Naval Electronic Warfare Countermeasures:
There are various electronic warfare systems available for naval ships.
This includes jamming and various countermeasures. These countermeasures
can be used against missiles and torpedoes. Rifts Earth decoy systems are
assumed to not operate against Phase World weapons due to technological
difference.
Decoys:
These can be launched from a variety of launchers including the chaff
and flare launchers carried on most naval vessels. They can also be launched
as rockets or have their own enclosed launchers.
- Missile Decoys:
These have similar effect as chaff and flare
against missiles but instead fire a single active decoy to trick missiles.
Pre-Rifts examples of this system include the Mk 53 Nulka and the Mk 251
Sea Gnat decoys. As with Chaff and Flares, reduce effects by 20% against
smart missiles (Add +20% to rolls for smart missiles.)
Range: Around Ship
Mega Damage: None
01-35 Missile or Missile volley detonates with decoy
36-60 Missile or Missile volley loses track of target, may lock onto
another target
61-00 No Effect; Missile Still on target
Payload: Varies - As per launcher.
- Acoustical Torpedo Decoys:
These acoustical decoys are similar
to the noisemakers used by most submarines and are designed mainly to trick
torpedoes. They are designed to be dropped into the water several hundred
meters from the vessel. One Pre-Rifts example of this system is the Loki
torpedo decoy.
Range: Around Ship
Mega Damage: None
50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
Payload: Varies - As per launcher.
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By Kitsune (E-Mail Kitsune).
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