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Marian Hegemony Infantry Squad
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Raven!
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PostPosted: 06-Sep-2005 20:17    Post subject: Marian Hegemony Infantry Squad Reply to topic Reply with quote

NOTE: These squads were designed using my new Infantry Design Rules v1.0 post in the General Discussion Section! - R!

Marian Hegemony Infantry Squad
Motorized Infantry Squad
Size: 10 men
Armament:
~ Marian Arms Type 8G Heavy Rifle
Armor:
~ Caeser Ablative/Flak Type 1
Training & Deployment: Marian Hegemony

The standard infantry squad of the Marian Hegemony consists of 10 men that have drilled together since basic training, and form a powerful and strong fighting unit. When combined into the 10 squad platoons, the power of the Marian Hegemony's Infantry cannot be denied.

Although easy fodder for BattleMechs, the Marian Hegemony infantry is known for their speed and effectiveness in combat, often tearing apart other infantry formations quickly and even being a threat to some armored formations as well.

This basic unit, the core of the Marian platoon, usually make up 7 of the 10 squads in the platoon, and such platoons usually make up 8 or 9 of the platoons in a Legion.

Marian Hegemony Infantry Squad
Quality: Early
Size: 10 men
Movement Type: Motorized
~Movement Points: 4/6
Damage Value: 7
~Range: 4/8
~Type: Heavy Ballistic
Armor Value: 10
~Armor Type: Hard
Artillery Slots: 2
~ Heavy Gun Slot 1: Light Machine Gun
~ Heavy Gun Slot 2: Light Machine Gun
Field Gun: None
Cost: 585,000 C-Bills/Squad

STATS FOR THE LIGHT MACHINE GUN:
Light Machine Gun
Range: 6/12
Damage Value: 1
Ammunition: 50

Notes: Does 1d6 damage to soft targets.
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Raven!
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PostPosted: 06-Sep-2005 20:34    Post subject: Marian Hegemony Infantry Support Squad Reply to topic Reply with quote

Marian Hegemony Infantry Support Squad
Mechanized Infantry Squad
Size: 10 men
Armament:
~ Marian Arms Type 8G Heavy Rifle
~ Marian Arms Hoplite Machine Gun
Armor:
~ Caeser Ablative/Flak Type 1
~ Starslab/1
Training & Deployment: Marian Hegemony

The standard infantry squad of the Marian Hegemony is indeed a powerful weapon, but it is a weapon that needs support and guidance. To provide this support is the Support Squad.

Based around two half-tracks, one of which carries a Rocket Artillery system, these "Javalin" units provide powerful support fire. Further, the half-tracks are equipped with strong armor and powerful autocannons. This combination of firepower and armor have made the deadly Support Squads feared on the field of battle.

However, due to the high price to build and supply such units, they are often deployed sparingly, usually only 1 or 2 squads of a platoon will have them. On occasion a full platoon of support Squads will form a platoon within a Legion, but this is exceptionally rare, and is usually only done with the best and most elite infantry forces.

Marian Hegemony Infantry Squad
Quality: Early
Size: 10 men
Movement Type: Mechanized
~Movement Points: 3/5 Tracked
Damage Value: 7
~Range: 4/8
~Type: Heavy Ballistic
Armor Value: 10 + 12
~Armor Type: Hard
Artillery Slots: 3
~ Heavy Gun Slot 1: Semi-Portable AC
~ Heavy Gun Slot 2: Semi-Portable AC
~ Heavy Gun Slot 3: Semi-Portable AC
Field Gun: Early Rocket Artillery
Cost: 1,950,000 C-Bills/Squad

STATS FOR ARTILLERY:
Early Rocket Artillery
Range: 10/20
Damage Value: 2
Ammunition: 8

Notes: Target hex is saturated with 1d6 rockets. Surrounding hexes are saturated with 1d6 rockets. Number rolled are the number that effectively hit a target. Add 1 to this number if firing against infantry in soft armor. May only be used indirectly.

Autocannon, Semi-Portable
Range:4
Damge Value: 2
Ammo: 15

Note: A squad with even one of these weapons cannot move and fire at the same time. This weapon is a stripped down version of the Autocannon/2 and thus may share ammunition with BattleMechs.


[ This Message was edited by: Raven! on 2005-09-06 20:36 ]
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Sleeping Dragon
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PostPosted: 07-Sep-2005 13:49    Post subject: Reaction (both units) Reply to topic Reply with quote

The rules looked quite chaotic in that long post (due to length), but unit written using them looks ...

But that MG has too long range if compared to standard mech weapons (and those are fired from above so they have much better field of fire (I haven't studied the weapons in detail yet).

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PostPosted: 07-Sep-2005 13:59    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

you're right which brings me to the next thing that needs to change: BattleMech weapons!

Specifically I do the following for machine guns:

HMG - 1 ton - 3 damage - range: 4/8/12
MMG - 0.5 tons - 2 damage - range: 7/14/21
LMG - 0.25 tons - 1 damage - range: 8/16/24

No minimum ranges

HMG: 3d6 against Infantry
MMG: 2d6 against Infantry
LMG: 1d6 against Infantry

I also rip apart autocannons, missiles, and lasers.

Raven!
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PostPosted: 08-Sep-2005 04:35    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

Not good idea, as someone (Chihawk?) said somewhere before. The weapons should be kept as they are, because they are balanced with the internal mechanics. I must add that this would have great demands for gaming space. If the MG has range of 18 hexes, SRMs 36 and LRMs ... 4 maps ... artillery ...

As it was said, we should stick to some basic mechanics and close our eyes (and plug our ears) when the word REALITY comes around.

Just look at what we already have

Infantry SQUAD (say standard 7 soldiers, mechanized, hard armor) that deals 3.5 (4) damage to soft targets with advanced rifle (0.5) (and double = 7 to units without cover) at 1/2/3 (MG) range, some damage with anti-armor weapon (if SM was manned by two men like bazooka then we have 1 damage per soldier so it would deal 7 to armored targets) at 3/6/9 (SRM) range (maybe crit. seeker 2 point groups?), or 5 damage with AC/5 (20 rounds) at 6/12/18 range with AC/5 big gun. This all moves some 4/6 and has 2 AP per trooper (not talking about some special bonuses). Compare this to standard mechanized PLATOON with similar weapons. Infantry needs to be stronger, but I think that this is already VERY good.


[ This Message was edited by: Sleeping Dragon on 2005-09-08 04:36 ]
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PostPosted: 08-Sep-2005 10:09    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

I'm not saying introduce reality completely. Thats impossible. What I am saying is rework ranges that make more sense. As it is right now, most mech weapons shoot under the range of a .50 machine gun! Simply adjusting ranges doesn't effect the game in the slightest. It actually makes the game more interesting.

I know this cause I was so sick of the BTech rules I designed my own game (Cry Freedom - also a mecha combat game) and my playtesters had a fairly good time with the rules. Especially guided missiles.

the rest of the game was very similiar to BattleTech, so I know the system will work without any difficulty.

I'll work on a full conversion of weapons later though. Its not for reality but to make the weapons a little bit more sensible, and also follow tradition (big guns have bigger range and damage then little guns, little guns are a lot more numerous.).

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PostPosted: 08-Sep-2005 13:24    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

Wouldn't it be easier to balance the alternative rules for CBT and than flatly (more or less ) multiply the ranges?

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PostPosted: 08-Sep-2005 13:51    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

Nah cause when I first discussed this (must have been two years ago) another issue that came up was the over abundance of technology. FASA needs to sell a book, they make a new peice of tech. It made things fairly chaotic and fairly expensive. So the idea was you would offer the following:

Autocannon:
Can ultra fire with penalties
Has special ammunition
- Cluster
- HEAT
- Etc

Missiles:
Short range, Medium range, Long range are seperate ammunition loads. I also call them rockets. You can get OS pods, or you can actually purchase guided missiles (which use the rules for thunderbolt missiles with some mods).

Lasers:
I came up with, but never posted Modification Packages. These are 1 ton 1 crit units which can be placed into a Mech or Vehicle and are then able to modify the flow of power to lasers to give you special effects: pulse, extend range, low power, etc. It was actually kind of a cool system.

PPCs i never did get around to touching. I'll post these if you are interested.

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PostPosted: 08-Sep-2005 23:30    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

i always liked Solaris 7 range rulesets, 1 hex = 100 metres.

Granted it makes melee combat between mechs look silly but i don't usually mob people with Locusts to kick them anyway.

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PostPosted: 09-Sep-2005 03:10    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

1 hex = 100 m? Infantry runs 60 km/h? can you run 16 meters every second (under fire ,with full armor, through rough terrain)?

To the ACs ... I toyed for a while with thought about gyro-jet ammo - now there is precision ammo with -1 to hit, but I came with different approach - using Thunderbolt missile as AC ammo (smaller AC would gain more power and bigger would gain range (AMS is the only trouble here)). Due to small caliber AC/2 would be banned from using thunderbolt ammo, but AC/5 would use thunderbolt 10, ...

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PostPosted: 09-Sep-2005 11:17    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

interesting concept. I'll look into it.... gyrojet AC.... GAC

That would be a very interesting weapon concept

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PostPosted: 12-Sep-2005 10:21    Post subject: RE: Reaction (both units) Reply to topic Reply with quote

Technically it isn't new, using AC barrel to launch rocket is possible and used on Russian tanks and probably elsewhere too.

As I said officially it's Precision ammo, but I think that there is more potential than -1 to fire.

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