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.