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the shape of things to come

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Hovercraft-based mechanized infantry pla<strong>to</strong>ons make use<br />

<strong>of</strong> larger hover vehicles that can carry as much as a squad <strong>of</strong><br />

troops each. Their mobility allows <strong>the</strong>m <strong>to</strong> traverse water, but<br />

<strong>the</strong>y cannot negotiate woods <strong>of</strong> any type.<br />

Tracked-based mechanized infantry pla<strong>to</strong>ons use larger,<br />

squad-size tracked vehicles. Like tracked Combat Vehicles,<br />

<strong>the</strong>se mechanized infantry can traverse Depth 0 Water, but<br />

cannot handle heavy woods or deeper water terrains.<br />

In terms <strong>of</strong> speed, wheeled mechanized infantry fall<br />

between hover and tracked pla<strong>to</strong>ons. Mainly dependent<br />

on militarized versions <strong>of</strong> <strong>of</strong>f -road cars, <strong>the</strong>se troops cannot<br />

negotiate rough terrain, rubble, any woods, or water greater<br />

than Depth 1 in combat.<br />

TECHNOLOGY BASE<br />

In Total Warfare standard rules play, conventional infantry<br />

fall in<strong>to</strong> Clan or Inner Sphere technology bases. Inner Sphere<br />

infantry may only use equipment available <strong>to</strong> <strong>the</strong> Inner<br />

Sphere, while Clan infantry may only use equipment available<br />

<strong>to</strong> <strong>the</strong> Clans.<br />

Technology Rating<br />

In <strong>the</strong> Infantry Weapons and Equipment Tables used for<br />

creating conventional infantry, all items receive a Technology<br />

Rating in addition <strong>to</strong> a tech base. This rating (expressed as a<br />

series <strong>of</strong> letter grades that defi ne <strong>the</strong> level <strong>of</strong> technology and<br />

its availability through <strong>the</strong> major eras <strong>of</strong> Classic BattleTech<br />

his<strong>to</strong>ry) helps <strong>to</strong> defi ne <strong>the</strong> item’s level <strong>of</strong> sophistication and<br />

may be used <strong>to</strong> standardize <strong>the</strong> level <strong>of</strong> advancement <strong>the</strong><br />

unit demonstrates for purposes <strong>of</strong> era-based campaigning.<br />

Beyond this, however, an item’s Tech Rating has no bearing<br />

on conventional infantry design. See Costs and Availability (p.<br />

274) for more on Tech Rating.<br />

Affi liation and Infantry Organization<br />

Though not technically a matter <strong>of</strong> technology base, <strong>the</strong><br />

sophistication <strong>of</strong> a given faction in <strong>the</strong> Classic BattleTech<br />

universe and its corresponding level <strong>of</strong> technological<br />

advancement do combine <strong>to</strong> infl uence <strong>the</strong> arrangement <strong>of</strong><br />

conventional infantry forces at <strong>the</strong> squad and pla<strong>to</strong>on levels.<br />

For ease <strong>of</strong> reference in <strong>the</strong>se rules, <strong>the</strong>se eff ects are handled<br />

as part <strong>of</strong> a pla<strong>to</strong>on’s technology base.<br />

Motive Type<br />

DESIGNING INFANTRY<br />

The process <strong>of</strong> conventional infantry design can be organized<br />

in<strong>to</strong> three simple steps, each <strong>of</strong> which is described in<br />

detail in this section. These steps are:<br />

Step 1: Establish Pla<strong>to</strong>on Type—Determine <strong>the</strong> pla<strong>to</strong>on’s<br />

motive type, tech base and size.<br />

Step 2: Establish Pla<strong>to</strong>on Weaponry—Determine <strong>the</strong> weapons<br />

carried by <strong>the</strong> pla<strong>to</strong>on’s component troops, including<br />

<strong>the</strong>ir range, damage, base <strong>to</strong>-hits at each range and special<br />

abilities.<br />

Step 3: Complete <strong>the</strong> Record Sheet.<br />

The above design process is a mere framework for<br />

designing a conventional infantry pla<strong>to</strong>on. The actual process—particularly<br />

after determining <strong>the</strong> motive type, tech<br />

base and pla<strong>to</strong>on size—can involve a bit more give-and-take<br />

as weapons and armor are balanced for <strong>the</strong>ir best fi t in terms<br />

<strong>of</strong> mobility, damage and protection.<br />

STEP 1: ESTABLISH PLATOON TYPE<br />

The fi rst step in conventional infantry pla<strong>to</strong>on design is<br />

<strong>the</strong> creation <strong>of</strong> <strong>the</strong> pla<strong>to</strong>on’s basic type, including its motive<br />

type, which describes <strong>the</strong> means by which it travels when<br />

not operating as a passenger aboard o<strong>the</strong>r units. This step<br />

establishes some <strong>of</strong> <strong>the</strong> most basic aspects <strong>of</strong> <strong>the</strong> pla<strong>to</strong>on’s<br />

design, determining what kind <strong>of</strong> pla<strong>to</strong>on it is, its movement<br />

capabilities and technology base, and <strong>the</strong> number <strong>of</strong> troops<br />

that deploy in a full pla<strong>to</strong>on. These choices will restrict <strong>the</strong><br />

designer’s access <strong>to</strong> certain equipment.<br />

CHOOSE MOTIVE TYPE<br />

Conventional infantry <strong>come</strong> in a variety <strong>of</strong> motive types<br />

(also referred <strong>to</strong> as movement types), which aff ect <strong>the</strong>ir maximum<br />

number <strong>of</strong> troops, terrain restrictions and Movement<br />

Points (MP). The various options available for standard rules<br />

play are described below.<br />

In terms <strong>of</strong> construction rules, <strong>the</strong> Conventional Infantry<br />

Motive Types Table below defines <strong>the</strong> central features <strong>of</strong><br />

each infantry pla<strong>to</strong>on motive type. The Max Squad Size column<br />

indicates <strong>the</strong> maximum number <strong>of</strong> troopers (individual<br />

CONVENTIONAL INFANTRY MOTIVE TYPES TABLE<br />

Max Squad Size<br />

(Troopers)<br />

Max Pla<strong>to</strong>on<br />

Size (Troopers) MP (Type) Prohibited Terrain<br />

Foot 10 30 1 (Ground) Water (Any)<br />

Mo<strong>to</strong>rized 10 30 3 (Ground) Water (Any)<br />

Jump<br />

Mechanized<br />

10 30 3 (Jump) Water (Any)<br />

Hover 5 20 5 (Hover) Woods (Any)<br />

Tracked 7 28 3 (Tracked) Woods (Heavy), Water (Depth 1+)<br />

Wheeled 6 24 4 (Wheeled) Rough, Rubble, Woods (Any), Water (Depth 1+)<br />

INTRODUCTION<br />

CONSTRUCTION<br />

BASICS<br />

BATTLEMECH<br />

CONSTRUCTION<br />

INDUSTRIALMECH<br />

CONSTRUCTION<br />

PROTOMECH<br />

CONSTRUCTION<br />

COMBAT VEHICLE<br />

CONSTRUCTION<br />

SUPPORT VEHICLE<br />

CONSTRUCTION<br />

CONV. INFANTRY<br />

CONSTRUCTION<br />

BATTLE ARMOR<br />

CONSTRUCTION<br />

AEROSPACE UNIT<br />

CONSTRUCTION<br />

WEAPONS AND<br />

HEAVY EQUIPMENT<br />

INFANTRY WEAPONS<br />

AND EQUIPMENT<br />

COSTS AND<br />

AVAILABILITY<br />

BATTLE VALUE<br />

INDEX<br />

RECORD SHEETS<br />

145

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