kg

(C) 11 x 2 kg anti-mecha IIR guided bomblet

Propulsion: Hybrid rocket engine
Guidance: Combined IIR and active radar/home-on-jam.
Max Speed: Mach 7.2
Acceleration: 5.6 G
Range: 30 km (atmosphere), 43.1 kps delta-v (space)

Boeing Aerospace AGM-27 Thunderbolt Air to Ground Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Long range air to ground missile.
Service Use: (A, B, C) 2047-2055 RDF Space Navy, Navy, Air Force, Space Marines, and Marines.

(D, E) 2054-2065 RDF Space Navy, Navy, Air Force, Space Marines, and Marines.

Length: 450 cm
Diameter: 60 cm
Wingspan: 100 cm
Weight: (A, B, D, E) 400 kg

(C) 460 kg

Warhead: (A, D) Plasma

(C) W-221 Nuclear Reaction (B, E) High Explosive

Weight/Yield: (A, B) 110 kg

(C) selectable 10 kT to 100 kT (D, E) 100 kg

Propulsion: Hybrid rocket engine
Guidance: (A, B) Combined IIR, inertial navigation system and active radar homing.

(C) Combined IIR, inertial navigation system and active radar homing with permissive action link (PAL). (D, E) Combined IIR, inertial navigation system and active radar homing with Galactic Positioning System (GPS).

Max Speed: Mach 6.5
Acceleration: (A, B, D, E) 2.8 G

(C) 2.4 G

Range: 450 km (atmosphere), 194.9 kps delta-v (space)

Raytheon AGM-33 Banshee High Speed Anti-Radiation Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Medium range high speed anti-radiation missile (HARM)
Service Use: 2048-2070 RDF Space Navy, Navy, Air Force, Space Marines, and Marines
Length: 120 cm
Diameter: 30 cm
Wingspan: 70 cm
Weight: 120 kg
Warhead: (A) High Explosive Armor Piercing

(B) Plasma

Weight/Yield: 44 kg
Propulsion: Hybrid rocket engine
Guidance: Radar emissions homing, laser emissions homing, with terminal optical guidance.
Max Speed: Mach 10.2
Acceleration: 9.5 G
Range: 40 km (atmosphere), 123.1 kps delta-v (space)

Lockheed AGM-41 Nodachi Air to Ground Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Short range air to ground missile
Service Use: 2057-2070 RDF RDF Space Navy, Navy, Air Force, Space Marines, and Marines and SSS.
Length: 114 cm
Diameter: 26 cm
Wingspan: 34 cm
Weight: (A, D) 164 kg

(B) 165 kg (C) 168 kg

Warhead: (A) Plasma

(B) Napalm (C) Fragmentation (D) High Explosive Armor Piercing

Weight/Yield: (A, D) 20 kg

(B) 16 kg (C) 24 kg

Propulsion: Hybrid rocket engine
Guidance: Combined IIR and active radar/home-on-jam with AI interface.
Max Speed: Mach 7.7
Acceleration: (A, B, D) 6.1 G

(C) 6.0 G

Range: 35 km (atmosphere), 52.6 kps delta-v (space)

Raytheon AGM-40 Murasame Air to Ground Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Long range air to ground missile.
Service Use: 2056-2070 RDF RDF Space Navy, Navy, Air Force, Space Marines, Marines and SSS.
Length: 600 cm
Diameter: 68 cm
Wingspan: 136 cm
Weight: (A, B) 860 kg
Warhead: (A) W-283 thermonuclear reaction warhead

(B) High Explosive Armor Piercing

Weight/Yield: (A) Selectable from 50 kT to 300 kT

(B) 230 kg

Propulsion: Hybrid rocket engine.
Guidance: (A) Combined IIR, inertial navigation system, active radar homing, and Galactic Positioning System (GPS) with Permissive Action Link (PAL).

(B) Combined IIR, inertial navigation system and active radar homing with Galactic Positioning System (GPS).

Max Speed: Mach 6.0
Acceleration: 3.0 G
Range: 400 km (atmosphere), 156.1 kps delta-v (space)

Lockheed AGM-41 Nodachi Air to Ground Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Short range air to ground missile
Service Use: 2057-2070 RDF RDF Space Navy, Navy, Air Force, Space Marines, and Marines and SSS.
Length: 114 cm
Diameter: 26 cm
Wingspan: 34 cm
Weight: (A, D) 164 kg

(B) 165 kg (C) 168 kg

Warhead: (A) Plasma

(B) Napalm (C) Fragmentation (D) High Explosive Armor Piercing

Weight/Yield: (A, D) 20 kg

(B) 16 kg (C) 24 kg

Propulsion: Hybrid rocket engine
Guidance: Combined IIR and active radar/home-on-jam with AI interface.
Max Speed: Mach 7.7
Acceleration: (A, B, D) 6.1 G

(C) 6.0 G

Range: 35 km (atmosphere), 52.6 kps delta-v (space)

Boeing Aerospace AGM-46 Katana Air-to-Ground Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Medium range air to ground missile.
Service Use: 2058-2070 RDF RDF Space Navy, Navy, Air Force, Space Marines, and Marines.
Length: 225 cm
Diameter: 35 cm
Wingspan: 55 cm
Weight: (A, B) 225 kg

(C) 260 kg

Warhead: (A) High Explosive Armor Piercing

(B) Plasma (C) W-240 Nuclear Reaction

Weight/Yield: (A, B) 62 kg

(C) Selectable 10 kT to 50 kT

Propulsion: Hybrid rocket engine
Guidance: (A, B) Combined IIR, active radar/home-on-jam, and Galactic Position System (GPS) with AI interface.

(C) Combined IIR, active radar/home-on-jam, Galactic Positioning System (GPS), and AI interface with Permissive Action Link (PAL).

Max Speed: Mach 7.5
Acceleration: (A, B) 4.5 G

(C) 3.9 G

Range: (A, B) 150 km (atmosphere), 104.5 kps delta-v (space)

(C) 200 km (atmosphere), 133.2 kps delta-v (space)

Boeing Aerospace AGM-47 Siren High Speed Anti-Radiation Missile

Lockheed-Martin MPM-25 Saber Multi-Purpose MissileType: Medium range anti-radiation missile
Service Use: 2059-2070 RDF RDF Space Navy, Navy, Air Force, Space Marines, and Marines.
Length: 230 cm
Diameter: 38 cm
Wingspan: 62 cm
Weight: 265 kg
Warhead: High Explosive Armor Piercing
Weight/Yield: 48 kg
Propulsion: Hybrid rocket engine
Guidance: Radar homing with terminal optical guidance and AI interface.
Max Speed: Mach 10.6
Acceleration: 9.9 G
Range: 70 km (atmosphere), 154.5 kps delta-v (space)

General Dynamics SA-12 Arrow Surface to Air Missile

General Dynamics SA-12 Arrow Surface to Air MissileType: Medium range, surface to air missile.
Service Use: 2047-2056 RDF (all branches)
Length: 310 cm
Diameter: 48.3 cm
Wingspan: 84.2 cm
Weight: 310 kg
Warhead: High Explosive Blast/Fragmentation
Weight/Yield: 75 kg
Propulsion: Hybrid rocket engine
Guidance: Active radar with TVM and secondary IR.
Max Speed: Mach 13.6
Acceleration: 8.4 G
Range: 130 km (atmosphere) 138.6 kps delta-v (space)
  1. SA-13 Crossbow
  2. SA-17 Longbow
  3. SA-20 Shortbow
  4. SA-22 Khopesh
  5. SA-23 Cutlass


General Dynamics SSM-04 Prophet Surface to Surface Missile

Type: Long range surface attack missile.
Service Use: 2047-2065 RDF (Navy, Space Navy, and Special Forces)
Length: 500 cm
Diameter: 60 cm
Wingspan: none
Weight: 1500 kg
Warhead: (A) Plasma

(B) MPM-10 Dirk Multi-Purpose Missiles

Weight/Yield: (A) 360 kg

(B) 12 MPM-10 Dirk Multi-Purpose Missiles

Propulsion: Hybrid rocket engine
Guidance: (A) Active seeker radar, inertial navigation system with infrared terminal guidance.

(B) see MPM-10 Dirk entry

Max Speed: Mach 15.2
Acceleration: 6.5 G
Range: 600 km or 181.6 kps delta-v in space

Lockheed SSM-05 Avatar Surface to Surface Missile

Type: Long range surface attack missile.
Service Use: 2050-2070 RDF (Navy, Space Navy, and Special Forces)
Length: 750 cm
Diameter: 48 cm
Wingspan: none
Weight: (A, B) 1800 kg

(C) 2000 kg

Warhead: (A) Plasma

(B) High Explosive Armor Piercing (C) W-227 thermonuclear reaction warhead

Weight/Yield: (A, B) 500 kg

(C) Selectable from 100 kT to 800 kT.

Propulsion: Hybrid rocket engine
Guidance: (A, B) Active seeker radar, inertial navigation system, and GPS with infrared terminal guidance.

(C) Multi spectrum passive/active sensors and GPS with permissive action link (PAL).

Max Speed: Mach 12.6
Acceleration: (A, B) 6.7 G

(C) 6.0 G

Range: 1000 km or 234.5 kps delta-v in space


Lockheed SSM-09 Savior Surface to Surface Missile

Type: Long range surface attack missile.
Service Use: 2055-2070 RDF (Navy, Space Navy, and Special Forces)
Length: 800 cm
Diameter: 40 cm
Wingspan: none
Weight: 2300 kg
Warhead: (A) W-279 thermonuclear reaction warhead

(B) 16 x MPM-23 Dirk Multi-Purpose Missiles

Weight/Yield: (A) Selectable from 50 kT to 300 kT.

(B) see MPM-23 Dagger entry

Propulsion: Hybrid rocket engine
Guidance: (A) Multi spectrum passive/active sensors, GPS, and AI Interface with permissive action link (PAL).

(B) see MPM-23 Dagger entry

Max Speed: Mach 15.3
Acceleration: 7.2 G
Range: 1200 km or 248.1 kps delta-v in space


Lockheed SSM-09 Savior Surface to Surface Missile

Type: Long range surface attack missile.
Service Use: 2055-2070 RDF (Navy, Space Navy, and Special Forces)
Length: 800 cm
Diameter: 40 cm
Wingspan: none
Weight: 2300 kg
Warhead: (A) W-279 thermonuclear reaction warhead

(B) 16 x MPM-23 Dirk Multi-Purpose Missiles

Weight/Yield: (A) Selectable from 50 kT to 300 kT.

(B) see MPM-23 Dagger entry

Propulsion: Hybrid rocket engine
Guidance: (A) Multi spectrum passive/active sensors, GPS, and AI Interface with permissive action link (PAL).

(B) see MPM-23 Dagger entry

Max Speed: Mach 15.3
Acceleration: 7.2 G
Range: 1200 km or 248.1 kps delta-v in space


General Dynamics SSM-13 Bishop Surface to Surface Missile

Type: Long range surface attack missile.
Service Use: 2058-2070 RDF (Navy, Space Navy)
Length: 520 cm
Diameter: 45 cm
Wingspan: none
Weight: (A, B) 1500 kg

(C) 1800 kg

Warhead: (A) Plasma

(B) High Explosive Armor Piercing (C) W-282 thermonuclear reaction warhead

Weight/Yield: (A, B) 700 kg

(C) Selectable from 100 kT to 750 kT.

Propulsion: Hybrid rocket engine
Guidance: (A, B) Active seeker radar, inertial navigation system, GPS, and AI interface with infrared terminal guidance.

(C) Multi spectrum passive/active sensors, GPS, and AI interface with permissive action link (PAL).

Max Speed: Mach 13.1
Acceleration: (A, B) 7.1 G

(C) 5.9 G

Range: 2000 km, 208.3 kps delta-v in space


General Dynamics SSM-15 Cardinal Surface to Surface Missile

Type: Long range surface attack missile.
Service Use: 2058-2070 RDF (Navy, Space Navy)
Length: 820 cm
Diameter: 45 cm
Wingspan: none
Weight: (A) 1700 kg

(B) 2000 kg

Warhead: (A) MPM-23 Dagger Multi-Purpose Missiles

(B) W-283 thermonuclear reaction warhead

Weight/Yield: (A) 36 x MPM-23 Dagger Multi-Purpose Missiles

(B) Selectable from 100 kT to 1 MT.

Propulsion: Hybrid rocket engine
Guidance: (A) see MPM-23 Dagger Multi-Purpose Missiles

(B) Multi spectrum passive/active sensors, GPS, and AI interface with permissive action link (PAL).

Max Speed: Mach 10.5
Acceleration: (A) 6.1 G

(B) 5.2 G

Range: 2100 km or 152.1 kps delta-v in space

Raytheon RMS-5 Armageddon Nuclear Strike Missile

Type: Long range air launched anti-spaceship torpedo.
Service Use: 2050-2070 RDF (Air Force, Navy, Space Navy, Marines, Space Marines, Special Forces)
Length: 410 cm
Diameter: 55 cm
Wingspan: none
Weight: 715 kg
Warhead: W-221 thermonuclear reaction warhead
Weight/Yield: Selectable from 50 kT to 500 kT.
Propulsion: Hybrid rocket engine
Guidance: Multi spectrum passive/active sensors and Galactic Positioning System (GPS)  with permissive action link (PAL).
Max Speed: Mach 7.8
Acceleration: 6.3 G
Range: 700 km (atmosphere) or 195.3 kps delta-v (space)


Boeing Aerospace RMS-7 Planetbuster Nuclear Strike Missile

Raytheon RMS-5 Armageddon Nuclear Strike MissileType: Long range air launched anti-spaceship torpedo.
Service Use: 2060-2075 RDF Air Force, Space Navy, Special Forces
Length: 425cm
Diameter: 60 cm
Wingspan: none
Weight: 800 kg
Warhead: W-284 thermonuclear reaction warhead
Weight/Yield: Selectable from 50 kT to 1 MT.
Propulsion: Hybrid rocket engine
Guidance: Multi spectrum passive/active sensors, Galactic Positioning System (GPS), and permissive action link (PAL) with AI interface.
Max Speed: Mach 7.4
Acceleration: 6.5 G
Range: 900 km (atmosphere), 217.2 kps delta-v (space)


Three Star Heavy Industries SLBM-11 Archer Space Launched Ballistic Missile

Raytheon RMS-5 Armageddon Nuclear Strike MissileType: Long range ship launched anti-spaceship torpedo
Service Use: (A) 2047-2070 RDF (All branches)
Length: 1500 cm
Diameter: 200 cm
Wingspan: none
Weight: 28000 kg
Warhead: W-200 Nuclear reaction
Weight/Yield: 5 MT
Propulsion: Plasma shock-expansion/fusion with fusion energizer.

One fusion cell for electrical power.

Guidance: (A) Multi spectrum passive/active sensors with permissive action link (PAL).
Max Speed: n/a
Acceleration: 7.1 G
Range: 351.6 kps delta-v (space)


Three Star Heavy Industries SLBM-20 Warhammer Space Launched Ballistic Missile

Raytheon RMS-5 Armageddon Nuclear Strike MissileType: Long range ship launched anti-spaceship torpedo
Service Use: (A) 2058-2070 RDF Space Navy
Length: 700 cm
Diameter: 175 cm
Wingspan: none
Weight: 15000 kg
Warhead: AMR-001 Anti-matter reaction
Weight/Yield: 20 MT
Propulsion: Plasma shock-expansion/fusion with fusion energizer.

One fusion cell for electrical power.

Guidance: Multi spectrum passive/active sensors with permissive action link (PAL).
Max Speed: n/a
Acceleration: 9.5 G
Range: 633.1 kps delta-v (space)


Hughes IM-07 Black Widow Infantry Mini-Missile

Type: Short range anti-mecha rocket propelled grenade.
Service Use: (A) 2050-2060 RDF (All branches)

(B) 2058-2070 RDF (All branches)

Length: 17 cm
Diameter: 5 cm
Wingspan: none
Weight: (A) 4.1 kg

(B) 5 kg

Warhead: (A) High explosive

(B) AP High Explosive

Weight/Yield: (A) 2.3 kg

(B) 2.8 kg

Propulsion: Rocket booster and sustainer engine.
Guidance: Combined passive laser and active radar.
Max Speed: 700 kph
Range: (A) 1.6 km

(B) 3 km

Platforms: VR-066, VR-071, VR-073, VR-077, VR-089, VR-099, VR-102

Hughes IM-10 Wolf Infantry Mini-Missile

Type: Short range anti-mecha missile.
Service Use: (A) 2050-2060 RDF (All branches except SSS)

(B) 2058-2070 RDF (All branches except SSS)

Length: 22 cm
Diameter: 5 cm
Wingspan: none
Weight: (A) 8 kg

(B) 8.5 kg

Warhead: Plasma
Weight/Yield: (A) 4.2 kg

(B) 5 kg

Propulsion: Single stage rocket engine.
Guidance: Combined passive laser and active radar.
Max Speed: 900 kph
Range: (A) 3 km

(B) 5 km

Platforms: VR-066, VR-073, VR-089

Raytheon IM-12 Monster Infantry Mini-Missile

Raytheon RMS-5 Armageddon Nuclear Strike MissileType: Short range anti-mecha missile.
Service Use: (A) 2050-2060 RDF (All branches except SSS)

(B) 2058-2070 RDF (All branches except SSS)

Length: 16 cm
Diameter: 8.2 cm
Wingspan: none
Weight: (A) 6 kg

(B) 7.8 kg

Warhead: Plasma
Weight/Yield: (A) 3 kg

(B) 4 kg

Propulsion: Rocket booster and sustainer engine.
Guidance: Combined LLLTV and active radar.
Max Speed: 900 kph
Range: (A) 2 km

(B) 4 km

Platforms: VR-066, VR-073, VR-089, VR-099, RL-10

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.

GR-I03-Mini-Missile-Delivery-System-7

Cyclone mini missile

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[]

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[]

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[]

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[]

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[]

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).


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.


Air-to-Air Missiles[]

Air-to-Air missiles (AAMs) are one specific sub-category of normal missiles. These are carried by airborne units to use specifically against other airborne units. The missiles carry advanced targeting and maneuvering equipment as well as large engines. However, this results in the missiles being forced to carry a smaller payload. By far, the most useful and common warheads are usually fragmentation because of the larger blast radius, however, other types are available. All AAMs are "smart" and have special programming that gives +6 to strike, +5 to dodge, and 3 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 12 attacks to strike the target. Remember that missiles do NOT benefit from the strike bonuses of the pilot.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
High Explosive (SRM) 1D4x10 1500mph (2411kmph) 6 miles (9.6km) 15ft (4.6m) 5 55,000
High Explosive (MRM) 2D4x10 1800mph (2892kmph) 70 miles (112.7km) 30ft (9.1m) 10 62,000
High Explosive (LRM) 4D4x10 2500mph (4023kmph) 400 miles (643km) 60ft (18.3m) 20 100,000
Fragmentation (SRM) 1D4x10 1500mph (2411kmph) 6 miles (9.6km) 25ft (7.6m) 5 55,000
Fragmentation (MRM) 2D4x10 1800mph (2892kmph) 70 miles (112.7km) 50ft (15.2m) 10 62,000
Fragmentation (LRM) 3D4x10 2500mph (4023kmph) 400 miles (643km) 100ft (30.5m) 20 100,000
Plasma/Heat (SRM) 1D6x10 1500mph (2411kmph) 5 miles (8km) 15ft (4.6m) 5 58,000
Plasma/Heat (MRM) 2D6x10 1800mph (2892kmph) 60 miles (80.4km) 30ft (9.1m) 10 70,000
Plasma/Heat (LRM) 3D6x10 2500mph (4023kmph) 300 miles (483km) 50ft (15.2m) 20 150,000

Air-to-Ground Missiles[]

Air-to-Ground missiles (AGMs) are another sub-category of missiles. These are carried by airborne units to use specifically against ground targets such as buildings or vehicles. AGMs are in many ways similar to smart bombs. However, they have a much longer range, but lower damage capability due to their larger engine and guidance systems. If targeted properly, all AGMs will automatically hit a large stationary target like a building or bridge or blanket a specific area. They are "smart" and have special programming that gives a +6 to strike a moving target. Volleys can all strike the same target or they can each veer away to hit a different target. Remember that missiles do NOT benefit from the strike bonuses of the pilot.

Warhead Damage Speed Maximum Range Blast Radius M.D.C. Price
High Explosive (SRM) 1D4x10 700mph (1127kmph) 6 miles (9.6km) 15ft (4.6m) 5 50,000
High Explosive (MRM) 2D4x10 1400mph (2251kmph) 70 miles (112.7km) 30ft (9.1m) 10 58,000
High Explosive (LRM) 4D4x10 2010mph (3228kmph) 400 miles (643km) 60ft (18.3m) 20 90,000
Fragmentation (SRM) 1D4x10 700mph (1127kmph) 6 miles (9.6km) 25ft (7.6m) 5 50,000
Fragmentation (MRM) 2D4x10 1400mph (2251kmph) 70 miles (112.7km) 50ft (15.2m) 10 58,000
Fragmentation (LRM) 3D4x10 2010mph (3228kmph) 400 miles (643km) 100ft (30.5m) 20 90,000
Plasma/Heat (SRM) 1D6x10 700mph (1127kmph) 5 miles (8km) 15ft (4.6m) 5 55,000
Plasma/Heat (MRM) 2D6x10 1400mph (2251kmph) 60 miles (80.4km) 30ft (9.1m) 10 62,000
Plasma/Heat (LRM) 3D6x10 2010mph (3228kmph) 300 miles (483km) 50ft (15.2m) 20 135,000

Suface-to-Air Missiles[]

Surface-to-Air missiles (SAMs) are the third major sub-category of missiles. These weapons are carried by ground units to be used against airborne threats. They have virtually the same performance as AAMs, but are launched from the ground instead of the air. Use the same game statistics as the AAMs.


Missiles that are used in the Three Galaxies are in many ways similar to those used on Rifts Earth and generally follow the same rules but there are important differences. These are that the speeds of missiles are much greater, there are new some new sensors available, and there are some new warhead types. These rules are designed to work with revised starship rules for Phase World.

Missile Ranges, Top Speeds, and Accelerations:[]

In the Phase World Dimension books, you get the impression that starships lumber towards each other, not firing any weapons until rock throwing ranges (100 miles or less) and then slowly lumber together until 1 to 2 miles is reached before launching missiles. I prefer a much more dynamic starship and missile combat. Missile ranges are vastly increased and missiles now travel and accelerate as well at percentages of the speed of light. Missile fire may now commonly start at ranges greater than 1 million miles. Missiles can be used to hit targets beyond their maximum range because missiles will travel in a straight line one they run out of energy. They are of course effected by gravity wells but that can be calculated for. Targets that do not move are ideal for this type of strike. These include orbital bases and cities. There is no bonuses or minuses to hit these targets. To hit specific targets, such as an individual building in a city, the missiles are at -8 to strike. To hit a large moving target such as a Large Capital ship (Protector or Dreadnought for example), the missiles are at -16 to strike and unlike most attacks, the pilot can make dodges that no damage will be taken no matter how large the starship is. Targets smaller than about 5 million tons cannot be hit if they can dodge. Missiles are not effected by the maximum speed like starships are because the missiles lifespan after launch is brief enough that radiation and particle damage is not a factor. About 1 % of all missile will not reach their targets because radiation or particles will either cause them to destroy themselves, become inert, or veer off course. Acceleration is effected the same way starship accelerations are effected.

Cruise Missiles: Missile range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space. Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship)

Long Range Missiles: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space. Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (far faster than any starship)

Medium Range Missiles: Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn (faster than any starship except a fighter acceding it maximum safe acceleration)

Short Range Missiles: Missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn (faster than any starship except if it is acceding it maximum safe acceleration)

Mini-Missiles: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is acceding it maximum safe acceleration)

Missile Guidance Systems:[]

Has all the guidance systems available on Rifts Earth plus the following other Guidance Systems.

Gravity Sensor: All targets have a gravitic footprint which allows them to be tracked by gravity sensors. This includes targets that are invisible. The other advantage is that gravity sensors allow the missile to track its target in real time no matter what the distance is because gravity has no delay and is faster than light. A target can often hid under the gravity signature of other targets to trick sensors but ships that are using gravity propulsion are even easier to detect.

Neutrino Homing: What this missile guidance system does is home on a neutrino signature. Nuclear Fission Engines, Nuclear Fusion Engines, Anti-matter Engines, Fusion Thrusters, Ion Thrusters, Plasma Explosions, Fusion Explosions, Nuclear Explosions, and Anti-Matter explosions all create neutrinos that can be tracked. Missiles can be set to track on the strongest Neutrino signature or a specific neutrino signature.

Tachyon Beam Rider: These missiles use a Tachyon beam to hit its target. The advantage is that the beam is FTL meaning that there no appreciable delay in painting the target. Similar to the Rifts Earth Semi Active Laser and Radar homing and sensors can pick up the beam if they are targeted.

Brilliant Missiles: This is a more advanced version of the smart missile and the missile actually have a limited artificial intelligence guidance system. These missiles guidance systems are expensive and cost twice the normal cost for the smart missile guidance systems. This guidance system is also illegal outside of the military. This missile guidance is capable of breaking through most countermeasures even those that work against normal smart missiles. Like smart missiles, the missiles must have an autonomous guidance system. Brilliant missiles are more capable then smart missiles and have +7 to strike and +6 to dodge and providing that they can catch their target multiple times, they have three attacks per melee until they run out of fuel. Brilliant Missile also separate when launched so they cannot be destroyed as a volley. All brilliant missile automatically have the feature of IFF identification and Loiter capability. This feature can only be added to long range and larger missiles.

All Phase World Missiles Types (including mines) are available as smart missile.

Missile Warhead Damage:[]

Nuclear: In Space, Nuclear Missile do not have the blast that they do in the atmosphere. In space, they do the same damage as fusion warheads on the Revised Missile Tables.

Anti-Matter: Anti-matter in an incredibly powerful munition that uses a reaction between matter and anti-matter to produce an incredible reaction that does large amounts of damage to the target. The anti-matter is kept in a magnetic containment until it strikes the target and releases its anti-matter. This warhead is only available in Cruise Missiles. If Anti-Matter munitions are used in an atmosphere, they have double the blast radius as a nuclear munition of the same size. The drawback of anti-matter is that it does minimal damage to targets that are impervious to energy. The other limitation is that if a ship with anti-matter warheads takes a magazine hit, it creates powerful explosions that can destroy the ship.

Warhead Mega-Damage Blast Radius M.D.C.
Anti-Matter Cruise Missile (medium) 2D6x100 80 ft (24.4 m) 45
Anti-Matter Cruise Missile (Heavy) 3D6x100 100 ft (30.3 m) 45
Anti-Matter Cruise Missile (x-heavy) 4D6x100 120 ft (36.4 m) 45
Anti-Matter Cruise Multi-Warhead 5D6x100 150 ft (45.5 m) 45

K-Hex: K-Hex is a special explosive that only recently has been made useable by weapon systems. In its natural state, it is very unstable and dangerous. In order to keep K-Hex rounds more powerful than standard warheads, their damages have been modified to be above other types of warheads.

Warhead Mega-Damage Blast Radius M.D.C.
K-Hex High Explosive Mini-Missile 1D6x10 5 ft (1.5 m) 1
K-Hex Fragmentation Mini-Missile 1D6x10 20 ft (6.1 m) 1
K-Hex Armor Piercing Mini-Missile 2D4x10 3 ft (0.9 m) 2
K-Hex High Explosive Short Range Missile 2D6x10 20 ft (6.1 m) 5
K-Hex Fragmentation Short Range Missile 2D6x10 30 ft (9.1 m) 5
K-Hex Armor Piercing Short Range Missile 3D6x10 5 ft (1.5 m) 5
K-Hex High Explosive Medium Range Missile 4D6x10 30 ft (9.1 m) 10
K-Hex Fragmentation Medium Range Missile 6D4x10 60 ft (18.2 m) 10
K-Hex Armor Piercing Medium Range Missile 4D6x10 20 ft (6.1 m) 10
K-Hex High Explosives Long Range Missile 6D6x10 50 ft (15.2 m) 20
K-Hex Fragmentation Long Range Missile 6D4x10 100 ft (30.5 m) 20
K-Hex Armor Piercing Long Range Missile 5D6x10 30 ft (9.1 m) 20

X-Ray Laser Cruise Missile Warheads: This missile is a Fusion warhead that detonates and powers a burst of Laser beams. While the beams have no bonuses to hit other than those from the starship size chart, there is a fairly large number of beams and because of the beams allows the missile to standoff the target. The missile also has on other advantage, when missile goes dead, it has half the normal bonuses and minuses to strike. This warhead is to big too be carried on an missile smaller than a Cruise Missile.

Warhead Mega-Damage Blast Radius M.D.C.
Fusion warhead (Direct Blast) 1D6x100 80 ft (24.4 m) 45
X-Ray Lasers 2D4x100 Each N.A. 45

* When the warhead detonates, ten X-Ray Laser Beams are fired at the moment of its destruction. Laser beams have a range of 4 miles (6.4 km) in an atmosphere and 40 miles (64 km) in space. X-Ray lasers do full damage against laser resistant materials. Because the laser do not have a large amount of fire control, each laser has no bonuses to strike and each laser strike should be rolled separately. With large volleys of missile, grouping the rolls may be the only way to speed up strikes but the number of lasers that should be grouped together should be fairly small.

Gravity Well Cruise Missile: This warhead is also to large to be carried on any missile smaller than a cruise missile. These warheads have two settings.

The first is that the warhead forms briefly a gravity effect similar to that of a black hole but much weaker. This missile has two special advantages when compared to other cruise missile warheads. The first is that because it does it damage by crushing, a physical effect, it does full damage to targets that are impervious to energy and cosmic knight. The other special advantage is that it can temporarily prevent starships from going FTL. It takes one gravity well cruise missile per 10 thousand tons of ship to prevent the ship from being able to go to FTL. A Warshield cruiser, for example, would take 10 gravity well cruise missiles to prevent if from going FTL. This effect only lasts for one melee (15 seconds). If there are not enough gravity wells to prevent the ship from going FTL, The ship takes double damage from ripping through the gravity wells.

The second is only for effecting FTL travel. It does this by producing a weaker but much wider gravity field. This warhead effects a 1,200 foot radius and effects 100 thousands of ton of ship to prevent the ship from being able to go to FTL. It will also pull the same amount of mass out of FTL. A ship takes about ten minutes to reset its systems before re-entering FTL. The way that the missile warheads are used against ships in FTL is that the missiles are used as mines in the path of the incoming ships. They are activated as the ship passes through the spot in question.

Warhead Mega-Damage Blast Radius M.D.C.
Gravity Well Cruise Missile (First Setting) 4D4x100 120 ft (36.4 m) 45
Gravity Well Cruise Missile (Second Setting) None 1200 ft (364 m) 45

Protoculture Warhead: A special warhead that causes a massive explosion by putting a special mutant protocuture seed in a matrix. Because of the expensiveness of each warhead of this type, Jammers have been added for the defenses of the Missiles and the casing is made out of a stealth material. This missile was designed by the REF in Phase World and is only available to them. Only available for Cruise Missiles

Damage: Massive explosion that inflicts 4D6x10,000 with a 3D4 mile blast radius. Bonuses for Jammer & Stealth Material: These Missiles are at -50% to be detect and -2 to be hit when in stealth mode and can only be targeted 20% of the time and at -4 to be struck when in Jamming mode (Although it will be detected and home on Jam missiles will be effective). Decoy: Special Cruise missile with no warhead but has special equipment to emulate engine and sensor signature of various starships. Can emulate CG Drive Engines and any other Three Galaxies or Three World Engine. Can also emulate various ship sized from fighter to battleship size. Can be used to decoy missiles and has a 50% chance of decoying missiles. While decoy missiles have the same duration as a normal cruise missile, they can continue to operate their decoy systems after the engines have run out fuel and are traveling on a ballistic course.

Self Destruct Package: Inflicts 2D6x10 M.D.

Jamming Warhead: Special Cruise missiles with jamming equipment replacing the warhead. While the jammer is on, conventional radar, gravity-wave sensors, and missile guidance systems will not be able to function in the area affected (have only a 20% chance of detecting any targets in the area, including the armor). The jammer will affect a one mile (1.6 km) area in an atmosphere and 100 miles (160 km) in space. Missiles can be programmed to go after the signature of the Jamming with a weapon systems roll. While Probe missiles have the same duration as a normal cruise missile, they can continue to operate their Probe systems after the engines have run out fuel and are traveling on a ballistic course. Self Destruct Package: Inflicts 2D6x10 M.D. Probe: Special Cruise missiles with sensors replacing the warhead. The sensors are equal to those carried on a light star fighter. While Probe missiles have the same duration as a normal cruise missile, they can continue to operate their Probe systems after the engines have run out fuel and are traveling on a ballistic course.

Self Destruct Package: Inflicts 2D6x10 M.D.


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.


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 Missiles table.
Short Range Missiles Any one guidance system See Conventional Missiles table.
Medium Range Missiles One standard plus up to one additional See Conventional Missiles table.
Long Range Missiles One standard plus up to two additional See Conventional Missiles table.
Cruise Missile One standard plus up to three additional See Conventional Missiles table.
Light Bombs One non-autonomous system See Conventional Bombs table.
Medium Bombs Any one guidance system See Conventional Bombs table.
Heavy Bombs One standard plus up to one additional See Conventional Bombs table.
X-Heavy Bombs One standard plus up to two additional See Conventional Bombs table.

Guidance Systems[]

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 Abbreviation
Mini 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 (SMRT):[]

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 Missiles or bombs 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

Special Features[]

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


Smart Missiles[]

All thermonuclear missiles are 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 after 1 minute of engaging the target. In other words, the missile has 4 melees, or 8 attacks to strike the target. It should also be noted that nuclear weapons are used almost exclusively against fixed targets, if ever used at all. Remember that missiles do NOT benefit from the strike bonuses of the pilot. See the Weapon Guidance article for more information.

Smart Bombs[]

Almost all of the bombs are considered to be smart bombs. These 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 half a mile (0.8km) in addition to the normal drop altitude range. 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. Volleys can all strike the same target, or they can each veer away to hit a different target. Remember that bombs do NOT benefit from the strike bonuses of the pilot. See the Weapon Guidance article for more information.

Price

Since thermonuclear weapons are so rare and restricted, prices are not listed. In most cases, no one outside of a legitimate government or organization will have any kind of possible access to one of these. If a thermonuclear weapon were to find its way to the black market, however, the asking price would at the minimum be in the millions, quite possibly much more.


Free-Fall Bomb Ranges[]

The horizontal range of a free-fall bomb depends upon the altitude from which it was dropped. The higher the altitude, the longer the possible horizontal travel of the bomb.

Drop Altitude Maximum Horizontal Range
0-1,000ft (0-305m) 100ft (30.3m)
1001-4,000ft (306-1,219m) 2,500ft (762m)
4,001-10,000ft (1,220-3,048m) 5,500ft (1,676m)
10,001-20,000ft (3,049-6,096m) 10,500ft (1.99 miles/3.2km)
20,001-30,000ft (6,097-9,144m) 16,500ft (3.13 miles/5.03km)
30,001-40,000ft (9,145-12,192m) 22,000ft (4.16 miles/6.7km)
40,001-50,000ft (12,193-15,240m) 28,000ft (5.3 miles/8.5km)
50,000+ft (15,241+m) 33,500ft (6.3 miles/10.2km)

Thermonuclear Weapons[]

These are true thermonuclear weapons, among the most destructive forces man has ever created. Thermonuclear weapons are the most powerful weapons present on Rifts® Earth. Nuclear weapons are extremely rare; only the most advanced nations and city-states will possess these. Thermonuclear weapons are illegal in all Palladium® settings, from the 20th century games to Robotech® to Rifts®. Punishment for unauthorized possession is in the least hard jail time, possibly execution. Actual use of thermonuclear weapons is a capital offense even in areas that oppose the death penalty!

Special Rules[]

Thermonuclear weapons use several special rules:

  • Anything within the Total Destruction Radius (TDR) is gone. Not hurt, not damaged, but totally destroyed. Nothing useful will survive the explosion. All living beings will be instantly killed; all buildings, robots, PA, vehicles, etc will most likely be obliterated outright. If not, they are wrecked beyond any possible use.
  • Damage is applied differently at different ranges. Apply full listed damage from the TDR to the normal Blast Radius (BR). One-tenth damage is applied out to 1.5xBR. One-hundredth damage is applied out to 1.75xBR. One-thousandth damage is applied out to 1.875xBR. Damage beyond this is generally SDC damage.
  • All thermonuclear missiles are treated as Cruise Missiles in terms of carrying capacity; thermonuclear bombs use the same payload table as conventional bombs.
  • All thermonuclear weapons are considered to be either smart bombs, or smart missiles.
  • Refer the article on nuclear weapons for information on additional and more in-depth effects such as radiation, fallout, and EMP.
Warhead Damage Speed Max Range Total Destruction

Radius

Blast Radius M.D.C.
Nuclear Missile (light) * 1D6x1000 2500mph (4023kmph) 1400 miles (2249km) 1.4 miles (2.2 km) 2.1 miles (3.4 km) 25
Nuclear Missile (Medium) * 2D4x1000 2500mph (4023kmph) 1400 miles (2249km) 2.9 miles (4.7 km) 4.6 miles (7.3 km) 25
Nuclear Missile (heavy) * 2D6x1000 2500mph (4023kmph) 1000 miles (1608km) 4.7 miles (7.5 km) 7.3 miles (11.6 km) 25
Nuclear Missile (x-heavy) * 4D4x1000 2010mph (3228kmph) 1000 miles (1608km) 6.3 miles (10.1 km) 9.8 miles (15.7 km) 25
Nuclear Bomb (x-light) * 1D6x1000 1/2 mile (0.8km) * 1.4 miles (2.2 km) 2.1 miles (3.4 km) 25
Nuclear Bomb (light) * 2D4x1000 1/2 mile (0.8km) * 2.9 miles (4.7 km) 4.6 miles (7.3 km) 35
Nuclear Bomb (medium) * 2D6x1000 1/2 mile (0.8km) * 4.7 miles (7.5 km) 7.3 miles (11.6 km) 55
Nuclear Bomb (heavy) * 4D4x1000 1/2 mile (0.8km) * 6.3 miles (10.1 km) 9.8 miles (15.7 km) 65
Nuclear Bomb (x-heavy) * 3D6x1000 1/2 mile (0.8km) * 8 miles (12.7 km) 12.5 miles (19.9 km) 80
* Missiles and Bombs are all considered to be Smart Missiles and Smart Bombs (see above).

Note: When a description says it can carry X number of bombs, it can carry that many heavy bombs. Other bomb sizes can be carried in varying amounts:

  • Light: Two light bombs may be carried per every space.
  • Medium: Three medium bombs may be carried per every two spaces.
  • Heavy: One heavy bomb may be carried per space.
  • X-heavy: Two x-heavy bombs may be carried per every three spaces.


https://zarconian.wikia.com/wiki/Zarco_Space_Army     http://zarco-macross.wikidot.com/wiki:warships  

https://zarconian.wikia.com/wiki/Category:Space_Airforce

Advertisement