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the shape of things to come

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SINGLE-SHOT (OS) MISSILE LAUNCHERS<br />

Introduced: 2676 (Terran Hegemony)<br />

Extinct: 2800 (Inner Sphere)<br />

Recovered: 3030 (Free Worlds League)<br />

A variation on <strong>the</strong> LRM, MRM and SRM systems (including Streak<br />

launchers, <strong>to</strong>rpedo launchers and even <strong>the</strong> Narc missile beacon launcher)<br />

<strong>the</strong> single-shot launcher—also known as one-shot or OS—is a curious<br />

concept that did not so much go extinct in <strong>the</strong> Succession Wars as fall in<strong>to</strong><br />

general disuse. Hardly considered lostech (even <strong>the</strong> date given for <strong>the</strong>ir<br />

fi rst introduction is more <strong>to</strong> pin down when <strong>the</strong> use <strong>of</strong> one-shot launchers<br />

became common for <strong>the</strong> SLDF), <strong>the</strong> single-shot missile launcher design<br />

simply modifi es a standard missile launch system with a shortened, fi xedmount<br />

ammo bin carrying a one-salvo capacity. Used only when <strong>to</strong>nnage<br />

is at a premium, one-shot launchers <strong>of</strong>f er a little extra punch in a pitched<br />

fi ght, but with an all-or-nothing approach that can be as much a curse as<br />

<strong>the</strong> lack <strong>of</strong> a bin full <strong>of</strong> explosive munitions might be a blessing.<br />

Of course, with <strong>the</strong> advent <strong>of</strong> <strong>the</strong> generally more potent Marian-style<br />

Rocket Launchers, <strong>the</strong> One-Shot missile concept may once more be on its<br />

way <strong>to</strong> extinction.<br />

STREAK SHORT-RANGE MISSILES<br />

Introduced: 2647 (Terran Hegemony [Streak-2]), circa 2820 (Clans,<br />

[Streak-4, Streak-6])<br />

Extinct: 2845 (Inner Sphere)<br />

Recovered: 3035 (Free Worlds League [Streak-2]), 3058 (Draconis<br />

Combine, [Streak-4, Streak-6])<br />

The Star League development <strong>of</strong> <strong>the</strong> Streak SRM missile system was<br />

a significant enhancement <strong>of</strong> existent missile launcher technology,<br />

incorporating a kind <strong>of</strong> “smart override” feature in <strong>the</strong> targeting and fi ring<br />

mechanisms. Developed as a means <strong>of</strong> conserving ammunition, <strong>the</strong><br />

Streak system literally refuses <strong>to</strong> fi re unless all <strong>of</strong> <strong>the</strong> launcher’s tubes<br />

simultaneously achieve a “hard lock” on <strong>the</strong>ir target. While this approach<br />

guarantees a hit when <strong>the</strong> weapon fi res, some have seen <strong>the</strong> system’s<br />

requirement for using only its own missile types (ra<strong>the</strong>r than any <strong>of</strong> <strong>the</strong><br />

specialty munitions now available) as a hindrance. Combined with <strong>the</strong><br />

Streak’s increased cost—<strong>to</strong> say nothing <strong>of</strong> <strong>the</strong> unnerving risk that it may<br />

override a shot at <strong>the</strong> critical moment it is needed—this has kept <strong>the</strong><br />

Streak system from completely replacing standard SRMs in <strong>the</strong> arsenals<br />

<strong>of</strong> Inner Sphere militaries. Even <strong>to</strong>day, standard SRM launch technology<br />

continues <strong>to</strong> outnumber Streak systems in <strong>the</strong> product lines <strong>of</strong> companies<br />

across <strong>the</strong> Sphere by almost two <strong>to</strong> one.<br />

Curiously enough, <strong>the</strong> Clans—whose Streak launchers are much<br />

lighter, smaller and capable <strong>of</strong> longer reach—have also maintained <strong>the</strong><br />

dual SRM styles <strong>of</strong> Streak and non-Streak systems. The reasons for this,<br />

especially when <strong>the</strong>y have allowed standard lasers and au<strong>to</strong>cannon <strong>to</strong><br />

fall by <strong>the</strong> wayside under similar circumstances, are not fully unders<strong>to</strong>od<br />

even <strong>to</strong>day.<br />

TORPEDO LAUNCHERS<br />

Considered by many a niche class <strong>of</strong> LRM and SRM systems—and<br />

sometimes erroneously classified as a special munition for standard<br />

launchers—<strong>to</strong>rpedoes are <strong>the</strong> maritime-only versions <strong>of</strong> <strong>the</strong>ir surfacelaunched<br />

kin. Though <strong>the</strong>y are as eff ective underwater as missiles are<br />

in most respects, <strong>to</strong>rpedoes are almost never seen on BattleMechs or<br />

vehicles not specifi cally designed for blue-water operations. The standard<br />

short-range <strong>to</strong>rpedo (SRT) or long-range <strong>to</strong>rpedo (LRT) launcher can only<br />

function at water depths <strong>of</strong> six meters or more, and <strong>the</strong>ir munitions cannot<br />

be swapped out for standard missiles because <strong>of</strong> physical diff erences<br />

in <strong>the</strong> launch mechanisms. This incompatibility has, understandably, led <strong>to</strong><br />

little love for this weapon system, and so few manufacturers mass produce<br />

<strong>the</strong>m <strong>to</strong>day. In fact, <strong>the</strong> Sea Devasta<strong>to</strong>r LRT-20 and Sea Harvester SRT-6<br />

systems—both employed on <strong>the</strong> Gal<strong>to</strong>r-produced Neptune combat submarine—are<br />

<strong>the</strong> best known <strong>of</strong> <strong>the</strong>se weapons Inner Sphere-wide, and<br />

represent less than one percent <strong>of</strong> munitions sales by <strong>the</strong>se companies.<br />

MISSILE MUNITIONS<br />

To enhance <strong>the</strong>ir eff ectiveness and widen commanders’ options on <strong>the</strong><br />

modern battlefi eld, <strong>to</strong>day’s LRM and SRM launchers can be loaded with<br />

several types <strong>of</strong> special munitions for a variety <strong>of</strong> special-purpose missions.<br />

This variability tends <strong>to</strong> <strong>come</strong> with <strong>the</strong> limiting caveat that not all<br />

munitions work as eff ectively for all systems. Nor can most <strong>of</strong> <strong>the</strong>se make<br />

use <strong>of</strong> specially enhanced launchers, such as <strong>the</strong> Streak system or <strong>to</strong>rpedo<br />

systems, or in conjunction with targeting enhancements like <strong>the</strong> Artemis<br />

(though at least in <strong>the</strong> latter case, Artemis-equipped launchers may be<br />

able <strong>to</strong> fi re <strong>the</strong>se missiles).<br />

Artemis/Narc Missiles: Developed in conjunction with <strong>the</strong> targetenhancing<br />

technologies that bear <strong>the</strong>ir names, Artemis- and Narcenhanced<br />

missiles are available <strong>to</strong> standard LRM and SRM launchers [as<br />

well as <strong>the</strong> MML system —EB]. Artemis-enhanced missiles, when used<br />

with a launcher that features an Artemis IV fi re-control system, focus <strong>the</strong>ir<br />

volleys better, delivering more missiles <strong>to</strong> <strong>the</strong> target than typical <strong>of</strong> unenhanced<br />

missiles. Narc-enhanced missiles accomplish <strong>the</strong> same goal, but<br />

only against targets previously struck by an attacker-friendly Narc or iNarc<br />

homing pod. Where nei<strong>the</strong>r condition applies (such as Artemis-enhanced<br />

missiles fi red by a non-enhanced launcher, or Narc missiles fi red on a non-<br />

”Narced” target), or when hostile ECM suites are particularly active, <strong>the</strong>se<br />

missiles behave more like conventional rounds.<br />

Flare LRMs: Developed for nighttime combat, flare munitions are<br />

not an <strong>of</strong>f ensive weapon system, but more <strong>of</strong> a tactical support technology<br />

intended <strong>to</strong> reduce <strong>the</strong> eff ect <strong>of</strong> darkness in <strong>to</strong>day’s battlefi eld.<br />

Fired indirectly, almost like artillery, fl are munitions—available only for<br />

standard LRM launchers—infl ict no damage <strong>to</strong> a target unit, but instead<br />

deploy in mid-air overhead, where <strong>the</strong> munitions open up parachutes and<br />

ignite phosphorescent s<strong>to</strong>res <strong>to</strong> illuminate everything within up <strong>to</strong> 100<br />

meters <strong>of</strong> <strong>the</strong> fl ight. A centuries-old technology—deployed even in <strong>the</strong><br />

days before spacefl ight, but fallen in<strong>to</strong> disuse in favor <strong>of</strong> more destructive<br />

warhead yields—fl ares came back in<strong>to</strong> popularity around 3054, when <strong>the</strong><br />

Free Worlds League began producing <strong>the</strong> munitions for <strong>the</strong>ir LRM-heavy<br />

support units.<br />

Fragmentation Missiles: Available for standard SRM or LRM launch<br />

systems, fragmentation munitions contain high-explosive warheads<br />

encased in brittle metal shells. Between <strong>the</strong> shell shrapnel itself and <strong>the</strong><br />

additional debris within—including coils <strong>of</strong> wire, hard pellets, and <strong>the</strong><br />

like—fragmentation missiles are expressly designed <strong>to</strong> maximize <strong>the</strong>ir<br />

potential <strong>to</strong> kill or mutilate human beings en masse. Though <strong>the</strong>y have<br />

little eff ect on armored units, including battle armor, vehicles and ’Mechs,<br />

fragmentation missiles are devastating <strong>to</strong> conventional infantry, able<br />

<strong>to</strong> decimate pla<strong>to</strong>ons twice as effi ciently as a fl ight <strong>of</strong> similarly classed<br />

standard missiles. Also a fairly ancient technology abandoned in favor <strong>of</strong><br />

more eff ective armor-defeating weapons, <strong>the</strong> Free Worlds League brought<br />

fragmentation missiles back in<strong>to</strong> play in 3050—no doubt inspired by lessons<br />

from <strong>the</strong> recently ended Andurien confl ict.<br />

Harpoon SRMs: A maritime hunter’s weapon not designed for <strong>the</strong><br />

battlefi eld, <strong>the</strong> SRM harpoon is <strong>the</strong> heaviest <strong>of</strong> its kind. Essentially little<br />

more than a kinetic, piercing head and a reinforced, detachable cable, <strong>the</strong><br />

SRM-launched harpoon can pierce <strong>the</strong> hide <strong>of</strong> most any marine animal<br />

known in <strong>the</strong> Inner Sphere, and <strong>to</strong>w <strong>the</strong> hapless—and, hopefully, mercifully<br />

dead—creature in<strong>to</strong> <strong>the</strong> vessel. While <strong>the</strong>y can be quite eff ective<br />

against unarmored infantry, battlefi eld armor is eff ectively immune <strong>to</strong> <strong>the</strong><br />

standard harpoon SRM, and most vehicles or ’Mechs could make quick<br />

work <strong>of</strong> <strong>the</strong> <strong>to</strong>w cable even if successfully speared.<br />

Incendiary LRMs: An extension <strong>of</strong> <strong>the</strong> Inferno SRM concept, Marik<br />

forces reportedly first deployed incendiary LRMs as a defoliant and<br />

anti-infantry weapon system during a 3053 clash on Gibson. Unpopular<br />

for <strong>the</strong> volatile nature <strong>of</strong> <strong>the</strong> chemicals used in <strong>the</strong> warhead, which can<br />

cook <strong>of</strong>f in <strong>the</strong> bins if <strong>the</strong> internal temperatures rise <strong>to</strong>o high, Incendiaries<br />

are—thankfully—rarely deployed in combat.

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