Author Topic: Conventional Infantry 202a: BMR Rifle Infantry in under Total Warfare rules  (Read 6599 times)

Fireangel

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Until we have a board for conventional infantry designs, I'm placing this here.
Although this is an article, it has such a large construction component that I’m placing it in the Fan Designs board.

In the 200-series of articles, we'll be constructing hard-number conventional infantry units.
See also Conventional infantry 101.




Once upon a time, there was no infantry or vehicles on Battletech tabletop games. In 1986, FASA introduced Citytech, and the battlefield has never been the same.

With the introduction of Citytech, the “basic five” types of infantry were also introduced: Rifle, MG, Flamer, Portable Lasers, and SRMs, all in three flavors of motive type; foot, motorized, and jump. Rifles and Flamers had a maximum range of 2 hexes, MGs and Portable Lasers had a maximum range of 3 hexes, and the SRM (with its 14 max damage) was the undisputed king of infantry with a staggering range of 6 hexes!

Even in this first incarnation of the rules, we can see the separation of light, standard, and heavy squads; Portable Laser and SRM platoons with motorized and jump motive types had one less MP than the other types, and Jump Rifle platoons even had one MP over the others; 4 MP.


When the original Battletech Compendium rolled around in 1990, infantry platoons were left essentially untouched, though Jump Rifle Platoons lost their extra MP. The rules added anti-‘mech training, but the “Generic 15” remained otherwise untouched, all the way through to 1998’s Battletech Master Rules (BMR).

In 1995, the Chaos March sourcebook introduced the first real addition to infantry types: LRM infantry. Unlike TW-era LRM platoons, the “classic” LRM platoons dealt damage like a rifle platoon at a range of a whopping 12 hexes.

The Battletech Tactical Handbook (1994) and Maximum Tech (1997) vastly expanded on options for infantry, but this article is not about those options: it’s about the “Generic 15” (18, actually, if we include LRMs).

Why?

Because for 20 years (1986-2006), these were the only infantry options available.

Many players today are unaware, or have forgotten, just how much more powerful infantry became under Total Warfare rules; the “generic” rifle platoon in TW comes in two flavors: ballistic deals a maximum of 15 points out to three hexes (8 more points at +1 hex), or energy, which deals up to 8 points out to 6 hexes (+1 damage, +4 range).

Almost overnight the BMR platoons vanished from the tabletop; relegated to the dustbin of history.

However, players who did make extensive use of BMR infantry may want to recreate those battles, or repurpose these squad/platoon types as lighter support units.

Whatever justification I (or anyone else) use, it is an excellent opportunity to demonstrate an alternative approach to conventional infantry construction.


To be clear, in this series of articles we are attempting to replicate the BMR versions of the “Generic 15/18” as regards to damage, range, MP, and special abilities (flame-based, heavy burst), so that these platoons can be used with TW rules, following all TW rules (damage delivered and taken, for example).

For ease of reference, “BMR” shall be taken to mean “pre-TW”.

All the platoons under discussion have Divisor 1 armor kits.

So let’s get to it:
« Last Edit: 19 April 2016, 10:58:07 by Fireangel »

Fireangel

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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


Giovanni Blasini

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Suggestion: the Zeus heavy rifle works well as a stand-in for a lot of higher-caliber moderate rate-of-fire rifles, like a .30-06 Garand or .45-70 lever action. At 0.22 damage/trooper, six of them plus a light machine gun (0.49) works out to 1.81 damage per squad, only 0.01 points off from your 0.26 point/trooper.
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Fireangel

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Suggestion: the Zeus heavy rifle works well as a stand-in for a lot of higher-caliber moderate rate-of-fire rifles, like a .30-06 Garand or .45-70 lever action. At 0.22 damage/trooper, six of them plus a light machine gun (0.49) works out to 1.81 damage per squad, only 0.01 points off from your 0.26 point/trooper.
I know. I was going for an exact match for the 0.26.  :-\

Like I said; this is a good starting point; every faction or militia can have their own combo of primaries/secondaries to cover this particular niche, even if it's not quite an exact match.


My main goal was to get BV 2.0 for these pre-TW platoons; Someone suggested I post the process as an article, so I did.

I got 'em all covered, but the article turned out to be so long that I thought it best to divvy it up into separate articles.

truetanker

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Liam's Ghost

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I suspect the original "like the M-1 of the late twentieth century" was actually a typo. For one thing, the M-1 isn't a late twentieth century weapon. For another thing, the first edition RPG describes it as fully automatic (though it then says it fires a four shot burst with every pull of the trigger).

Interestingly, this automatic capability doesn't carry forward into battletroops, though it does in the second and subsequent editions of the RPG.

Speaking of battletroops by the way, the example (Kurita) Rifle squad is actually equipped with four submachineguns and three rifles with attached grenade launchers (with the fourth squad replacing two of those rifles with medium machineguns). Would it be easier to work out using submachineguns as the primary weapon?

Suggestion: the Zeus heavy rifle works well as a stand-in for a lot of higher-caliber moderate rate-of-fire rifles, like a .30-06 Garand or .45-70 lever action. At 0.22 damage/trooper, six of them plus a light machine gun (0.49) works out to 1.81 damage per squad, only 0.01 points off from your 0.26 point/trooper.

I like it!

 
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Fireangel

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I suspect the original "like the M-1 of the late twentieth century" was actually a typo. For one thing, the M-1 isn't a late twentieth century weapon. For another thing, the first edition RPG describes it as fully automatic (though it then says it fires a four shot burst with every pull of the trigger).

My opinion on this matter is that the writer who described the MW1e Rifle as "virtually identical to the M-1" was confusing the Garand for the M-14. At exactly 1/2 the damage of the Auto-Rifle, I don't really have a problem with it... especially considering some of the other damage ratings...

Quote
Speaking of battletroops by the way, the example (Kurita) Rifle squad is actually equipped with four submachineguns and three rifles with attached grenade launchers (with the fourth squad replacing two of those rifles with medium machineguns). Would it be easier to work out using submachineguns as the primary weapon?

Using SMGs as primaries is great for reducing BV. BV weapon value per damage point increases significantly with range, so a squad with two range-1 and five range-0 weapons will have a lower BV than an equivalent damage squad with 6-7 range-1 weapons and 0-1 range-0 weapons.

This can be easily seen in the various example combinations.

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Perhaps they meant the M1A1 when they said "M-1"?

Fireangel

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Perhaps they meant the M1A1 when they said "M-1"?

It's FASA; they meant every single mistake ever made... even when it wasn't theirs.  8)

Besides, the M1A1 was the .30 Carbine with a folding stock, there was never an M1A1 .30-06 rifle.
« Last Edit: 20 April 2016, 09:01:45 by Fireangel »

bluedragon7

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Indeed one of the rifles in earlier editions had a 4 round burst, should be easy to recreate and use the conversion rules to match AToW stats and 0.26 damage

Fireangel

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6x Zeus + LMG:


                                     Damage       BV 2.0
* 6x Zeus Heavy Rifle                 0.22         0.67
* 1x Light Machine Gun                0.49         1.50
                           Total:     1.81         5.52
Damage Type: Ballistic
Issues:  Tech level C

Base BV 2.0 (Gunnery 4/Anti-'Mech 5): 61
     BV 2.0 (Gunnery 4/Anti-'Mech 8): 52


Pretty much the same as with the hypothetical Garands.

Generally speaking, if all weapons have base range of 1, base BV 2.0 for a foot platoon of 28 will be 61.

If it's 5x range 0 + 2x range 1, then base BV 2.0 for a foot platoon of 28 will be 51.
« Last Edit: 20 April 2016, 13:25:44 by Fireangel »

beachhead1985

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The "Rifle"=M1 thing shows up in a few sources; notably MW1 and the image is for a weapon which could conceivably perform in a manner similar to the M1.

For a bunch of reasons in the BTU; it makes a certain sense to have troops with rifles like this, which I can unpack if people are interested.

For these purposes, since we aren't bothering with reloads, save on BA AI weapon mounts, an M14 and an M1 have similar performance to a high degree.

But I have a question for the thread;

Figuring on a large target and rapid fire, does 0.23-0.26 make sense for a magazine-fed semiautomatic, full-calibre (here defined as 7.5-8mm, 147-180 grain FMJ, AP or S-AP projectiles) battle rifle? This question is key for my own project at the moment.
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Fireangel

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Figuring on a large target and rapid fire, does 0.23-0.26 make sense for a magazine-fed semiautomatic, full-calibre (here defined as 7.5-8mm, 147-180 grain FMJ, AP or S-AP projectiles) battle rifle? This question is key for my own project at the moment.

I think so; a high-cap, fast reload, accurate battle rifle firing full power rounds, like an M-14 or a Garand (eight rounds, but really fast to reload; voice of experience)  would certainly be a marked improvement over a bolt-action rifle firing the same rounds.

Remember; the Garand/M-14 is heavy, meaning that its mass helps tame the recoil for follow-up shots in a way that a lighter, more modern weapon (like the FN FAL) can't.


Daryk

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Just realized I added an extra "1" to the M1A, sorry.  The "SOCOM 16" model has a muzzle brake that also helps combat muzzle rise.

Fireangel

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Just realized I added an extra "1" to the M1A, sorry.  The "SOCOM 16" model has a muzzle brake that also helps combat muzzle rise.

Well, the modern M1A Springfield would be a very good match for the "MW1e Rifle", but somehow, I don't think the writer of the "Rifle" entry was aware of its existence... it's FASA we're talking about here...  ::)

Overall, I don't really sweat it; if you can reach a particular BT damage level (particularly these low-grade damage levels) with different weapon combinations, you can justify anything that falls in the same general category, like bolt-action rifles that do 0.12, 0.16, or thereabouts. Want a 0.18 damage bolt action? go for the Sniper rifle

Also, if you have similar weapons listed with damage ranges from (for example) 0.22 to 0.53 (plain-vanilla Auto-Rifle), I have no problem accepting the existence of weapons that fall between these two numbers (like 0.26, for example). Heck, or even less damage; someone wants a full-auto version of the AK-3000 in .22 Short, more power to them; put those .01 damage per trooper to good use. ::)


beachhead1985

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I think so; a high-cap, fast reload, accurate battle rifle firing full power rounds, like an M-14 or a Garand (eight rounds, but really fast to reload; voice of experience)  would certainly be a marked improvement over a bolt-action rifle firing the same rounds.

Remember; the Garand/M-14 is heavy, meaning that its mass helps tame the recoil for follow-up shots in a way that a lighter, more modern weapon (like the FN FAL) can't.

yes, for my own headcanon on BT armour, this makes sense to me as well and My M305 does my talking for me, so I know they are very controllable. At least on semi.
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These, in the day when heaven was falling,      Their shoulders held the sky suspended;
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bluedragon7

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Indeed one of the rifles in earlier editions had a 4 round burst, should be easy to recreate and use the conversion rules to match AToW stats and 0.26 damage

By the way, a burst 4 AP 3 BD 4 rifle would be 0.258 TW damage  ;)

truetanker

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Holy!  :o

3 years ago... wow...

I just wish they re-release the official TechManual-v3.0-Infantry with updated weapons found in the newer sourcebooks and IO.

We're like twenty or so missing stats for these weapons.

TT
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imperator

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I'm right now trying to figure out the others.  The SRM/portable laser will be easier than the Flamer/MG.  10 points damge a platoon is hard to get to when most of the infantry does 1 Dam/3 troopers, Except for trooper 28 that does 1 Dam, 26-27 that does another, 1 pt and the last Dam point for th last 4 guys alive!!
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

 

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