Cruise Missiles | Ballistic Missiles | Nuclear Weapons |
Type: Standard Cruise Missile Maximum Range: 750 miles Minimum Range: 5 miles Flight Speed: 550 mph Spaces: 12 Weight: 2,000 lbs DP: 10 (+ stealthkote & 10 DP FPRP armor) Cost: $1,150,000
Type: Heavy Cruise Missile Maximum Range: 1,500 miles Minimum Range: 7 miles Flight Speed: 600 mph Spaces: 18 Weight: 3,000 lbs DP: 14 (+ stealthkote & 14 DP FPRP armor) Cost: $1,600,000
Warheads
The standard warhead for cruise missiles is a large explosive charge. It can be set to explode on impact, or in an airburst. Changing the fuze takes five minutes, and is a medium task for an electronics technician. In order to change warhead types, subtract $25,000 from the cost of the standard missile and $50,000 from the cost of the heavy missile. Then, add the cost of the new warhead. The types of available warheads are listed below.
High Explosive (Impact)
Standard Missile: 30D damage to target, 10D at up to 10", 2D to 15"
and 2D to pedestrians out to 20". Cost: $25,000.
Heavy Missile: 40D damage to target, 16D at up to 12", 2D to 15" and
2D to pedestrians out to 20". Cost: $50,000.
High Explosive (Airburst)
Standard Missile: 20D in a 5" radius, 10D at up to 10", and 2D at up
to 15". 2D to pedestrians out to 15". Cost: N/A.
Heavy Missile: 26D in a 6" radius, 12D at up to 12", and 4D at up to
18". 2D to pedestrians out to 25". Cost: N/A.
Submunitions
Standard Missile: 15D to all sides of a target (except bottom) within
a 15" radius of the detonation point. Cost: $30,000.
Heavy Missile: 20D to all sides of a target (except bottom) within
a 20" radius of the detonation point. Cost: $60,000.
Fuel-Air Explosive
Standard Missile: 150D divided among all sides of a target (except bottom)
in a 25" radius. Pedestrians stunned in a 40" radius. Cost: $45,000.
Heavy Missile: 200D divided among all sides of a target (except bottom)
in a 30" radius. Pedestrians stunned in a 50" radius. Cost: $90,000.
Napalm Incendiary
Standard Missile: 10D to all sides of a target (except bottom) in a
20" radius. FM: 8, BD: 5. Cost: $40,000.
Heavy Missile: 13D to all sides of a target (except bottom) in a 30"
radius. FM: 8, BD: 5. Cost $80,000.
Nuclear
Standard Missile: 10 KT, cost & damage as per Car Wars Tanks,
page 43.
Heavy Missile: 20 KT, cost & damage as per Car Wars Tanks,
page 43.
Chemical
Standard Missile: Gas covers an area 3/4 miles wide and 5 miles long,
downwind from the burst point.
Heavy Missile: Gas covers an area 2 1/8 miles wide and 7 miles long,
downwind from the burst point.
Chemical Warhead Costs
Poison
Standard: $50,000, Heavy: $100,000
Nerve Gas
Standard: $100,000, Heavy: $200,000
Hallucinogenic
Standard: $30,000, Heavy: $60,000
Tear Gas
Standard: $15,000, Heavy: $30,000
Smoke
Standard: $10,000, Heavy: $20,000
Electronic Warfare
EW warheads for cruise missiles are packed with electronic gear. This
equipment duplicates all the functions of a military radar jammer and a
radio jammer. The warheads have a computer whose EW skill is considered
to be +3. The missiles are also equipped with a decoy kit (6 aircraft decoys),
chaff dispensers and flare droppers. A standard EW warhead costs $150,000
and a heavy EW warhead costs $300,000.
Launch Systems
Cruise missiles may be launched by aircraft, land vehicles, submarines and surface vessels. Each type of launch system has different costs & weights. All of them require a computerized launch direction console. This console costs $1,500,000, weighs 200 lbs, takes 2 spaces and has 2 DP. For ALCMs, subtract $2,000, 200 lbs, and 2 spaces from the standard missile. For the heavy missile, subtract $3,000, 300 lbs, and 3 spaces. ALCMs are smaller and lighter than land-launched and sea-launched because they don't need the large rocket booster necessary to get them up to a minimum flight speed (200 mph). SLCMs require a special capsule which is ejected from the submarine by charge of compressed air. The standard capsule costs $10,000, weighs 350 lbs and takes 4 spaces. The heavy capsule costs $15,000, weighs 500 lbs and takes 5 spaces.
Surface-launched cruise missiles also have varied launch systems. External
tube-mounts (usable on AFV bodies and warship turrets/hulls) cost $5,000,
weigh 500 lbs and take up 1 space. These tubes are protected with the armor
of the vehicle that they are mounted on, and take damage before the armor
of the side they are attached to. Internal cradle mounts cost $10,000,
weigh 200 lbs, and take up 5 extra spaces. This covers the costs of the
elevating gear, blast doors and shielding. A vehicle may have one open-mounted
cruise missile on its roof for every 25 spaces of internal capacity. Open-mounted
cruise missiles may be placed on field carriages (one per carriage).
Cruise Missile Targeting
Cruise missiles have a to-hit score of 6. If they are programmed to hit a set of coordinates, the roll is unmodified. If the roll is missed, the missile scatters (roll on the grenade scatter table and multiply the resulting distances by 64). If the missile is attacking a specific target, the to-hit roll is modified by the target size (maximum of +3). Full speed modifiers apply if the target is a vehicle smaller than a tractor-trailer rig. If the target vehicle is very large (a warship, etc), the speed modifiers are halved. Cruise missiles have no visibility penalties because they have a number of different targeting systems (inertial, radar, infrared, visual/telescopic). Targeting program upgrades are available. A +1 to-hit costs $10,000 and a +2 to-hit costs $20,000.
Cruise missiles are specifically programmed to be as evasive as possible while in flight. They may make up to D5 maneuvers to avoid rams & collisions, and have a penalty of -10 to be shot at by the target, all others have a -12 penalty to shoot at the missile.
A cruise missile is subject to the effects of a bollix or military radar jammer on a roll of 2 on 2D6. If it is affected, the missile loses its terrain-following fix for one turn. This causes it to execute a maximum-G pull up to avoid a possible collision. This maneuver will destroy the missile on a roll of 1 on a D6. If the missile survives, it will regain control on a roll of 3 or less on 2D6. Otherwise, it continues the pull up.
In order to attack a target, a cruise missile must lock on to it. This lock on is provided by an image of the target stored in the guidance computer's memory. The only way to interfere with this lock on is to jam the missile's radar. The jamming may be broken by the guidance computer (which has the EW skill at base level). Also, the infrared & visual line-of-sight to the target must be blocked. If the lock-on attempt is foiled, the cruise missile will search for another target within a 3-mile radius. If no suitable target is found, the missile will hit the ground and explode. If the cruise missile locks on to the target, it abandons terrain-following mode and begins its run-in to the target using radar imaging (the same as with a RGM or AAM). If the radar is jammed while in attack mode, the cruise missile has a penalty of -4 to-hit the target (other sensors enable the missile to keep flying straight).
Notes
A cruise missile may be equipped with IFF so that it won't attack friendly vehicles or installations. An off-course missile may be destroyed by the launch-control officer using a special command sent from the control console. Cruise missiles that are deployed on separated launchers (field carriages, etc) may be linked to the control console. This costs $5,000 per launcher and requires a laser-communications array or a directional radio. The range for this kind of control is line-of-sight.
Ballistic Missiles are among the most complex weapons ever developed.
Originating with the work of Robert Goddard, Werner Von Braun and Sergei
Korolev, they have evolved into weapons of awesome power. Basically, a
modern ballistic missile is an immense solid-fuel rocket of 1-3 stages.
It has a highly-sophisticated guidance package and a number of warheads
carried on a device called a "warhead bus". There are three basic types,
listed as follows:
Type | Cost* | Weight** | Spaces | DP*** | Damage | Range |
SRBM | $25,000,000 | 15,000 | 30 | 15 | Special | 1,200 |
IRBM | $50,000,000 | 40,000 | 50 | 25 | Special | 4,000 |
ICBM | $100,000,000 | 100,000 | 100 | 40 | Special | 8,000 |
**: Includes warhead weight.
***: Fireproof and Laserproof. Proximity-fuzed weapons do half damage to ballistic missiles.
Each type of ballistic missile can carry up to 12 separate warheads. These warheads are conventionally HICAP or nuclear. The SRBM may carry up to 5 KT warheads, the IRBM up to 10-KT warheads, and the ICBM up to 20-KT. A ballistic missile warhead has a to-hit score of 5. To determine the exact landing point, use the grenade scatter table and multiply the resulting distances by 12. Any to-hit roll of 7 or better means that the warhead has hit the target directly. Prices for nuclear warheads are found in the Catalog From Hell, page 199. HICAP warheads cost $150,000 each.
After launch, a ballistic missile travels to a "target reference point". At this time, the warhead bus ejects the warheads. These warheads may then attack any suitable target within a certain distance of the reference point. For the SRBM, this attack radius is five miles. The IRBM's warhead attack radius is seven miles, and the attack radius of an ICBM warhead is ten miles. Each warhead is equipped with five decoys, in order to decrease the possibility that a warhead may be shot down. When shooting at a warhead, roll 1D6. On a 1, the warhead is hit. On a 2-6, one of the decoys is destroyed. Subtract 1 from this roll for every decoy that is destroyed.
One of the most vexing problems that faced USAF planners in the late 20th century was how to defend against a ballistic missile. Their awesome speed (up to 15,000 mph) made them difficult targets. Nothing except a laser, an automatic air-defense system or another fast-moving missile may target them. A ballistic missile may be attacked at three points. The first is immediately after launch. At this time, the missile is still accelerating off of the launcher, and is targeted at a -4. The second is after burnout, when the missile has reached its full flight speed. The to-hit penalty at this stage is -8. The final time at which the missile can be intercepted is after the warheads have been ejected from the missile's warhead bus. The separate warheads (and their decoys) are targeted at a -10. These targeting penalties already include the modifiers for speed, size, and stationary gunners.
Ballistic missiles have a number of different launching methods. The first is by a wheeled or tracked vehicle. This vehicle can be an OR-capable 18-wheeler or an AFV. Regardless of the vehicle type, 1,500 lbs and 10 spaces must be set aside for the elevation and launching gear. This equipment costs $1,000,000 and automatically includes the cost of the missile control console. The second launch mode is from a submarine specially designed to carry ballistic missiles. For submarines, a ballistic missile take up internal spaces equal to the size of the missile body plus the 10 additional spaces mentioned above. This additional space is needed so that the missile can be serviced. Also, 500 lbs is needed to cover the weight of the hatch on the missile tube. In order to launch ballistic missiles from a submarine, a launch-control console must be added. This console costs $2,000,000 and it can monitor up to 24 missiles. The final method is very familiar to anyone who can remember the last half of the 20th century. It is the underground silo. A missile silo is a heavily-armored structure made of steel-reinforced concrete, and has a cost equal to the missile it houses. Missile silos are grouped into flights of ten silos each. Five of these flights make up a squadron. The squadron is controlled from an underground bunker whose cost is equal to a missile silo. This cost includes the equipment necessary to monitor, control and launch the missiles. The bunker is NBC protected, and may remain totally sealed for up to 60 days. It usually has a crew of two missile officers.
In the present day (2044), the only ballistic missiles that exist are battlefield SRBM and sub-launched IRBM. The only ICBM that anyone is likely to encounter are museum pieces, relics of a world gone mad. Ballistic missiles are designed to maintain the "balance of terror" (such as it is). They are weapons of last resort, used only when there are no other alternatives. Under no circumstances are ballistic missiles available for use by anyone other than national governments (would any GM want the SC 1st Mechanized throwing SRBMs at the Free Oil states?). Any non-governmental entities (terrorists, etc) who acquire or attempt to acquire ballistic missiles will be hunted down and terminated with extreme prejudice as an object lesson of the error of such actions.
Notes
This text used abbreviations that some may not be familiar with. They
are explained as follows: SRBM - short-range ballistic missiles, IRBM -
intermediate-range ballistic missile, ICBM - intercontinental ballistic
missile, HICAP - high-capacity (an advanced chemical explosive warhead
equal to 500 lbs of plastic explosive). Ballistic missile ranges are in
miles, and their top flight speed is 15,000 mph. Ballistic missiles may
use the following modifications: long range, delay fuze, penetrator warheads
(see the Catalog From Hell, p. 12). Nuclear warheads for use in ballistic
missiles have radiation shielding built in at no extra cost or weight.
Thermonuclear Warhead: CPS - special, 1.1x WPS, normal size.
This device is a refined version of the one which appeared in NM 5/4. It achieves this compact size and weight by dispensing with the bulky casing and fuel and substituting a gas-injection system. This system causes a mixture of deuterium/tritium gas to be injected into the bomb's core at the exact moment of detonation.
A thermonuclear warhead has ten times the power of a similar-sized tac-nuke. For example, a 200-KT thermonuclear device is the same size as a 20-KT tac-nuke. The boosted power of this kind of bomb doubles crater size and triples the primary, secondary and tertiary radii. Additionally, the damage done within each of these radii is doubled.
Neutron Bomb: CPS - special, normal size & weight.
This type of atomic bomb has the radiation signature of a bomb that is ten times more powerful. For example, 1-KT neutron bomb has the radiation yield of a standard 10-KT atomic bomb. Neutron bombs are often called "landlord bombs" because they evict the tenants (with extreme prejudice) and leave the buildings standing.
Man-Portable Nuclear Rocket: To-hit 8, Cost - special, Damage - Special, 6 GE.
This weapon is a large, LAW-type rocket armed with a .1-KT nuclear warhead. It may use laser guidance, and a proximity fuze may be fitted for use against aircraft. The rocket has a range of 3 miles if used surface-to-surface and 1 mile if used surface-to-air. Anyone who uses this weapon must have an armored NBC suit (the warhead's shielding has been reduced to save weight).
Cobalt/Strontium Casing: Cost - special, 2x WPS.
This modification may be made to any type of nuclear weapon. It renders the area affected by the blast uninhabitable for several centuries (GM's discretion as to how many) due to lingering radiation from the fallout. The effects of radiation poisoning are up to the GM.
Saddle: $500, 30 lbs.
This item is a western-style saddle attached to a thermonuclear warhead.
It allows a character to ride the bomb down to impact.