Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Streak SRM 3
Type (Category):  Weapon (Missile)
Reference:  TechManual (p. 230)

Description:
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 launcher’s tubes simultaneously achieve a “hard lock” on their target. While this approach guarantees a hit when the weapon fires, some have seen the system’s requirement for using only its own missile types (rather than any of the specialty munitions now available) as a hindrance. Combined with the Streak’s 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.

Curiously enough, the Clans—whose Streak launchers are much lighter, smaller and capable of longer reach—have also maintained the dual SRM styles of Streak and non-Streak systems. The reasons for this, especially when they have allowed standard lasers and autocannon to fall by the wayside under similar circumstances, are not fully understood even today.

Game Rules:
A player attempting to lock a Streak missile on target must make a standard to-hit roll during the Weapon Attack Phase as if he were firing a standard SRM. If successful, the player immediately fires his Streak SRM at the locked-on target. All Streak missiles automatically hit (no roll on the Cluster Hits Table is required), and the player rolls as normal to determine the hit locations. If the roll fails, the player does not achieve a lock and so does not fire the SRMs or build up any heat.

The player must roll for a targeting lock each turn, even if he achieved a lock in the previous turn. The player must make a separate to-hit roll for each individual Streak system being fired.

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.
Unit Type Availability
ProtoMechs
Clan Data (ProtoMechs)
Prototype Date:  
Production Date:  2822
Extinction Date:  
Recovery Date:  

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
2/Msl
–/4/8/12
F
X-D-D-D
45,000
1.5
1
59.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2822
Standard

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
1
E
E-E-D-D
1,620
0.03
7.000
2645
2647
TM (p. 230)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Special Abilities

MegaMek Output → Critical Slot:  CLStreakSRM3
Record Sheet Output → Critical Slot:  Streak SRM 3