R.E.E.F. Aircraft Hard point Pods & Ordnance Loads
Most R.E.E.F. aircraft has hard points. Unless it states otherwise,
the hard points can carry a variety of bomb, missiles, missile pods, weapons
pods, and/or various electronic passages. Normally hard points will be
filled in pairs. Gun pods can be linked with each other and/or with internal
weapons systems to increase damage. Torpedoes are treated like missiles
and can be carried on hard points in the same numbers. Because of the size
of extra-heavy bombs and cruise missiles, they cannot be carried by wing
hard points as a standard REEF Ordnance. If an aircraft is carrying ordnance
on Hard Points, aircraft speed is reduced by 10%.
- Missiles and Bombs:
The REEF hard points can carry a variety
of different ordnance types on a hard point. The only restriction is that
a hard point must carry all the same type of missile or bombs. Both unguided
and guided bombs can be carried. In two pilot vehicles, short range missile
racks are controlled by either the pilot or the weapons officer.
Maximum Effective Range: Varies by missile type for missile
and varies by altitude bombs are dropped at (See
bomb and missile tables for details).
Mega Damage: Varies by missile or bomb type (See
bomb and missile tables for details).
Rate of Fire: Missiles can be fired and bombs can be dropped
one at a time or in volleys of 2, 3, or 4 per hard point (up to payload
of hard point). Multiple hard points can be linked as one attack but must
be the same size (light, medium, or heavy) and style of ordnance (all missiles
or bombs in a volley)
Payload: 4 short range missile or light bombs, 2 medium range
missiles or medium bombs, or 1 long range missile or heavy bomb (all ordnance
on a hard point must be the same size and type of ordnance).
- Mini-Missile Pod:
Large capacity mini-missile pod. The Aircraft
normally carries missile pods for ground strafing, anti-troop, and anti-emplacement
attacks. Normal missile used are armor piercing, plasma, fragmentation,
or concussion mini-missiles. In two pilot vehicles, mini missile pods are
controlled by the pilot
Maximum Effective Range: Varies with missile types, mini-missiles
only(See
bomb and missile tables for details).
Damage: Varies with missile types, mini-missiles
only(See
bomb and missile tables for details).
Rate of fire: Each pod can fire one at a time or in volleys
of 2, 4, 8, or 16 and can be linked with other mini missile pods for greater
number of missiles (Counts as one attack no matter how many missiles in
volley)
Payload: each pod carries 16 mini-missile.
- Heavy Rail Wing Gun Pod:
A long range and heavy damaging
weapon that is designed to add to the aircrafts firepower. The weapon is
also very effective against targets that are impervious to energy. It is
designed using a Shemarrian Rail gun and ammo and putting it into a special
weapon pod. Rail Gun pods can be fired individually or together. In two
pilot vehicles, rail gun is are controlled by the pilot
Maximum Effective Range: 6,000 ft (1,828 m)
Mega-Damage: 2D6x10 M.D. per round, each gun pod adds an additional
2D6x10 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6) fired as aimed or Wild Each gun pod can be combined with
others or internal weapon systems and still costs one attack.
Payload: 440 rounds (2 belts of 220 rounds)
Bonuses: +2 to Strike.
- Advanced Towed Decoys (4):
Pod takes place of all ordnance
on the Hard Point. The aircraft can carry a special pod that carries four
advanced towed decoy drones. These drones are dragged about 328 feet (100
meters) behind the aircraft on a thin cable. Each is a specially designed
radar lure that creates a radar image to mimic the aircraft. The decoy
has a special jammer that is designed to decoy missiles that have been
programmed to home on jamming signals. If decoys are not destroyed, they
can be recovered and repaired. Rifts Earth decoy systems are assumed to
not operate against Phase World weapons due to technological difference.
M.D.C.: 5
Effects: The decoy has an 80% chance of fooling ordinary non
military radars and non smart guided missiles, the decoy has a 50% chance
of fooling military level radars (like those of the Coalition), and the
decoy has a 25% chance of fooling advanced military radars (Like those
of the New Navy and Triax) and smart missiles. Against missiles homing
on a jamming signal, jamming has an 40% chance of tricking missiles if
both the aircraft and missile are jamming and an 80% chance if the jamming
system on the aircraft is deactivated before the missile reaches is.
Range: Not Applicable although decoy is deployed 328 feet (100
meters) from the aircraft
Rate of fire: One can be deployed at a time and requires 15
seconds to deploy (Reel Out) another decoy
Payload: 4 Decoys
- Jamming Pods:
Similar system to internal jamming equipment
carried of Hurricane Alpha Fighters. Jams all radars, radio communications,
and electromagnetic sensors including friendly forces and aircrafts sensors
when activated. Activating jamming pods does not cost an attack.
Range: Each pod increases range by a 20 mile (32.2 km) radius
per Jamming Pod.
Effects: When activated, radio communications, radars, and electromagnetic
sensors are reduced in range by 35% for one pod and 20% for each additional
pod to a maximum of 95% when within jamming area. In addition, radar systems
will have a -25% penalty to detect all targets within their reduced range.
Laser communications
and light-based sensors are unaffected by the jamming pods. Jamming also
causes -2 per jamming pod with a maximum of -8 to all radar guided weapons
within Jamming area. Some missile will home on jamming and will go after
aircraft carrying them.
- Sonar Pod:
Pod designed to give Veritechs better sensor ability
underwater. The sensor includes a passive sonar, active sonar, and an underwater
communication unit. Active sonar and an underwater communication unit when
being use can be detected by any vehicle using passive sonar when within
their sonar range. Sonar can track up to 280 simultaneously and identify
up to 120 of them. The sonar equipment has a unit that can be lower into
water while hovering or flying up to 30 mph (26 knots/ 48 km) per hour.
Often for Anti Submarine Warfare (ASW) operation, this pod is carried with
a MAD pod
Range: Passive Sonar: 8 mile (12.8 km) Active Sonar: 12 miles
(19.3 km) Underwater Communication: 4 miles (6.4 km)
- M.A.D. Pod:
This is special pod that has the ability to detect
metal objects. M.A.D. stands for Magnetic Anomaly Detector. This is very
effective at detecting submarines.
Range: 2 miles (3.2 km) to either side of aircraft.
- Radar Image Enhancement:
This is a special pod that allows
the ship to increase the vehicles radar image, allowing it to trick missiles
going towards another target and deceiving someone who is using radar.
This is dangerous to the aircraft using the pod but is very useful in decoying
missiles away from a larger target.
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
[ Robotech® is a registered trademark owned and licensed by Harmony
Gold USA, Inc. ]
R.E.E.F. Hard Point Pods & Ordnance Loads based on Versatile Weapon
Configuration system from Robotech: RPG book Eight: Strike Force by Wayne
Breaux Jr.
By Kitsune (E-Mail Kitsune).
Copyright © 1998 & 2001, Kitsune. All rights reserved.