Difference between pages "Warhammer" and "Rifleman"

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{{Mech|
 
{{Mech|
| Image = File:Warhammer.jpg
+
| Image = File:Rifleman.jpg
 
| Class = Heavy
 
| Class = Heavy
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 8
+
| Tickets = 7
| Tier = 10
+
| Tier = 8
| Tonnage = 70
+
| Tonnage = 60
 
| Speed = 64
 
| Speed = 64
| SpeedWithMasc =  
+
| SpeedWithMasc = 91
| Rotation = 260
+
| Rotation = 360
| PitchStand = -33° to +41°
+
| PitchStand = -33° to +96°
| PitchCrouch = -33° to +51°
+
| PitchCrouch = -33° to +96°
  
| Price Prime = 67 900
+
| Price Prime = 71 600
| ArmorT Prime = 64 474
+
| ArmorT Prime = 56 609
| Engine Prime = VOX 280 STD
+
| Engine Prime = Pitban 240 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>2x [[PPC]]
+
<li>2x [[ERLL]]
<li>2x [[MBL]]
+
<li>2x [[ERML]]
<li>2x [[SBL]]
+
<li>2x [[UAC5]]
<li>1x [[SRM6]]
 
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
<li>4 [[DHS]]
+
<li>2 [[LAMS]]
<li>1 [[free tons]]
+
<li>[[EOptics]]
<li>13t [[Armor]]
+
<li>2 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>11.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 88 700
+
| Price A = 62 000
| ArmorT A = 61 312
+
| ArmorT A = 45 524
| Engine A = VOX 280 XL
+
| Engine A = Pitban 240 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>3x [[LPL]]
+
<li>3x [[HVAC2]]
<li>2x [[SRM6]]
+
<li>1x [[ELRM20]]
 +
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li>[[GECM]]
 
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>6 [[HS]]
+
<li>0 [[HS]]
<li>2 [[free tons]]
+
<li>4 [[free tons]]
<li>12.5t [[Armor]]
+
<li>9.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 77 500
+
| Price B = 67 700
| ArmorT B = 61 312
+
| ArmorT B = 50 273
| Engine B = VOX 280 XL
+
| Engine B = Pitban 240 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>2x [[HVAC10]]
+
<li>4x [[ERML]]
<li>2x [[ERSBL]]
+
<li>2x [[LBX10]]
<li>1x [[SRM6]]
 
<li>2x [[HMgun]]
 
<li>1x [[B-Pod]]
 
</ul>
 
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[GECM]]
 
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>0 [[DHS]]
+
<li>2 [[LAMS]]
<li>4 [[free tons]]
+
<li>2 [[DHS]]
<li>12.5t [[Armor]]
+
<li>0 [[free tons]]
 +
<li>10.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 89 750
+
| Price C = 65 750
| ArmorT C = 64 474
+
| ArmorT C = 45 524
| Engine C = VOX 280 XL
+
| Engine C = Pitban 240 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>2x [[MPL]]
+
<li>2x [[LtGauss]]
<li>1x [[LBX20]]
+
<li>2x [[UAC2]]
<li>4x [[LPPC]]
 
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[LAMS]]
+
<li>[[EOptics]]
<li>[[GECM]]
 
 
<li>[[BAP]]
 
<li>[[BAP]]
<li>[[EOptics]]
+
<li>0 [[HS]]
<li>3 [[DHS]]
+
<li>4 [[free tons]]
<li>1 [[free tons]]
+
<li>9.5t [[Armor]]
<li>13t [[Armor]]
 
 
</ul>
 
</ul>
  
 
| Price D = 80 500
 
| Price D = 80 500
| ArmorT D = 64 474
+
| ArmorT D = 50 273
| Engine D = VOX 280 XL
+
| Engine D = Pitban 240 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>1x [[UAC20]]
+
<li>4x [[RAC2]]
<li>2x [[ERLBL]]
+
<li>1x [[B-Pod]]
<li>2x [[TBolt5]]
 
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>4 [[DHS]]
+
<li>[[AECM]]
<li>1 [[free tons]]
+
<li>2 [[LAMS]]
<li>13t [[Armor]]
+
<li>2 [[DHS]]
 +
<li>4 [[free tons]]
 +
<li>10.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 81 100
+
| Price E = 76 500
| ArmorT E = 64 474
+
| ArmorT E = 53 441
| Engine E = VOX 280 XL
+
| Engine E = Pitban 240 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>2x [[ERPPC]]
+
<li>4x [[ERLL]]
<li>1x [[Gauss]]
 
<li>2x [[ERMBL]]
 
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[DHS]]
+
<li>[[BHP]]
<li>1 [[free tons]]
+
<li>2 [[LAMS]]
<li>13t [[Armor]]
+
<li>9 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>11t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 79 250
+
| Price F = 64 500
| ArmorT F = 64 474
+
| ArmorT F = 45 524
| Engine F = VOX 280 XL
+
| Engine F = Pitban 240 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>2x [[RAC5]]
+
<li>2x [[AC10]]
<li>1x [[MRM30]]
+
<li>2x [[PPC]]
<li>3x [[Flamer]]
+
<li>1x [[B-Pod]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
<li>3 [[DHS]]
+
<li>[[EOptics]]
<li>3 [[free tons]]
+
<li>1 [[DHS]]
<li>13t [[Armor]]
+
<li>2 [[free tons]]
 +
<li>9.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 78 000
+
| Price G = 78 500
| ArmorT G = 61 312
+
| ArmorT G = 51 858
| Engine G = VOX 280 XL
+
| Engine G = Pitban 240 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>2x [[ERPPC]]
+
<li>6x [[MXPL]]
<li>1x [[LRM15]]
 
<li>4x [[AC2]]
 
<li>1x [[B-Pod]]
 
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[HS]]
+
<li>[[GECM]]
<li>1 [[free tons]]
+
<li>[[MASC]]
<li>12.5t [[Armor]]
+
<li>10 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>10.5t [[Armor]]
 
</ul>
 
</ul>
  
| Pods = RE
 
 
| Armor H = 2760
 
| Armor H = 2760
| Armor CT = 9138
+
| Armor CT = 8823
| Armor LRT = 5939
+
| Armor LRT = 5614
| Armor B = 5483
+
| Armor B = 4812
| Armor LRA = 5254
+
| Armor LRA = 5253
| Armor INT = 3947
+
| Armor INT = 3465
| Armor LRL = 6579
+
| Armor LRL = 5775
| Armor RE = 3655
 
  
<!-- Current for 0.10.3 -->
+
<!--Stats current for 0.11.0
 +
Fluff current for 0.11.0 -->
 
}}
 
}}
{{ stub }}
 
The '''Warhammer''' is a heavily armed and moderately [[Armor|armored]] [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]], possessing modest speed and maneuverability.  Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding [[Light Mechs]] and [[Vehicles]], as well as standing toe to toe against other Heavies.
 
  
The Warhammer possesses a large spotlight that can be turned on with the ['''L'''] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting [[Battle Armor]] in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. It also has a narrow vertical field of view, which may make it hard to deal with [[Aerospace]] fighters and [[VTOL]]s.
+
 
 +
The Rifleman is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.6.0 update as a surprise.<br>
 +
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso pitch and rotation of any mech, as it can look almost straight up while rotating 360 degrees.
 +
 
 +
All variants are equipped for anti-aircraft duty and are therefore somewhat efficient against [[BA]], [[VTOL]] and light, medium and some heavy [[ASF]]. However, their performance against mechs or tanks of similar weight is poor, and Rifleman pilots might find themselves getting easily overwhelmed by medium or even few light assets due to its huge size and poor armor.
 +
 
 +
Thats why Riflemans mostly serve as direct fire support, since they sacrificed speed and armor in favor of weapons.
 +
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
The Warhammer Prime is the signature mech of Natasha Kerensky. It is also a Knights of the Inner Sphere favorite. With its low price the Prime is a budget favorite and a well-armed mech, possessing a variety of weapons capable of inflicting damage at most any range. 2 [[PPC]]s provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling [[night vision]]. The Prime's mid-range output is supplemented by 2 [[MBL]]s, but it reaches its full damage potential as it closes within 250m. The Prime's 2 [[SBL]]s and an [[SRM6]] allow it to step up its firepower as it closes on its foes. The [[SRM6]] provides the primary defense against [[Battle Armor]], allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily [[Energy Weapon]] based, the Prime sports 4 [[Double Heat Sinks]] allowing a disciplined mechwarrior to output fire continuously without fear of excess heat. The Prime has a major difference from all other variants. It is equipped with a standard engine which causes no bonus damage to be transferred to its center from a busted side torso. Spreading damage by torso twisting can allow a Prime to survive far longer than its already hard to kill brethren. The Prime can often escape damaging encounters that would have destroyed many other mechs. The Warhammer Prime is dangerous mech capable of handling a variety of threats at a variety of ranges.
+
The Rifleman Prime is a well-balanced [[AA]] mech. Despite its 2 [[DHS]] the Prime runs very hot, as it boasts 2 [[ERLBL]]s and 2 [[ERMBL]]s. These energy weapons are complemented by 2 [[UAC5]]s, making the Prime an good all-round mech. The fact that the Prime is the most armored rifleman with its 11.5t of armor and is mostly an energy-based mech, give it decent staying power. The Prime has [[EOptics]] that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise. 2 [[LAMS]] are attached to fend off missile attacks.
  
===Variant A===
+
===Variant A - ''"Apollo"''===
{{Out of date}}
+
The Rifleman A is a long-range version. The A doesn't have the pinpoint damage output of the Prime, but it makes up for that with precise damage from three [[HVAC2]]s reaching 1500m outside most other direct-fire weapons' ranges while it fires at aircraft and targets of opportunity. A singular [[ELRM20]], allows the Rifleman A to lock and fire its missiles out to a maximum range of 1500m with six shots per ton. The Rifleman A carries four [[Free tons | Free Tons]] of ammo. Equipped with [[EOptics]] which are useful for precision and long-distance aiming, as well as picking out targets from their surroundings that were otherwise undetectable by radar.
  
The Warhammer A is a long range support mech, equipped with weapons meant to dish out damage at extreme range. 2 [[LtGauss]], 1 [[ELRM15]], and a set of [[EOptics]] allow the A variant to sit behind the front lines, supporting its allies while staying away from any return fire. Should any missiles happen to fly its way, a [[LAMS]] helps mitigate any damage the Warhammer A or its allies might take. 2 [[MGun]]s give the Warhammer A some anti-BA punch, while a [[GECM]] suite allows it to stay off the radar of all but the closest enemies. A whopping 5 free tons for ammunition means that the A variant has tremendous staying power, and will rarely, if ever, need to leave the fight to rearm.
+
The Rifleman A is designed to snipe your prey from an unexpected distance of 1500m, but thats the only thing A is somewhat decent for. It might be better to get Rifleman C, and exchange 250m of extra range for more damage and more imposing presence of C's LGauss rifle.
  
 
===Variant B===
 
===Variant B===
{{Out of date}}
+
A variant designed for mid range engagements, a relative rarity among Riflemen, the Rifleman B packs the meanest alpha of the bunch. Two [[LBX10]] can engage targets from 700m, but the spread of the pellets means the closer the target the more drastic the results, while a battery of four [[ERMBL]]s deals a pinpoint blow to the weakened components. Make no mistake though, despite its relatively short reach, the hitscan nature of its lasers and the spread of its Autocannons allow it to punish aircraft that enter its range. Like the Prime this unit also carries 2 LAMS to fend off missile attacks and 2 [[DHS]] which are more than enough for the Laser Battery.
 
 
The Warhammer B packs 2 [[AC10]]s, a single [[LPL]], 2 [[ERMBL]]s, and [[B-Pod]]s. This loadout allows the B variant to shred [[Light Mechs|Light]] and [[Medium Mechs|Medium]] Mechs as long as the mechwarrior can lead his weapons properly. The B can also stand face-to-face with some other heavies, their large size making them ideal targets. By chainfiring the 2 [[AC10]]s, the B can maintain a steady stream of cockpit shake, disorienting their enemies. The [[B-Pod]] allow some defence against [[Battle Armor]], to a limited extent. The B has an additional 2 [[free tons]] of ammo helping to make it a better mid-range fire support mech, but even with that the Warhammer B can be in need of a short supply line during extended engagements, as its autocannons can become very ammo hungry during intense firefights. The B suffers at long-range combat, but utilizing its [[GECM]] can prevent early detection and long-range confrontations.
 
  
 
===Variant C===
 
===Variant C===
Nothing reaches beyond 500 meters on this one - [[GECM]] suite ensures not even radar microwaves. With the least of an firing discipline the 4 [[LPPC]] can be fired indefinitely and in short succession - rendering any opponent blind at night, out to 450m. This sole property renders this variant an night hunter of supreme potential. The 2 [[MPL]], reaching out to 400m really add more damage over time than the four PPCs do.<br>
+
While other Rifleman variants rely on putting up a wall of projectiles or a laser show to deter enemy aerospace, the Rifleman C trusts in the cool killing power of the [[Gauss Rifle| Light Gauss Rifle]]. Two [[UAC2]]s provide some additional damage, but their main purpose is to help calculate the lead of the two [[LtGauss]] rifles in order to send enemy aerospace hurtling to earth. As the two weapons have nearly the same projectile speed, pulling enough lead to start landing hits with the [[UAC2]]s ensures that any following light gauss shots will land right on target. The Rifleman C carries the standard [[BAP]] and [[EOptics]] as well, though like all Rifleman variants it should be wary of close combat with other ground assets. Four [[Free tons | Free tons]] of ammo keep the 2 LtGauss well supplied.
While the main trump card of this variant, however, is the persuading potential of the [[LBX20]] cannon and it is backed up by the usual ton of spare ammunition. Utmost care is to be taken that each hit counts as the LBX20 cannon does the majority of the C variant's damage.<br>
 
The selling points of this top priced Warhammer is its night hunting potential backed up by the [[GECM]] suite's stealth and extended sencor range provided by [[BAP]], alto note that the stealth can be too easily broken by any stray enemy missile flying by, by the treacherous [[LAMS]].
 
  
===Variant D===
+
===Variant D - ''"Patriot"''===
The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 [[ERLBL]]s and 2 [[Tbolt5]]s will lure your targets in for an easy kill of an long ranged helpless low DPS sniper. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single [[UAC20]], roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. Furthermore, it is also placed high on the mech's shoulder, allowing the mechwarrior to fire double AC rounds at enemies while in partial cover. 4 [[DHS]] give the D variant acceptable heat management, and an extra ton of [[free tons|free space]] ensures that its autocannon has more ammo should the enemy prove tougher than expected.<br>
+
Though the Rifleman D has the same four [[RAC2]] armament as the much cheaper Partisan B, it still has its own niche. The D variant is meant as a group support mech, intended to shield its lance-mates from both radar and aerospace alike while keeping up with them over rough or uneven terrain. An [[AECM]] unit gives nearby friendlies radar cover, the 2 [[LAMS]] protect from missiles, while a [[BAP]] helps the Rifleman D sniff out incoming air or ground assets. Enemy aerospace will have to deal with the hailstorm of RAC2 rounds sent their way, and enemy mech assets will stumble into your lance, expecting only a single heavy mech to deal with. Four [[Free tons | Extra Tons]] of ammo and 2 [[DHS]] round out this package.
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.
 
  
===Variant E - ''"Triple H"''===
+
===Variant E===
The E is a superb sniper mech. Armed with 2 [[ERPPC]]s and a single [[Gauss]] rifle, it is able to quickly deal crippling damage to enemies before they can get into the range necessary to return fire. The gauss rifle's cool nature gives you a good weapon to use while the 2 [[DHS]] tries to dissipate the heat produced by the two [[ERPPC]]s. Most pilots chain fire their ERPPCs to prevent overheating. 2 [[ERMBL]]s mounted in the torsos give the Warhammer E a not-insubstantial tertiary punch that can be used to hasten the destruction of any mech that survives the salvos from its primary weapon systems. [[EOptics]] and a single [[free tons|free ton]] allow the E variant to accurately maintain its full firepower for a decent amount of time.
+
The Rifleman E brings a frightening light show of four [[ERLBL]]s to the fight. Though the resulting heat spike from firing all four lasers at once can be worrying, the immense amount of heat dissipation provided by the 9 [[DHS]] it carries means that it's possible to start to overheat after intense fighting. With a steady enough hand, the Rifleman E can quickly deal death to any enemy aerospace that is unwise enough to linger inside its 800m range, and can strip enemy mechs of weapons or armor from the relative safety of the second line. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. Double [[LAMS]] for protection against missiles, all rounded up by 11t of armor gives E decent battlefield presence.
  
===Variant F===
+
===Variant F - ''"Aftershock"''===
The Warhammer F excels at close combat and can provide modest mid-range support. 2 [[RAC5]]s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single [[MRM30]] supplements the already great damage provided by the rotary autocannons, and 3 [[flamers]] give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 [[DHS]] help dump the waste heat flamers will saddle you with, while 3 [[free tons]] give you some staying power before returning to rearm.
+
The F variant is somewhat of an oddball. Theoretically, its armament of two [[AC10]]s and two [[PPC]]s can deal a great amount of damage to anything it manages to hit. However, the fairly slow projectile speed of each, coupled with their restrictive (for anti-aero work) ranges of 550m and 700m, respectively, means that the Rifleman F will have a hard time landing hits on aerospace with either weapon. Rather, the Rifleman F is meant as a direct fire-support mech, intended to sit behind the front lines and pound away at otherwise distracted targets. Unlike other Rifleman variants, the F carries no active probes, and must thus be careful it isn't caught alone. Though its armaments can cause a significant amount of damage, its slow speed and light armor of only 9.5t mean that any assets in its own weight class will easily overpower it. [[EOptics]] almost seem wasted on this unit and having only 1 [[DHS]] pilots must keep an eye on their temps. [[B-Pod]] provides some help with [[Battle Armor]] ambushes.
  
===Variant G===
+
===Variant G - ''"Boogie"''===
{{Out of date}}
+
Instead of running from engagements like other fire support Riflemans, the G rushes in with a blistering array of 6 [[MXPL]]s at 279 shots/min, 28.5 damage per shot - capable of removing arms and melting armor off opponents that make the mistake of underestimating the G's power. 10 [[DHS]] is  enough to handle the heat under normal fire, but keeping an eye on you temperature is well advised. Rushing in at 91 km/h with [[MASC]], it's a good idea to give this mech a few seconds to cool down before opening fire. [[GECM]] will keep you under cover right up until your firing range so utilizing the [[EOptics]] will help you determine the battle assessment while closing in.
  
The Warhammer G is not for the faint of heart. Often called the "Schizo-hammer" among players, the G is a conglomeration of vastly disparate weapons systems, comprising a total of 4 distinct weapon groups. The G is a jack of all trades in the long-range department. At 1000m the G brings in some real firepower with a single [[LRM15]]. At 950m the G has an [[HVAC10]] for persistent supressing fire and at 900m [[ERPPC]] for for sniping. As point defense, at 400m, the G has two [[ERSBL]]s and a pair of [[MPL]]s that will strain the G's heat dissipation. Except for the [[HVAC]], every weapons system on the G produces a moderate amount of heat. While at long range its 2 [[DHS]] can somewhat manage to dissipate waste heat between volleys, its close range lasers are more heat intensive. In prolonged short range combat, an engagement range that the Warhammer G has no job seeking, pilots will find themselves reluctant to strain their heat levels with their PPC's heats spike, although they should be able to afford a last volley of missiles against an enemy about to close into its minimum range. In such situations the G's heat capacity would be better spent on its [[HVAC10]]. Though it sports 2 [[free tons]], enough to carry a single reload for its autocannon and LRMs, mechwarriors should fire conservatively to avoid running out of ammo too quickly. The Warhammer G is an excellent mech to learn about how to manage many weapons systems simultaneously.
+
Bear in mind that any Rifleman is still a Rifleman, with its huge size and inadequate armor for a heavy mech. But if the G travels with an ally who will draw fire away, the G is open to unload plenty of damage.
  
 
==Canon==
 
==Canon==
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots.
+
The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it amont the first 'Mechs ever built. Its combination of long-ranged weaponry, including rapid-fire autocannons and it's excellent targeting and tracking system ensured it would remain a viable battlefield unit through half a millennium of combat. The Rifleman's focus on anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. The 'Mech's heat sinks are grossly inadequate for constant fire, but in an anti-aircraft role, the Rifleman is expected to have time to dissipate heat while the target aircraft turns for its next pass.  
Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.
+
 
Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler
+
Notable pilots include: Gray Noton  "Legend-Killer", Conner Rhys-Monroe "Former Knight of the Sphere", John "Gentleman Johnny" Clavell, and Davis McCall of the Gray Death Legion.
 +
 
 +
Date Introduced 2770 during the Era known as "Star League" (2571 - 2780) - Unit Role: Sniper
  
Amongst BT fans, the Warhammer, along with other Mechs designed for the ''Macross'' Anime series, is referred as the ''Unseen''. Another ''Unseen'' Mech (which was originally planned to appear in MWLL) is the [[Marauder]].
+
[http://www.sarna.net/wiki/Rifleman BattleTech Reference]
  
[http://www.sarna.net/wiki/Warhammer BattleTech Reference]
 
 
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{{Template:Navbox_Assets_IS}}

Revision as of 14:52, 9 August 2019

Rifleman
Rifleman.jpg
Rifleman.jpg
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 7 upon destruction
Tier: 8
Tonnage: 60 tons
Speed: 64 km/h (91 km/h with MASC)
Torso yaw: 360°
Torso pitch: -33° to +96° while standing.
-33° to +96° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 71 600 CBills
Total armor: 56 609
Engine Size: Pitban 240 XL
A:
Price: 62 000 CBills
Total armor: 45 524
Engine Size: Pitban 240 XL
B:
Price: 67 700 CBills
Total armor: 50 273
Engine Size: Pitban 240 XL
C:
Price: 65 750 CBills
Total armor: 45 524
Engine Size: Pitban 240 XL
D:
Price: 80 500 CBills
Total armor: 50 273
Engine Size: Pitban 240 XL
E:
Price: 76 500 CBills
Total armor: 53 441
Engine Size: Pitban 240 XL
F:
Price: 64 500 CBills
Total armor: 45 524
Engine Size: Pitban 240 XL
G:
Price: 78 500 CBills
Total armor: 51 858
Engine Size: Pitban 240 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
4812
2760
5253
5253
5775
5614
8823
5614
5253
5775
3465

All stats current as of release 0.15.3 </div>


The Rifleman is an Inner Sphere Heavy Mech and was added with the 0.6.0 update as a surprise.
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso pitch and rotation of any mech, as it can look almost straight up while rotating 360 degrees.

All variants are equipped for anti-aircraft duty and are therefore somewhat efficient against BA, VTOL and light, medium and some heavy ASF. However, their performance against mechs or tanks of similar weight is poor, and Rifleman pilots might find themselves getting easily overwhelmed by medium or even few light assets due to its huge size and poor armor.

Thats why Riflemans mostly serve as direct fire support, since they sacrificed speed and armor in favor of weapons.


Roles and Gameplay Hints

Prime

The Rifleman Prime is a well-balanced AA mech. Despite its 2 DHS the Prime runs very hot, as it boasts 2 ERLBLs and 2 ERMBLs. These energy weapons are complemented by 2 UAC5s, making the Prime an good all-round mech. The fact that the Prime is the most armored rifleman with its 11.5t of armor and is mostly an energy-based mech, give it decent staying power. The Prime has EOptics that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise. 2 LAMS are attached to fend off missile attacks.

Variant A - "Apollo"

The Rifleman A is a long-range version. The A doesn't have the pinpoint damage output of the Prime, but it makes up for that with precise damage from three HVAC2s reaching 1500m outside most other direct-fire weapons' ranges while it fires at aircraft and targets of opportunity. A singular ELRM20, allows the Rifleman A to lock and fire its missiles out to a maximum range of 1500m with six shots per ton. The Rifleman A carries four Free Tons of ammo. Equipped with EOptics which are useful for precision and long-distance aiming, as well as picking out targets from their surroundings that were otherwise undetectable by radar.

The Rifleman A is designed to snipe your prey from an unexpected distance of 1500m, but thats the only thing A is somewhat decent for. It might be better to get Rifleman C, and exchange 250m of extra range for more damage and more imposing presence of C's LGauss rifle.

Variant B

A variant designed for mid range engagements, a relative rarity among Riflemen, the Rifleman B packs the meanest alpha of the bunch. Two LBX10 can engage targets from 700m, but the spread of the pellets means the closer the target the more drastic the results, while a battery of four ERMBLs deals a pinpoint blow to the weakened components. Make no mistake though, despite its relatively short reach, the hitscan nature of its lasers and the spread of its Autocannons allow it to punish aircraft that enter its range. Like the Prime this unit also carries 2 LAMS to fend off missile attacks and 2 DHS which are more than enough for the Laser Battery.

Variant C

While other Rifleman variants rely on putting up a wall of projectiles or a laser show to deter enemy aerospace, the Rifleman C trusts in the cool killing power of the Light Gauss Rifle. Two UAC2s provide some additional damage, but their main purpose is to help calculate the lead of the two LtGauss rifles in order to send enemy aerospace hurtling to earth. As the two weapons have nearly the same projectile speed, pulling enough lead to start landing hits with the UAC2s ensures that any following light gauss shots will land right on target. The Rifleman C carries the standard BAP and EOptics as well, though like all Rifleman variants it should be wary of close combat with other ground assets. Four Free tons of ammo keep the 2 LtGauss well supplied.

Variant D - "Patriot"

Though the Rifleman D has the same four RAC2 armament as the much cheaper Partisan B, it still has its own niche. The D variant is meant as a group support mech, intended to shield its lance-mates from both radar and aerospace alike while keeping up with them over rough or uneven terrain. An AECM unit gives nearby friendlies radar cover, the 2 LAMS protect from missiles, while a BAP helps the Rifleman D sniff out incoming air or ground assets. Enemy aerospace will have to deal with the hailstorm of RAC2 rounds sent their way, and enemy mech assets will stumble into your lance, expecting only a single heavy mech to deal with. Four Extra Tons of ammo and 2 DHS round out this package.

Variant E

The Rifleman E brings a frightening light show of four ERLBLs to the fight. Though the resulting heat spike from firing all four lasers at once can be worrying, the immense amount of heat dissipation provided by the 9 DHS it carries means that it's possible to start to overheat after intense fighting. With a steady enough hand, the Rifleman E can quickly deal death to any enemy aerospace that is unwise enough to linger inside its 800m range, and can strip enemy mechs of weapons or armor from the relative safety of the second line. A BHP gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. Double LAMS for protection against missiles, all rounded up by 11t of armor gives E decent battlefield presence.

Variant F - "Aftershock"

The F variant is somewhat of an oddball. Theoretically, its armament of two AC10s and two PPCs can deal a great amount of damage to anything it manages to hit. However, the fairly slow projectile speed of each, coupled with their restrictive (for anti-aero work) ranges of 550m and 700m, respectively, means that the Rifleman F will have a hard time landing hits on aerospace with either weapon. Rather, the Rifleman F is meant as a direct fire-support mech, intended to sit behind the front lines and pound away at otherwise distracted targets. Unlike other Rifleman variants, the F carries no active probes, and must thus be careful it isn't caught alone. Though its armaments can cause a significant amount of damage, its slow speed and light armor of only 9.5t mean that any assets in its own weight class will easily overpower it. EOptics almost seem wasted on this unit and having only 1 DHS pilots must keep an eye on their temps. B-Pod provides some help with Battle Armor ambushes.

Variant G - "Boogie"

Instead of running from engagements like other fire support Riflemans, the G rushes in with a blistering array of 6 MXPLs at 279 shots/min, 28.5 damage per shot - capable of removing arms and melting armor off opponents that make the mistake of underestimating the G's power. 10 DHS is enough to handle the heat under normal fire, but keeping an eye on you temperature is well advised. Rushing in at 91 km/h with MASC, it's a good idea to give this mech a few seconds to cool down before opening fire. GECM will keep you under cover right up until your firing range so utilizing the EOptics will help you determine the battle assessment while closing in.

Bear in mind that any Rifleman is still a Rifleman, with its huge size and inadequate armor for a heavy mech. But if the G travels with an ally who will draw fire away, the G is open to unload plenty of damage.

Canon

The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it amont the first 'Mechs ever built. Its combination of long-ranged weaponry, including rapid-fire autocannons and it's excellent targeting and tracking system ensured it would remain a viable battlefield unit through half a millennium of combat. The Rifleman's focus on anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. The 'Mech's heat sinks are grossly inadequate for constant fire, but in an anti-aircraft role, the Rifleman is expected to have time to dissipate heat while the target aircraft turns for its next pass.

Notable pilots include: Gray Noton "Legend-Killer", Conner Rhys-Monroe "Former Knight of the Sphere", John "Gentleman Johnny" Clavell, and Davis McCall of the Gray Death Legion.

Date Introduced 2770 during the Era known as "Star League" (2571 - 2780) - Unit Role: Sniper

BattleTech Reference