Striker Light Tank (LRM)
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- Type
- Combat Vehicle
- Tech
- Inner Sphere
- Mass
- 35t
- Role
- Missile Boat
- Intro
- 3022 Late Succession War (Renaissance)
- Rules
- Introductory
- Cost
- 599.7K C-bills
- Move
- Armor
- 104 pts
LRM 15
Battle Value
605by skill
Point Value
16

View on Sarna
TR:3039 · Record Sheets: RS:3039u
Compare this unit(LRM)
Striker Light Tank
PV16
TP: CVSZ: 1TMM: 0MV: 10"w
ROLE: Missile Boat
Damage
S (+0)
1
M (+2)
1
L (+4)
1
Heat not tracked

Special EE, , , ,
Critical hits
ENGINE½ MV and Damage
FIRE CONTROL+2 To-Hit Each
WEAPONS-1 Damage Each
MOTIVE-2 MV½ MV0 MV
Alpha Strike Stats
SkillPVSkill 0 28Skill 1 25Skill 2 22Skill 3 19Skill 4 16Skill 5 14Skill 6 12Skill 7 10Skill 8 8
Availability by era
8 eras · 23 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 1,398 |
| G1 | 2 | 1,222 |
| G2 | 3 | 1,016 |
| G3 | 4 | 799 |
| G4 | 5 | 605 |
| G5 | 6 | 520 |
| G6 | 7 | 466 |
| G7 | 8 | 411 |
| G8 | 8 | 387 |
Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.
Recognition notes
The Striker Light Tank (LRM) is a 35-ton wheeled combat vehicle fielded as a missile boat, cruising at 54 km/h with a top speed of 86. It replaces the base model's paired LRM 10 and SRM 6 in the turret with a single LRM 15, trading the short-range punch for a heavier stand-off missile load in the same mount. Cruising and top speeds carry over unchanged from the original, as does the standard armor. This tank is a field refit rather than a factory-built model, assembled at various sites.
Armor & loadout
STRIKER LIGHT TANK (LRM)
Missile
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Msl | T | 1 | 4 t ammo in B |
Systems & manufacturers
Striker Light Tank variants (11)
Striker Light Tank Role Missile Boat Tech base Inner Sphere Rules Introductory Alpha Strike abilities EE, IF1, SRCH, TUR(2/2/1, IF1) Introduced 3006 Battle value 564 Point value 20(SRM) Role Missile Boat Tech base Inner Sphere Rules Introductory Alpha Strike abilities EE, IF1, SRCH, TUR(2/2/1, IF1) Introduced 3011 Battle value 583 Point value 20
(LRM) current variant Role Missile Boat Tech base Inner Sphere Rules Introductory Alpha Strike abilities EE, IF1, SRCH, TUR(1/1/1, IF1) Introduced 3022 Battle value 605 Point value 16
(3053 Upgrade) Role Missile Boat Tech base Inner Sphere Rules Standard Alpha Strike abilities IF1, SRCH, TUR(2/2/1, IF1) Introduced 3053 Battle value 691 Point value 22(Narc) Role Missile Boat Tech base Inner Sphere Rules Standard Alpha Strike abilities IF1, SRCH, SNARC, TUR(1/1/1, IF1, SNARC) Introduced 3053 Battle value 621 Point value 19(Ammo) Role Missile Boat Tech base Inner Sphere Rules Standard Alpha Strike abilities IF1, SRCH, TUR(2/2/1, IF1) Introduced 3054 Battle value 701 Point value 22(3061 Upgrade) Role Missile Boat Tech base Inner Sphere Rules Standard Alpha Strike abilities C3S, ECM, IF1, MHQ1, SRCH, TUR(2/2/2, IF1) Introduced 3061 Battle value 775 Point value 27(Laser) Role Missile Boat Tech base Inner Sphere Rules Standard Alpha Strike abilities ECM, IF1, SRCH, TUR(2/3/2, IF1) Introduced 3062 Battle value 860 Point value 28"Wet Striker" Role Scout Tech base Inner Sphere Rules Experimental Alpha Strike abilities AMP, FC, SRCH, TUR(2/2/0*) Introduced 3070 Battle value 573 Point value 20(Sealed) Role Missile Boat Tech base Inner Sphere Rules Advanced Alpha Strike abilities ECM, FC, IF1, SEAL, SRCH, TUR(2/1/1, IF1) Introduced 3077 Battle value 590 Point value 19(Stealth) Role Brawler Tech base Inner Sphere Rules Standard Alpha Strike abilities CASE, ECM, IF1, SRCH, SRM2/1, STL, TUR(2/2/1, IF1, SRM2/1) Introduced 3133 Battle value 684 Point value 26