Countermeasures
Countermeasures

CelsiusTech B5000 Towed Radar Decoy
The CelsiusTech B5000 is a towed decoy designed to protect aircraft. The system uses various masking and repeater techniques to present a larget target to distract incoming missiles. Upon activation of the system, it is immediately ejected out to 50 meters behind the towed aircraft. The system consists of the decoy, and the Modular Deploying Unit (MDU). that houses the motor and wheel that deploys the cable.
The decoy part consists of both masking and repeating elements that can emulate a wide variety of signals, and uses modulated signals to produce a false target with an RCS (Radar Cross Section) up to 200m2. This also consists of an infared element also used to confuse IR seeking weapons. For game rules, the decoy can produce a Signature from 6 to 2. For IR missiles, it can produce the same Signature Rating as for radar guided weapons. When deployed, the decoy automatically starts operating. It is unarmored and is fully expendable, allowing another one to be deployed (see below).
The MDU consists of the necessary software and hardware to operate the decoy. It consists of a high speed processor linked to the aircraft's threat warning reciever/defensive aids system (TWR/DAS). Upon detection of an incoming missile, the pilot may elect to deploy the system. It is deployed instantaneously, being towed by a 2mm thick fiber optic cable. Despite the small diameter of the cable, it is capable of sustaining up to 20g of maneuvering the decoy system. The maximum deployable distance is 50 meters behind the aircraft, and is safely deployable between 200 kph to 2,500 kph and does not impart any Handling restrictions on the aircraft.
For mounting in an aircraft, the MDU itself requires 2 CF, including the expendable decoy. A specialized system allows the aircraft to eject the self contained deploying unit in each decoy upon the destruction of the decoy. After one has been destroyed, it requires a Simple Action to perform, as an autoloader system mates the decoy with the MDU. It requires .5 CF per decoy for extra decoys needed. The decoy itself weighs 20 kg per decoy, and the MDU weighs 10 kg.

Type CF Weight Availability Cost Street Index
MDU 2 10 15/20 days 20,000¥ 2
Decoy .5 20 15/20 days 5,000¥ 4


Chaff/Flare Dispensers
Still kicking (and needed), in this day and age, chaff and flare dispensers still comprise part of any aircraft’s defensive avionics suite (DAS). Chaff, developed in WWII, consists of thin strips of aluminum specifically designed to decoy radar guided air to air missiles. This is usually contained in a canister, and when ejected, immediately breaks apart, creating a cloud of chaff. Chaff today (2060) has the best radar reflectivity, being made out of special materials to enhance this, while staying at a reasonable cost.
Flares are specifically designed to counter IR (infrared) homing missiles, much shorter ranged, but also the most lethal, since they’re commonly used in dogfights, and any fighter pilot that can get a highly maneuverable in a good shot, realizes this in any situation. Quite simply, they’re big candles to attract the missiles away from the targeted aircraft. Naturally, you want to be putting out a smaller thermal output than the flare, so the missile will go for the decoy. One famous and still works today is the old "missile into the sun" trick, where, you simply fool the missile to make it the missiles target, not you. Despite advances in technology, if you get a good angle, and the dice rolls in your favor, you’re good of course.
The effects of chaff and flares can be simply put as how many are in the sky. For each chaff/flare cartridge dispensed, reduce the missiles Intelligence by 1, to a minimum of 2. For any remaining Combat phase, the missile may of course roll it’s modified Intelligence against the same target number of the aircraft. If the missile rolls more successes against the targeted aircraft than the flares, then it keeps on after the target. Keep in mind that the effect is over at the next Combat phase, since the missile should already have passed the rapidly falling flares and chaff. So a missile with an Intelligence (modified) of 4 rolls 4 successes at the target, while rolling 3 at the decoys, automatically continues after the target. Note that if the target still has either chaff/flares left, he or she can still elect to drop chaff and flare cartridges. Re modify the Intelligence, unless of course the missile is going to hit. Note that for this to work, the missile must have two phases before hitting, as it will give the character a second chance. If the missile is going to strike on the next phase, too late. To determine how many chaff or flares the character may eject, it is equal to the rigger’s Quickness, with dispensing flares a Free Action. If rigged, the character need only specify which cartridges he/she is ejecting. Non rigged can only fire one type per Simple Action. They weigh .1 kilograms per cartridge, regardless of type.
In order to use flares, most aircraft are fitted with internal dispensers that contain a number of chaff/flares somewhere in the fuselage. The most common of course is the internal, where the dispenser can take advantage of any stealth properties used. Another less common, but still used is the external dispenser, which itself falls into two categories. One version is the podded version, which is obviously a big pod filled with a number of chaff/flare cartridges. The other version is the conformal, which is like the internal, but again requires space to mount it, and the best spot on the aircraft to prevent any unnecessary drag (by far the best aircraft is the SEPECAT Jaguar, which in my opinion had the best wings for a custom designed dispenser). Internal dispensers need 1 CF per 40 cartridges, and weigh a mere 4 kilos fully loaded. Installing internal dispensers requires a Vehicle Facility to accomplish, and also require an Electronics (7) Test as well as a Computer (5) Test to hook it up to the defensive aids suite. However, if the character wants manual control, it requires the Electronics test, and some space on the cockpit to position the switchbox. They are however, limited to only space on the vehicle (unless of course, you want to make a C-260 loaded to the gunwales with dispensers) only, as well as Load. It’s possible not to load it to full capacity of course, but I’d see what I could remove, as these do come in handy. Conformal dispensers however, are limited to 100 tubes per dispenser, and weigh 2-10 kilograms fully loaded, but do reduce the Signature by 1 due to the extra area for a radar to sweep it’s beam over. Podded dispensers have 400 tubes for chaff/flares, and weigh a mere 40 kilograms fully loaded, and require 2 CF to mount on a hardpoint. It also can be installed on a firmpoint as well. This of course counts as a Signature reduction, but usually, you have ordnance hanging off the other ones it’s no real big deal. A pod costs 25,000¥ and is generally available anywhere, as it’s so common I don’t feel like bothering with crap like Availability and Street Index. Additionally, 40 tubes may be mounted in the External Hardpoint of any aircraft. This adds 4 kilograms, and costs an additional 20 Design Points, and adds 2,000¥ to the cost of the hardpoint. The obvious benefits to this design is that for aircraft with limited space can have some means of self protection without reducing combat capability.

Type Max Tubes CF Weight Availability Cost Street Index
Conformal 20-100 - 2-10 kilograms Always 10,000¥ 1
Internal 40 1 4 Always 1,000¥ 1
Hardpoint 40 +4 See above Always See above 1
Podded 400 2 40 Always 25,000¥ 1
Chaff/Flare Cartridge - - .1 Always 100¥/125¥ 1


Ferranti PG889 Countermeasures System
Designed for vehicles, the Ferranti PG889 Countermeasures System consists of 17 tubes that can launch a variety of grenades. These are 40mm in diameter, and are more capable than the ones mentioned above, as well as more specific towards threats. The main two types are chaff grenades and smoke grenades. The chaff grenades operate in the same manner, and that they reduce the intelligence of the missile by 2 per grenade launched. However, this effect in high wind is not useful, and use should not be recommended, as well as the smoke grenades. Use standard rules when using these as per standard rules above.
The other type of grenade is the laser blocking smoke grenade. Using specialized fillers, this grenade automatically stops any laser beam when fired at. It still provides the same cover as normal smoke. Like the chaff grenade above, use in high winds is not recommended.
The system as mentioned before consists of 17 tubes. They are arranged to provide optimum coverage, and can be fired from within the vehicle. This is naturally wired to the vehicle's system, and rigged characters can fire up to his/her Quickness per Free Action. Non-rigged characters can fire the same per Simple Action. Provided below the launcher is a storage bin that can carry reloads for the system. Reloading the system requires a Complex Action per tube and reloading all tubes takes ten minutes. It is a conformal dispenser, so when attached, it reduces the vehicles signature by 1 while on the vehicle. Fully unloaded, the system weighs 11.5 kilograms.

Type Tubes Weight Availability Cost Street Index
Launcher 17 20 (loaded) 12/1 week 50,000¥ 2
Chaff/Smoke Grenade - .5 per decoy 6/3 days 200¥ per decoy 2


Smoke Dischargers
Mis-named "Vehicle Smoke Generators" in Fields of Fire, the Smoke Discharger is one of the most common fixtures to an armored vehicle. Quite basically, it creates a cloud of smoke on demand for the vehicle for protection. This is designed for a quick cover screen that a vehicle needs when facing threats on the modern battlefield. Quite simply, they are large tubes that fire 25mm smoke grenades. Most are mounted on the forward arcs of the turret (or hull) of the vehicle, where most battlefield threats concentrate on. They just simply are welded to the vehicle, and and wired to the electrical system for firing inside the vehicle. Reloading is manual, with storage boxes mounted nearby for efficient field reloading. This of course caused problems, as either running out and needing more, and while doing this under heavy fire is a quite isurmountable task in such conditions. One need not think in an NBC environment while under protective gear.
As noted, smoke grenades are around 25mm. Smoke grenades weigh around .5 kilograms and produce the same effects as described on page 85, Fields of Fire. A Small launcher weighs 1 kilogram and can mount up to 6 charges. A Medium launcher can mount up to 10 charges, and weighs 2 kilograms, while a Large launcher can mount up to 12, and weighs 3 kilograms. These weights do not include the weight of the grenades themselves. Each discharger grenade weighs .1 kilograms and when stored, requires .1 CF per box, while the box only needs room outside of the vehicle (conveniently located by the discharger) for mounting it. Regardless of type, the smoke discharger only needs a mounting point, and also requires a small hole drilled for the electrical runs. It additionally requires an Electronics 5 test to integrate, and of course may be operated through the vehicle rig. A vehicle shop is the minimal equipment required for this system. Generally, smoke dischargers are mounted towards the front, but may be mounted in any direction. The values for grenades are standard mini-grenades but add 2 to Availability, and add 50% to cost, and add 1 to Street Index.

Type Tubes Weight Availability Cost Street Index
Small 6 1 Always 2,000¥ 2
Medium 10 2 6/48 hours 3,000¥ 2
Large 12 3 10/48 hours 4,000¥ 2


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