![]() 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. Using autocannons is probably best, especially mid to long. Torso & arm movement ranges, module slot distributions, and quirks are yet to be revealed. The Rifleman has a Rangefinder Suite that gives -2 recoil and range penalty and +100m view range. Battletech BattletechHistory BattletechLoreCOPYRIGHT DISCLAIMER UNDER SECTION 107 of the COPYRIGHT ACT of 1976Copyright Disclaimer under section 107 of th. 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. However, all heat issues have been completely removed, with this variant unable to overheat majorly on a running alpha strike. Total damage out put goes down by six, and the maximum range decreases by three. 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. It switches out the AC/5s and Large Lasers to mount a pair of AC/10s in their place. BattleTech Record Sheets: Clan Invasion offers players the record sheets for all the ‘Mechs detailed in BattleTech Technical Readout: Clan Invasion, 478 in total.The RFL variants are ballistic/energy only, while the JM6-A allows the JM6 family the option of a missile-toting variant. Cathy's Rifleman stepped out of the Atlas' shadow to fire at the smaller 'Mechs, but that was just what the Imarra warriors had been waiting for. This Rifleman carries an ER Large Laser and LB 5-X in each arm, supplemented by the typical torso mounted ER Medium Lasers. 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? ![]() Record sheets can be adjusted so that quad mech legs are treated like biped arms with two sets of internal spaces. It did everything the 6 does, but better mostly thanks to its Double Heat Sinks, which are basically nonexistent these days.I'm curious what the difference is between the Rifleman and Jagermech other than weight difference. Again the rules for having quads that can torso twist, or not (think choice of hand actuators etc for Rifleman etc) is relatively trivial. The Black Knight 6B was the harder-hitting, cooler-running Star League ancestor to the standard BL-6-KNT we have today. Again the rules for having quads that can torso twist, or not (think choice of hand actuators etc for Rifleman etc) is relatively trivial. It's not the most heavily armored brawler, but it tends to give at least as good as it gets, especially with any Energy-based weapons. The 6R Warhammer is a legendary 'Mech that's often found in the thick of combat, hurling PPC bolts at its foes.
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