Author Topic: ? about Inferno Rounds  (Read 7055 times)

billtfor3

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? about Inferno Rounds
« on: 03 July 2012, 08:38:05 »
I'm planning on using Infernos more in the future and wanted to make sure I am totally clear on the rules for them before we throw down.

Inferno SRMs cause 2 heat for each missle that hits (SRM 4 hits 3 missles=6 heat) up to 15 Heat Cap
Inferno Heat only last one turn?
Infernos are no longer an auto kill for Vehicles, they roll -2 on the crit chart?
Infernos still do 4d6 damage to infantry?
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Weirdo

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Re: ? about Inferno Rounds
« Reply #1 on: 03 July 2012, 08:53:51 »
In order:

Exactly correct.
Exactly correct.
Exactly correct.
No. Each Inferno missile auto-kills 3 troopers, barring freaky-deaky Manei Domini implants. Against BA, you total up all the infernos that hit the squad that turn, and every three missiles auto-kills one trooper, unless they have fire resistant armor, in which case they do nothing.
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billtfor3

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Re: ? about Inferno Rounds
« Reply #2 on: 03 July 2012, 09:28:39 »
Thanks Man!  O0
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Ghostbear_Gurdel

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Re: ? about Inferno Rounds
« Reply #3 on: 03 July 2012, 09:30:24 »
Also, (I am away from books so cannot confirm)but I also think that Infernos are more likely to explode when the internal heat for the carrying mech rises. Don't Infernos have the first ammunition explosion check at 8+ heat?
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billtfor3

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Re: ? about Inferno Rounds
« Reply #4 on: 03 July 2012, 09:35:38 »
 Heat Level

 10 +4

 14 +6

 19 +8

 23 +10

 28 +12

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Weirdo

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Re: ? about Inferno Rounds
« Reply #5 on: 03 July 2012, 09:38:50 »
What he said.
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beyond.wudge

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Re: ? about Inferno Rounds
« Reply #6 on: 04 July 2012, 03:42:12 »
Weirdo raps and other type hits.

"What he said na nanana, na na, na na
na nanana, naaa, na, What he said"

Weird raps about infernos and other hot hits

"Can't heat this do dododo, do do, do do,
do dododo..."
« Last Edit: 04 July 2012, 04:16:24 by beyond.wudge »

Weirdo

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Re: ? about Inferno Rounds
« Reply #7 on: 04 July 2012, 15:43:43 »
Sounds like I need to look into putting a record together...
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SCC

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Re: ? about Inferno Rounds
« Reply #8 on: 04 July 2012, 16:02:50 »
No. Each Inferno missile auto-kills 3 troopers, barring freaky-deaky Manei Domini implants. Against BA, you total up all the infernos that hit the squad that turn, and every three missiles auto-kills one trooper, unless they have fire resistant armor, in which case they do nothing.
What about infantry with an armor divisor?

Orin J.

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Re: ? about Inferno Rounds
« Reply #9 on: 04 July 2012, 18:13:50 »
What about infantry with an armor divisor?

if you mean mechanized infantry, then yeah i think it's doubled. but it says outright that each inferno wipes three troopers off the unit, not a divisible amount of damage. if you were to create a super infantry race that each takes thee hits, you'd just lose three three-hit guys because infernos don't discriminate.

it's a bit comforting knowing that to fire we're all the same color- flammable.
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Legion

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Re: ? about Inferno Rounds
« Reply #10 on: 04 July 2012, 21:44:06 »
Inferno SRMs cause 2 heat for each missle that hits (SRM 4 hits 3 missles=6 heat) up to 15 Heat Cap

Keep in mind that this is a total heat cap for all outside sources, so if you're standing in a fire hex and get hit with infernos, you don't take 15 heat from infernos + the heat from the fire in the hex.

SCC

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Re: ? about Inferno Rounds
« Reply #11 on: 05 July 2012, 01:31:49 »
if you mean mechanized infantry, then yeah i think it's doubled. but it says outright that each inferno wipes three troopers off the unit, not a divisible amount of damage. if you were to create a super infantry race that each takes thee hits, you'd just lose three three-hit guys because infernos don't discriminate.

it's a bit comforting knowing that to fire we're all the same color- flammable.
No, not mech inf, but units using infantry armor

Weirdo

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Re: ? about Inferno Rounds
« Reply #12 on: 05 July 2012, 08:43:13 »
I'm not sure, actually. That's a question for the rules forums, and one I'm most interested in seeing the results of.

Same goes for mechinf, for that matter.
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Ghostbear_Gurdel

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Re: ? about Inferno Rounds
« Reply #13 on: 05 July 2012, 08:47:00 »
I agree with Orin J. I would assume that unless the armor is specifically "Fire proof" that it would have no effect, and the PBIs cook regardless.
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ANS Kamas P81

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Re: ? about Inferno Rounds
« Reply #14 on: 05 July 2012, 20:23:27 »
It's also something notable that the armor divisors affect damage recieved - Infernos don't do "damage" to infantry, they simply kill 3 per, whether they're in bikinis or body armor (or both at once!).  It's how two Inferno SRMs won't kill a single Nighthawk, but three Inferno SRMs will kill a gnome.  It's bypassing the normal damage (and, therefore, the damage divisor) rules.
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Diablo48

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Re: ? about Inferno Rounds
« Reply #15 on: 05 July 2012, 22:11:28 »
Hm, it is sounding more and more like using a cheap PA(L) suit to upgrade your standard infantry is a great idea.  You get to scatter them across more ground under tournament rules, you gain a tremendous resistance to Infernos, and you also do not loose masses of guys to anti-infantry weapons.  Sure they will go down to heavy weapon hits, but if you are deploying them in the kind of numbers conventional infantry normally use then it is really no different.


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Col.Hengist

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Re: ? about Inferno Rounds
« Reply #16 on: 05 July 2012, 22:42:25 »
So I had a question come up in a game. I hit a clan omni carrying toads with a bunch of infernos... 6 to be exact. I said that it not only heated up the mech but killed 2 toads. He vehemently disagreed,of cource.

 Is there a ruling for this,anyone know? Logic would say the infernos cover the mech and the toads but this is battletech.
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Ghostbear_Gurdel

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Re: ? about Inferno Rounds
« Reply #17 on: 05 July 2012, 22:45:34 »
I have 3 ideas.
1. Elementals take the hit as the mech they are riding is, ya know, burning.
2. Roll the dice as per normal weapon attacks to determine if each inferno effects Elementals.
3. Ask the writers.
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SCC

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Re: ? about Inferno Rounds
« Reply #18 on: 05 July 2012, 23:27:50 »
Hm, it is sounding more and more like using a cheap PA(L) suit to upgrade your standard infantry is a great idea.  You get to scatter them across more ground under tournament rules, you gain a tremendous resistance to Infernos, and you also do not loose masses of guys to anti-infantry weapons.  Sure they will go down to heavy weapon hits, but if you are deploying them in the kind of numbers conventional infantry normally use then it is really no different.
Had the idea of putting together some rules to allow PA(L) and exoskeletons with a single point of armor to deploy as Conventional Infantry with Armor divisor of 2, think it got kinda OP

Question: why do all LB-X clusters hit a BA squad? In other cases some clusters can miss and BA are noted for spreading out, so why do all of them hit? (Sorry, bad train of thought)

So I had a question come up in a game. I hit a clan omni carrying toads with a bunch of infernos... 6 to be exact. I said that it not only heated up the mech but killed 2 toads. He vehemently disagreed,of cource.

 Is there a ruling for this,anyone know? Logic would say the infernos cover the mech and the toads but this is battletech.
Aren't there rules somewhere to do with BA riding a 'Mech taking damage instead of the 'Mech


Col.Hengist

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Re: ? about Inferno Rounds
« Reply #19 on: 05 July 2012, 23:48:06 »
There are but in this case its not damage,its heat from infernos...killing the BA riding on the omni from the heat would be incedental.
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Orin J.

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Re: ? about Inferno Rounds
« Reply #20 on: 06 July 2012, 00:21:55 »
take that puppy to the rules questions board, i wish to know the answer.


but, y'know, i don't want to nick the question from you.
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Diablo48

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Re: ? about Inferno Rounds
« Reply #21 on: 06 July 2012, 01:09:37 »
Had the idea of putting together some rules to allow PA(L) and exoskeletons with a single point of armor to deploy as Conventional Infantry with Armor divisor of 2, think it got kinda OP

I was thinking of keeping it even simpler than that.  Just make a dirt cheap PA(L) suit with no onboard weapons or fancy systems so it is easy to retrain your conventional infantry to fight in it and spam your "squads".  Sure the board game does not really get along with the reality of the situation, but it still works right if you house rule the training and take care of the organizational stuff yourself out of battle.  I would probably even allow stealth armor and assume the onboard computers automate it enough for the trooper to not have to worry, but in this scenario the low cost of standard plates is a major benefit.

You could also fudge it by using the regular BA rules and jamming a whole pile of extra guys in the squad, but I would honestly rather have them more spread out in most scenarios unless the bookkeeping is getting too overwhelming.


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SCC

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Re: ? about Inferno Rounds
« Reply #22 on: 06 July 2012, 02:13:53 »
@Col.Hengist the heat is a substitute for damage
@Orin J.  it would explain why the table is mislabeled in the TW RS
@Diablo48 But what would the point be, they're not carrying any weapons, no armor

Diablo48

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Re: ? about Inferno Rounds
« Reply #23 on: 06 July 2012, 02:35:15 »
@Diablo48 But what would the point be, they're not carrying any weapons, no armor

BA with Armored Gloves can use regular infantry weapons (and do everything else an unarmored infantryman can do for that matter), and I was assuming they would have the maximum armor the suit can carry (two points) because they have nothing else to put the weight into.  Also, BA have a huge advantage over conventional troops against a huge variety of weapons because they do not take bonus damage from AI weapons, no single hit can kill more than one trooper, it takes three Infernos to kill one trooper instead of three dead per missile, and they can survive smaller hits like the two point SRM or infantry clusters.  Sure they get trashed by AE damage, but smaller squads scattered across more area provides better protection from that than anything else so they still come out ahead there.  There are also a number of other smaller benefits like the ability to hitchike on omnis and protection from hostile environments which can further increase the flexibility of your troops and at least somewhat reduce the number of letters you have to write after every battle.


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Re: ? about Inferno Rounds
« Reply #24 on: 06 July 2012, 08:41:28 »
Question: why do all LB-X clusters hit a BA squad? In other cases some clusters can miss and BA are noted for spreading out, so why do all of them hit? (Sorry, bad train of thought)

They don't. BA are a lot closer to mechs and vees in the way they take damage than conventional infantry. When shooting at BA, you roll for LB-X clusters(or missiles) as normal, and apply them to the BA same as you would against an armored mech or vehicle. Conventional infantry are assumed to be more or less equally spread around the hex for gameplay purposes, so you just aim at the hex in general(within reason), and at least a few pellets or missiles are likely to hit somebody, which is why you take the total of the gun and reduce things from there.
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Jim1701

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Re: ? about Inferno Rounds
« Reply #25 on: 06 July 2012, 13:24:51 »
So I had a question come up in a game. I hit a clan omni carrying toads with a bunch of infernos... 6 to be exact. I said that it not only heated up the mech but killed 2 toads. He vehemently disagreed,of cource.

 Is there a ruling for this,anyone know? Logic would say the infernos cover the mech and the toads but this is battletech.

Well, infernos are not AE so I can't see how they could be ruled to hit both the mech and the BA riding it.  I'd say make a standard roll to see if a given missile hits the mech or hits a BA.  If 3 infernos hit a BA then a trooper dies.  You would assume all three hit the same trooper the same as if you were shooting at a deployed squad.  Any infernos hitting the mech heats it up by 2 each. 
« Last Edit: 06 July 2012, 15:16:42 by Jim1701 »

Col.Hengist

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Re: ? about Inferno Rounds
« Reply #26 on: 06 July 2012, 14:35:06 »
I put a question in at the rules board.
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