Streak Short Range Missiles

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Streak_SRM-2_Launcher

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.

Weapon Stats


All stats are current as of release 0.10.3
*Single missile (Air SSRMs launch one missile at a time)
Weapon Min Range Max Range Lock On
Range
Lock On
Time
Damage/Shot Damage Type Secondary
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots/min Raw DPS Heat/Shot Ammo/ton Ammo cost
/ton
SSRM2 --- 350m 350m 0.3s 2 x 100 Missile 2 x 100 Frag 0.8m / 3m 14.5 96 16 36 175
SSRM4 351m 4 x 100 4 x 100 14 186 32 72 350
SSRM6 6 x 100 6 x 100 13.5 270 48
DSSRM4 --- 351m 350m 0.3s 8 x 100 Missile 8 x 100 Frag 0.8m / 3m 14 372 64 72 350
DSSRM6 12 x 100 12 x 100 13.5 539 96
CSSRM2 --- 450m 450m 0.3s 2 x 100 Missile 2 x 100 Frag 0.8m / 3m 14.5 96 16 36 225
CSSRM4 4 x 100 4 x 100 14 186 32 72 450
CSSRM6 6 x 100 6 x 100 13.5 270 48
CDSSRM4 --- 450m 450m 0.3s 8 x 100 Missile 8 x 100 Frag 0.8m / 3m 14 372 64 72 450
CDSSRM6 12 x 100 12 x 100 13.5 539 96
Air SSRM2 --- 660m 600m 1s 100* Missile 100* Frag 0.95m / 2m 19.4 64 6* 48 250
Air SSRM4 36.6 121 96
Air SSRM6 40 133 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.

BattleTech reference

Usage

The following assets equip SSRMs:


Air SSRM2 (C)SSRM2 Air SSRM4 (C)SSRM4 Air SSRM6 (C)SSRM6 (C)DSSRM4 (C)DSSRM6

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan

  Inner Sphere

  Clan


See Also