Rifle Platoons
We start with the foundation of infantry-based forces in the BMR era; the BMR Rifle Platoon. Since it is impossible to legally replicate the 2-hex range, we will settle for a range category of 1 (3 hex range).
Next, we look at the damage. Rather that select weapons first, then determining damage, we have to reverse-engineer the damage to find the average damage per trooper.
A BMR rifle platoon does a maximum of 7 points of damage, which averages out at 0.25 points per trooper. Writing up the numbers, we discover that it’s not a perfect match, so we calculate damage for 0.24 and 0.26 to find a better fit (also included in the table are calculations for 0.23 and 0.27, to demonstrate that maximum damage is no longer 7).
BMR Rifle Infantry
Damage per Number of Troopers
Number
of BMR TW Damage
Troopers Damage 0.23/ 0.24/ 0.25/ 0.26/ 0.27/
Trooper trooper trooper trooper trooper
28 7 6.44 6 6.72 7 7.00 7 7.28 7 7.56 8
27 7 6.21 6 6.48 6 6.75 7 7.02 7 7.29 7
26 7 5.98 6 6.24 6 6.50 7 6.76 7 7.02 7
25 7 5.75 6 6.00 6 6.25 6 6.50 7 6.75 7
24 6 5.52 6 5.76 6 6.00 6 6.24 6 6.48 6
23 6 5.29 5 5.52 6 5.75 6 5.98 6 6.21 6
22 6 5.06 5 5.28 5 5.50 6 5.72 6 5.94 6
21 6 4.83 5 5.04 5 5.25 5 5.46 5 5.67 6
20 5 4.60 5 4.80 5 5.00 5 5.20 5 5.40 5
19 5 4.37 4 4.56 5 4.75 5 4.94 5 5.13 5
18 5 4.14 4 4.32 4 4.50 5 4.68 5 4.86 5
17 5 3.91 4 4.08 4 4.25 4 4.42 4 4.59 5
16 4 3.68 4 3.84 4 4.00 4 4.16 4 4.32 4
15 4 3.45 3 3.60 4 3.75 4 3.90 4 4.05 4
14 4 3.22 3 3.36 3 3.50 4 3.64 4 3.78 4
13 4 2.99 3 3.12 3 3.25 3 3.38 3 3.51 4
12 3 2.76 3 2.88 3 3.00 3 3.12 3 3.24 3
11 3 2.53 3 2.64 3 2.75 3 2.86 3 2.97 3
10 3 2.30 2 2.40 2 2.50 3 2.60 3 2.70 3
09 3 2.07 2 2.16 2 2.25 2 2.34 2 2.43 2
08 2 1.84 2 1.92 2 2.00 2 2.08 2 2.16 2
07 2 1.61 2 1.68 2 1.75 2 1.82 2 1.89 2
06 2 1.38 1 1.44 1 1.50 2 1.56 2 1.62 2
05 2 1.15 1 1.20 1 1.25 1 1.30 1 1.35 1
04 1 0.92 1 0.96 1 1.00 1 1.04 1 1.08 1
03 1 0.69 1 0.72 1 0.75 1 0.78 1 0.81 1
02 1 0.46 0 0.48 0 0.50 1 0.52 1 0.54 1
01 1 0.23 0 0.24 0 0.25 0 0.26 0 0.27 0
00 0 0.00 0 0.00 0 0.00 0 0.00 0 0.00 0
Looking at the table, we find that 0.26 per trooper is identical to the 0.25, but it delivers 7 points at 25 troopers, rather than the 6 delivered by a 0.25 trooper unit, so in that, it is the best match for the BMR profile.
Now we need to determine what infantry weapons can deliver that damage at a range category of 1. We
could just let it go at that and let generic abstraction take over, but for the sake of completeness, we’ll try make it fully legal.
BMR platoons universally use 7-trooper squads, so we calculate that 0.26 x 7 = 1.82. Since we want to maintain the basic MP of a light squad (1 full MP for foot, 3 MP for motorized and jump), the squad will need 7 primary weapons, or 6 primary and one secondary/support weapon, or 5 primary and two secondary (non-support) weapons.
Canonically, BMR platoons are armed with ballistic rifles that “most resemble the M-1 rifle of the late 20th century” (“Rifle”; Mechwarrior, 1st ed., pp. 55). Looking at the (errata’d) infantry weapons table, we see that there are no ballistic rifles that fit the “0.26 damage, base range 2” criteria. Interestingly enough, there are also no weapons that closely match the M-1 Garand; the closest would be the Bolt-Action Rifle (0.14… too primitive), and the M&G G-150 (0.32… too advanced and base range of 2), so that the 0.26 could actually represent a Garand-like rifle!
But let’s check our options:
Damage BV 2.0
* 7x Thunderstroke Gauss Rifles 0.26 0.79
Total: 1.82 5.53
Damage Type: Ballistic
Issues: Tech level E
Late date of introduction
Faction-specific (Federated Suns)
Damage BV 2.0
* 7x Blazer Laser Pistols 0.26 0.79
Total: 1.82 5.53
Damage Type: Energy
Issues: Tech level D
Pistols (could be fluffed as stocked “carbine conversions”)
Damage BV 2.0
* 5x Sunbeam Nova Laser Pistols 0.26 0.24
* 2x Blazer Laser Pistols 0.26 0.79
Total: 1.82 2.78
Damage Type: Energy
Issues: Tech level E
Pistols (could be fluffed as stocked “carbine conversions”)
Damage BV 2.0
* 5x Sunbeam Nova Laser Pistols 0.26 0.24
* 2x Thunderstroke Gauss Rifles 0.26 0.79
Total: 1.82 2.78
Damage Type: Ballistic
Issues: Tech level E
Pistols (could be fluffed as stocked “carbine-sized Fed Sun versions”)
Mixed faction: Federated Suns, Free Worlds League
Damage BV 2.0
* 5x Sternacht Python Pistols 0.28 0.26
* 2x Laser Pistols 0.21 0.64
Total: 1.82 2.58
Damage Type: Energy
Issues: Tech level D
Pistols (could be fluffed as stocked “carbine conversions”)
Damage BV 2.0
* 6x Gyroslug Carbine 0.28 0.86
* 1x Cov. Handrocket Gyrojet Pistol 0.14 0.46
Total: 1.82 5.30
Damage Type: Ballistic
Issues: Tech level D
Pistol is squad CO’s weapon
Damage BV 2.0
* 6x Gyroslug Carbine 0.28 0.86
* 1x Pulse Laser Pistol (IS) 0.14 0.13
Total: 1.82 4.97
Damage Type: Ballistic
Issues: Tech level D
Pistol is squad CO’s weapon
Pulse Laser Pistol can be replaced with Hold-Out Laser Pistol
For completeness’ sake, I’ll include the conjectural “Garand-clone” abstraction:
Damage BV 2.0
* 7x MW 1st Edition “Garand” Rifles 0.26 0.79
Total: 1.82 5.53
Damage Type: Ballistic
Issues: Tech level C
There are also possible combinations using 2 support-grade secondary weapons, but these can be ignored in the scope of this article, since they would affect the unit’s MP profile.
Note that all of the options (except the conjectural “Garand-clone” abstraction) are Tech Level D+, limiting possibilities for less technologically advanced worlds.
“But what about the Clans and Comstar?” I hear you ask. “Since they have alternate squad organizations, the number of secondary/support weapons will be different, skewing the total calculation!” Yes. We can’t use the same damage totals if the primary/support ratio changes. We could either ignore it and just let generic abstraction take over, or we have to make the calculations based on 1.3 damage per squad (Clan 5-troopers) or 1.56 (C*). Let’s not forget the 4-trooper squad model for PA(L) of 1.04 damage/squad.
Squads armed exclusively with 0.26 damage weapons are least affected; BV might change depending on the number of secondary weapons, but overall, the change is relatively (and mostly) insignificant.
Let’s now work out the BV. We’ll do the BV for the 5.53 BV squad and for the 2.58 BV squad in order to determine the BV range for units of this basic type.
Step 1. Defensive Battle Rating (DBR):
Foot: 28 x 1.5 = 42 x 1.0 (DF +0) = 42.0
Motorized: 28 x 1.5 = 42 x 1.1 (DF +1) = 46.2
Jump: 21 x 1.5 = 31.5 x 1.2 (DF +2) = 37.8
Step 2. Offensive Battle Rating (OBR):
Foot (Speed Factor: 0.44):
5.53 BV x 0.44 = 2.4332 x 2 (anti-’mech) = 4.8664 x 4 platoons = 19.4656
2.58 BV x 0.44 = 1.1352 x 2 (anti-’mech) = 2.2704 x 4 platoons = 9.0816
Motorized (Speed Factor: 0.54):
5.53 BV x 0.54 = 2.9862 x 2 (anti-’mech) = 5.9724 x 4 platoons = 23.8896
2.58 BV x 0.54 = 1.3932 x 2 (anti-’mech) = 2.7864 x 4 platoons = 11.1456
Jump (Speed Factor: 0.65):
5.53 BV x 0.65 = 3.5945 x 2 (anti-’mech) = 7.1890 x 3 platoons = 21.567
2.58 BV x 0.65 = 1.6770 x 2 (anti-’mech) = 3.3540 x 3 platoons = 10.062
Step 3. Calculate Final Battle Value
DBR + OBR
Foot:
5.53 BV: 42.0 + 19.4656 = 61.4656 (rounded normally): 61
2.58 BV: 42.0 + 9.0816 = 51.0816 (rounded normally): 51
Motorized:
5.53 BV: 46.2 + 23.8896 = 70.0896 (rounded normally): 70
2.58 BV: 46.2 + 11.1456 = 57.3456 (rounded normally): 57
Jump:
5.53 BV: 37.8 + 21.567 = 59.367 (rounded normally): 59
2.58 BV: 37.8 + 10.062 = 47.862 (rounded normally): 48
This BV is not final; BMR infantry was specifically not trained for anti-’mech attacks. As such, “baseline” Regular-grade platoons are considered to have gunnery 4/anti-’mech 8 skill levels (as opposed to 4/5 for a “standard” Regular-grade platoon). This carries a 0.85 multiplier to the base BV.
4/5: 4/8: Final:
Foot:
5.53 BV: 61 51.85 (rounded normally): 52
2.58 BV: 51 43.35 (rounded normally): 43
Motorized:
5.53 BV: 70 59.50 (rounded normally): 60
2.58 BV: 57 48.45 (rounded normally): 48
Jump:
5.53 BV: 59 50.15 (rounded normally): 50
2.58 BV: 48 40.80 (rounded normally): 41
It is interesting to note that there is such a significant difference in BV between what are, in game stats, identical platoons. Adding in alternative weapon selections, plus the 0.25 damage per trooper possibilities, plus the Clan and C* configurations (not to mention 0.24 and 0.27 per trooper configurations, and the 2-support weapon per squad formations), there is a plethora of possibilities for second-line “basic” infantry squads and platoons.
As far as I know, BV 2.0 numbers were never published for the BMR-era “Generic 15/18”, since the 2.0 system was introduced after the introduction of TW, which redid the generic platoons into their current form.
For comparison, actual BMR Rifle infantry has the following BV 1.0 (Std/A-‘M):
Foot: 23/32
Motorized: 28/42
Jump: 29/46