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the shape of things to come

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Jason’s Mechanized Tracked Point is comprised <strong>of</strong> 5<br />

squads <strong>of</strong> 5 troopers each, for a <strong>to</strong>tal <strong>of</strong> 25 troops. Their<br />

Primary Weapon is <strong>the</strong> standard Clan Gauss SMG, and<br />

<strong>the</strong>y employ 1 Bearhunter Superheavy AC per squad as<br />

a Secondary Weapon. Because Jason has not provided 2<br />

Secondary Weapons per squad, <strong>the</strong> ranges and modifi ers<br />

for <strong>the</strong> Primary Weapons apply, ra<strong>the</strong>r than those <strong>of</strong> <strong>the</strong><br />

Bearhunters. On <strong>the</strong> Range Modifi ers row for his pla<strong>to</strong>on,<br />

Jason notes <strong>the</strong> following range values, based on <strong>the</strong><br />

Gauss SMGs: –1 <strong>to</strong>-hit modifi er at 0 hexes/same-hex range<br />

(–2 base modifi er +1 for <strong>the</strong> Bearhunters’ Crew Value <strong>of</strong> 2),<br />

no modifi er at 1 hex, +2 at 2 hexes and +4 at 3 hexes. Jason<br />

<strong>the</strong>n blacks out <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Range Modifi ers lines from<br />

4 through 21 hexes, as <strong>the</strong> pla<strong>to</strong>on may not effectively<br />

attack at such ranges.<br />

At 1 Bearhunter per each <strong>of</strong> <strong>the</strong> pla<strong>to</strong>on’s 5 squads, <strong>the</strong> Secondary<br />

Weapon damage <strong>of</strong> 2.33 points each applies for only 5<br />

troopers’ Damage Values. The remaining 20 troopers (25 <strong>to</strong>tal<br />

troopers – 5 Bearhunter troopers = 20 remaining troopers)<br />

deliver <strong>the</strong> Damage Value for <strong>the</strong> pla<strong>to</strong>on’s Primary Weapons,<br />

<strong>the</strong> gauss SMGs (0.45 each). The fi nal pla<strong>to</strong>on Damage Value<br />

<strong>come</strong>s <strong>to</strong> 21 ([5 Secondary Weapons x 2.33 Damage per Secondary<br />

Weapon] + [20 Primary Weapons x 0.45 Damage per<br />

Primary Weapon] = 20.65, round up <strong>to</strong> 21). Dividing this value<br />

by 25, Jason fi nds that <strong>the</strong> average damage per trooper for<br />

his Point is 0.84 (21 Damage ÷ 25 troops = 0.84 Damage per<br />

trooper). Multiplying each trooper individually, he determines<br />

<strong>the</strong> Damage Value <strong>of</strong> <strong>the</strong> pla<strong>to</strong>on for troopers numbered 1<br />

through 25.<br />

RA RA<br />

The swarming infantry converge on <strong>the</strong> BattleMech’s cockpit, banking on a quick-kill.<br />

STEP 3: COMPLETE THE<br />

RECORD SHEET<br />

After computing all <strong>the</strong> data for <strong>the</strong> pla<strong>to</strong>on’s size, MP, motive<br />

type, Damage Value and ranges, <strong>the</strong> designer may complete<br />

<strong>the</strong> Conventional Infantry Record Sheet by fi lling in this data,<br />

making sure that <strong>the</strong> Damage Value for each number <strong>of</strong> active<br />

troopers appears in <strong>the</strong> boxes below each trooper icon at that<br />

number (for example, <strong>the</strong> Damage Value for 15 troopers would<br />

appear below <strong>the</strong> trooper icon numbered 15) and that <strong>the</strong> modifi<br />

ers are shown for each hex <strong>to</strong> which <strong>the</strong> weapons are eff ective.<br />

Any excess troopers in <strong>the</strong> pla<strong>to</strong>on or range boxes beyond <strong>the</strong><br />

reach <strong>of</strong> <strong>the</strong> pla<strong>to</strong>on’s weapons must <strong>the</strong>n be blacked out. The<br />

designer should fi ll in <strong>the</strong> pla<strong>to</strong>on’s MP and movement type on<br />

<strong>the</strong>ir appropriate lines, as well as any special capabilities (such as<br />

heavy-burst fi re or fl ame-based weapon capabilities). As Pla<strong>to</strong>on<br />

Data blocks permit, <strong>the</strong> information may be repeated throughout<br />

<strong>the</strong> record sheet, so that <strong>the</strong> designer can track multiple pla<strong>to</strong>ons<br />

<strong>of</strong> <strong>the</strong> same type at <strong>the</strong> same time during game play.<br />

Once <strong>the</strong> designer has fi nished all <strong>of</strong> <strong>the</strong> above, <strong>the</strong> infantry<br />

pla<strong>to</strong>on is ready for Total Warfare game play.<br />

PLATOON NOMENCLATURE<br />

Though designers may choose any name desired for <strong>the</strong>ir<br />

infantry pla<strong>to</strong>ons (as with all o<strong>the</strong>r units), as a rule <strong>of</strong> thumb, most<br />

conventional infantry units in Classic BattleTech are identifi ed by<br />

<strong>the</strong>ir motive and weapon types for ease <strong>of</strong> reference. For instance,<br />

a pla<strong>to</strong>on equipped with au<strong>to</strong>-rifl es that moves by jumping might<br />

be called “Jump Rifl e Infantry” or “Rifl e Infantry (Jump)”.<br />

If such pla<strong>to</strong>ons are also equipped with Secondary Weapons<br />

that enhance <strong>the</strong>ir abilities, <strong>the</strong>se Secondary Weapons may be<br />

used <strong>to</strong> diff erentiate <strong>the</strong> pla<strong>to</strong>on instead; for example, a pla<strong>to</strong>on<br />

armed with au<strong>to</strong>-rifles backed up by SRMs may call itself an<br />

SRM pla<strong>to</strong>on. Because <strong>the</strong> choice <strong>of</strong> weapon and motive types<br />

dominates <strong>the</strong> pla<strong>to</strong>on’s function so completely and can easily<br />

aff ect such naming decisions, it is generally in this fi nal step that<br />

a designer can best determine <strong>the</strong> proper nomenclature for a<br />

new conventional infantry pla<strong>to</strong>on.<br />

INFANTRY AND CARGO TRANSPORTATION<br />

When constructing infantry using <strong>the</strong>se rules, <strong>the</strong> designer may<br />

gain insight in<strong>to</strong> how many troopers may be contained aboard a<br />

vehicle with a cargo capacity measured in <strong>to</strong>nnage. The capacity<br />

needed by an infantry pla<strong>to</strong>on type is listed in <strong>the</strong> infantry bay<br />

rules for such vehicles, and <strong>the</strong> weights generated by <strong>the</strong>se rules<br />

are intended <strong>to</strong> match <strong>the</strong>m. When in doubt, however, use <strong>the</strong><br />

weight <strong>of</strong> <strong>the</strong> pla<strong>to</strong>on versus <strong>the</strong> weight assigned <strong>to</strong> cargo by<br />

<strong>the</strong> transporting vehicle(s) as a guide <strong>to</strong> determining how many<br />

troops may be placed aboard a transport. While <strong>the</strong> result may<br />

force <strong>the</strong> player <strong>to</strong> break up a pla<strong>to</strong>on in<strong>to</strong> groups smaller than<br />

its component squads, it is not uncommon for a pla<strong>to</strong>on <strong>to</strong> be<br />

carried in<strong>to</strong> battle in such a fashion aboard multiple APCs.<br />

Oversized pla<strong>to</strong>ons—those that take up multiple lines on <strong>the</strong><br />

Infantry Record Sheet—should divide this <strong>to</strong>tal in proportion <strong>to</strong><br />

<strong>the</strong> troopers on each line, and record <strong>the</strong> weight for each line <strong>of</strong><br />

troops separately. Doing so enables <strong>the</strong> pla<strong>to</strong>on <strong>to</strong> better account<br />

for its component sub-pla<strong>to</strong>ons.

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