Short Range Missile 2

Overview
The SRM 2 fires two "non-locking" missiles at high velocity. SRMs will explode in mid-air at max range, meaning that they are strictly limited to targets inside of 270m.

The SRM 2 provides a decent boost for lighter mechs looking for an increase in firepower without sacrificing too much weight. SRM's do 2.15 points of damage per missile so each SRM 2 salvo can potentially do up to 4.3 points of damage. The SRM 2 has a faster recycle time and tighter spread than the more popular SRM 6 and SRM 4 and is subject to Heat Scaling if more than 5 or more are fired. Generally, missiles are ideal for doing Critical Damage because each warhead has a separate chance of achieving a Critical hit.

Artemis
The Artemis IV FCS upgrade decreases the spread of missiles by 20%. However, each launcher requires an extra critical space for the Artemis control system and weigh an additional ton. Additionally, ammunition costs double.

Related

 * Streak SRM 2