![]() ![]() The RFL and the JM6 will probably be fairly close to the same height, as there is a less-than-10% difference in mass between them, and they are roughly the same overall shape (with the RFL being slightly less broad from side-to-side but slightly longer from front-to-back, compared to the JM6).Įdited by Strum Wealh, 01 January 2016 - 02:49 PM. Torso & arm movement ranges, module slot distributions, and quirks are yet to be revealed. Type: RFL-3N Rifleman Tonnage: 60 Tons Engine: Pitban 240 Weapons: Two Magna Mk III Heavy Laser Two Magna Mk II Medium Laser Two Imperator-A Autocannon The. The Legend-Killer is closest to the JM6-DD, but switches out a ballistic hardpoint on each arm for an energy hardpoint on each arm. The RFL-3N mirrors the Firebrand's hardpoint layout, while the RFL-3C mirrors the JM6-S hardpoint layout. The RFL-5D is all-energy (8 energy hardpoints - 3 in each arm and 2 in the CT), which has no mirror on any of the JM6 variants. The RFL variants are ballistic/energy only, while the JM6-A allows the JM6 family the option of a missile-toting variant. The JM6 variants have higher Engine rating caps than the RFL variants - 340 for the Firebrand & 315 for each other JM6 variant, versus 290 for each RFL variant. *Note I'm usually a light player (Locusts, all of them) but I'm looking around at other mechs to vary my playstyle up.Īverage number of hardpoints per variant is identical - each JM6 and RFL variant has 8 hardpoints. Would there be any benefit to using the Jager over the Rifleman or visa versa? The mid to long range weaponry will ensure your Rifleman stays safe and sound.I'm curious what the difference is between the Rifleman and Jagermech other than weight difference. You get structural damage quickly and need to repair causing downtime. Using autocannons is probably best, especially mid to long range weapons because AC/20 will make you move in close to enemies and the Rifleman is not a good damage absorber. The Rifleman has a Rangefinder Suite that gives -2 recoil and range penalty and +100m view range. Record sheets can be adjusted so that quad mech legs are treated like biped arms with two sets of internal spaces. Your max range would be 540m which is quite decent.įor extreme range, three UAC/2, three AC/2 ammo, a TTS +3 accuracy ballistic, no heat sinks and no jump jets you can deliver 150 total damage at a max range of 720m, but probably more with the -2 range penalty. Again the rules for having quads that can torso twist, or not (think choice of hand actuators etc for Rifleman etc) is relatively trivial. Rifleman RFL-8D Featured in Technical Readout: Clan Invasion. The game uses spawn lists to determine which parts spawn where, with the principal factor being the planet's attributes (typically industry, though other factors like Star League remnants or old battlefields also play a factor. ![]() Two UAC/5 with 4 AC/5 ammo, one heat sink D and no jump jets will net you 180 total damage and still be heat neutral while still at near max armor. The art of managing a mech lance isn't just about fighting - it's about knowing where to shop for the best mechs. The downside is that its heavier Autocannons force it to come somewhat closer to danger, making positioning and support from better armored units critical. The Rifleman's 3C variant packs a heavier per-shot punch while also improving the survival of the ‘Mech by adding extra armor and helping its heat problems. ![]()
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