| ARMORTECH INNER SPHERE UNARMORED Character Name: Rifleman Special Ability: Heat of Battle - Rifleman chooses an opponent within Range. This Turn the Rifleman gains the following benefits for attacks against that opponent. Add one additional damage dice towards Armored opponents, or two additional damage dice towards Unarmored opponents. Rifleman cannot move next Turn. Weapons: Location Damage to Armored Damage to Unarmored Range Combat Rifle Right Arm 2D6/______ 3D6/_______ 12 _____________________ _________ ___________ ___________ ___ _____________________ _________ ___________ ___________ ___ _____________________ _________ ___________ ___________ ___ Armor: Location ]======================================== ____________________ _________ ] MOVEMENT 1D8 (Normal) ____________________ _________ ] ATTACK 1D12 (Precise) ____________________ _________ ] EVASIVE 1D8 (Moderate) ____________________ _________ ] ARMOR 3D6 (Flak Standard) Life Points... Base Value: 75 __________________________________________________________________________ Medical Kits Available: 3... 2... 1... None Available Medical Kits Received: 1... 2... 3... DEAD Requires Medical Kit After -- 15 -- Points of Damage Dies in Single Turn After -- 40 -- Points of Damage Tips: Rifleman is the basic soldier of the Inner Sphere. Rifleman's Special Ability allows him to compete with more powerful Unarmored foes. However, the Rifleman cannot hope to damage Armored opponents such as Battle Armor. Only attempt this tactic in desperate situations, or when facing weaker Armored enemies such as Jump - Jet Troopers. |