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Rifleman RFL-X3 MUSE WIND
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PostPosted: 17-Aug-2015 14:07    Post subject: Rifleman RFL-X3 MUSE WIND Reply to topic Reply with quote

TRO:
                 BattleMech Technical Readout

Name/Model:         Rifleman RFL-X3 MUSE WIND
Designer:           Catalyst Game Labs
Source(s):          Experimental Technical Readout: Davion
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            60
Configuration:      Biped BattleMech
Era/Year:           Jihad / 3076
Rules (Current):    Tournament Legal
Rules (Era):        Advanced
Rules (Year):       Experimental
Total Cost:         11,224,000 C-Bills
Battle Value:       2,012

Chassis:              Standard
Power Plant:          240 XL
Cruising Speed:       43.2 kph  
Maximum Speed:        64.8 kph  
Jump Jets:            Unknown
    Jump Capacity:    120 meters
Armor:                Ferro-Fibrous
Armament:             
    2 Hyper-Assault Gauss 20s
    2 Medium Pulse Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

======================================================================================
Overview:
    No information provided

Capabilities:
    No information provided

Deployment:
    No information provided

Variants:
    No information provided

Notable MechWarriors:
    No information provided

======================================================================================
Equipment                                                      Mass                   
--------------------------------------------------------------------------------------
Internal Structure:                    Standard                 6.00                  
Engine:                                 240 XL                  6.00                  
    Walking MP:                            4                                          
    Running MP:                            6                                          
    Jumping MP:                            4                                          
Heat Sinks (Double):                    10 [20]                 0.00                  
Gyro:                                     XL                    1.50                  
Cockpit:                               Standard                 3.00                  
Armor Factor:                             201                  10.50                  
    Type:                          Ferro-Fibrous (C)                                  

                            Internal         Armor     
                            Structure        Value     
    Head:                       3              9       
    Center Torso:              20             31       
    Center Torso (rear):                       9       
    R/L Torso:                 14             22       
    R/L Torso (rear):                          6       
    R/L Arm:                   10             20       
    R/L Leg:                   14             28       

======================================================================================
Weapons and Ammo                             Location          Critical     Tonnage   
--------------------------------------------------------------------------------------
CASE                                            RT                1          0.50             
Hyper-Assault Gauss 20 (Ammo 12) (C)            RT                2          2.00             
CASE                                            LT                1          0.50             
Hyper-Assault Gauss 20 (Ammo 12) (C)            LT                2          2.00             
Hyper-Assault Gauss 20 (C)                      RA                6         10.00             
Medium Pulse Laser (C)                          RA                1          2.00             
Hyper-Assault Gauss 20 (C)                      LA                6         10.00             
Medium Pulse Laser (C)                          LA                1          2.00             
2 Jump Jets                                     RL                2          2.00             
2 Jump Jets                                     LL                2          2.00             

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Vagabond
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Posts: 5793
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PostPosted: 17-Aug-2015 15:55    Post subject: Rifleman RFL-X3 MUSE WIND Reply to topic Reply with quote

its certainly flak effective.

I actually think the HGauss can be a more effective AA gun then an LBX.

LBX gets -3 to hit in 1 pt clusters.
HGauss gets -2 to hit in 5 pt clusters.

Its only marginally less likely to hit, but if it does it is more likely to crit.
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Sleeping Dragon
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PostPosted: 17-Aug-2015 16:16    Post subject: Rifleman RFL-X3 MUSE WIND Reply to topic Reply with quote

Actually against standard vehicles and vtols the LB guns are better as the number of hits is what counts. Conventional fighters usualy don't have enough armour to avoid crits but... Against aerospace units it could be true, but shouldn't you be using AT values of guns against them? Like LB 10-X doing one 6 point hit?
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Vagabond
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PostPosted: 17-Aug-2015 16:20    Post subject: Re: Rifleman RFL-X3 MUSE WIND Reply to topic Reply with quote

Sleeping Dragon wrote:
Actually against standard vehicles and vtols the LB guns are better as the number of hits is what counts. Conventional fighters usualy don't have enough armour to avoid crits but... Against aerospace units it could be true, but shouldn't you be using AT values of guns against them? Like LB 10-X doing one 6 point hit?


It depends i believe. If memory serves, ground units still use normal rules for damage.
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Vagabond
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Joined: 04-Feb-2002 00:00
Posts: 5793
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PostPosted: 17-Aug-2015 16:24    Post subject: Re: Rifleman RFL-X3 MUSE WIND Reply to topic Reply with quote

Vagabond wrote:
Sleeping Dragon wrote:
Actually against standard vehicles and vtols the LB guns are better as the number of hits is what counts. Conventional fighters usualy don't have enough armour to avoid crits but... Against aerospace units it could be true, but shouldn't you be using AT values of guns against them? Like LB 10-X doing one 6 point hit?


It depends i believe. If memory serves, ground units still use normal rules for damage.


wrote:
TW pg.248-249: Because the attacking unit is launching an assault from the
ground against an airborne aerospace unit, the player uses the
Above/Below column of the Aerospace Units Hit Location Table
(see p. 237). The ER medium laser hits the fighter’s aft and does
5 points of damage, exceeding the Damage Threshold of 4 and
possibly inflicting critical damage to the engine, while the
SRM rounds strike the right wing, left wing and aft (x2) for
2 points each (no chance of a critical hit). Two AC rounds
strike the right wing for 10 damage points each and one AC
round to the nose for 10 points, all exceeding the Damage
Thresholds in those locations. The wing hits off er two
possible critical hits—a gear hit and a weapon hit—while
the nose hit may have done critical damage to sensors.

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Sleeping Dragon
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Posts: 4820
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PostPosted: 17-Aug-2015 23:59    Post subject: Re: Rifleman RFL-X3 MUSE WIND Reply to topic Reply with quote

There's nothing better than having unified rules... and then breaking them for part of the game Very Happy With crits working on aerospace units as they do, it would make more sense to use aerospace values actually, but if they want it this way...
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