What effect does "inferno ammo" have for conventional infantry? Does it merely add the F tag to a platoon's attacks (giving the platoon Flame-Based Weapons), or does it allow (force?) the platoon to attack using the inferno rules for inferno attacks by SRM infantry on TW 142?
Nothing in
Tech Manual (6th printing) references the effect of the "inferno ammo" that the Mauser IIC; standard grenade launcher; auto, heavy, and heavy auto grenade launchers; Corean FarShot; light and heavy mortars; MRM launcher; heavy, medium, and light recoilless rifles; two-shot, heavy, and light SRM launchers; and standard and mini grenades all have access to, other than the stats provided in the Conventional Infantry Weapons table beginning on page 349. That table lists lower damage values for "inferno ammo" compared to "non-inferno ammo," but adds the F tag, allowing the platoon to deal either damage or heat equal to the relevant Damage Value (TM 148).
Total Warfare, on page 142, meanwhile, it says that
An SRM infantry platoon that hits its target does so with a number of inferno missiles equal to its Damage Value after rolling on the Cluster Hits Table, divided by 2 (round fractions down).
This rule does not require that an SRM platoon be equipped with "inferno ammo," merely that it be an SRM infantry platoon.
Read strictly, this would appear to mean that a platoon constructed with SRM launchers and whose Damage Values were calculated using "non-inferno ammo" is nevertheless capable of launching inferno attacks (because it is an SRM infantry platoon), while a platoon constructed with grenade launchers and whose Damage Values were calculated using "inferno ammo" is not capable of launching inferno attacks, and is relegated to the less effective Flame-Based Weapons (which do not, for instance, have any special effect against battle armor, conventional infantry, or combat vehicles, or for morale purposes, and are less effective at starting fires).
It also suggests that there is never any reason to construct an SRM infantry platoon with "inferno ammo." After all, doing so would reduce the overall Damage Values of the platoon, which would reduce the average number of inferno missiles the platoon hits with. Sure, the platoon would gain Flame-Based Weapons in exchange, but the result is still inferior. For instance:
- 20 auto-rifles + 8 two-shot SRM launchers w/ non-inferno ammo: maximum damage = 20 x 0.52 + 8 x 1.14 = 19.52, round to 20. Average damage roll = 17 troopers hit x (20/28 damage per trooper) ≈ 12.14 damage, round to 12. Total average infernos delivered = 6, total average heat delivered = 12
- 20 auto-rifles + 8 two-shot SRM launchers w/ inferno ammo: maximum damage = 20 x 0.52 + 8 x 0.68 = 15.84, round to 16. Average damage roll = 17 troopers hit x (16/28 damage per trooper) ≈ 9.71 damage, round to 10. Total average infernos delivered = 5, total average heat delivered = 10. The total average heat delivered is still 10 even using the Flame-Based Weapons rule instead of the SRM infantry firing infernos rule.
In other words, using "inferno ammo," even in an SRM platoon firing infernos per
Total Warfare, actually delivers fewer infernos than an SRM platoon firing infernos using "non-inferno" ammo.
Is this the intended effect? Am I missing something?
In support of the notion that "inferno ammo" does not interact with the inferno attacks by SRM infantry rules in any way,
Technical Readout: 3085 page 221 notes that corporate Jump Support Infantry platoons have heavy grenade launchers with infernos, and specifically adds in the Notes for that platoon:
Flame-based weapons (may inflict damage and heat to heat-tracking units).
This is not entirely consonant with
Tech Manual ("damage
and heat" vs. "damage
or heat") but does imply that "inferno ammo" doesn't mean you can launch infernos like an SRM platoon.
On the other hand, it does seem odd that an SRM platoon equipped with "non-inferno ammo" can launch infernos, and that conventional infantry SRM launchers get special treatment in this regard.