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Airdrop rules
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Karagin
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PostPosted: 25-Aug-2013 11:39    Post subject: Airdrop rules Reply to topic Reply with quote

Where can I find the rules for air dropping supplies or troops?
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Sleeping Dragon
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PostPosted: 25-Aug-2013 17:03    Post subject: Airdrop rules Reply to topic Reply with quote

I think Vagabond posted some quotes in the discussion we had about the Mu Ultralight Tank.
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Vagabond
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PostPosted: 25-Aug-2013 20:49    Post subject: Airdrop rules Reply to topic Reply with quote

No, those rules were for getting the load close to or on the ground. I too have been hunting for the airdrop rules. I know I have deployed BA with JJ, jump infantry, and infantry/BA with parachutes in MM from flying VTOL at the same cost as if it was on the ground.
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Sleeping Dragon
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PostPosted: 26-Aug-2013 00:02    Post subject: Airdrop rules Reply to topic Reply with quote

There are vehicle parachutes in Tactical Operations, aren't there?
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Vagabond
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PostPosted: 26-Aug-2013 01:15    Post subject: Airdrop rules Reply to topic Reply with quote

This is what I have found:

wrote:
TW p.224
VTOL/WiGE Carriers: VTOLs and WiGE follow the same rules as other vehicles carrying infantry, with the following additions. Infantry units that do not have VTOL MP cannot mount a VTOL or WiGE vehicle unless it is landed. Infantry units with VTOL MP can mount a VTOL or WiGE at the start of their Ground Movement Phase, provided they are at the same elevation and in the same hex as the VTOL or WiGE vehicle.


wrote:
TW p.225
Dismounting From VTOLs
Infantry units with Jump MP may dismount from a VTOL that has not landed, regardless of the VTOL’s elevation. The infantry unit is placed on the ground, in the hex occupied by the VTOL. Battle armor units that must eject their missile launchers (including detachable weapon packs) before they are jump capable, and that have not yet done so in the course of the game, cannot dismount in this fashion; they cannot eject their missile launchers while mounted on a VTOL. Infantry units with VTOL MP may likewise dismount from a VTOL that has not landed; they are placed in the same hex occupied by the VTOL, at the same elevation.
Attacks against infantry with Jump or VTOL MP dismounting from an airborne VTOL are made as though the infantry moved 0 hexes, adding a +1 modifier for the jump.


wrote:
TM p.266
PARAFOIL
Introduced: Pre-spaceflight
Because they are relatively lightweight, battlesuits making combat drops on atmospheric planets need not rely solely on jump jets or packs for braking, but can instead deploy a specially designed parafoil. Similar to a parachute, but narrower and designed to be steered through an added interface in the suit’s helmet, the parafoil can deploy from a rear mount at any point during a drop and then be detached or reeled in for re-use after landing. Silent and low-tech, parafoils can make troop deployments during a hot drop not only safer, but much more stealthy.


wrote:
TO p.341
Paratroops: Paratroops are specialized foot infantry trained and equipped to deploy into combat in parachutes or parafoils. In any atmospheric combat
scenario (except for vacuum), paratroop infantry units may deploy via combat drops from any suitable aerospace unit operating within the atmosphere (but
below the Space-Atmosphere Interface on the High-Altitude Map). When the troops land, however, the controlling player must roll 2D6 for each squad in a
paratroop unit. On a result of 3 or less, the squad suffers 1 casualty and scatters like a scattered battle armor unit. Dropping paratroop infantry may be attacked
as other dropping units, with no additional infantry modifiers. Complete rules for Dropping Troops are covered in Strategic Operations.


wrote:
TO p.348-349
Vehicular/BATTLE ARMOR Dropchute
Introduced: 2351 (Terran Hegemony [VDC]), 2875 (Clan Hell’s Horses [BADC])
Descended from the landing chutes of early spaceflight planetary probes,
the combat vehicular dropchute (VDC)—and its battle armor equivalent
(BADC)—are not so much a mounted equipment item as an external
add-on that enables vehicles, ’Mechs, battle armor and even inert cargo
to be dropped from low atmospheric orbit. Intended as an economical
alternative to the standard BattleMech drop cocoon, VDCs and BADCs are
limited in combat, largely because chute-deployed troops are easier to
target by hostile aerospace units, and rely on atmospheric drag rather than
controlled thrust to slow their descent. This latter issue is considerably more
dangerous when deploying by chute into turbulent atmospheric conditions,
such as the height of a storm.


wrote:
SO p.323
Paratroops: These Elements may dismount from airborne transport Elements (including aerospace Elements) just like jump infantry.


wrote:
SO p.22-26
DROPPING TROOPS
BattleMechs, ProtoMechs, vehicles, infantry and battle armor can exit an aerospace unit under four conditions: on the ground, in the atmosphere, in space (cocooned for an orbital insertion) for combat drops (also known as assault drops) or free-floating in space for zero-G operations.
Ground units departing a landed aerospace unit use the Dismounting rules (see p. 91, TW). The following rules describe the dropping of troops under the other three conditions.


wrote:
SO p.22
ATMOSPHERIC DROPS
’Mechs, ProtoMechs, battle armor, WiGE Vehicles and vehicles with Jumping MP may make atmospheric drops. If a unit than can mount jump jets does not mount jump jets, it may either mount disposable jump jets (which automatically jettison upon touchdown; see ’Mech Jump Pack/’Mech Drop Pack, p. 292, TO) or a Vehicular/Battle Armor Dropchute; the specific rules for how to use a Vehicular/Battle Armor Dropchute are found in the Advanced Weapons and Equipment section of Tactical Operations (see p. 348, TO). Combat and Support Vehicles can also use the dropchute to make atmospheric drops. Conventional infantry can make atmospheric drops if they have Jumping MP, are paratroopers (see p. 341, TO), or are Mechanized VTOL Infantry (see p. 324, TO; see
VTOL Movement below)
A carrying aerospace unit can drop a number of units each turn equal to its operational door capacity (though if a door is damaged, either through a critical hit or through dropping a unit, no units can use that door for the remainder of the scenario). Doors noted as pure cargo bay doors, or fighter/Small Craft bay doors, cannot be used; the number of ’Mech/ProtoMech/vehicle bay doors a unit has will be noted in either the unit’s technical readout or record sheet game statistics. A carrying aerospace unit can drop any number of infantry units.
Every time a non-infantry unit drops, roll 2D6. On a result of 2, though the unit successfully drops from the aerospace unit, the door is damaged and cannot be used for the rest of the scenario (it is considered to have been critically hit; see Critical Hit Effects, p. 239, TW).
Ground units that exit an aerospace unit on the space/atmosphere interface, atmospheric row or ground row hexes of the High-Altitude Map fall 1 hex per turn, starting during the Movement Phase (Aerospace) on the turn following the turn they exit. If there are two equal hexes to fall into, randomly determine which hex the unit enters. If players are using Low-Altitude Movement, ground units fall 3 Altitudes each turn.

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