The Fusilier
The Fusilier is a flexible medium mecha designed to dominate the battlefield through maneuver and overwhelming firepower. In its standard configuration, it combines the long range firepower of a Cold Plasma E-Mag Cannon and two batteries of 4cm LRM's, capable of reducing the most heavily armored targets to smoldering scrap in short order. Enemies who seek to avoid these weapons and bring the fight to close range are met by the Fusilier's hand-held Heavy Anti-Materiel Rifle (HAMR), while those closing in for hand-to-hand combat are targeted by twin Flechette guns. Backing up these weapons systems is an advanced sensor array capable of tracking the most difficult targets, and an energy dispersion system masking the Fusilier's own profile.
The Fusilier's weapon systems, especially its missile batteries, are designed to be modular in nature. A wide variety of battery types are available, chosen according to the needs of the particular mission. These include General Purpose missiles, SRM's, MRM's, the standard LRM's, indirect fire missiles, and airburst area effect anti-infantry missiles. The E-Mag Cannon may be replaced by a S-RAM (Shield-Resonant Anti-Materiel) Rifle when fighting enemies known to make use of Energy Shield technology. There is also a variant of the HAMR using heavy explosive shells, affectionately dubbed the HEATR (Heavy Explosive Anti-Tank Rifle).
The Fusilier's main weaknesses are it's somewhat light armor (although this is mitigated to some extent by its use of crystal reinforced alloy), and the vulnerability of its externally mounted weapons. This tends to force Fusilier companies to press their attack quickly in order to gain the full advantage of their firepower before the enemy can wear them down, however the mechas are maneuverable enough to take advantage of terrain where possible. A new variant of the Fusilier using the superior alloy armor developed for the Grenadier class mecha is in development, however commanders are said to be reluctant to accept the downgrading of the Fusilier's traditional weapon systems which would be required to offset the increased weight of the armor.
Point Value: 295
Unit Type: Mecha
Size: 6
Tech Level: Fusion
Movement Points: 9
Stability Modifier: +4
Thermal Signature: 3 (base 9)
Armor Points: 5 (Crystal Reinforced Alloy)
Equipment: Superior Gyroscope, Thermal Dampers L4, Decoy Flares (2), Smoke Dispenser (5), Enhanced Sensors L3
Construction: Right Arm with Hand, Left Arm with Hand, Legs, Waist Turret, Crystal Reinforced Alloy
Cold Plasma Energy Magnified (E-Mag) Cannon (Center Torso)
RNG 5, RoF 1, DMG d10
Energy Weapon, Thermal 1
Inverted & Doubled Range Mod's
(Slow Firing x2, base RoF 3, Extra Damage, base Dmg d8)
4cm LRM Pack (Right Torso)
RNG 5, RoF 1, DMG d10, Ammo 14
Ballistic Weapon, Thermal 1
External, Inverted & Doubled Range Mod's
4cm LRM Pack (Left Torso)
RNG 5, RoF 1, DMG d10, Ammo 14
Ballistic Weapon, Thermal 1
External, Inverted & Doubled Range Mod's
Heavy Anti-Materiel Rifle (HAMR) (Right Hand)
RNG 4, RoF 3, DMG d8, Ammo 3 (2 Extra Magazines)
Kinetic Weapon, Thermal 0
Hand Carried, Reduced Range (4/8/10), Armour Piercing, Doubled Range Mod's
Flechette Gun (Waist Turret)
RNG 1, RoF 3, DMG d4, Ammo 5 (Reduced Ammunition)
Kinetic Weapon, Thermal 0
Reduced Range (1/-/-), Armor Piercing, Doubled Range Mod's
Flechette Gun (Waist Turret)
RNG 1, RoF 3, DMG d4, Ammo 5 (Reduced Ammunition)
Kinetic Weapon, Thermal 0
Reduced Range (1/-/-), Armor Piercing, Doubled Range Mod's