S-Mart Pod Weapons

      S-Mart produces a number of systems to outfit the combat aircraft S-Mart produces. These all cost money in addition to the base cost of the aircraft. Note that there are six different variations of Sensor/Systems pods that are available, in addition to the weapon pods. See the Sensor/System Pods systems.


Underwing Stores M.D.C. by Location:
    A. *Short Range Missile/Torpedo Pod - 50.
    B. *Medium Range Missile/Torpedo Pod - 40.
    C. *Long Range Missile - 25.
    D. Cruise Missile - 200.
    E. *A.A.M.-Red Knight - 15.
    F. *H.A.T.G.M.-Spectre - 50.
    **Bomb Racks - 50.
    G. *100 Lbs Bomb (Various Types) - 5.
    H. *500 Lbs Bomb (Various Types) - 40.
    I. *1,000 Lbs Bomb (Various Types) - 110.
       *1,000 Lbs Bunker Buster Bomb - 250.
    J. *30 mm Gun Pod - 50.
    K. *Anti-Tank Laser Pod - 75.
    L. *Depth Charge Rack - 40.
    M. *Sensor/System Pods - 75.

* These targets are small, and difficult to hit, and may only be done so at a penalty of -4 to strike.

Weapon Statistics

A. Short Range Missile/Torpedo Pods: A tubular pod, with a streamlined cone projecting forward with holes bored into it, as exits for the missiles or torpedoes contained within. These exit ports are usually papered over in a thin layer of laquored fabric to decrease drag when not in use. When outfitted to carry torpedoes, a software upgrade has to be provided towards the targeting/combat computer of the aircraft carrying it.
Primary Purpose: Multi-Role, can be used against surface or air targets.
Secondary Purpose: N/A.
Weight: 150 Lb. Pod + 10 Lb. per Short Range Missile/Torpedo.
Drag/Weight Penalties: Decreases speed by 1.5% per pod.
Pod Spaces Consumed: 2.
Mega-Damage: Varies with missile type. 1D6x10 M.D. for the Short Range HE Torpedoes.
Blast Radius: Varies with missile type. 5' for the Short Range Torpedoes.
Rate of Fire: 1, 4, 12, or 20 per volley.
Maximum Effective Range: Varies with missile type; 3 miles for the Short Range Torpedoes, but are typically deployed at less than a mile in distance.
Payload: 20 missiles/torpedoes per pod.
Guidance: S-Mart deployed SRM/SRTs are essentially knock offs of those used by the Coalition States in the 100s. They utilize a combination of optical guidance, and radar guidance (Sonar for the SRTs) to seek out their targets. Thus all attacks made using these missiles are made with the standard bonus to strike listed in the Main RIFTS book.
Reload Costs: The pod itself costs 140,000 credits, +12,000 worth of software upgrades to also be able to deploy torpedoes. The missiles, when purchased from S-Mart though are typically priced 10% higher than those listed on page 56 of RIFTS Sourcebook One. Torpedoes cost a similar amount. (Note that once this upgrade is purchased, both Medium Range & Short Range Torpedoes may be deployed from the appropriate pod.)

B. Medium Range Missile/Torpedo Pods: A box style missile/torpedo pod, with a flat face with four raised disks at the point of exit. These disks are papered over in a thin layer of laquored fabric to decrease drag. When outfitted to carry torpedoes, a software upgrade has to be provided towards the targeting/combat computer of the aircraft carrying it.
Primary Purpose: Multi-Role, can be used against surface or air targets.
Secondary Purpose: N/A.
Weight: 150 Lb. Pod + 25 Lb. per Medium Range Missile/Medium HE Torpedo.
Drag/Weight Penalties: Decreases speed by 1.5% per pod.
Pod Spaces Consumed: 2.
Mega-Damage: Varies with missile type; 3D4x10 M.D. per Medium HE Torpedo.
Blast Radius: Varies with missile type; 10' per Medium HE Torpedo.
Rate of Fire: 1, 2, 3, or 4 missiles/torpedoes per volley.
Maximum Effective Range: Varies with missile type; 10 miles for the Medium HE Torpedo, but are typically deployed at less than 1 mile away.
Payload: 4 missiles/torpedoes per pod.
Guidance: S-Mart deployed MRMs are essentially knock offs of those used by the Coalition States in the 100s. They utilize a combination of optical guidance, and radar guidance to seek out their targets. Thus all attacks made using these missiles are made with the standard bonus to strike listed in the Main RIFTS book.
Reload Costs: The pod itself costs 160,000 credits, +12,000 worth of software upgrades to also be able to deploy torpedoes. The missiles, when purchased from S-Mart though are typically priced 10% higher than those listed on page 56 of RIFTS Sourcebook One. Torpedoes cost a similar amount. (Note that once this upgrade is purchased, both Medium Range & Short Range Torpedoes may be deployed from the appropriate pod.)

C. Long Range Missiles: Pylon mounted Long Range Missiles used in a variety of roles, and can also be used to strike at coordinates well beyond the range of an aircraft's sensory systems. Typically the Long Range Missiles are saved for priority targets, and lesser ordinance is used for the run of the mill encounters.
Primary Purpose: Multi-Role, can be used against surface or air targets.
Secondary Purpose: Strategic Missile Strikes.
Weight: 80 Lb. pylon + 500 Lb. for the Long Range Missile.
Drag/Weight Penalties: Decreases speed by 2.5% per missile.
Pod Spaces Consumed: 2.
Mega-Damage: Varies with missile type. Armor Piercing and High Explosive are the most commonly used, but Photon Torpedoes and Nuclear warheads can be used if the situation warrants it.
Blast Radius: Varies with missile type.
Rate of Fire: N/A.
Maximum Effective Range: Varies with missile type.
Payload: 1 missile.
Guidance: S-Mart deployed LRMs are essentially knock offs of those used by the Coalition States in the 100s. MOST LRMs produced by S-Mart are of the smart variety. The reason being for this, is that such a long ranged, and expensive piece of military hardware is wasted if it does not strike it's target. Their systems are nearly identical to those of the SRMs & MRMs, utilizing a combination of optical guidance, and radar guidance to seek out their targets. Protection for the missile is provided in the form of laser detectors & radar detectors, linked to the servo motors in the tail fins. If a threat is detected it will veer off course suddenly, but then return to it's course shortly there after.
Reload Costs: The pylon itself costs 12,000 credits. The missiles, when purchased from S-Mart though are typically priced 25% higher than those listed on page 56 of RIFTS Sourcebook 1. Note that S-Mart will NOT sell Nuclear ordinance to any buyer outside of the Alliance.

D. Cruise Missile: These missiles are larger than Long Range Missiles, but have comparable ranges, and are used in a similar fashion via use of coordinate information, to strike a target outside of sensor range. The main difference is composed in the missiles function and programming. True to it's Pre-RIFTS brethren, it is designed to fly along a set course to strike a target, but is also programmed to evade attacks, and fly at low level to avoid radar detection.
Primary Purpose: Anti-Fortification.
Secondary Purpose: Strategic Missile Strikes.
Weight: 250 Lb. pylon + 1,200 Lb. for the Cruise Missile.
Drag/Weight Penalties: Decreases speed by 5% per missile.
Pod Spaces Consumed: 2.
Mega-Damage:

    High Explosive Cruise Missiles inflict 1D6x100 M.D. (explodes upon impact).
    Cluster Bomber Cruise Missile inflicts 3D6x10 M.D. (Flies over target, dropping minilets like a miniature bomber, with all 50 minilets detonating upon impact with the ground - inflicting this damage to the entire blast radius).
    Cluster Bomb Deploying Cruise Missile inflicts no initial damage (Again flies over target, but the 50 minilets dropped are not designed to explode upon impact, but if anyone steps on a minilet, it and several others in the initial blast will go off inflicting 2D4x10+10 M.D. to the person who steps on it - Sort of like an instant mine field.).
    Nerve Gasses & Bio Toxins can be deployed by a cruise missile, but have never been yet deployed. Damages would depend upon the toxin used...
    High Grade Nuclear Warheads could be used inflicting 2D6x100 M.D. at ground zero, and 1D4x100 M.D. to everything in the area surounding ground zero. These weapons have never been deployed in any action to date.
    Anti-Matter Warheads are within the capacity to be deployed (by import not production) by Desert Star, and would inflict 4D6x100 M.D. at ground zero, and an additional 2D4x100 M.D. to everything in the area surounding ground zero. Again, these weapons have never been deployed.

Blast Radius:

    High Explosive: 200' - initial target takes max damage, everything in blast radius takes half damage.
    Cluster Bomber: 130' - all targets in radius take maximum damage.
    Cluster Bomb Deploying: Mine Field covers a 250' radius. Each mine stepped upon results in three to four mines detonating, resulting in a radius of approximately 20'.
    Nerve Gasses & Bio Toxins: Air released toxins of this sort will cover an area of somewhere in the vicinity of a 2,500' radius.
    High Grade Nuclear Warheads: Ground Zero, is everything within 1,000' of the initial blast. The secondary damage is inflicted to everything within 3 miles.
    Anti-Matter Warheads: Ground Zero is everything within 1 mile of the initial blast. The secondary damage is inflicted to everything within 5 miles.

Rate of Fire: N/A.
Maximum Effective Range: All S-Mart built cruise missiles are primarily the same, only the warhead and some special equipment may be different - thus all Cruise Missiles deployed by S-Mart, have a range of 800 miles.
Payload: 1 missile.
Guidance: The cruise missiles of S-Mart are primarily Radar Guided, but are aided in their attack by a laser guidance system rather than the optical guidance of most missile systems of the era. Protection for the missile is provided in the form of laser detectors & radar detectors, linked to the servo motors in the tail fins. If a threat is detected it will veer off course suddenly, but then return to it's course shortly there after. Use the standard bonuses for a smart Long Range Missile from the Main RIFTS Book, but because of the precise nature of the laser, add an additional +1 to strike, to it's existing bonuses.
Reload Costs: The pylon itself costs 15,000 credits. The missiles themselves are priced as follows; High Explosive 4 million credits, Cluster Bomber 4.2 million credits, Cluster Bomb 4.5 million credits, Nerve Gas & Biotoxin 3.4 million credits - S-Mart only produces Nerve gas, all others must be developed by the nation using the missile, High Grade Nuclear Warhead 25 million credits, and Anti-Matter Warhead is 75 million credits. The last two types are ONLY sold to member nations of the Alliance, and Kyatashiro has banned all such weapons from their territory.

E. Anti-Aircraft Missile - Red Knight: Oftentimes only called an A.A.M., this special type of missile combines optical guidance with an infrared sensor in a highly accurate air to air missile. It first relies upon it's optical sensor, once it acquires it's target, it guides itself in on the infrared signature of that aircraft, thus even if it changes direction evading the AAM, there is still a very good chance the missile will follow their infrared heat trail, right to it! Only S-Mart currently manufactures this short ranged, high damage, highly accurate missile.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Defense.
Weight: 80 Lb. Pylon + 50 Lb. for the missile.
Drag/Weight Penalties: Decrease speed by 0.1% per missile.
Pod Spaces Consumed: 1.
Mega-Damage: 3D4x10 M.D..
Blast Radius: 5'.
Rate of Fire: N/A.
Maximum Effective Range: 8.5 miles.
Payload: 1 missile per pylon.
Special Guidance: A pilots control roll must be made at a -25% to dodge this missile as they must time it perfectly even then the actual reaction requires a dodge, with a -5 penalty.
Reload Costs: The pylon itself costs 12,000 credits. The missiles, cost 250,000 credits. Note that S-mart is the sole producer of the Red Knight AAM.

F. Heavy Anti-Tank Guided Missile - Spectre: These missiles heavy duty missiles are designed to take out Tanks, APCs, Power Armor, and other Heavy targets. Although powerful, it is short ranged. It's appearance is not too dissimilar to that of an MRM, but with an oversized, bulged warhead fitted to it.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Monster.
Weight: 80 Lb. pylon + 190 Lb. for the Spectre.
Drag/Weight Penalties: Decreases speed by 1% per missile.
Pod Spaces Consumed: 1.
Mega-Damage: 3D6x10 M.D.
Blast Radius: 16'.
Rate of Fire: N/A.
Maximum Effective Range: 9,000'.
Payload: 1 missile.
Guidance: It's advanced optical guidance system is essentially the same as those mounted on an SRM or MRM. Thus, the bonuses are per those listed in the Main RIFTS Book.
Reload Costs: The pylon itself costs 12,000 credits. The missiles, cost 50,000 credits. Note that S-mart is the sole producer of the Spectre HATGM-S.

G. 100 Lb. Bombs: These are the most common bombs to be carried by a ground attack aircraft. They are powerful, and yet small enough to use to blanket an area with lethal bomb splinters. There are a variety of different types, with different purposes.
Primary Purpose: Varies with Bomb Type.
Secondary Purpose: Varies with Bomb Type.
Weight: 250 Lb. bomb rack + 100 Lb. per bomb.
Drag/Weight Penalties: Decreases speed by 5% per rack.
Pod Spaces Consumed: 2.
Mega-Damage:

    High Explosive: The most common type is simply loaded with powerful explosives, explodes upon impact, and inflicts 2D4x10 M.D..
    Anti-Personnel: This type is loaded with small fragmentation packages, that separate about 50' above the ground. This inflicts 1D4x10 M.D. to the entire area.
    Cluster: Another devastating type is the Cluster Bomb. It is loaded with 40 bomblets, that dispurse 50' above the ground. When they strike the ground, there is a 20% chance that anything 6' or less across in the radius will receive a direct hit from one of these bomblets. Anything larger than 6' across is automatically struck by 1D4+2 of these bomblets. These bomblets inflict 1D6x10 M.D. on a direct hit EACH, but only 5D6 M.D. EACH, to anything not hit with a direct hit. Assume that anything in the blast radius is hit with indirect damage from 3 bomblets. Despite these limitations, such an attack is devastating to both armor and infantry.
    Incendiary: Although not plasma, this bomb type uses a flamable chemical that explodes upon impact with the ground. It is used to destroy S.D.C. structures, flush out enemy troops, and destroy areas that might provide troops cover. It can also be used in attacking unarmored enemy troops, or civilians. Each Incendiary bomb inflicts 3D6x100 S.D.C., or 3D6 M.D..
    Fuel Air Explosive: Considered one of the most powerful, non-nuclear explosives of the 20th century, equal to a low grade nuclear weapon in it's larger forms. This explosive bursts, forming a massive explosive gas cloud, that is detonating by a small phosphorus charge - becoming a massive fireball. It inflicts a whopping 2D6x10 M.D. to EVERYTHING in the blast radius!

Blast Radius:

    High Explosive: 30'.
    Anti-Personnel: 60'.
    Cluster: 60'.
    Incendiary: 60'.
    Fuel Air Explosive: 90'.

Rate of Fire: Typically is mounted on a bomb rack, capable of releasing 1, 3, 6, or 9 bombs at once.
Maximum Effective Range: They are designed to be released within 1,000'-12,000' of the ground.
Payload: 100 Lb. bombs are typically mounted on 9 bomb racks, which take up 2 pod spaces. HOWEVER, they can be mounted individually if necessary.
Guidance: The 100 Lb. bombs utilized are typically dumb.
Reload Costs: The bomb rack itself costs 55,000 credits. The bombs themselves are priced as follows; High Explosive is 4,500, Anti-Personnel 4,500, Cluster 8,000, Incendiary 3,500, & Fuel Air Explosive 10,000.

H. 500 Lb. Bombs: These are slighly heavier bombs, utilized by ground attack aircraft for more vital targets. As with the 100 Lb. bombs, there are a variety of different types, with different purposes. Typically 4, 500 Lb. bombs are mounted on a 250 Lb. rack.
Primary Purpose: Varies with Bomb Type.
Secondary Purpose: Varies with Bomb Type.
Weight: 250 Lb. bomb rack + 500 Lb. per bomb.
Drag/Weight Penalties: Decreases speed by 5% per rack.
Pod Spaces Consumed: 2.
Mega-Damage:

    High Explosive: The most common type is simply loaded with powerful explosives, explodes upon impact, and inflicts 4D6x10 M.D..
    Anti-Personnel: This type is loaded with small fragmentation packages, that separate about 50' above the ground. This inflicts 2D6x10 M.D. to the entire area.
    Cluster: Another devastating type is the Cluster Bomb. It is loaded with 250 bomblets, that dispurse 50' above the ground. When they strike the ground, there is a 45% chance that anything in the radius will receive a direct hit from one of these bomblets. These bomblets inflict 1D6x10 M.D. on a direct hit, but only 5D6 M.D., to anything not hit with a direct hit. Despite these limitations, such an attack is devastating to both armor and infantry.
    Incendiary: Although not plasma, this bomb type uses a flamable chemical that explodes upon impact with the ground. It is used to destroy S.D.C. structures, flush out enemy troops, and destroy areas that might provide troops cover. It can also be used in attacking unarmored enemy troops, or civilians. Each Incendiary bomb inflicts 1D4x1,000 SDC, or 1D4x10 MD.
    Fuel Air Explosive: Considered one of the most powerful, non-nuclear explosives of the 20th century, equal to a low grade nuclear weapon in it's larger forms. This explosive bursts, forming a massive explosive gas cloud, that is detonating by a small phosphorus charge - becoming a massive fireball. It inflicts a whopping 5D6x10 MD to EVERYTHING in the blast radius!.

Blast Radius:

    High Explosive: 145'.
    Anti-Personnel: 290'.
    Cluster: 290'.
    Incendiary: 290'.
    Fuel Air Explosive: 435'.

Rate of Fire: Typically is mounted on a bomb rack, capable of releasing 1, 2, or 4 bombs at once.
Maximum Effective Range: They are designed to be released within 1,000'-12,000' of the ground.
Payload: 500 Lb. bombs are typically mounted on 4 bomb racks, which take up 2 pod spaces. HOWEVER, they can be mounted individually if necessary.
Guidance: The 500 Lb. bombs typically are dumb.
Reload Costs: The bomb rack itself costs 55,000 credits. The bombs themselves are priced as follows; High Explosive is 8,500, Anti-Personnel 8,500, Cluster 15,000, Incendiary 7,500, & Fuel Air Explosive 25,000.

I. 1,000 Lb. Bombs: These are the heaviest bombs produced by S-Mart, only for the most vital targets. Because of their high power, they are ALWAYS optically guided. Each 1,000 Lb. bomb is mounted on a 250 Lb. pylon.
Primary Purpose: Varies with Bomb Type.
Secondary Purpose: Varies with Bomb Type.
Weight: 250 Lb. pylon + 1,000 Lb. per bomb.
Drag/Weight Penalties: Decreases speed by 5% per bomb.
Pod Spaces Consumed: 2.
Mega-Damage:

    High Explosive: The most common type is simply loaded with powerful explosives, explodes upon impact, and inflicts 1D6x100 M.D..
    Anti-Personnel: This type is loaded with small fragmentation packages, that separate about 50' above the ground. This inflicts 4D6x10 M.D. to the entire area.
    Cluster: Another devastating type is the Cluster Bomb. It is loaded with 500 bomblets, that dispurse 50' above the ground. When they strike the ground, there is a 75% chance that anything in the radius will receive a direct hit from one of these bomblets. These bomblets inflict 1D6x10 M.D. on a direct hit, but only 5D6 M.D., to anything not hit with a direct hit. Despite these limitations, such an attack is devastating to both armor and infantry.
    Incendiary: Although not plasma, this bomb type uses a flamable chemical that explodes upon impact with the ground. It is used to destroy S.D.C. structures, flush out enemy troops, and destroy areas that might provide troops cover. It can also be used in attacking unarmored enemy troops, or civilians. Each Incendiary bomb inflicts 2D4x1,000 S.D.C., or 2D4x10 M.D..
    Fuel Air Explosive: Considered one of the most powerful, non-nuclear explosives of the 20th century, equal to a low grade nuclear weapon in it's larger forms. This explosive bursts, forming a massive explosive gas cloud, that is detonating by a small phosphorus charge - becoming a massive fireball. It inflicts a whopping 1D6x100 M.D. to EVERYTHING in the blast radius!.
    Bunker Busters: These specialized weapons are dropped at an altitude above 1,000'. Shortly after deployment a chute deploys pointing it's heavy penetrating warhead towards it's target, typically near a dug in position, or hardened bunker, but never directly at it. After alignment is made, a powerful thruster at the back of the bomb will ignite thrusting the bomb into the target area plunging the missile underground. The resulting explosion, will then cause massive tremors that crumbles most structures in the effected area. Damage is 2D4x100 M.D. to any structure, or dug in position in the ground. Fox holes walls will suddenly collapse, foundations will shatter, basements will crumble, timbers will crack, etc. Everything on the surface however, will only take 4D6 M.D. in the initial impact area.

Blast Radius:

    High Explosive: 215'.
    Anti-Personnel: 430'.
    Cluster: 430'.
    Incendiary: 430'.
    Fuel Air Explosive: 645'.
    Bunker Buster: 250' - 15' initial blast area.

Rate of Fire: N/A.
Maximum Effective Range: They are designed to be released within 1,000'-12,000' of the ground.
Payload: 1,000 Lb. bombs are mounted singularly, taking up two pod spaces of weapons.
Guidance: The 1,000 Lb. bombs are always optically guided, providing an additional +2 to strike.
Reload Costs: The pylon itself costs 15,000 credits. The bombs themselves, having guidance are slightly more expensive than normal, and are priced as follows; High Explosive is 40,000, Anti-Personnel 40,000, Cluster 57,000, Incendiary 22,500, Fuel Air Explosive 90,000, & Bunker Buster 190,000 credits.

J. SM-333 30 mm Gun Pod: This is essentially an SM-333, mounted in a pod with an ammo drum.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Personnel.
Weight: 300 Lb., fully loaded.
Drag/Weight Penalties: Decreases speed by 1% per gun pod.
Pod Spaces Consumed: 1.
Mega-Damage: 2D4x10+10 M.D. per 20 shell burst.
Blast Radius: A combined burst of explosive shells has about a 5' blast radius.
Rate of Fire: 20 shell bursts only.
Maximum Effective Range: 5,000'.
Payload: The small ammo drum contains 200 shells, enough for 10 bursts.
Reload Costs: The Gun Pod itself costs 100,000 credits. Each 30 mm cannon shell costs 350 credits from S-Mart. Thus a fully loaded gun pod costs 170,000 credits.

K. Anti-Tank Laser Pod: This is an S-Mart knock off of an ATL-7. It is light weight, and extremely powerful, but has a poor maximum range.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Personnel.
Weight: 90 Lb., fully loaded.
Drag/Weight Penalties: Decreases speed by 1% per gun pod.
Pod Spaces Consumed: 1.
Mega-Damage: See pg. 166 of RIFTS World Book 9: South America 2.
Rate of Fire: Equal to the pilots hand to hand attacks.
Maximum Effective Range: See pg. 166 of RIFTS World Book 9: South America 2.
Payload: The power pack can provide up to 7 blasts, before needing recharging.
Reload Costs: The pod itself costs 315,000 credits. The power pack may only be recharged a maximum of 4 times before the power pack unit must be discarded and replaced at a cost of 125,000 credits.

L. Depth Charge Rack: This is a rack of specialized bombs, designed to explode at a depth as set by the aircraft's sonar pod.
Primary Purpose: Anti-Submarine.
Secondary Purpose: Anti-Sea Monster.
Weight: 250 Lb. depth charge rack + 150 Lb. per depth charge.
Drag/Weight Penalties: Decreases speed by 5% per rack.
Pod Spaces Consumed: 2.
Mega-Damage: 2D4x10 M.D.
Blast Radius: 200'.
Rate of Fire: 1, 2, 3, or 4 per volley.
Maximum Effective Range/Depth: 2,000'.
Payload: 4 Depth Charges per Rack.
Reload Costs: The depth charge rack itself costs 55,000 credits. Each depth charge, purchased from S-Mart, costs 8,000 credits due to it's specialized nature.

M. Sensor/Systems Pods: Specially designed pods intended to add capabilities to combat aircraft, beyond the capabilities that were originally installed. Click on the link to view the various types available.



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