Streak Short Range Missiles
Streak SRMs, or SSRMs, are SRMs that have been upgraded with a form of guidance: they can Lock onto a target and autonomously follow it, while still allowing its predecessor's dumbfire behavior without a Lock.
SSRM launchers with a D prefix denote a Dual launcher, which fire twice as much ordinance per volley as a comparable regular SSRM launcher.
Contents
Weapon Stats
All stats are current as of release 0.10.3.
Weapon | Min Range |
Max Range |
Lock On Range |
Lock On Time |
Damage | Dmg Type |
Secondary Dmg |
Sec Dmg Type |
Splash Radius (prm/sec) |
Shots /min |
Raw DPS |
Heat | Ammo /ton |
Ammo cost /ton |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SSRM2 | --- | 350m | 350m | 0.3s | 2 x 100 | Missile | 2 x 100 | Frag | 0.8m / 3m | 15 | 100 | 16 | 36 | 175 |
SSRM4 | 351m | 4 x 100 | 4 x 100 | 200 | 32 | 72 | 350 | |||||||
SSRM6 | 6 x 100 | 6 x 100 | 300 | 48 | ||||||||||
DSSRM4 | --- | 351m | 350m | 0.3s | 8 x 100 | Missile | 8 x 100 | Frag | 0.8m / 3m | 15 | 400 | 64 | 72 | 350 |
DSSRM6 | 12 x 100 | 12 x 100 | 600 | 96 | ||||||||||
CSSRM2 | --- | 450m | 450m | 0.3s | 2 x 100 | Missile | 2 x 100 | Frag | 0.8m / 3m | 15 | 100 | 16 | 36 | 225 |
CSSRM4 | 4 x 100 | 4 x 100 | 200 | 32 | 72 | 450 | ||||||||
CSSRM6 | 6 x 100 | 6 x 100 | 300 | 48 | ||||||||||
CDSSRM4 | --- | 450m | 450m | 0.3s | 8 x 100 | Missile | 8 x 100 | Frag | 0.8m / 3m | 15 | 400 | 64 | 72 | 450 |
CDSSRM6 | 12 x 100 | 12 x 100 | 600 | 96 | ||||||||||
Air SSRM2 | --- | 660m | 600m | 1s | 100* | Missile | 100* | Frag | 0.95m / 2m | 19 | 63 | 6* | 48 | 250 |
Air SSRM4 | 36 | 120 | 96 | |||||||||||
Air SSRM6 | 51 | 170 | 96 |
Canon
Originally developed in 2647 by the Star League, the Streak SRM Launcher is relatively similar to the standard SRM launcher but incorporates a unique Targa-7 fire control system. This system consists of a multi-lens sensor linked to a microwave targeting laser and battle computer built in to the launcher. When activated the system fires multiple light pulses at the target, and if the sensor detects a positive return signal from 90% or more of the pulses the battle computer authorizes missile launch; once airborne the missiles receive constant telemetry updates from the system to ensure they hit their target. In contrast if the system does not receive sufficient feedback before firing to guarantee a hit it will prevent the missiles from launching. This special feature of the system prevents the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would otherwise miss.
Usage
The following assets equip SSRMs:
Air SSRM2 | (C)SSRM2 | Air SSRM4 | (C)SSRM4 | Air SSRM6 | (C)SSRM6 | (C)DSSRM4 | (C)DSSRM6 |
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Inner Sphere Clan
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Inner Sphere Clan
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Inner Sphere Clan
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Inner Sphere Clan
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Inner Sphere Clan
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Inner Sphere
Clan
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Inner Sphere Clan
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Inner Sphere Clan
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