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Infantry ~ Campaign Rules.

Posted by Comstar AdeptFor group 0
Comstar Adept
GM, 161 posts
-1 BM Handicap
Wed 25 Feb 2015
at 15:29
  • msg #1

Infantry ~ Campaign Rules

(Like other aspects of this game, i've reviewed the Infantry rules for use in the campaign and concluded they dont apply well to the campaign, so I have created my version of the rules for them.  Where possible, the rules are based on established rules used, though they have been modified for use specifically in this campaign.)

These are BETA RULES and subject to change.


Care and Feeding of Infantry.

Infantry Cap.:
Each Squad of Infantry requires (dedicated) transport to carry them to and from the field they are expected to operate on.

Each Conventional vehicle with at least one ton of Cargo, may be designated as transport for Infantry.  (Even if the unit has multiple tons of cargo, no more than one infantry may be assigned to it.)



Cost of Infantry:
Base Cost for a single Trooper, including the cost of the equipment he uses, for the purposes of this campaign is 2500 cb.

Cost for a squad of (7) Troopers, adjusted for Quality.
QualityCost
Green17 500cb
Regular21 875cb
Veteran26 250cb
Elite35 000cb




Upkeep of Infantry:
Base Salary/Upkeep for a Squad is based on a (3) Mission Contract.  This cost is adjusted for longer or shorter contracts.

Salary/Upkeep for a squad of (7) Troopers, adjusted for Quality.
QualityBase Salary/UpkeepMission Adjustment
Green00 900cb0 300cb
Regular02 100cb0 700cb
Veteran05 250cb1 750cb
Elite15 000cb5 000cb


Salary is halved, if the Infantry never saw combat (gets no battlefield experience.)




Replacement of Infantry:
Last Man Standing Rule
Infantry casualties are not always counted as 'dead'.  Many times the infantry has been injured, rendered unconscious, unarmed, or otherwise unable to participate in combat, but often not 'dead'.  The squad is not considered 'destroyed', as long as one man in the squad survives the mission.

There is a cost to 'losing' infantry on a mission.  The cost of medical bills, hazard pay, lost equipment, and recruitment for dead infantry needs to be dealt with.  Pay the replacement cost for infantry lost on a mission to reflect these cost.  A squad that is not at full strength (7 Infantry), may recover up to 2 infantry after each mission until they are at full strength.

QualityCost
Green2 500cb
Regular3 125cb
Veteran3 750cb
Elite5 000cb




Improving Infantry:
Any infantry that saw battlefield action during a contract, has a chance of improving their squad quality through 'Battle Experience'.

Battlefield action ~> Participate in any mission where they made attack rolls at the Op Force, inflicted damage, required to make an evasion roll or were subject to weapon fire and took casualties.

Units may also benefit by engaging in active training.  Instead of 'Battle Experience', an 'Availability' roll is used to secure the chance to improve the chance of improved Infantry Quality.

Roll dice to determine if they improve.  If they improve they get all the benefits and cost associated with the higher quality.

Current QualityTarget Roll Cost
Green tn 6+ 4 375cb
Regular tn 8+ 4 375cb
Veteran tn 11+ 8 750cb


'Cost'
If you use Battlefield Experience, and fail the roll, there is no cost.
If you use Battlefield Experience, and make the roll, you pay the cost.

If you use an Availability roll, pass or fail, the cost is paid.



Mission value of Infantry:
Infantry are considered a component of the Conventional units that carry them.  The ability and value of such infantry can vary with the skill of the infantry.  To balance them for missions adjust the Merc weight value for missions using infantry as follows.

-1 tons for (1) Squad of Infantry of Green quality
+0 tons for (1) Squad of Infantry of Regular quality
+1 tons for (1) Squad of Infantry of Veteran quality
+3 tons for (1) Squad of Infantry of Elite quality

This message was last edited by the GM at 13:00, Fri 20 Mar 2015.
Comstar Adept
GM, 162 posts
-1 BM Handicap
Wed 25 Feb 2015
at 17:29
  • msg #2

Infantry ~ Reference Tables

Infantry ExperienceBase GunneryAllowed WeaponsSpecialty PointsAvailableCost ModifierSalary
Green  tn +1Rifle0tn 4+x100%05%
Regulartn +0Rifle, Laser, or Flamer1tn 6+x125%10%
Veterantn +0Rifle, Laser, Flamer, MG or SRM2tn 8+x150%20%
Elite  tn -1Rifle, Laser, Flamer, MG, SRM, or LRM4tn11+x200%40%





Weapon Range Modifiers
Weapon0123456789
Rifle-2+0+2+4 * * * * * *
Laser-2+0+0+2+2+4+4 * * *
Machine Gun-2+0+2+4 * * * * * *
SRM-1+0+0+2+2+4+4 * * *
LRM-1+0+0+0+2+2+2+4+4+4
Flamer-1+0+2+4 * * * * * *


Weapon Damage ~> Applied in 2 point groups
Weapon1234567Notes
Rifle1122334
Laser0111122
Machine Gun1122334+d6 vs Infantry
SRM0112233May use specialty SRM
LRM0112233May use specialty LRM
Flamer0112233May declare damage as Heat



Damage against Infantry.
Weapon Damage TypeNumber of Conventional Troopers Disabled
Direct Fire (Ballistic/Energy) Damage Value / 10
Cluster (Ballistic) Damage Value / 10 + 1
Med/Lrg Pulse Laser Damage Value / 10 + 2
Cluster (Missile) Damage Value / 5
Area Effect Damage Value x 2
Machine Gun 2d6
Small Pulse Laser 2d6
Flamer 4d6

This message was last edited by the GM at 14:35, Thu 19 Mar 2015.
Comstar Adept
GM, 166 posts
-1 BM Handicap
Thu 19 Mar 2015
at 14:34
  • msg #3

Infantry ~ Options

Infantry OptionOption CostGame Effect
Armory 1 At the start may select any weapon available for their experience level.
Astech 1 (x2) Repairs from Infantry for Field Repairs to Armor. For each additional level purchased, increase the multiplier by one, for armor repairs.  You may share these repair points with a number of pilots equal to the repair multiplier.
Combat Engineer 1 Squad is trained in demolitions and may use (*) Satchel Charges.  This option may be purchased more than once.
For each additional level purchased, increase the damage done to buildings by +1d6 per turn or reduce the target number for a successful attack against mechs by one.
Firemen 1 Flamers have been equipped with a coolant and on a successful hit, each point of damage reduces a point of heat.
Infantry TAG 1 The last trooper in the squad is armed with Infantry TAG {Range 3/6/9}.  Discount this trooper for damage calculations to use the Infantry TAG.
Jump Troopers 1 May use Jump Packs allowing for (3) hex jumps.
Laser Spotter 1 -1 tn when using Rifles or Machine Guns.
Night Fighting 1 Negate Darkness/Night Penalties.
Scavangers 1 Improve the usefulness of Infantry on Raids and Salvage Operations.
For each additional level purchased, the infantry skills at such operations improve.
Scouts 1 -1 Spotter Bonus for, Evasion, Base and Salvo Adjustment Rolls
Jack of Trades 2 Before the start of the mission, the squad may select a single one point specialty.
Pathfinders 2 Squad has deployed ahead of the mercs and is hidden on the mission map.  They may not deploy in the Op Force Setup Area.  You may use them on all missions that are environmentally friendly to conventional units.
Sneak Suits 2 Sneak Suits, provide +1 Def Modifier, reduce damage by one {minimum of one}, and improve Evasion rolls by 1
Missile Specialist 4 Squad is -1 tn for attacks with missiles and does not need to draw from unit stores to use (**) specialty Ammo.
Well Trained 4 Before the start of the mission, the squad may select a single two-point specialty, or may select two one-point specialties.


(*) Satchel Charges
Leg Attacks ~ May conduct Anti Mech attacks against the legs of mechs.
per rules page 220, these attacks are made at a penalty of seven for a squad of (7).

Building demolitions ~ Infantry may spend a turn at a building to set Satchel Charges on a building.  Satchel charges explode at a turn of the infantry players choosing.
When the Satchel charges go off, they inflict 3d6cp Damage to the building for each turn spent setting up the charges.


(**) specialty Ammo
Specialty SRM Ammo ~ Coolant (each damage reduces heat by one) and Incendiary (each damage increases heat by one)

Specialty LRM Ammo ~ Hawkeye (indirect fire) and Thunder (drops mines into a hex.  Mines are one use, and inflict damage equal to damage of the LRM.  May stack mines up to ten damage.)
This message was last edited by the GM at 21:36, Fri 20 Mar 2015.
Comstar Adept
GM, 167 posts
-1 BM Handicap
Thu 19 Mar 2015
at 16:59
  • msg #4

Infantry ~ Non-Combat Operations

Infantry used for Field Repairs:
Field Repairs often a labor intensive operation.  Lifting and welding of literally a ton of armor or loading of equally heavy munitions, while labor intensive does not require a lot of skill.  Perfect jobs to supplement with the muscle infantry can provide.

Infantry ExperienceNo Level of AstechOne Level of AstechTwo Level of AstechThree Level of AstechFour Level of Astech
Elite16af / 1tn32af / 2tn48af / 3tn64af / 4tn80af / 5tn
Veteran12af / .75 tn24af / 1.5 tn36af / 2.25 tn
Regular 8af /.5 tn16af / 1 tn
Greenr 6af



More skilled Astechs can actually assist a Mech Warrior or Technician with the nuts and bolts for one normal or jury rig repair roll.  Highly skilled Elite Astechs may assist with more than one repair roll.

(*)  Assistence from Astechs is limited to ~ +2 Bonus Max. for Jury Rig.

Infantry ExperienceOne Level of AstechTwo Level of AstechThree Level of AstechFour Level of Astech
Elite+1 Bonus+2 Bonus+2 Bonus / +1 Bonus (2nd Project)+2 Bonus / +2 Bonus (2nd Project)
Veteran+1 Bonus+2 Bonus
Regular+1 Bonus





Infantry used for Raiding/Scavenger Operations:
Like armor repairs, Raiding and Scavenger Operations are labor intensive and are well suited for infantry assistance.

Raiding is the removal of booty from the possession of the Op Force.  Infantry assist with the location of such booty, the liberation, and alert security to allow such operations to be conducted.

Scavenger Operations are the recovery of useful material for the field of battle to be used at a later date.  It takes no special skill to find intact armor, or excess ammo lying about the field for recovery.  Each Infantry squad is presumed to be at full strength (7 troopers) and limited to a single operation.

Level Zero Scavenger Tables
OperationGreenRegularVeteranElite
Raiding0.75 tn1.00 tn1.25 tn1.50 tn
Salvage Armor 0.75 tn1.00 tn1.25 tn1.50 tn
Salvage Ammo 0.25 tn0.50 tn0.75 tn1.00 tn


With practice and training, infantry can become skilled at such operations.  Increasing the variety of material they are capable of gathering, as well as taking the initiative to operate independently.

Level One Scavenger Tables
OperationRegularVeteranElite
Raiding1.25 tn1.50 tn1.75 tn
Salvage Armor 1.25 tn1.50 tn1.75 tn
Salvage Internals 0.25 tn0.50 tn0.75 tn
Salvage Ammo 0.75 tn1.00 tn1.25 tn



Level Two Scavenger Tables
OperationVeteranElite
Raiding1.75 tn2.00 tn
Salvage Armor 1.75 tn2.00 tn
Salvage Internals 0.75 tn1.00 tn
Salvage Ammo 1.25 tn1.50 tn
(*) Assist with Salvage Equipment+1 bonus to roll+2 bonus to roll
Independent Salvage Operationextra roll @ -3 penaltyextra roll @ -2 penalty



Level Three Scavenger Tables
OperationElite
Raiding2.50 tn
Salvage Armor 2.50 tn
Salvage Internals 1.25 tn
Salvage Ammo 1.75 tn
(*) Assist with Salvage Equipment+2 bonus to roll
Independent Salvage Operationextra roll @  no adjustment



Level Four Scavenger Tables
OperationElite
Raiding3.00 tn
Salvage Armor 3.00 tn
Salvage Internals 1.50 tn
Salvage Ammo 2.00 tn
(*) Assist with Salvage Equipment+3 bonus to roll
Independent Salvage Operationextra roll @  +1 bonus


(*)  Assist with Salvage Equipment ~ +2 Bonus Max. for quick salvage / +4 Bonus Max. for Extended salvage

This message was last edited by the GM at 17:15, Thu 19 Mar 2015.
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