Streak Short Range Missiles - 2

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Streak SRM 2
Type: Inner Sphere
Damage: 2 per missile
Heat: 2
Minimum Range: 0
Range (S / M / L): 1-3 / 4-6 / 7-9
Crits: 1
Weight: 2 t
To-hit modifer: 0
Point blank modifer: 0
Resource requirements
Resource #
Antimony: 0
Bauxite: 0
Beryllium: 0
Chromium: 0
Cobalt: 0
Copper: 0
Germanium: 0
Gold: 0
Hydrogen: 0
Iron: 0
Lead: 0
Lithium: 0
Manganese: 0
Molybdenum: 0
Nickel: 0
Nitrogen: 0
Organics: 0
Plastics: 0
Platinum: 0
Precious Gems: 0
Rare Earth Elements: 0
Silicon: 0
Silver: 0
Sulfur: 0
Titanium: 0
Tungsten: 0
Uranium: 0
Vanadium: 0
Water: 0
Zinc: 0
Blueprint production cost: ? RP
Design research level: 5
RP required: 1,000,000
BP required: ?

[edit] Blurb

The Star League development of the Streak SRM missile system was a significant enhancement of existent missile launcher technology, incorporating a kind of smart override feature in the targeting and firing mechanisms. Developed as a means of conserving ammunition, the Streak system literally refuses to fire unless all of the launchers tubes simultaneously achieve a hard lock on their target. While this approach guarantees a hit when the weapon fires, some have seen the systems requirement for using only its own missile types (rather than any of the specialty munitions now available) as a hindrance. Combined with the Streaks increased cost to say nothing of the unnerving risk that it may override a shot at the critical moment it is needed this has kept the Streak system from completely replacing standard SRMs in the arsenals of Inner Sphere militaries. Even today, standard SRM launch technology continues to outnumber Streak systems in the product lines of companies across the Sphere by almost two to one.(excerpt taken from the Classic Battletech TechManual, See "http://www.fanpro.com/cms/fp/" for more info.) (Heat 2, Damage 2 per missile, 2 missiles per cluster, 2 total missiles fired per volley, Range Short 1-3, Medium 4-6, Long 7-9, 50 ammo per ton.)

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