Mordel's Bar & Grill
Anti-Tank Riflemen
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Cadet
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PostPosted: 27-Mar-2002 14:28    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

Seeing as how I love all things Infantry and hate all things not, I was thinking about that other thread where I suggested the anti-tank rifleman.

So here goes:

Anit-tank riflemen travel independently so only have 1 point per squad.

Anti-tank riflemen have 1 MP unless they use a vehicle. They can also ride on any friendly BattleMech or vehicle as long as both units spend one full turn in the same or adjacent hex without moving.

Anti-tank Riflemen can start hidden on the mapboard if the player controlling them are considered to be on the defensive.

Range of anti-tank rifle:
Short: 1-8
Medium: 9-16
Long: 17-25

Damage: 1/1 the Anti-tank rifle is specifically designed to pierce armor so the damage is done as one point armor, then the next point internal complete with chances for critical hits.

Anti-tank riflemen are considered elite for gunnery purposes and whenever they hit BattleMechs, they always roll for damage location on the punch table.

Anti-tank riflemen can only fire or move each turn, not both.

BV: 400

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Clan Hell's Horses
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PostPosted: 27-Mar-2002 14:32    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

If you take a careful aim. you could shot the mech's pilot, right?

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Cadet
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PostPosted: 27-Mar-2002 14:35    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

That's why every shot that hits is automatically assumed to be on the punch table

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Talen
Capellan Confederation
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PostPosted: 27-Mar-2002 14:44    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

You got yourself a pretty gun there, you know. You are talking about a hand held weapon capeable of ripping through inches of Ferro-Fibrus armor. Though I do like the idea, I dont like the execution. And with a gun that big, he;d prolly want a 2nd to be spotter and possibly ammo carrier.

Dunno...keep working though.

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Karagin
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PostPosted: 27-Mar-2002 15:07    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

Quote:

On 2002-03-27 14:44, Talen wrote:
You got yourself a pretty gun there, you know. You are talking about a hand held weapon capeable of ripping through inches of Ferro-Fibrus armor. Though I do like the idea, I dont like the execution. And with a gun that big, he;d prolly want a 2nd to be spotter and possibly ammo carrier.

Dunno...keep working though.




I don't on that last part, I recently bought a .50cal rifle made by Armalite, called the AR-50, it's about 38 pounds, and firs the same ammo as the Browning MG...it can punch through 14 inches of plywood and 8 of steel...and all I need it my scope and a nice comfty spot to see the target from...

So I don't think he will need an ammo carrier, a spotter is good to have since he can keep watch for other things.

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CampingCarl
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PostPosted: 27-Mar-2002 15:45    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

All shot hitting the punch table could take out a mech pretty quickly is you had 3 and a little luck. Although a mech's head is a pretty big target that is a little too powerful. Most Vehicles dont have enough IS to take too many shots.
Mabey you should have them use the TC rules for aiming at a location. If someone want to salvage the mech or vehicle then they could hit the legs or turret.
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Vagabond
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PostPosted: 27-Mar-2002 16:45    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

Quote:

Damage: 1/1 the Anti-tank rifle is specifically designed to pierce armor so the damage is done as one point armor, then the next point internal complete with chances for critical hits.



my take is. nice idea, but bad exicution. plus, its in the wrong fourm.

damage should be, 1 or 2 to armor. then roll 2d6 on crit table with a -2 to the roll. [ie: you need a 10 to get 1 crit, n a 12 to get 2.] this reflects the fact that the shooter is targeting a critical componet [ie: expossed weapons, heat sink ports, and windshields.]

also you could add a +5 to hit, target location. ANY location [come on its a @#$! sniper].

also to reflect the use of a scope, you should double all target movement modifiers. [reflects the fact, that sniping a moving target IS harder]

n if you add the movement, by ellecting to just hit the mech [no crit possible] you reduce the movement mod to normal.

but thats just my take,.
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pinkfloyd214
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PostPosted: 27-Mar-2002 18:49    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

Tandam charge srms on infantry now there's an idea but is it legal?

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Karagin
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PostPosted: 27-Mar-2002 19:13    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

Quote:

On 2002-03-27 18:49, pinkfloyd214 wrote:
Tandam charge srms on infantry now there's an idea but is it legal?




Tandem Charges Warheads are Level 3 items...so they would be legal if you are playing in a level 3 game...

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Cadet
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PostPosted: 28-Mar-2002 11:09    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

Ok, so I change it to 2 man teams. If the first guy is killed and the other lives, give it a -2 on the to-hit roll to reflect the loss of the spotter/ammo carrier.

Maybe remove the elite status or the automatic punch table.

Or just keep it as it in and boost the BV value. I mean this would be a pretty nasty thing to have to deal with on the battlefield, especially at a distance.

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PostPosted: 28-Mar-2002 11:16    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

AH, Commander, We just lost another mech.

Posittion of enemy?

That is just it, Sir. We lost 3 mechs. And not seen or heard the enemy yet.

Scan for enemy units, Star commander

Star Commander?!?

Star Comman......



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Talen
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PostPosted: 28-Mar-2002 12:03    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

Maybe drop the range? If you want to keep it line with FASA rules *Cough cough* then drop the range a bit. i know it goes against the purpose of the troop itself...but this thing would be terribly unbalancing in every way.

Player 1: Okay, I am fielding an Atlas, 2 Victors and a salvaged Dire Wolf. BV is 8,600 *fake made up BV*

Player 2: Since I am on defensive I will start with 10 groups of Anti-tank infantry. BV is going to be 4,000. And for good measure i'll throw in some field medics. Oh yeah...all are hidden.

Heheh...

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Cadet
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PostPosted: 28-Mar-2002 13:19    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

So how about Short 1-5
Med 6-10
Long 11-15

Make BV say 750?

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Gunslinger Patch
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PostPosted: 29-Mar-2002 03:56    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

I agree the range is too much for one little footslogger to have. Btech MGs are supposed to be 20mm Vulcans and have only 3 hexes (I give my custom MGs 9 hexes). I would go with around a dozen hexes range for this thing. And also the internal penetration part is way off.

Against something with thin armor like an APC or light tanks I can see it doing an internal point of damage against thin armor. But against a Demolisher? I think you should figure out some kind of quick table that gives a chance of going internal depending on how many points of armor are on the spot being hit. And to keep it fast and simple I would only go by the undamaged number of armor points.

In this way an anti-armor rifleman could play merry hell with a column of APCs, Savannah Masters, light tanks...etc. But if he tries his tricks on a seriously armored vehicle, he'll just get himself run over.
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PostPosted: 01-Apr-2002 03:14    Post subject: Anti-Tank Riflemen Reply to topic Reply with quote

Fine give it rang eof 1-4/5-8/9-12 or something, but it has to have the capability to go internal on each shot or what the hell good is it?

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