Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  SRM 2 (Prototype)
Type (Category):  Weapon (Missile)
Reference:  Interstellar Operations (p. 117)

Description:
Less sophisticated than LRMs, the direct-fired short-range missile (SRM) system makes up for its limited reach with the heavier punch of its high-explosive warheads. Mounted in racks of two, four or six tubes—though, again, ProtoMechs have been known to boast irregular tube counts—SRMs are particularly effective against vehicles and infantry, and are often a favored weapon for smaller battlefield units. Their popularity has been proven by the longevity of brand names like Harvester, Holly, Hovertec and Telos, and even the Clans have managed to maintain their own models—albeit more compact and lightweight by comparison.

Game Rules:
Missile launchers may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting, but loaded or partially loaded missile ammo bins are always live and will explode per standard rules if critically hit during game play.

Primitive prototype missile weapons (standard LRMs, SRMs, and their torpedo equivalents) apply a –2 modifier on the Cluster Hits Table for every successful attack, treating any modified result of 1 or less as a minimum result of 2.
Unit Type Availability
BattleMechsIndustrialMechs
Primitive/Inner Sphere Data (BattleMechs)
Prototype Date:  2365
Production Date:  
Extinction Date:  2380
Recovery Date:  

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat (Aero)
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
2 (2)
2/Msl (2)
–/3/6/9 (Short)
C
F-X-X-X
10,000
1
1
10.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2365
2379
Experimental

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
38
C
C-C-C-C
27,000
1
1.000
2365
2380
TM (p. 229)
Acid
19
E
X-X-F-F
54,000
1
2.000
3053
TO:AUE (p. 179)
Anti-Radiation
38
E
X-X-E-F
81,000
1
1.300
3066
TO:AUE (p. 180)
Anti-TSM
38
E
X-X-F-F
54,000
1
1.000
3026
IO (p. 104)
Fragmentation
38
D
E-F-E-D
54,000
1
1.000
~2375
2377
2790
3054
TM (p. 230)
Harpoon
38
C
C-C-C-C
54,000
1
1.000
~2395
2400
TO:AUE (p. 181)
Heat-Seeking
19
C
E-E-E-F
54,000
1
1.500
2370
TO:AUE (p. 181)
Inferno
38
B
D-D-D-D
13,500
1
1.000
~2370
2380
TM (p. 231)
Magnetic Pulse
38
E
X-X-F-X
135,000
1
2.000
3055
3065
TO:AUE (p. 182)
Mine Clearance
38
C
X-X-E-D
108,000
1
1.000
~3065
3069
TO:AUE (p. 182)
Smoke
38
C
D-D-D-D
40,500
1
1.000
2333
2370
TO:AUE (p. 183)
Tandem Charge
19
E
X-X-E-E
135,000
1
2.000
2757
TO:AUE (p. 184)
Tear Gas
38
C
B-B-B-B
40,500
1
1.000
~2370
2375
TO:AUE (p. 184)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
2
0.2
0.2
Short-Range Missiles

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Short-Range Missiles (SRM)
This unit mounts a significant number of short-range missile launchers and may fire them together as an alternative weapon attack instead of a standard weapon attack. This ability enables the unit to use alternate SRM ammo for modified effects

MegaMek Output → Weapon List:  Primitive Prototype SRM 2
MegaMek Output → Critical Slot:  Primitive Prototype SRM 2
Record Sheet Output → Critical Slot:  SRM 2 (Prototype)