Striker Light Tank (Sealed)
- Type
- Combat Vehicle
- Tech
- Inner Sphere
- Mass
- 35t
- Role
- Missile Boat
- Intro
- 3077 Jihad
- Rules
- Advanced
- Cost
- 1.2M C-bills
- Move
- Armor
- 104 pts

Light Machine GunMML 5 ×2
TR:3085 · Record Sheets: RS:3085u-ONN
Compare this unitBattle Value
590by skill
Point Value
19
Recognition Notes
The Striker Light Tank (Sealed) is a 35-ton wheeled combat vehicle fought as a missile boat, cruising at 54 km/h with a top speed near 86. Where the original Striker mounts an LRM 10 and an SRM 6 in its turret, this variant replaces both with a pair of MML 5 launchers and adds a Light Machine Gun, all three in the turret. The engine changes from ICE to a Fuel Cell, and the hull now carries a Guardian ECM suite and environmental sealing not found on the original. Valiant Systems builds the type at Johnsondale.
Armor & Loadout
STRIKER LIGHT TANK (SEALED)
BallisticMissile
Front: 24 front
Right: 20 front
Left: 20 front
Turret: 22 front
Rear: 18 front
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Msl | T ×2 | 2 | 3 t ammo in B |
| Bal | T | 1 | 0.5 t ammo in B |
| electronicsGuardian ECM SuiteIS | B | ||
| otherEnvironmental Sealing | B |
Systems & Manufacturers
(Sealed)
Striker Light Tank
PV19
TP: CVSZ: 1TMM: 0MV: 10"w
ROLE: Missile Boat
Damage
S (+0)
2
M (+2)
1
L (+4)
1
Heat not tracked

Special , , , , , ,
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 35Skill 1 31Skill 2 27Skill 3 23Skill 4 19Skill 5 17Skill 6 15Skill 7 13Skill 8 11
Availability by era
5 eras · 9 factions
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) 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) current variant 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