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Rifleman
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==Specs== The Rifleman is a Heavy BattleMech weighing 60 tons, straddling the border between its actual size class and a Medium 'Mech. It's built on a Kallon Type IV chassis and powered by a Pitban 240 engine, the latter allowing to reach a top speed of 64 km/h - though it more commonly went at a mediocre 43.2 km/h cruising speed. As for protection it infamously doesn't have much: only seven-and-a-half tons of Kallon Royalstar armor plating stood between the enemy and the 'Mech's internals, with the thinnest portion being in the rear torso. However, these deficiencies were negligible in its intended role as anti-air fire support or if hunting lighter 'Mechs from a distance. What wasn't ever negligible, though, is the fact its 10 single heat sinks afforded very little comfort in terms of cooling - an overzealous MechWarrior could easily toast themselves if they fired too much for too long. As previously mentioned, that wouldn't occur in a single attempt at shooting down a passing enemy aircraft - and by the time said craft came around for another pass the 'Mech should have cooled enough for another go. However, this combined with the other issues meant commanders would only consider fielding Riflemen in direct combat against similarly-sized 'Mechs as a last resort. Its electronics, meanwhile, play a large role in why the Rifleman is the bane of fliers: a Garret D2j targeting & tracking system is able to achieve a lock on swift-moving aerial targets with a great deal of accuracy - often ensuring enemy fighters and bombers will get shot down by a stream of firepower. For comms, it uses the Garret T11-A; while impressive in its capabilities, its distinctive wing/spoiler-like shape stuck out like a sore thumb and could lead to the 'Mech being singled out and targeted by enemy fire. The torso of the 'Mech was limited to turning forty degrees to either side, which would normally create a pretty big rear blindspot - however, as previously mentioned the Rifleman's gunpods could rotate a full 360 and cover the Rifleman's behind. It can be a nasty surprise to have the guns of the 'Mech you're sneaking up on suddenly flip to the other side and blast you. This feature would inspire [[the Clans]]' [[Glass Spider]] 'Mech to implement a similar mechanic, though more streamlined for true 360-degree coverage. Finally, for its actual weapons by default, the RFL-3N takes two pairs of heavy guns: two Imperator-A Medium Autocannons (functionally Autocannon/5s) and two Magna Mk. III Large Lasers, one of each on a single gunpod-arm. As a backup option if shit hits the fan and the 'Mech's forced into CQC, two Magna Mk. II Medium Lasers are installed in the torso. But again, if the Rifleman is in close combat, something's gone wrong or you're desperately low on proper CQC 'Mechs. ===Design Quirks=== For the optional [[crunch]] of Design Quirks, the Rifleman has those of Anti-Aircraft Targeting (duh), Improved Communications (thanks to the spoiler-antenna), Searchlight (having one on each side of the torso), and Ubiquitous (since it getting spread around post-Amaris Civil War meant it could easily be replicated - not to mention Kallon still being in business). You'd think it'd have No/Minimal Arms, but the gunpods are juuuust long enough that you can whack someone with your guns if you're desperate. Just not recommended, since you're basically asking for the guns' alignment to be whacked out of shape or even the guns themselves to be damaged.
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