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Cadet ComStar Lieutenant, SG
Joined: 17-Mar-2002 00:00 Posts: 495
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Posted: 27-Mar-2002 14:28 Post subject: Anti-Tank Riflemen |
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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
_________________ I'm not family friendly. That's why I don't post here.
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ICER Clan Hell's Horses Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1663 Location: United States
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Posted: 27-Mar-2002 14:32 Post subject: Anti-Tank Riflemen |
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If you take a careful aim. you could shot the mech's pilot, right?
_________________
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Cadet ComStar Lieutenant, SG
Joined: 17-Mar-2002 00:00 Posts: 495
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Posted: 27-Mar-2002 14:35 Post subject: Anti-Tank Riflemen |
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That's why every shot that hits is automatically assumed to be on the punch table
_________________ I'm not family friendly. That's why I don't post here.
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Talen Capellan Confederation Sang-shao
Joined: 05-Feb-2002 00:00 Posts: 1269 Location: United States
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Posted: 27-Mar-2002 14:44 Post subject: Anti-Tank Riflemen |
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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.
_________________ "Historians exercise great power and some of them know it. They recreate the past, changing it to fit their own interpretations. Thus, they change the future as well." - Leto II
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 27-Mar-2002 15:07 Post subject: Anti-Tank Riflemen |
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Quote:
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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.
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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.
_________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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CampingCarl Free Worlds League Master Sergeant
Joined: 24-Feb-2002 00:00 Posts: 176 Location: United States
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Posted: 27-Mar-2002 15:45 Post subject: Anti-Tank Riflemen |
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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 Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 27-Mar-2002 16:45 Post subject: Anti-Tank Riflemen |
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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.
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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,. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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pinkfloyd214 ComStar Sergeant
Joined: 14-Feb-2002 00:00 Posts: 141
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Posted: 27-Mar-2002 18:49 Post subject: Anti-Tank Riflemen |
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Tandam charge srms on infantry now there's an idea but is it legal?
_________________ Click- tech is for sissies
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Karagin Imperial Karagin Army Imperial General
Joined: 04-Feb-2002 00:00 Posts: 4120 Location: United States
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Posted: 27-Mar-2002 19:13 Post subject: Anti-Tank Riflemen |
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Quote:
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On 2002-03-27 18:49, pinkfloyd214 wrote:
Tandam charge srms on infantry now there's an idea but is it legal?
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Tandem Charges Warheads are Level 3 items...so they would be legal if you are playing in a level 3 game...
_________________ Karagin Only the dead have seen the end of war. - Plato
"Wasted trip Man. Nobody said nuthin' about lockin' horns with no tigers." Oddball
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Cadet ComStar Lieutenant, SG
Joined: 17-Mar-2002 00:00 Posts: 495
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Posted: 28-Mar-2002 11:09 Post subject: Anti-Tank Riflemen |
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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.
_________________ I'm not family friendly. That's why I don't post here.
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ICER Clan Hell's Horses Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1663 Location: United States
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Posted: 28-Mar-2002 11:16 Post subject: Anti-Tank Riflemen |
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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 Capellan Confederation Sang-shao
Joined: 05-Feb-2002 00:00 Posts: 1269 Location: United States
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Posted: 28-Mar-2002 12:03 Post subject: Anti-Tank Riflemen |
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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...
_________________ "Historians exercise great power and some of them know it. They recreate the past, changing it to fit their own interpretations. Thus, they change the future as well." - Leto II
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Cadet ComStar Lieutenant, SG
Joined: 17-Mar-2002 00:00 Posts: 495
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Posted: 28-Mar-2002 13:19 Post subject: Anti-Tank Riflemen |
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So how about Short 1-5
Med 6-10
Long 11-15
Make BV say 750?
_________________ I'm not family friendly. That's why I don't post here.
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Gunslinger Patch Royal Black Watch Regiment Major
Joined: 04-Mar-2002 00:00 Posts: 1611
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Posted: 29-Mar-2002 03:56 Post subject: Anti-Tank Riflemen |
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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. _________________ "Those who beat their guns into plows will plow for those with guns..." -Thomas Jefferson
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Cadet ComStar Lieutenant, SG
Joined: 17-Mar-2002 00:00 Posts: 495
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Posted: 01-Apr-2002 03:14 Post subject: Anti-Tank Riflemen |
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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?
_________________ I'm not family friendly. That's why I don't post here.
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