Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Fusillade Launcher
Type (Category):  Weapon (Missile)
Reference:  Interstellar Operations: Alternate Eras (p. 59)

Description:
The Fusillade launcher evolved from an attempt to create a ProtoMech-friendly version of the advanced tactical missile (ATM) weapon system. While mass and physical limitations made it impossible to fully use the ATM’s flexibility, Clan scientists ultimately created a three-tube launcher that could accept any ATM-friendly munitions, and carried one additional reload in internal stores that could be of a different ammo type. Maintaining a damage and range profile similar to standard ATM missiles, the system was bulky and undesirable compared to Streak or LRM launchers.

During the Wars of Reaving, the Fusillade was rushed into service before its engineers considered their task complete, but further development ended when the weapon’s main design lab was destroyed in 3075.

Game Rules:
Fusillade launchers have only one reload (for a total of two shots per launcher), and incorporate an Artemis IV targeting system at no cost in space or mass. Even though they are derived from improved ATM launchers, Fusillade launchers lack the Streak-like features of such weapons. A Fusillade thus will fire even if the attack roll fails, and must roll on the 3 column of the Cluster Hits Table upon any successful attack. A +2 modifier applies to the Cluster Hits Table roll result, to account for the integral Artemis, unless hostile ECM interferes (as per normal ECM rules).

The Fusillade launcher vents heat in the same manner as missile weapons on vehicles, and thus does not generate heat for the ProtoMech. Fusillades may make use of all ATM and iATM munitions. The salvos fired by a Fusillade launcher need not be of the same missile type, but players should record the missile types carried prior to the start of the scenario
Unit Type Availability
ProtoMechs
Clan Data (ProtoMechs)
Prototype Date:  ~3072
Production Date:  
Extinction Date:  3075
Recovery Date:  

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
2/Msl
4/5/10/15
F
X-X-F-X
100,000
1.5
1
11.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3072
3074
Experimental

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
0.45
0.3
Improved Advanced Tactical Missiles

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Improved Advanced Tactical Missiles (IATM)
Units with the IATM special may conduct missile attacks using Improved ATM munitions. These alternate munitions are:

Indirect Fire: This represents an IATM firing standard long-range missiles, which enables the unit to execute an attack as if it has an IF value equivalent to its IATM Long-range value (i.e., an IATM2/2/2 special can also act as an IF2 special).

Magnetic Pulse: Using this alternate munition attack, the unit’s normal attack is reduced by 1 point at Short range. But if this attack hits a target in the Short range bracket, the target suffers a loss of 2 inches of Move, as well as a –1 Target Number modifier for all weapon attacks, throughout the following turn. (Multiple magnetic pulse hits will not stack these modifiers.)

Improved Inferno: Using this alternate munition attack, the unit’s normal attack is reduced by 1 point at both Short and Medium range. But if this attack hits a target in those range brackets, the target also suffers the effects of a HT special attack equal to the numerical value of the unit’s IATM special at those ranges, to a maximum of 2 points at any range bracket (i.e., IATM3/1/- will transate to a HT2/1/- effect).

MegaMek Output → Critical Slot:  Fusillade
Record Sheet Output → Critical Slot:  Fusillade Launcher