Author Topic: Rifleman RFL-3N-'75u  (Read 1017 times)

Greatclub

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Rifleman RFL-3N-'75u
« on: 13 February 2018, 04:13:42 »
Rifleman RFL-3N-'75u
Code: [Select]
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



================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
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       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
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.
« Last Edit: 13 February 2018, 05:41:23 by Greatclub »

Giovanni Blasini

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Re: Rifleman RFL-3N-'75u
« Reply #1 on: 13 February 2018, 04:49:51 »
Not bad. I waffle between wanting to swap the large lasers for light PPCs which, oddly enough, should be enough to add a tarcomp.
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

Greatclub

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Re: Rifleman RFL-3N-'75u
« Reply #2 on: 13 February 2018, 04:54:42 »
Minimal refit, not tying up expensive electronics and high-end weapons arguably best used elsewhere; on a unit that already is armed. Finally, that drops the damage potential even lower.

Otherwise not a bad idea
« Last Edit: 13 February 2018, 07:51:47 by Greatclub »

Sabelkatten

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Re: Rifleman RFL-3N-'75u
« Reply #3 on: 13 February 2018, 17:18:24 »
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.
The order don't matter, you always roll 1d12 and reroll empty crits.

That is; even if you roll separately to determine upper/lower part of arm, roll high, and then roll 2-6 you reroll BOTH dice and might get hit on the low part of the arm instead.

Or you can simplify things and roll 1d8, just rerolling 8s.

Greatclub

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Re: Rifleman RFL-3N-'75u
« Reply #4 on: 16 February 2018, 14:21:32 »
The order don't matter, you always roll 1d12 and reroll empty crits.

That is; even if you roll separately to determine upper/lower part of arm, roll high, and then roll 2-6 you reroll BOTH dice and might get hit on the low part of the arm instead.

Or you can simplify things and roll 1d8, just rerolling 8s.

I know that. Heck, I play like that.

I have no idea why that concept occurred to me. I blame sleep deprivation.

Sabelkatten

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Re: Rifleman RFL-3N-'75u
« Reply #5 on: 16 February 2018, 20:36:20 »
I know that. Heck, I play like that.

I have no idea why that concept occurred to me. I blame sleep deprivation.
Valid excuse. :)

But I know some people still miss how that rule works, so I thought I'd better mention it.