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===Rifleman IIC=== [[File:Rifleman iic.png|thumb|The Clanners' unique Riflemen have funny [[hats]].]] As one of the most common 'Mechs in the era of the First Star League, it was only natural some of the RFL-3Ns found themselves taken along for the ride in Kerensky's Exodus. As such, their Riflemen would benefit from uninterrupted technological development, leading to the Rifleman IIC. Five tons heavier (for a weight of 65 tons) and a bit slower (with a top speed of 54 km/h) than a regular Rifleman, it adds a bunch more space to equip more stuff with. This is accomplished partially by upgrading the frame to a CCo-B Endo-Steel one and using a Fusion 195 Mk. VI, Mod. 3 engine, saving some weight than if the regular frame and engine were just upscaled for the new size. It also is better armored than its Inner Sphere counterpart, 11 tons of Forging ZM15 Ferro-Fibrous armor making sure it doesn't crumble like a cookie the moment something shoots at it. Also, to make up for the mobility loss, three Jump Jets are added so that the 'Mech can leap 90 meters in one thruster burst. The most striking feature is the 'hat' the 'Mech has, which is comprised of the technology it uses to make itself even more effective as its role of fire support and anti-air defense. This consists of a Hector CC-22E communications system, a Mk. CXC-4 targeting & tracking system, an ECM Suite, and an Active Probe. By default it also has 19 double heat sinks, though volley fire is recommend with the 'Mech's typically energy-heavy loadouts. For Design Quirks [[crunch]] it has Anti-Aircraft Targeting and Improved Communications, ditching the others of the Spheroid version. *'''Rifleman IIC 1''' - The standard Rifleman IIC takes four Large Pulse Lasers, able to shred enemy 'Mechs and aircraft alike. It also has an ER Small Laser slapped onto the hat, seemingly as an afterthought - its more effective against light armor and infantry than other 'Mechs that have closed the distance. In short, it can easily nail other 'Mechs as well as fliers - the latter especially has to be careful with the sheer amount of laser [[Dakka]] it can put out with exceptional precision. *'''Rifleman IIC 2''' - A complete flip to physical guns instead of energy ones, the IIC 2 takes out all the weapons and equipment of the IIC 1 and sheds a half ton of armor in favor of mounting four Ultra AC/2s with six tons of ammunition and a more powerful engine capable of supporting speeds up to 64 km/h. While the massive & unprotected ammo bins are obviously a hazard to be wary of, it's well worth the ability to fuck up anything that enters its airspace. *'''Rifleman IIC 3''' - Made after the Great Refusal assfucked [[Clan Smoke Jaguar]] into oblivion by invading its homeworld of Huntress, this configuration made in 3063 was intended to bolster [[Clan Cloud Cobra]]'s defenses so that such a thing cannot happen to them. It has two Model HHC-30 Ultra Autocannon/2s as its long-range armament, making it easy to mistake for an IIC 2 until it suddenly opens up with two Series 4D-2 Heavy Large Lasers. Due to the large amount of produced waste heat of the latter the 'Mech has 21 double heat sinks, though this necessitates removing the ECM suite. *'''Rifleman IIC 4''' - This 'Mech swaps two of the Large Pulse Lasers for two ATM-9 launchers with two tons of ammo each, making it the first Rifleman variant to mount missiles. It also reduces the heat package to only 16 double sinks since the 3 removed aren't really needed. *'''Rifleman IIC 5''' - A jumper variant that takes Improved Jump Jets in order to allow it to leap up to 150 meters. Aside from that it has a marksman loadout of three ER Large Lasers and two Medium Pulse Lasers, cooled by 19 double heat sinks. The Rifleman IIC 5 thus excels at being a sniper able to rapidly reposition after taking shots. *'''Rifleman IIC 6''' - Thought the IIC 2 was already the pinnacle of rapid-fire death? The IIC 5 ups the ante by using two Hyper-Assault Gauss Rifle/30s with seven tons of ammo as its guns, while also taking two anti-missile systems so it can shoot down the missiles fliers fire as well as the fliers themselves. However, to accommodate this the ECM Suite and Jump Jets of the IIC 1 have to be removed. The design is thus less mobile, but able to fire streams of hypervelocity {{BLAM|'''*BRRRRRRRRRRRRRRT*'''}} at targets - something just as lethal to other 'Mechs as it is to aircraft. *'''Rifleman IIC 7''' - First manufactured by [[Clan Nova Cat]] in 3078, the IIC 7 is basically [[Rage|an IIC 5 that installed aimbot cheats]]. Said cheats come from the Targeting Computer, which is linked up to gunpod-mounted Heavy Large Lasers and Plasma Cannons (one per gunpod-arm). The jump capability is retained, making it also able to flee before it can face retribution for the [[bullshit]] antics its loadout allows it to pull even against heavier 'Mechs. *'''Rifleman IIC 8''' - A hard-hitting and fast-moving generalist, the IIC 8 is built on an Endo-Steel chassis and powered by a Consolidated 325 XL engine that lets it reach speeds of 86 km/h. It also has five Jump Jets for leaping up to 150 meters at a time, while retaining the IIC 1's ECM suite so it can disrupt enemy electronics. Its real strength, however, comes from the sheer power of its weapons: in each gunpod-arm, a Series 7K ER Large Laser is used as its long range anti-armor weaponry while a Series-9 Anti-Personnel Gauss Rifle is mounted to sweep up infantry and Battle Armor; and for CQC, it has two Type VI Streak SRM-6 launchers mounted in the torso. [[Rape|Good luck taking it down, as it's going in dry.]] *'''Rifleman IIC 9''' - Another aimbot sniper, this one a less mobile Dark Age variant and almost reaching overheat levels only thought possible with the prototypes and the Rifleman 4D. This is due to it taking [[Anal circumference|''four'' Targeting Computer-linked ER Large Lasers]] (two per gunpod-arm) that can be a threat to any 'Mech; the heat they generate requires 20 double heat sinks for volley fire as well as 2 coolant pods for an alpha strike firing all weapons at once. It also mounts Reflective Armor as to protect the 'Mech from others' energy weapons. The aforementioned cooling pods and additional heat sinks necessitate the removal of the Active Probe, ECM Suite, and ER Small Laser, but did you really need them with this much firepower? *'''Rifleman IIC 10''' - Made by the [[Outworlds Alliance|Raven Alliance]], this oddball variant flips the Rifleman to be close-range instead of fire support. For its arm weapons it has four ProtoMech AC/8s, while for backup it still has the 'hat'-mounted ER Small Laser. It also keeps the Active Probe of the original, while reducing the number of heat sinks to 10 since it doens't need any more than that. Finally, a Supercharger is installed to allow it to rapidly change range brackets with bursts of speed. The end result seems more focused on said speed than firepower, since ProtoMech guns will only really be good against the usual aircraft prey and Light 'Mechs.
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