by Hilary Ayer
Chu-i B. Adams swore softly as he reviewed the tactical situation. Tapping the sensor screen absentmindedly, he ordered the Pursuit Lance to flank the last known position of Tai-i Kuwayama. It might be only a break in communications - he hoped. Certainly the Tai-i's Battlemaster and Manabe's Marauder had enough heavy firepower between them to slag the light lance that Tac-Int had placed in the city, and they had been nowhere near the command bunker with its Scorpion tank lances when communication had been lost. Something was bothering him, though (dam, but he hated city fights). What was it? Suddenly Bryan's Thunderbolt lurched as multiple impacts fragmented his rear torso armor. Reacting instinctively, he spun around and unleashed his lasers at the point where the missile contrail originated. Nothing the city's defenders had could withstand the volley of a heavy and three medium lasers. He looked again at his sensors and cursed louder. Nothing that is, except what he now faced. Bryan remembered now exactly why he didn't like cities. INFANTRY! BattleTech is after all a game about giant war machines, the BattleMechs, with tanks included to a lesser degree. Infantry are dealt with very simply; the way they take damage is simplified. Unfortunately, infantry do not take damage quite the same way that several centimeters of armor plating does. Weapons that are designed to penetrate heavy armor will certainly kill any individual, but such point effect weapons lack the area effect that destroys infantry units. This article is an alternative method of calculating infantry casualties, as opposed to the simple 'one infantryman for one point of weapon damage' in the standard rules. Referees who use infantry are warned that while this system will not make infantry any deadlier, they will last longer against 'Mechs, thus inflicting more damage upon them (and annoying them for longer). It still takes a brave individual to stand up against a huge fighting machine with enough firepower to destroy a city block. 'Mechs still rule the battlefield, and will continue to do so for the foreseeable future of the Inner Sphere. Weapon SystemsLasers and PPCs (Extended Range and normal) Dependent on a single beam or bolt to inflict damage on the target by concentrating the weapons discharge so as to gain the maximum in armor penetration, these weapons are overkill on any individual so unfortunate as to be directly hit by one. Rarely will more than torn remnants of a body be found, if that. The damage is highly localized. It is rare for these weapons to kill more than a single infantryman or weapons team although there is a limited capacity to 'sweep' the beam so as to cover more of an area. Pulse Lasers Firing a burst of bolts, these weapons have an increased area of effect when swept through an infantry unit. With any individual pulse capable of incapacitating a non-armored person, these weapons have more success against infantry -the small pulse laser's rate of fire in particular being close to as effective as a machine gun, the larger models relying on fewer (although more powerful) pulses. Flamers Not much can be said about these weapons. Designed to spread flame over an area, to lap around obstacles and to inflict collateral damage, they not only hurt infantry units they scare them! Gauss Rifles Very effective against 'Mechs and vehicles, this weapon epitomizes the problem that armor piercing weapons have against infantry. Capable of killing any single individual, rarely will it inflict more than one casualty. Any MechWarrior using this weapon against infantry is really only wasting its limited ammunition. Autocannon (Ultra and Standard) Generally firing a ten-shot burst of shaped charge warheads or kinetic energy penetrators, these weapons with collateral fragmentation and shrapnel side effects enjoy an increased kill ratio. The larger calibers in particular are quite effective, although at the cost of their generally limited ammunition supply. Ultra autocannons with an even higher rate of fire (the double shot ability), are even more dangerous to infantry. Autocannons (LB) When firing standard ammunition, these weapons have the effect of the normal autocannon they are derived from. Cluster rounds, with the ability to saturate an area with up to one hundred separate sub-munitions (ten-shot burst times ten sub-munitions per warhead), are capable of causing massive casualties to an infantry unit, although this is one of the few weapons that is not a guaranteed kill on an individual infantryman. Machine Guns While it is capable of only minor damage to a BattleMech or even to an Elemental, the machine gun is difficult to surpass in killing infantry. Firing a hundred or one- fifty found burst of explosive or armor-piercing ammo (usually 13 to 15mm diameter), machine guns scythe through entire squads. Missile Weapons (Long and Short Range) With their effectiveness primarily dependent on the number of warheads in the volley (Short-range missiles have heavier warheads, although they are generally assumed to be shaped charge as opposed to non-directional explosives), missile launchers can cover a larger area that most other 'Mech weapon systems, and thus can cause more casualties to an infantry unit. Artillery Weapons Historically the cause of the majority of infantry casualties (barring disease), artillery is the most effective weapon against infantry. It is also the most inaccurate weapon as any artillery unit in a position to direct fire on an infantry unit is in a great deal of trouble. The Arrow IV missile artillery system when used in conjunction with a properly equipped designator unit has no accuracy problem, although it loses some effectiveness against infantry when used in that mode, as the homing warhead is semi- directional. Anti-Personnel Pods A Clan invention, A-Pods are only moderately effective against infantry units in cover, although their extremely short range limits their usefulness. Should an infantry unit use close assault tactics, A-Pods can decimate units when they close for the attack. BattleMech Physical Attacks There are two types, the kick and the thrash. The kick is one of the few ways that a BattleMech can damage infantry in the same hex, if also covers stomping on the infantry and landing on them from a jump. The kick is only slightly effective, depending on size, but it is demoralizing to the receiving unit. Thrashing is a sign of desperation often as damaging to the unit employing it as to the target unit, but it can be quite effective. Elemental's Weapons Carrying up to three separate weapon systems each, Elementals can be the worst thing to hit a conventional infantry unit, as they can not only shoot them, but tear thern limb from limb in physical combat. The separate weapon systems Elementals carry are SRMs, treated exactly as 'Mech SRMs except that where there are more than six in a volley, an additional roll must be employed to account for the rest of the missiles. For example: five Elementals launch a total of ten missiles at an infantry unit. Treat this as an SRM-6 volley and an SRM-4 volley). Other possible weapon systems are small lasers (Treat as conventional small lasers), flamers, and machine guns. These last two weapon systems are not quite as effective as the 'Mech based equivalents, although their numbers tend to make up for this. Cover
Modifiers
Damage to Infantry Step One: Roll to hit appropriate hex with weapons, a -1 bonus is applied instead of the standard -4 bonus. It is assumed that the MechWarrior shooting is aiming for concentrations of infantry. Range, movement, and intervening terrain (do not count the terrain of the hex the infantry unit is on) also modify the to hit roll as standard. Step Two: Roll 2D6, modifying as per Cover Modifier (the terrain of the occupied hex). Cross-index this total with the weapon being fired to get the number of casualties to the infantry unit. *City: While a city does not give any cover modifiers to infantry, if the infantry is within a building, use the Infantry Damage in Building table (page 45 of the BattleTech Compendium) Infantry Variations Infantry Formations: Close, Normal, or Dispersed Close: Two infantry platoons per hex - normally only used when marching from point A to point B, within infantry strongpoints, or when surprised in camp. Benefits to infantry unit are concentration of firepower and ease of control. The big disadvantage is that when fired upon, the unit will take extreme casualties. Game Effects: The roll to hit infantry within the hex is at a -2 bonus (supplants the standard -1 bonus) and roll twice for casualties, applying both results. This applies until the number of infantry in the hex is brought to below 30. Normal. One infantry platoon per hex. No modifiers. Dispersed: The infantry platoon counter is taken as the center of the troop, elements of which are scattered in surrounding hexes. Benefits are decreased vulnerability to weapons fire; disadvantages are less concentrated firepower and decrease in command ability. Game Effects: The roll to hit within the hex is at a +0 bonus (supplants the standard -1 bonus), and the amount of casualties caused is halved (round to player's benefit). This can also be used for infantry units at a current strength of 8 or fewer (the last few can be the hardest to kill). Units in dispersed formation (but not units at low strength) also suffer a modifier of multiplication by 0.75 to the damage they inflict (round fractions down). With the decrease in command, some individuals will not expose themselves to fire when commanded to. Also, due to the dispersal some troops will be out of weapons range. Infantry Class: Green, Experienced, Veteran, Elite Green: Ill-trained, sometimes ill-equipped and often suffering inferior leadership. These troops are all too common (unfortunately). Experienced: Well-trained, motivated and competently led. The standard trooper. Game Effects: Rarely has anti'Mech training (perhaps one in twelve platoons), standard morale and no to hit penalties. May aim for specific locations; if so, is at a +4 penalty to hit. Veteran: Rare troops, these people are well-equipped, very well-trained and experienced, and can be relied upon to stand their ground in most cases. Few infantry units ever reach this degree of competence. They are mostly found guarding important location or personnel. Elite: Rare except where attached to Elite House Regiments or in company-sized elements as household guard to House leaders, superior in every respect, can be expected to have the best in equipment, support, and leadership. Game Effects: Always have anti-'Mech and anti-vehicle training. Excellent morale. Have a -2 bonus to hit (+2 penalty to aim for specific location), suffer no fire reduction due to dispersal. Casualties are modified by -2 on the Casualty Table due to their superior armor and better training. A Green infantry regiment (common) would have 36 line platoons, approximately 24 green, 11 to 12 regular, and perhaps one veteran platoon. A Regular infantry re.9iment (very common) would have 36 line platoon, approximately 9 to 12 of them green, 22 to 26 regular and one or at most two veteran platoons. A Veteran infantry regiment (quite rare) would have 36 line platoons, approximately 6 of them green, 20 to 26 regular, 6 to 9 veteran and one, perhaps two elite platoons. Elite infantry regiments: don't exist as whole regiments. Aiming at locations: By taking a penalty to hit, infantry platoons can aim at specific locations on'Mechs. Possible locations are Aiming High (punch hit location table), Aiming Low (kick hit table), Aiming Left (possible only if in front/rear arc of target, roll on Lef t Side it table), and Aiming Right (as with Aim Left, but use Right Side hit table). Aiming High or Low can be combined with Aiming Left/Right, but the unit firing is at an additional +3 penalty to hit. Additional Infantry Types: Assault Rifle, SMG Assault Rifle: The Rifle infantry in the standard rules is assumed to be heavy (gyro) rifles with some heavy weapons teams and individual LAW and VLAWs for additional firepower. An Assault Rifle platoon is almost as effective against infantry, but is a great deal cheaper to equip. Quite common in militia and green units, the effect of an Assault Rifle platoon is that against armored vehicles they do only one half the damage a Rifle platoon does (round damage up, split damage into two rough even groups, and then roll for location on target). SMG:Optimized for city combat versus other infantry, an SMG platoon is even less effective against armored vehicles than an Assault Rifle Platoon. Treat as a Rifle platoon, except treat them as firing at 1 hex further range than we actually are (yes, this means a one hex maximum range), and damage is only one third (round fractions up) that of a standard Rifle unit. These modifiers take effect against any armored target (like Elementals). Other Modifiers Ultra Autocannons
Kicks and Thrashing
Morale: (recommended for use) (see Table Next Page) Very rarely does a unit fight to the last soldier; usually at some point, individuals decide that whatever it is that they are fighting for, it isn't worth dying for. At that point, the platoon breaks and effectively ceases to exist as a unit, individuals breaking off in every direction (away from the enemy). Sometimes leaders can rally the troops, but this takes vital time, and the troops may have in their haste left a valuable position untended. Whenever an Infantry unit suffers casualties that leave it at a break point (or lower), it makes a morale check on 2D6, the modifiers applying to the target number, not the dice roll. If the unit equals or exceeds its Base Morale target, then it can continue fighting. Should it fail, however, then the platoon will break and scatter. Scattering effectively removes the platoon from play; it is as if the platoon were destroyed as personnel head off in every direction. When a platoon has broken, the only way it can reenter play is by rallying. This takes time. Count out hexes to a reasonable rally point (nearest cover, behind a hill, etc). Figure the time taken at one turn per hex puls one. If a rally roll (platoon's Base Morale target plus the rally modifier) is made on 21D6, then the unit is reformed at that point, having lost an additional 1 D6 personnel. (If this is part of a campaign, it is referee's decision whether the personnel survive the combat. In any case, they will not reenter this action. Bryan breathed a sigh of relief. Two of the platoons had broken and run as he opened fire on them with his machine guns. The third had persisted until he turned the building they were sheltering in into rubble, but meanwhile they had chewed his armor up in a couple of locations. As he warned the rest of his command about the infantry, he started thinking about the Tai-i. While Manabe's Marauder could have fallen to a determined infantry assault, Tai-i Kuwayarna's Battlemaster had the anti-infantry weapons to deal with them. That could mean one of several possibilities, none of them pleasant. A dull nimble intruded on his thinking; a nearby building was vibrating. This was not uncommon when a heavy Mech pounded by, but his Thunderbolt wasn't moving! Bryan walked backward to open up the range. Whatever it was coming around the comer he wanted to be some distance away from it. Come to think of it, he sincerely hoped it was the Tai-i's Battlemaster. No such luck. A low, broad expanse of dull grey metal ground its way slowly around the comer, its armor showing several molten gouges in its surface. As twin large barrels mounted in the tank's turret swiveled his way and multiple missile racks opened up, Bryan mentally composed his report to Regimental Command. Assuming that he survived, heading the list would be 'Tac-Int: its culpable failure in estimating enemy forces within the city. "His T-bolt rocked backwards as his monitors showed a disturbing lack of protection in several locations. Sweating, he unloaded everything he had at the metal behemoth in front of him. As the temperature rose in the cockpit, he reconsidered his report to Regimental HQ. Perhaps a more physical remonstration with Tac-Int would serve as a better explanation. Perhaps he'd save some machine gun ammo for the purpose.
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