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Disclaimer: BattleTech, Renegade Legion and Centurion, are Registered Trademarks and Copyrights of FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporations copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. Cover art by Jeff Laubenstein, the Renegade Legion Logo by Doug Shuler, scanned and combined without permission. The Renegade Tech title graphic by Marco Pederzoli, used with permission.
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Formation:
Infantry are bought in Platoons as usual, however each platoon is split into squads of seven men each. There are four squads per platoon, save Jump Infantry platoons, which only have three. Squads are treated like the optional rules in Renegade Tech. A squad contains seven men. Five or six of these troops will carry standard basic weapons, the rest will carry the squads support weapon (usually a heavy machine gun, but it can vary). In addition, most troops also usually carry some sort of disposable light anti-tank weapon (like a LAW). Jump troops rarely carry support weapons with them, as it can decrease their mobility.
The new squad record form has space for a lot more information, but also requires a bit more filling in than usual infantry forms. Heavy Armour is where to mark a hit to the trooper that has been absorbed by the armour. Damage is the amount inflicted by the infantry in combat. An S should be marked to denote which trooper(s) carry the support weapon, if any. The damage inflicted can be found on the Infantry Weapons table below. The disposables section is where to record when the infantry fire their disposable weapons (if they carry any). The bottom section is where to record what actual weapons the squad carries.
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Basic Weapons: Rifles Support Weapon: Support Machine Gun Disposable Weapons: None
Support Weapons:
Most units carry a support weapon. The most common support weapon is the support machine gun, although flamer squads sometimes carry a heavy flamer, and a laser squad will usually carry a support laser. Other support weapons are available though. A support weapon is marked on the squad record sheet by an S denoting that that trooper carries the weapon. Trooper 3 carries the weapon. When this trooper is killed, the support weapon is also considered destroyed. Some weapons have more than one crew, in which case their position is placed on troopers 4 and upwards, who are also marked with an S to show that they are part of the weapons crew. If one of these crew members is killed, the weapon is not destroyed, but then its Reload factor (see below) is increased by 1, and if it didnt have a Reload rating, it now has one of 1. Support weapon crews never carry disposable weapons - they are carrying enough weight as it is!
Infantry in Combat:
Standard infantry squads now have a maximum of three attacks - one with their basic weapons, one with their support weapon, and one with any disposable weapons that they may carry. Basic weapons: Attacks with basic weapons are treated as normal infantry attacks. All damage will strike one location, and all damage listed on the squad record sheet will be inflicted - none will be wasted. Support weapons: An infantry unit may also attack with its support weapon. This should be treated as a normal infantry attack, but with the range modifiers specified for the weapon. It may be targeted at the same or a different target, and its damage will have its location rolled. Some weapons have a Reload rating. This is the amount of turns after a weapon has fired that the weapon needs to reload and thus may not fire again during this time.
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Extreme Range:
Ranges in BattleTech have always been considered too low when compared with Real Life, and infantry have it twice as bad as their weapon ranges are even less than that stated in Mechwarrior Second Edition, which would give standard rifles a range of 5, and ER lasers a range of 20! Thus infantry can have an extreme range, just like vehicular weapons from Maximum Tech. An infantry weapons extreme range is half again the weapons standard longest range (thus a rifle with a maximum range of 2, has an extreme range of 3, while an SRM, with a maximum range of 6, has an extreme range of 9), and all weapons fire into this range has the to-hit number increased by +2. Thus a rifle firing into extreme range must roll a basic 8+ to hit, while SRMs require a 10+.
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Damage
7 6 5 4 3 2 1
-2 -2 -1 -2 -1 +8 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2
+0 +0 +0 +0 +0 +6 +0 +0 +0 -2 -2 +0 +0 +0 +0
+2 +2 +2 +2 +0 +4 +2 +2 +0 +0 +2 +2 +2 +2
+4 +4 +2 +2 +4 +0 +0 +4 +2 +2 +4
+2 +0 +6 +2 +6 +4 +4 -
+4 +0 +2 +4 +4 -
+4 +0 +4 -
+2 +4 -
+2 +6 -
+2 -
+4 -
+4 -
+5 -
2 3 3 4 4 2 2 3 3 3 3 3 2 3 4 2
2 2 2 3 3 2 2 2 2 2 2 2 2 2 3 2
2 2 2 3 3 2 2 2 2 2 2 2 2 2 3 2
1 1 1 2 2 2 1 1 1 1 1 1 1 1 2 1
1 1 1 2 2 1 1 1 1 1 1 1 1 1 2 1
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
-2 +0 +2 +4 -2 +0 +2 - -2 +0 +2 +4 -2 -2 -2 -2 -2 +0 -2 -2 -2 -2 +0 -2 +0 -2 -2 +2 -2 +0 -2 +0 +0 +2 +0 +0 +0 +0 +2 +0 +2 +0 +2 +2 +2 +2 +0 +0 +4 +0 +4 +0 +4 +2 +2 +2 +2 +4 +0 +2 -
+4 +4 +2 +2 +6 +2 +2 -
+4 +4 +4 +4 +6 +2 +4 -
+4 +4 +8 +2 +4 -
+4 -
+6 -
+6 -
Crew Reload 1 0 1 0 1 0 1 1 1* 2* 3* 2* 3* 2 1 2* 1 1 0 0 0 1 1 0 1 0 1 1 0 0
-2 +0 +2 +4 -
-2 -2 -2 -3
-2 +0 +0 +0
+0 +0 +0 +0
+0 +2 +2 +2
+2 +2 +2 +2
+2 +2 +4 +4
+4 +4 +4
1 (4) 2 -
0 0 0 0
Weapon Notes: Damage: Zeus Heavy Rifles do damage like normal lasers when attacking vehicles and Mechs. SMGs inflict no damage on vehicles and Mechs. * Does 1D6 damage to Infantry. (#) The weapon will inflict one point of damage if this number or greater is rolled on 1D6. Crew: * The weapon needs to be set up, which takes one turn during which the squad may not move. The following turn the weapon may fire, but if the squad moves, then the weapon will require setting up again.
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Battle Values:
To use this new set of rules for infantry in BattleTech, I suggest the following additions to the Battle Value system suggested in the Master Rules.. Note that the additions below apply to Squads, thus divide all platoon BVs by 4 (or 3 for Jump platoons) first before applying any modifiers. Rifles, Machine Guns, Flamers, Lasers, SRMs, LRMs require no modification. If the squad substitutes one of its troopers for a Support MG, Heavy Flamer or Support Laser, then the BV doesnt change either. Other Basic Weapons: Zeus Heavy Rifles: Gauss Rifles: SMGs: Shotguns: ER Lasers: Pulse Lasers: Support Weapons: Support weapons are worked out slightly differently. First, find the value of a single trooper (by dividing the squad value by 7), then multiply by the amount of troopers that are present without the crew of the support weapon. Then add the support weapon value to this total. Assault Laser: Gauss Cannon: Light Recoilless Rifle: Medium Recoilless Rifle: Heavy Recoilless Rifle: Light Mortar: 2 2 1 2 4 3 Heavy Mortar: Semi-portable MG: Man-Pack Particle Cannon: Heavy Support Laser: Grenade Launcher: Targetting Laser: 5 2 4 3 1 2 Same BV as an MG squad As MG squad * 1.5 Half a Rifle squad value As Rifle squad * 0.75 Twice a Laser squad value As Laser squad * 1.25 Intek Lasers: Gyrojet Rifles: Heavy Gyrojet Rifles: Gyroslug Rifles: Same value as a Laser squad As MG squad * 1.75 As MG squad * 2 As MG squad
The Targeting Laser has a higher cost than normal due to the fact that the squad can still act when it fires. Disposable weapons: Simply add the cost of all individual support weapons to a squads current BV. LAW: VLAW: 2 1 Dragonsbane Laser: Narc Missile: 4 1
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