Rifleman RFL-3N-'75u
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Jihad
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3075
Cost: 5,140,800 C-Bills
Battle Value: 1,323
Chassis: Unknown Standard
Power Plant: Unknown 240 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 MagnaMk. III Large Lasers
2 Light AC/5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
During the Jihad siege of New Avalon, the Davion defenders discovered a cache
of Rifleman, almost 100 of them dating from the starleague. Needing every mech
that could be mustered, they were thrown into battle
Most were destroyed within minutes of sighting the enemy; a green pilot in a
RFL-3N is not conductive to survival.
After the siege ended, the remaining Rifleman underwent a refit. The goal was
to expend the minimum amount of resources possible while still making the units
at least semi-viable in the era.
Moderate work was done on the power-plant replacing the engine-mounted heat
sinks with Chillers, moving the remaining one to the torso. The large lasers
were left alone, but the medium lasers were removed, and the autocannons were
side-graded to light models. This gave them enough weight to substanally
increase the armor, add more ammo stores, and work in CASE.
The result is clearly a Rifleman, and no more powerful than they've ever
been; arguably less so. It can, however, contribute to a fight far longer
than the -3N ever could
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Equipment Type Rating Mass
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Internal Structure: Standard 99 points 6.00
Engine: Fusion Engine 240 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 200 12.50
CASE Locations: 1 LT, 1 RT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 31
Center Torso (rear) 8
L/R Torso 14 21
L/R Torso (rear) 7
L/R Arm 10 20
L/R Leg 14 28
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Equipment Location Heat Critical Mass
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Large Laser RA 8 2 5.00
Light AC/5 RA 1 2 5.00
Large Laser LA 8 2 5.00
Light AC/5 LA 1 2 5.00
@LAC/5 (Precision) (10) RA - 1 1.00
@LAC/5 (AP) (10) LA - 1 1.00
@Light AC/5 (20) RT - 1 1.00
Free Critical Slots: 35
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 13
4 3 3 0 0 3 0 Structure: 5
Special Abilities: CASE, SRCH, ES, SEAL, SOA, AC 1/1/0
Comments, criticizing, punning and general kvetching appreciated
edit: the order of the arm criticals is
Actuators (2)
AC (2)
Ammo (1)
Large Laser (2, one in upper, one in lower)
Makes the LL unfortunately likely to be hit, but decreases the chance of the ammo cooking off.