Author Topic: The infantry battletrooper approach  (Read 252 times)

DevianID

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The infantry battletrooper approach
« on: 10 April 2024, 07:43:08 »
Howdy.  As we have a really awesome infantry discussion going, I figure I would put in my idea for Battletech level squads of troops built like battle armor.  While I finished all the weapons stats (for the weapons that I felt mattered) and the construction rules, below is a squad built using the system.  I figured a sample would be best, instead of putting the techmanual style blob of text for the entire set of weapon and construction rules.

Sample Infantry Squad

Regular+ Infantry (5 in physical stats, Fit, cant be green or worse skill), Light Infantry designation (cant be encumbered, must be Fit), Anti-mech Equipped/trained (Leg Attack able, no grapple rod so unable to swarm)
30 (carry capacity)+25 kg (pack) max

18.1kg (standard gear/field kit, full coverage light armor, packframe)

36.9kg remaining per member.

Team 1 Light SRM Team      0 [ ] 0 [ ]    SRM Unloaded 0
   Autorifle (6.9), Light SRM (10), 6 shots (+45kg), Satchel Chargex2 (9kg)
Team 2 Rifle team 1         0 [ ] 0 [ ]
   Autorifle (6.9), DMR (7.1), Grenadesx4 (4.8), Satchel Charge x2 (9 kg)
Team 3 Rifle team 2         0 [ ] 0 [ ]
   Autorifle (6.9), DMR (7.1), Grenadesx4 (4.8), Satchel Charge x2 (9 kg)
Team 4 Squad Leader         0 [ ]
   Autorifle (6.9kg), Communication Gear (1.1), Grenadesx2 (2.4), Satchel Chargex2 (9 kg)

   Autorifles: Range 1/ 2/ 5.  +4 to hit
   DMR Autorifle: Range 2/ 5/ 13.  +4 to hit
   Light SRM: Range 1/ 6/ 9.  -2 to hit.  Walk and Fire
   Grenades: Range 0.  -2 to hit.

Battlevalue
   Offensive Speed Factor: .88
   Team 1 21+3, Team 2+3 8+3+.5*(4) [50% for weapons in excess of Troopers), Team 4 3+.5(2)
      24 +13 +13 +4=44 Weapon BV
      18 Leg Attack BV
      62*.88=54.56 Offensive BV
   Defensive BV: TMM +1, +2 (Battlemech versus Foot Infantry +2), 1.3 multiplier
      7 Armor*2.5 each + 7 Trooper: 1 each=24.5/4 teams=6.125 Average
      4 team multiplier=5.2x
      6.125*5.2*1.3=41.405 BV
   Final Squad BV=96

Some notes: All attacks deal 2 damage, for simplicity.  The +4 hit penalty for small arms is brutal, but thats what it takes to deal damage to BAR10 armor, or to hit infantry enough to deal 2 damage to them (it takes 4 rifle hits to drop 1 trooper with 5 body in light armor).  When shooting at other infantry, you dont have the +2 'foot infantry' size modifier (identical to how battle armor dont take the existing +1 battle armor sized target penalty when shooting at other battle armor).  Smallarms also get -1 bonus to hit when stationary (RPG careful aim).  So at medium range, a regular skill rifle attack needs [4 base, 2 range, +4 small arms, +0 target tmm, -1 standing still=9] to kill (deal 2 battletech damage or 10+ RPG damage) to a rival enemy troop.  Walking and running, like normal, add 1 or 2 to the attacker mod per normal and lose the stationary rifle bonus.  Finally, there is no cluster rolls.

As long as you stay still or walk, each trooper gets to fire a weapon.  So the above squad would roll 4 sets of dice for the 4 Autorifles, 2 sets of dice for the 2 DMRs, and 1 set of dice for the light SRM.  There is some other stuff, like running makes it so the Light SRM cant shoot, and a hit to a team that doesnt kill the team pins that team (they lose 1 weapon attack next turn).

Edit: As you might notice, Rifles are plentiful but hard to score kills with.  Anti-armor blast weapons, however, are very accurate and deadly, but take a trooper using their shooting action to reload.  A weapon platoon with 4 regular SRM teams/8 troopers (longer ranged then the light SRMs) will hit for 8 damage every turn out to 14 hexes, pretty accurately, unless forced to move or damaged.  Infantry trade movement speed for longer ranged accurate anti armor fire using the RPG stats, letting them be useful sooner and beyond just point blank ambushers.  Also, no cluster charts, no damage divisors, all weapons are pre-calibrated at 2 damage, just some unique movement rules and a size modifier 1 better then battle armor.  Oh, and of course ammo tracking for the consumables, like on battlearmor missiles.

Edited to clean up some language and BV math.
« Last Edit: 12 April 2024, 00:08:23 by DevianID »

DevianID

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Re: The infantry battletrooper approach
« Reply #1 on: 11 April 2024, 01:22:56 »
Weapons:
   Small Arms.  The common weapon of a squad, the entire squad must use the same rifle type.  All small arms come with 20 bursts effective versus BAR10 minimum, though individual ammo isnt tracked, just like on Battlearmor.
   AutoRifle.  Range 1/ 2/ 5.  +4 to hit.  6.9kg.  BV 3
   Pulse Rifle.  Range 1/ 4/ 9.  +5 to hit.  17.9kg.  BV 3
   Pulse Rifle, Clan.  Range 2/ 6/ 13.  +4 to hit  17.7kg.  BV 9
   Mauser.  Range 1/ 5/ 12.  +5 to hit.  17 kg.  BV 4

   DMR: Scoped version of above rifles, +.2kg.  Issued to marksmen (Regular+ and above), max 1       per team.  Keeps all other stats, including penalty to hit.
   Rifle range becomes 2/5/13.  8 BV
   Pulse Rifle 4/9/19. 8 BV
   Pulse/clan 6/13/26.  20 BV
   Mauser 5/12/24.  11 BV

   Indirect: Collection of support weapons allowing for indirect fire at +4 penalty/-2 with Spotter
   Heavy Grenade Launcher.  Range -/ 2/ 5.  -2 to hit.  Encumbering.  27Kg  BV 12
   Mortar, Light.  Crew 2.  Range 2-3/ 8/ 18. 50kg 4kg/shot.  IDF only, Loading.  BV 14
   Mortar, Heavy.  Crew 3.  Range 4-6/ 13/ 30.  220kg 8kg/shot.  IDF only, Loading.  BV 22
   LRM Launcher.  Range 2/ 13/ 33.  30Kg/8.3kg.  -2 to hit. Encumbering, Stationary Fire.  BV 72

   Support Weapons.  Most common small crewed weapons, though barely foot portable.
   Support Machine Gun.  Crew 2.  Range 1/ 3/ 8.  +3 to hit 44kg.  BV 10
   Support Laser.  Crew 2.  Range 3/ 10/ 25.  +1 to hit 80 kg  BV 64
   ER Support Laser, Clan.  Crew 2.  Range 4/ 15/ 30.  110kg.  108 BV.
   AA mk2.  Crew 2.  Range 2/ 12/ 30.  35kg 14kg/shot.  Loading.  Encumbering.  BV 45. 
      +7 penalty versus non-airborne.

   Personal Anti-tank weapons.  Weapons small enough to be carried by a single trooper, but          requiring 2 troopers to operate efficiently.  Or in the case of weapons like the LAW or          VLAW, weapons operating in pairs, fired together.
   VLAW.  Range 1/ 5/ 9.  OS. 4.4 kg.  -2 to hit  BV 4
   LAW.  Range 1/ 6/ 11.  OS.  8kg.  -2 to hit  BV 5
   SRM, Light.  Range 1/ 6/ 9.  10Kg/9kg.  -2 to hit, Walking Fire.  BV 21
   SRM, Standard.  Range 2/ 7/ 14.  30Kg/20kg.  -2 to hit Encumbering, Walking Fire.  BV 32
   Recoil-less Rifle.  Range 1/ 6/ 12.  8Kg/1.2kg.  -2 to hit.  Encumbering, Stationary Fire BV 27
   Plasma Rifle, Portable.  Range 2/ 8/ 16.  -2 to hit.  Encumbering 88kg  BV 40

   Close assault weapons.  These weapons are useful when fighting at point blank ranges.
   Anti-Mech Satchel.  Range 0.  ~4.5kg, OS.  (Regular+ and above)
   A squad attack at point blank range.  Unlike most weapons that allow a squad to pick and choose, the entire squad is involved in this attack—all team members must be capable of attacking, and attack with this weapon.  Damage is 4, using the Anti-mech skill instead of gunnery.  For squads with fewer teams, a penalty to hit is applied.  +3 penalty for only 3 teams, +5 penalty for 2 teams, +8 penalty for only 1 team.  See Battlearmor Leg Attack rules for more information, treating teams as a battle armor trooper.  BV 18 for whole squad for one or more attacks.
   Thrown Grenade.  Range 0.  1.2kg, OS.  -2 to hit.  BV 1
   Vibroblade.  Range 0.  .5kg (0kg on the Mauser; already included).  BV 3
   Grapplerod.  Range 0.  3kg.  OS.  (Regular+ and above).
   A swarm attack weapon, all troopers in a squad need to be equipped with a grapple rod to make a Swarm attack.  Unlike most weapons that allow a squad to pick and choose, the entire squad is involved in this attack—all team members must be capable of attacking, and use their attack to attack with this weapon.  See Battlearmor Swarm attack rules for more information, replacing troopers with teams (so a Squad with 4 teams counts as 4 troopers when making a swarm attack).  BV 2 for the whole squad for one or more Grapplerod support weapons.
   
   Specialst Equipment.  These items are required for special operations such as spotting.
   Field Communicator.  1.1KG.  (Needed to Spot).
   TAG, light.  Range 5/ 16/ 31.  21Kg, encumbering
« Last Edit: 11 April 2024, 23:58:33 by DevianID »

DevianID

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Re: The infantry battletrooper approach
« Reply #2 on: 11 April 2024, 02:38:44 »
Construction rules:

Like most units in battletech, infantry squads are created with a weight based formula.  The weight each trooper can carry is determined by their trooper type, plus any pack they have.  Each team in a squad may not exceed the total weight limit of the troopers in the team; the advantage of putting multiple troopers in the same team is increasing the total carry capacity in the team, as ammo and weight will automatically be distributed among the team members.

Serving as the basic structure of the infantry squad, a type of infantry must be chosen which determines the troopers base carry capacity.  Basic Infantry with Strength 4, Fit with Strength 5, and Augmented with Strength 6.  Elementals, the clans genetic enhanced infantry, add an additional +2 strength to the base type, to make Basic Elemental Infantry, Fit Elemental Infantry, or Augmented Elemental Infantry.

A packframe further increases the squads carry capacity, for a nominal cost, by providing an additional +2 to the troopers carry capacity strength.

Finally, Motorized infantry have an open topped vehicle to increase their mobility.  This adds a maximum weight limit to the Troopers gear deployed in the vehicle of 254 kg.  If the troopers gear exceed this weight, they must either reorganize for more vehicles, or reduce the total weight of troopers in the vehicle.

STR Encumbered Very Encumbered

4 20 kg 40 kg
5 30 kg 60 kg
6 40 kg 80 kg
7 55 kg 110 kg
8 70 kg 140 kg
9 85 kg 170 kg
10 100 kg 200 kg

After determining basic trooper type, in place of setting an engine is to set the desired mobility level of the squad when on foot.  Light infantry have the fastest movement, but require Fit or Augmented troops to be able to move that quickly.  Medium infantry is the standard infantry, able to move and shoot with most weapons, or sprint to double move without shooting.  Heavy infantry is weighed down with gear, and can only move or shoot, not both, in a turn, and they have the lowest movement rate.
   
   Light: Fit or Augmented Infantry only, not Encumbered.
   Medium: Basic Infantry, or Fit/Augumented Infantry that are Encumbered
   Heavy: Basic Infantry that are Encumbered, or Fit/Augumented Infantry that are Very Encumbered.
   (Some gear is listed as Encumbering.  A squad with one or more pieces of Encumbering gear increases the encumbrance of the troop by one level, in addition to normal weight limits.  So normal infantry becomes Encumbered, Encumbered Infantry become Very Encumbered, and Very Encumbered infantry are Overloaded, and must reduce weight until they are no longer Overloaded.)

   Special note on Jump Packs and Motorized Jeeps.  Jump Packs are 30kg Encumbering items, so Jump Pack equipped squads will only qualify as Medium or Heavy infantry.  Motorized infantry can be of any type, but while embarked in their vehicle they use the 5/8 wheeled vehicle, with normal facing and turning, instead of their normal foot movement in any direction with no facing.

After selecting mobility, each trooper is equipped with standard equipment and basic communications, taking the place of control equipment needed for other units.  This is 8.5kg, or 9.5kg if the squad is equipped with Packframes.

Next, the squad may purchase armor—all squad members must have the same armor.  This is a full suit providing either 0 (no armor), 1 (light armor), or 2 (heavy armor).
   Light armor suits weigh 8.6kg per trooper.
   Heavy armor suits weigh 24 kg, and additionally is Encumbering.
   Advanced Armor
      Comstar/WOB Heavy armor 10kg
      Clan Heavy armor 8kg.

Finally, divide the Troopers into teams of 1 to 6.  Normally Inner Sphere squads deploy 7 troopers in 4 teams with a solo squad leader, while clans deploy 5 trooper squads with 5 individuals when not operating crewed weapons, or 3 teams with 2 crewed weapons and a solo squad leader.  Comstar and WOB deploy 6 trooper squads, either in 3 teams of 2 for weapon teams, or 6 individuals for Augumented or otherwise Light infantry.  Some Periphery nations use 10 trooper squads, divided in 4 or 5 teams.

With the teams set, each team has a weight limit in equipment equal to the remaining weight of each trooper, multiplied by how many troopers are in the team.  This weight limit can not exceed the encumbrance level selected for the mobility type.

   Example:   Selecting Fit infantry, and aiming for Medium mobility, a player selected Encumbering Heavy armor to maximize protection.  As a medium mobility troop, already encumbered due to armor, the weight limit of each troop must remain under 55kg with packframes.  At 24 +9.5 already used, each troop can carry 21.5 kg more, and a team of 2 troopers would have 43kg split between them—enough for a rifle and heavy grenade launcher at 33.9kg, but not enough for most support weapons like the 44kg Support Machine gun.  With the 33.9kg pair of weapons, the teams total KG in equipment taken is 100.9.  If motorized with a jeep, with a total cargo capacity of 254 kg per vehicle the team will use 100.9 of that only, leaving plenty of cargo for the driver team.

DevianID

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Re: The infantry battletrooper approach
« Reply #3 on: 11 April 2024, 03:21:45 »
Battlevalue: 
Calculating the BV of an infantry squad is similar to calculating the BV for other units.  Simply add up all weapon equipment, and multiply by the speed factor, to determine the offensive BV.  To determine the defensive BV, find the average armor and trooper amounts for each team, and multiply this by the Battle Armor Unit Size Multiplier (treating the number of teams as the number of Battle Armor), and multiply again by the Defensive Factor.  Note that, in an effort to cut down on calculations, all ammo based weapons have ammo included in their weapon amount, so no weapon has to pay for extra ammo.

   Speed Multiplier:  Foot infantry, due to their 360 movement, have the following speed factors.
   Light Infantry: Speed Factor 4
   Medium Infantry: Speed Factor 3, Speed Factor 6 with Jump Packs
   Heavy Infanty: Speed Factor 1, Speed Factor 4 with Jump Packs
   Motorized: Speed Factor 8

   Special: each trooper can only fire 1 weapon each turn.  Only pay full price for the highest BV weapons that each trooper can use in a team.  Any weapons after this cost only 50% the base cost.

   Example: The Offensive BV of a Medium foot infantry, Speed Factor 3.
   Team 1,2,3.  2 Troopers.  Heavy Grenade Launcher (12), Autorifle (3), Vibroblade (3).
      12+3+.5*(3), *3 teams; 49.5BV
   Team 4.  1 Trooper.  Autorifle (3), Vibroblade (3), 2 Grenades (1ea) Communications (0).
      3+.5*(3+1+1); 5.5 BV
   55BV (total equipment) *.77 (speed factor 3) = 42.35 Offensive Weapon BV.
   
   Defensive Factor:
      New defensive factor modifiers +.2 (foot infantry) and +.1 (motorized)
So Light Infantry =1.3, Medium/Heavy Foot 1.2, Motorized 1.4, Medium Jump 1.5, Heavy Jump 1.4

   Example: the Defensive BV of a Medium foot infantry with heavy armor, with 7 troopers and 4 teams.
   7 troopers (1 bv each), 2 armor per trooper (2.5 each).  Average trooper and armor health BV per team = 1*7/4 + 2.5*14/4, so 10.5 BV per team.  Multiplied by 5.2 for the 4 team unit size multiplier, multiplied by the Defensive factor of 1.2.  10.5*5.2*1.2=65.52 defensive BV.

Combining the Offensive BV and the Defensive BV, this Medium Foot Squad of armored grenadiers would have a total BV of 108BV per squad.
« Last Edit: 12 April 2024, 00:00:43 by DevianID »

DevianID

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Re: The infantry battletrooper approach
« Reply #4 on: 12 April 2024, 00:31:56 »
Platoons and Mechanized Units.
   Infantry and small vehicles can act on the squad level, but function best on the platoon level.  Similar to Protomechs, when a player plays with infantry squads, the squads group up and act on the same initiative order.  Platoons are typically 4 squads for the Inner Sphere, 5 for the Clans, and 6 for Comstar, but any number of squads of 6 or less can act as a Platoon.

   When a Platoon is nominated to move in initiative, all squads in that Platoon activate and move.  This prevents the large number of individually cheap squads from choking the normal initiative order in Battletech.

Likewise, when a Platoon is nominated to shoot, all squads in the Platoon must shoot on that activation.

For most mission objectives, it takes 2 squads to hold an objective or perform an action it would take a single Mech or Combat vehicle to control.  A platoon of 4 or more squads has more total combat presence for holding objectives, but each individual squad on its own can not control a point by itself.

Vehicle Platoon guidelines:  If the vehicle is less then 10 tons, it should be acting in a Platoon formation.  For example, when fielding the 5 ton Savannah Master, it is suggested that 4 such vehicles form just 1 platoon unit for initiative order purposes, to prevent overwhelming the initiative order with such small vehicles.  This also means 2 Savannah masters would be required to hold an objective, as the small Savannah Masters operate as part of a platoon.

Vehicles with infantry transport:  Many small vehicles serve as squad transports of their own.  The Ferret Transport Vtol, for example.  When part of a Platoon of Vehicles, the entire combined infantry and Transport Platoon operates as a single Mechanized Platoon to reduce Initiative count burden.  Thus, a Ferret Mechanized platoon might have 4 Ferret Vtols, and 4 Infantry Squads.  All 8 units would activate on the same initiative order, as the unit is a combined operations mechanized unit.  In the case of larger vehicles with Transport Capacity, with infantry not operating as a Platoon, such as the 45 ton Goblin IFV carrying just one squad of infantry, then since the transported infantry is not already included in a Platoon of infantry already, they will form one with their transport, moving and acting as the same initiative activation as the larger transport vehicle as a combined unit.

The intention is that a single squad of infantry should never act as its own single unit in initiative to inflate initiative counts.  They will either act in a large platoon with other infantry squads, or with their transport as a combined Mechanized infantry unit.

DevianID

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Re: The infantry battletrooper approach
« Reply #5 on: 12 April 2024, 00:32:31 »
Rules:
   Movement
Infantry have set movement, depending on their type.
   Light Infantry have a Walk of 1, a Run of 2, and a Sprint of 3.
   Medium Infantry have a Run of 1, and a Sprint of 2.  Medium Jump Infantry can Jump up to 5 hexes (max 16 hexes)
   Heavy Infantry have a Sprint of 1.  Heavy Jump Infantry can Jump up to 3 hexes (max 16 hexes)
   Motorized infantry have a cruise of 5, and flank of 8, using personal wheeled vehicles. 

Foot Movement: Infantry may move in any direction when using ground foot movement (not jump or wheeled).  Jump movement follows normal Jump movement rules.  Further, infantry have no facing (although some specific weapons still must set a facing before firing).  Infantry do NOT ignore the movement modifiers to shooting or MP costs for terrain.  If entering terrain requires more MP then the Infantry have, they may always use the minimum movement rule to move 1 hex each turn, but can never shoot when using the minimum movement rule.
Sprint: An infantry that uses Sprint MP may not shoot.

Jump: Jump infantry, unlike their more advanced Battlearmor cousins, only have 16 total Jump MP each scenario due to limited fuel, after which the Infantry can only use their ground MP.

Motorized movement follow all movement rules for wheeled vehicles, including having a facing and paying for turns like a wheeled vehicle.  If a Piloting Skill roll would be required, use the Driver's Gunnery skill instead.  On any failed Piloting Skill roll, the Infantry are forced to Disembark immediately in the hex where the failure happened, and can not shoot that turn.  They are then treated as foot infantry for the rest of the battle, of the light/medium/heavy type as normal.  Motorized infantry can also voluntarily leave their Motorized vehicles at the start of any movement phase, but can not re-embark for the remainder of the battle.

   Shooting
Infantry have no facing in most circumstances (see weapons with crew for the exception), so can fire in any direction, including when Motorized in personal wheeled vehicles.  Infantry take all normal penalties for walking/cruising, running/flanking, and jumping.

   Infantry weapons have many restrictions based on moving and shooting in the same turn, often due to needing to reload after each shot, or setup and tear down before shooting or moving.  Except for Crewed weapons, which require multiple troopers to fire one weapon, each trooper may fire one weapon at a target of their choice in the shooting phase.  Infantry squads take secondary targets penalties as normal.

   Crewed Weapons: If a weapon specifies a crew number, it can only be operated in teams with enough troopers to equal the crew value.  It takes all crew troopers shooting to fire the crewed weapon—the troopers acting as crew can shoot no other weapon the turn they shoot a crewed weapon OR move with a crewed weapon (they are too busy packing up the weapon on a turn they move to do any other shooting!), and the weapon must remain stationary to fire.  On the first turn the crew is stationary, they must set a firing facing for their weapon.  They may then shoot the Crewed weapons one time in the shooting phase.  On subsequent turns, if they remain stationary they can either set a new firing facing in the movement phase and fire one time, or keep the facing from the previous turn, and fire the Crewed weapon twice.  If the crewed weapon is noted with 'Loading', specifically Mortars and AA weapons, then it takes two shooting actions to fire the weapon, the first to load the weapon and the second to shoot.  This means Mortars/AA weapons can only fire after remaining stationary for 2 turns, and only if they do not change their facing on the second/subsequent turn.  A team may abandon their crewed weapon at the start of their movement phase—mark the weapon as destroyed.  The team can then move and shoot as normal, no longer burdened carrying the support weapons.  The weapon is automatically destroyed in this way when the troopers in a team fall below the crew value for the weapon due to casualties.
   
   Small Arms.  All Small Arms carried by infantry have large penalties to hit, representing the difficulty of causing damage with small rifle weapons.  However, if the infantry remains stationary they receive a -1 bonus to hit that turn with Small Arms attacks, as they are able to take a more careful aim.

   Walking Fire.  Some weapons have a low ammo count, and must be reloaded often, but not so often that the weapon must remain stationary—the classic example is the 2 shot SRM launchers.  These weapons can only be fired when Stationary or Walking—they can not be loaded and fired in the midst of running across the battlefield.

   Stationary Fire.  Some weapons require the full attention of the operator to load and fire each turn, such as with the Recoilless Rifle which has a dangerous back blast and requires extra care when shooting.  Weapons with the Stationary Fire notation can only be fired when stationary.

   One Shot.  Many Infantry weapons are noted as One Shot, or OS.  From Disposable LAW/Light Anti-armor Weapons, to Grenades and Satchel Charges, after they are used they are crossed off the record sheet and can no longer be used.

   Motorized Vehicles and Shooting: Motorized Squads have the same fire restrictions as Foot infantry, replacing Walk for Cruise and Run for Flank.  If a crewed weapon is part of a Motorized Squad, then the facing that is set is one of the Vehicle Firing Arcs.  The crew must still remain stationary to shoot a crewed weapon—despite being mounted on the personal wheeled vehicle, the Motorized vehicle has no fire control or stabilizers found on traditional combat vehicles that allow accurate enough shooting while on the move.  For vehicles with hull mounted weapons that can shoot on the move, instead of infantry shooting from the back of an open top, use the support vehicle rules.

   Spotting.  To spot with infantry, a trooper must use the 'Communications' gear as a weapon attack.  This means a trooper may not spot and fire a weapon, though other members of the squad can shoot as normal.  Spotting counts as the primary target—this also means each infantry squad can only make one spotting action each weapon attack phase even if multiple teams have Communications gear.  All normal spotting modifiers apply, including 'spotting unit made attack this turn' modifiers.

   Taking Damage
When shooting at infantry, all non-infantry units must take a +2 penalty when shooting Foot/Jump infantry due to their small size.  Battlearmor and Motorized Infantry instead take a +1 penalty when shooting at Foot and Jump infantry.

   When infantry squads take damage, the damage must be randomized among the different teams.  Roll randomly to determine the team hit by each weapon, exactly the same as Battlearmor troopers in a squad.
   
   When a weapon specifies it does extra damage to infantry, such as a machine gun with 2d6 damage versus infantry, roll location and then apply the modified damage.  For example, an LRM20 with fragmentation ammo rolls a 7 for cluster, dealing 12 damage in 5 clusters.  After rolling which team is hit by the 5, 5, and 2 damage clusters, the team would take double damage for fragmentation missiles, taking 10, 10, and 4 damage.
   Infantry do not suffer critical hit effects, but when a team takes damage but is not destroyed in a turn, in the next turn one trooper in the team can not fire, and the entire squad can not sprint or take any other action that would prevent them from shooting.  After this trooper skips their shooting when the squad is activated to fire, the team has recovered, and can act normal (barring any new damage).  It is thus possible, with a large cluster attack, to pin heavy infantry (who can only sprint, which is disallowed after taking damage) in place, until the squad is either destroyed or stops taking damage.
   Example: A standard infantry squad get hit by an SRM4.  Three missiles hit, destroying team 4 and damaging but not destroying team 2 and 3.  In the next turn, because the squad took damage but the damaged teams were not destroyed, team 2 and 3 may not shoot with one trooper each (if they have only 1 trooper left, the team may not fire), and the entire squad may not sprint.  After not shooting with team 2 and 3, they may act as normal the following turn.

Motorized infantry: Motorized infantry all have one driver acting as an individual, and passengers activating as a second team in the same vehicle.  The Driver of each Motorized vehicle gets one extra point of armor representing the Barrier effect of the vehicle, which is lost if the squad dismounts.  While still Motorized, the driver can not shoot any of their weapons, but once dismounted the driver team may then shoot as normal.  If any driver team of any vehicle in the squad is destroyed, with passenger teams still alive, then the Squad must remain stationary until either the Passenger teams without a living Driver team are also destroyed, or the entire squad dismounts.
   
   Anti-mech Attacks and other Close Assault (range 0) attacks
Antimech equipped infantry types can, when in the same hex as a mech or vehicle, execute Swarm or Leg Attacks by attacking with Grapplerods or Satchel Charges.  Each trooper must make the same attack that turn, and be capable of attacking (so a damaged squad that has not recovered can not make an Anti-mech attack).  The modifiers for Anti-mech attacks are the same as battle armor, treating the Teams as the number of Battlearmor members active.  Unlike Battlearmor, Swarm and Leg attacks for infantry are each One Shot, though a team may carry multiple Grapplerods or Satchel charges per trooper to attack more then once.

When attacking at Range 0 but not making an Antimech attack, infantry are said to be in Close Assault.  Unlike other units, who may not make shooting attacks at range 0, Infantry can still shoot at range 0, but with a +2 penalty.  Some weapons have a range of 0 listed.  These weapons, such as Grenades and Vibroblades, are designed for close assault and do not take the +2 penalty when used at range 0.

DevianID

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Re: The infantry battletrooper approach
« Reply #6 on: 12 April 2024, 01:12:44 »
Transport Weight.  For simplicity, assume each trooper is 75kg, and then simply add their gear.  Elementals add +40kg, making them 115kg.

Classic Infantry Rifle Squads:

Basic Rifle Squad, Light Armor, Medium Infantry, Packframes (>40KG per trooper)
0/1/2 movement
Base Gear: 9.5
Light Armor: 8.6
Autorifle: 6.9 (BV3)
2 Grenades: 2.4 (BV1)
27.4kg out of 40
Squadleader Communications: 1.1kg.
Transport Weight 718kg

Team 1, Rifle*2, Grenade*4   o o o o    Damaged? { }
   0 [ ] 0 [ ]
Team 2, Rifle*2, Grenade*4   o o o o    Damaged? { }
   0 [ ] 0 [ ]
Team 3, Rifle*2, Grenade*4   o o o o    Damaged? { }
   0 [ ] 0 [ ]
Team 4 Comms, Rifle, Grenades*2 o o   Damaged? { }
   0 [ ]
Autorifle: 1/ 2/ 5, +4 to hit (-1 if stationary)
Grenade: OS, range 0.  -2 to hit.
Communications: used to Spot for indirect fire

BV 21.56+38.22= 60BV total

Fit Jump Rifle Squad, Light Armor, Heavy Infantry, Packframes, Jump Pack. (>110kg/trooper)
0/0/1 foot MP, 3 Jump MP (16 Jump MP total)
Base Gear: 9.5
Light Armor: 8.6
Autorifle: 6.9 (BV3)
2 Grenades: 2.4 (BV1)
Jump Pack: 30kg
---79kg---
Squadleader Communications: 1.1kg.
Transport Weight 1080kg.

Fuel: 0 0 0- 0 0 0- 0 0 0- 0 0 0- 0 0 0- 0
Team 1, Rifle*2, Grenade*4   o o o o    Damaged? { }
   0 [ ] 0 [ ]
Team 2, Rifle*2, Grenade*4   o o o o    Damaged? { }
   0 [ ] 0 [ ]
Team 3, Rifle*2, Grenade*4   o o o o    Damaged? { }
   0 [ ] 0 [ ]
Team 4 Comms, Rifle, Grenades*2 o o   Damaged? { }
   0 [ ]
Autorifle: 1/ 2/ 5, +4 to hit (-1 if stationary)
Grenade: OS, range 0.  -2 to hit.
Communications: used to Spot for indirect fire

BV 30.8+44.59= 75BV total

Daryk

  • Lieutenant General
  • *
  • Posts: 37421
  • The Double Deuce II/II-σ
Re: The infantry battletrooper approach
« Reply #7 on: 12 April 2024, 18:23:43 »
Being that platoons of 10 are possible (5 squads of 2, which fit into the Goblin, among other things), I still see rather easy abuse of the above proposed rules.  Abuse proofing has to be part of the equation... ;)

DevianID

  • Captain
  • *
  • Posts: 1717
Re: The infantry battletrooper approach
« Reply #8 on: 13 April 2024, 03:42:55 »
Yeah I mention them.  5 teams of 2 troopers would be fine.

With rifles and 2 grenade attacks each, and with a basic light armor infantry kit, it's 4bv*10*.77, so 30.8.

5 teams has a 7x modifier, so defense would be 7*7*1.2, 58.8.  Total BV =90.

So the basic IS rifle squad is 60 and a periphery basic rifle squad of 10 would be 90 BV.

Now, basic infantry with just rifles are kinda boring and crap, so I'd like to see a periphery rocket trooper team with a bunch of Vlaw or LAW disposable rockets.  They could carry 1 LAW each or 2 VLAWs for 2 shots before being down to rifles and grenades.  With accurate rocket fire they would, of course, be more expensive compared to the basic rifle squad.  Adding 10 LAWs to the 90 point rifle squad would be 27 more BV, but then you'd have up to 20 damage as a 1 time anti armor punch.
« Last Edit: 13 April 2024, 03:51:20 by DevianID »

 

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