RIFTS
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ustin
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By: The Kitsune (foxtrot_xray@hotmail.com)
Index: Introduction
Missiles used in the Three Galaxies are similar in many ways to those used on Rifts Earth and generally follow the same rules, however there are important differences. Some of the differences include much greater missile speeds, there are new some new sensors available, and 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. Under these revised rules, missile ranges are dramatically increased and missiles can now travel and accelerate at percentages of the speed of light. Missile fire now commonly starts 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 a dodge so that no damage will be taken no matter how large the starship is. Targets smaller than 5 million tons that having the ability to dodge, cannot be hit in this fashion because they are too fast and agile. Additionally, missiles do not have a maximum speed like starships, because their post-launch life span 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.
Missiles from the Three Galaxies have all the guidance systems available on Rifts Earth, plus the following optional guidance systems.
Note that all Phase World Missiles Types (Including minis) are available as smart missile.
Star ships will often carry a small number of cruise missiles that are capable of being used at FTL speeds for limited durations. FTL capable missiles are limited to cruise missiles only, although several governments are presently working on a FTL capable long range missile. The missiles give up part of their payload in order to fit in the FTL propulsion system. A ship can fire non-FTL capable missiles at FTL speeds, but the missile will have little maneuverability and will drop in speed at the rate of 2 LY/HR per turn until it enters normal space. The ship launches these missiles to the front by firing them and then immediately decelerating. Normally a Starship will carry about 10% of its total missile compliment is FTL cruise missiles. The FTL missiles are very expensive and cost 4 times that of a conventional Phase World cruise missile. FTL combat is in many ways more deadly then sublight combat due to the fact that there are few point defense weaponry that can be used at FTL speeds. Tachyon and Gravity based beam weapons are the only non-missile weapons that can be used at FTL speeds. Similarly, the only type of missile that is normally useful for defense are cruise missiles with Gravity-based warheads that can be used to pull incoming cruise missiles out of FTL. Shields are often the best defense against FTL capable cruise missiles. FTL Missile Range and Speed: The FTL Cruise Missile has an amount of fuel which is given as 50 Fuel Points. At Sublight and a speed of 1 LY per hour it burns 1 Fuel Point per turn, giving it a powered range of fifty turns. For each additional LY/hour of speed it burns one additional Fuel Point per turn, so that at 5 LY/hour it burns 5 Fuel Points per turn, giving it a powered range of 10 turns. At maximum FTL speed of 10 LY/hour it burns 10 Fuel Points per turn, giving it a powered range of only 5 turns. When the CM runs out of fuel it decelerates at a rate of 2 LY/hour per turn, until it finally hits light speed, at which time it continues to go on at 98% of the speed of light. Of course it can no longer maneuver when its fuel runs out, so from that moment on it is traveling in a straight line until it is destroyed or it self-destructs. The missiles can be used at sublight speeds as normal cruise missiles but due to their hideous cost, this is rarely done. FTL Missile Warheads: Some missile warheads are more effective at FTL speeds than others. This is simply because energy usually travels at the speed of light or faster. Conventional explosives, including K-Hex and Plasma Warheads inflict half damage to the front, quarter damage to the sides, and no damage to the rear of the target. Nuclear, antimatter, fusion explosives along with X-ray laser warheads (if very close) will inflict full damage to the front, half damage to the sides, and no damage to the rear of the target. The problem with X-Ray laser warheads is that the missile is too large to carry on FTL capable missiles. The only exceptions to reduced damage at FTL speeds are Gravity warheads and Tachyon based warheads which inflict full damage due to the fact that the blast travels at FTL speeds. The space for the warhead in FTL missiles, due to the size of the missiles drives, are smaller than they are in standard missiles and are limited to the smaller sizes of missile warheads. Fusion and Nuclear warheads are limited to Heavy Warheads (Inflicts 2D4x100), Antimatter is limited to Heavy Warheads (Inflicts 3D6x100), and all other warheads are similarly restricted.
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. Antimatter Antimatter in an incredibly powerful munition that uses a reaction between matter and antimatter to produce an incredible reaction that does large amounts of damage to the target. The antimatter is kept in a magnetic containment until it strikes the target and releases its antimatter. This warhead is only available in Cruise Missiles. If antimatter munitions are used in an atmosphere, they have double the blast radius as a nuclear munition of the same size. The drawback of antimatter is that it does minimal damage to targets that are impervious to energy. The other limitation is that if a ship with antimatter warheads takes a magazine hit, it creates powerful explosions that can destroy the ship. 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. 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 and are too large to be carried on an FTL capable missile. Tachyon Beam Missile Warheads These weapons are in many ways similar to the X-Ray laser warheads but is less powerful and far more expensive (around ten times). The weapon is powered by a very powerful fusion explosion. The explosion powers a series of Tachyon Beam Generators that fire towards the target. The missile fires a total of eight beams and each beam is less powerful than the X-Ray 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 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 but is small enough to be carried on FTL Capable Cruise Missiles Gravity Well Cruise Missile This warhead is also to large to be carried on any missile smaller than a cruise missile. Most of these warheads have two settings but some are constructed with one setting to reduce cost of the missiles. Protoculture Warhead A special warhead that causes a massive explosion by putting a special mutant protocuture seeds in a matrix. Because of the expensiveness of each warhead of this type, Jammers have been added for the defense of the missiles, plus 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 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 Phase World engine. Can also emulate various ship sized from fighter to battleship size. 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 continue traveling on a ballistic course. 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 Jammer missile). 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 Jamming missiles have the same duration as a normal cruise missile, they can continue to operate their Jamming systems after the engines have run out fuel and are traveling on a ballistic course. 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.
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