Infantry Operations 2.0

Infantry Operations is a set of house rules designed to replace the rules in Total Warfare for Conventional Infantry. The goal of the fan-based project is to streamline the existing rules and create a simpler, more usable basic infantry system, but then to add additional rules options enabling more depth and scope for infantry-based tactics.

The role of Infantry in the 31st Century

At the dawn of the 31st century, many would believe that Infantry no longer have a role on the battlefield. The BattleMech reigns supreme as the chosen weapon of war, while vehicles are a poor substitute at best, or target practice at worst. The average infantryman presents little interest to the average MechWarrior other than an opportunity for war crimes, so why do infantry persist in the age of the BattleMech?

Guerrilla Tactics –  While not able to commit significant damage to BattleMechs and vehicles, the infantry can wage effective wars of attrition using the cover of buildings and terrain. Striking from hidden positions, and then merging back into the jungle!

Fire Support – Infantry equipped with support weapons able to inflict damage on even BattleMechs, they often launch ambush attacks from concealed positions for maximum effect, then exfiltrate to a new position.

Recon and Forward Observers –  Infantry can move through terrain often unnoticed by BattleMechs and vehicles. They can then forward observe for fire packages, including air strikes, artillery or indirect LRM fire, while never revealing their position. “The most dangerous man on the battlefield has a pair of binoculars, a radio and nearby artillery battery!”.

Search and Rescue –  When a BattleMech goes down, someone needs to go rescue the MechWarrior. SAR Infantry specialise in recovering MechWarriors and vehicle crews in the middle of battle. The flip side of the SAR team is the Hunter-Killer team, whose sole aim is to kill MechWarriors and vehicle crews that survive.

Anti-Mech Infantry – These fearless special forces carry satchel charges and grappling hooks, allowing them to scale mighty BattleMechs and place explosive charges in inconvenient places…

Extraction Teams – When the objective is to capture a VIP in a building, then it’s time to send in the extraction teams. Experts at room-to-room clearance, these infantry perform a role that can’t be completed by BattleMechs and Vehicles alone.

Engineering Teams – Special groups of infantry often trained in both construction and deconstruction/demolition – for when something needs to go boom!

Hijackers – These infantry are trained to infiltrate and hijack BattleMechs and vehicles. They have even been known to do so in the middle of a battlefield when a tanker stops and decided to let in some fresh air…

The Infantry Platoon

The basic unit of infantry is the squad. A standard InnerSphere/Star League squad consists of 7, foot troopers led by a Sergeant, and often with 1-2 Corporals (often with special duties). Four infantry squads for a platoon, for a total of 28 troopers. A platoon is led by an officer, usually a lieutenant (Junior or Senior grade). Three infantry platoons form a company, which usually consists of 86 troopers plus a headquarters squad of 7 troopers and is led by a Captain. In a company, two platoons are often rifle platoons, while the third is often a support weapons platoon. The infantry battalion consists of 3-5 companies and is led by a Major. The largest Infantry formation is the Regiment, made up of 3-5 battalions and led by a Lt. Colonel or full Colonel.

While the above structure holds true for many organisations and militaries, not all follow these traditions passed down by the Star League. Clanners love the number 5, so have squads (erm points) of 5 troopers making a “Star” of 25 troopers. The Marian Hegemony, with their whimsy for Roman cosplay, like to march about in groups of 10! ComStar organise their soldiers by <REDACTED>. There is however, a core reason why the Star League’s general organisation is followed by the majority of most InnerSphere great houses… space! The Infantry compartment in most infantry transports is usually only 3 tons, which is enough space for 28 men and their kit. If it’s a support weapon platoon, their heavy weaponry often requires more space and so Squads have fewer than 7 troopers. Smaller infantry fighting vehicles will opt to provide 1 ton spaces to carry one squad of troopers, so 1 Infantry platoon works alongside a lance of armoured vehicles (The Star League Goblin tank is an excellent example of this).

AffiliationFootMotorised (All)JumpMech: (Hover/ VTOL)Mech: Wheeled/ Naval)Mech: (Tracked)
InnerSphere7/47/47/35/46/47/4
Clan5/55/55/45/55/55/5
Comstar6/66/66/45/66/66/6

Motive Types

While most ground pounders get from A to by foot, other options allow troopers to be more mobile.

Jump – Each trooper has a jet pack enabling leaps of upto 90 meters (60 if encumbered). Due to the bulky nature of the jet packs, platoons of Jump Troopers often have only 3 platoons.

Motorised –  Each trooper has their own personal transport. These transports are unarmoured and weigh between 110-150 kg. The most common of these is the motorcycle (although I’m sure there are a few Capellan Militias mounted on bicycles). Optionally, troopers may use Hover bikes (Hover), Jet Skis (Naval) or tracked six-wheeled caterpillars (Tracked). More extreme examples include aquatic impellers and paragliders.

Mechanised – Each Mechanised squad is assigned to a small combat vehicle (between 5-6 tons). These are lightly armoured, but fast-moving. Examples include Humvees (Wheeled), Half-Tracks (Tracked), Raptors (VTOL), Patrol Boats (Naval) and even mini-submarines.

Gun Crews –  While technically not a motive type on its own, gun crew platoons are equipped with a number of Field Guns or Field Artillery pieces. These guns will then need to be towed by mechanised infantry.  Foot gun crews can have their guns towed by other separate units with trailer hitches, or could be static emplacements.

Beast-mounted – Back on Terra and several other planets, horse-mounted infantry are still not only a sign of prestige, but an effective military force. There are many other types of animals that have been domesticated, bred or even engineered for battle. These include everything from the Lyran New South Wales regiment and their Coventry Kangaroos, to the Federated Suns (United Hindu Collective) and their Elephant-mounted honour guard (with HMG mounts). I have even heard of tales from the periphery of flying dragons, but that sounds a little far-fetched, to be placed in the same category as people who claim to have domesticated the infamous Caph Rancor!

Movement Rules

Movement Points

The base number of movement points for each type of infantry can be found in the table below.

Movement Points – Where two values are listed, the first value is the standard movement (cruise for motorised/mechanised). The second value in brackets () is the fast movement (flank speed for motorised/mechanised). The square brackets [] are for encumbered movement (applies only to foot and jump movement).

Foot movement – Units using foot movement do not add a modifier to attack rolls. If they use fast movement, they may not make any attacks or spot this round.

Motorised movement – Units using motorised movement do add an attack modifier for attack rolls for cruise movement (as they have to fire their weapons while driving!). They may not attack when using flank movement. If a wheeled/hover or tracked motorised unit goes at flank speed in light woods, they must make a Drive Skill (in basic rules use their Gunnery skill). If they fail 1 trooper is killed per margin of failure.

Mechanised movement – Units using mechanised movement do add an attack modifier for attack rolls for cruise (+1) or flank (+2) movement. One trooper is designated the driver, so they may not add their DV to their units’ AV (see combat). Troopers may also man the support weapons mounted on the vehicle.

Motorised and Mechanised units apply rules as per vehicles including road movement, skidding/side slipping, double cost for elevation changes etc.

InfantryMotive typeMass (kg)MPTerrain RulesRestricted Terrain
FootFoot85 per trooper + Support Weapons1 [0*E] (2)-1 MP to movement through forest   Change level by only 1 per hexDepth 0+ water  
JumpFoot, Jump+80 kg3j [2E]  
Motorised – BikerWheeled+110 kg per trooper6 (9)-1 MP to movement through Light WoodsAs per Wheeled Vehicles but can enter Light Woods No depth 0+ water
Motorised – HoverHover+130 kg per trooper7 (11)-1 MP to movement through Light WoodsAs per Hover Vehicles but can enter Light Woods No depth 0+ water
Motorised – TrackedTracked+150 kg per trooper5 (8)-1 MP to movement through Light WoodsAs per Tracked No depth 0+ water
Mechanised – WheeledWheeled6 Tons per squad7 (11)(Max Crew – 5 + Driver)As per vehicle motive type
Mechanised – TrackedTracked6 Tons per squad4 (6)(Max Crew – 10 + Driver)As per vehicle motive type
Mechanised – HoverHover5 Tons per squad12 (18)(Max Crew – 4 + Driver)As per vehicle motive type
Mechanised – VTOLVTOL5 Tons per squad12 (18)(Max Crew – 4 + Pilot)As per vehicle motive type
Mechanised – NavalNaval6 Tons per squad (Max Crew – 5 + Driver)As per vehicle motive type

Squads and Platoons

During the movement phase a Platoon may break into squads. Each Platoon still acts as one unit on the same initiative action, but each squad can move independently and can attack different targets. (ADVANCED RULE) For morale tests, squads must either use their own squad leaders skills or must remain in 3 hexes of the platoon commander.

Combat

With the exception of modern laser weaponry, the average troopers equipment and weapons in the Succession Wars are much the same as those found in 21st/22nd Century armies on Terra. While at its peak, the Star League’s special forces carried equipment that would make a ground pounder in a 4th succession war unit salivate with envy.

Weaponry

The standard trooper carries the following weaponry in addition to other personal equipment. Often, troopers will carry backpacks (usually around 60kg), which can be dropped before entering battle.

  • Combat/Utility Knife/Bayonet
  • Side Arm (Pistol)
  • Primary Weapon (e.g. AutoRifle) or Support Weapon
  • Secondary Weapon (e.g. 4 HE Grenades)

The basic combat knife doubles as a utility tool. Some armies still use bayonet knives, which can be attached to their rifles, but in the modern age, this is rare. Side arms are usually Semi-Automatic Pistols but in some units they could be Laser Pistols, Needlers (Common amongst shipboard marines), or even sawn off shot guns (Taurians love these).

 The primary weapon of choice for the modern soldier is the Automatic Rifle (or AutoRifle). Manufactured by countless companies across the InnerSphere, they come in many shapes, varieties, colours, and with optional accessories. For extraction teams the smaller sub-machine gun is the weapon of choice, while Anti-Mech units may employ antimaterial laser weaponry.

The secondary weapon of choice for most troopers tends to be 3-4 High Explosive Grenades. These can be swapped for Flash Bangs (Extraction), Smoke or Willie Peat/White Phosphorus (for war crimes). Despite the claim by some holovids, I can attest that there is no such thing as a nuclear hand grenade (even in the periphery). Another popular secondary weapon is the man-portable LAAW (Light Anti-Armour Weapon), a one-shot light short-range missile designed to punch holes in lightly armoured vehicles.

Other secondary weapons could include melee weapons (those snakes, erm, I mean Kuritans, love their katanas).

For when you really need to make big holes in things, or make problems go away, there are support weapons. These include machine guns (Light, medium or heavy), missile launchers (SRM or LRM) or portable support lasers. Support weapons tend to be large and heavy. They may even need to be disassembled to be moved, requiring other troopers to carry the parts.

Weapon Rules

Weapon Statistics

Each Infantry weapon has the following statistics:

  • Name
  • Type (T) [Small Melee/Pistol/Primary/Melee/Support]
  • Damage Value (DV) [Type]
  • Range (R) [S/M/L/EX]
  • Encumbrance (E)
  • Set-Up Time (ST)
  • Load time (LT)
  • Crew to fire (CF)
  • Crew to Carry (CC)
  • Ammo (A)

Infantry Attacks

Infantry use the Gunnery Skill for all weapon attacks (see advanced skill rules for more depth). Weapon attacks can be of several types. Melee, Primary or Secondary and Support.

To calculate the Primary Attack Value of an Infantry unit, add together all of the DV off all the Primary weapons in that unit and round up. This is the units Primary AV. Units may choose to use their Secondary Weapon and this is calculated in the same way.

To calculate the Support Attack Value of an Infantry unit, add together all of the DV for the support weapons in the unit. Most support weapons require one trooper to fire. If a weapon with a Crew to Fire (CC) of 2 or more is fired then those troopers may not contribute to other attack values.

When attacking at range 0, units may use their Primary AV, Support AV or their Melee AV. The Melee AV is calculated by added together all of the Melee/Small Melee or Pistol AV (using the highest value for different troopers).

Infantry units may select any number of troopers in their unit to contribute to each attack type.

Attack Roll – Roll 2D6 for each attack type use in a turn.

Target Number – As per standard rules the base target number for attacks is the Gunnery Skill + Attackers Movement (for non-foot infantry) + Targets Movement + Other modifiers (e.g. terrain) + Range (+0/+2/+4/+6)

Margin of Success/Margin of Failure (ADVANCED RULE)

When an attack is made by conventional infantry, make note of the margin of success or margin of failure. For every 1 point of margin of success, add 2 to the cluster table roll. For every 1 point of margin of failure, the attack still may hit, but subtract 2 from the cluster table roll. It this results in a 1 or less on the cluster table, then all attacks miss.

Anti-Personnel vs Anti-Material

Weapons can generally be placed into two categories – Anti-personnel (AP) and Anti-Material (AM).

Anti-Personnel Weapons – These weapons (including most small arms) are primarily effective against “soft” targets (meaning your trooper!). They can affect lightly armoured vehicles but have no real effect on heavy armour.

Anti-Material – Often referred to as Anti-Armour, these weapons can damage hard targets.

Rules – Any weapon with a DV of less than 1 is considered an AP weapon. AP weapons have no effect on any unit/location that has more than 1 point of armor (which includes most armoured vehicles, BattleMechs and BattleArmour). Weapons with a DV or 1 or greater can be considered Anti-Material and will do standard damage to units such as BattleMechs, Vehicles and Battle Armour.

Weapon Damage

Once a weapon attack hits a target, roll on the cluster chart using the column for that Attack Value.

Damage vs Conventional Infantry – For each point of damage inflicted on Conventional Infantry, incapacitate one trooper. If that trooper had armour (ARM) then first place a diagonal line through that trooper to indicate 1st hit, then a second diagonal line to indicate a 2nd hit. Apply damage to troopers on the chart from left to right. Troopers carrying support weapons are always considered to be the last troopers hit.

In the Open – Any conventional infantry unit is an Open hex (clear/plains/desert) hex is considered in the open. In this case multiply all damage values by 2.

Light Cover – Troopers in rough or woods are in Light Cover and take damage as normal.

Dug In – Troopers who are dug in, are considered to be in trenches, fox holes are other protected terrain. Troopers who are dug in half the damage value (rounded down) from all attacks.

Burst fire – Troopers using support weapons with the Burst characteristic who make attacks vs conventional infantry in open terrain do an additional AV equal to the value listed alongside the Burst characteristics. Burst fire does not affect Dug In troopers or Troopers in buildings. The burst fire bonus applies per platoon. If there are 2 support weapons with burst fire, then add the full value. If there is only 1 burst fire unit, half the dice roll. If you are using burst fire for single squads roll 1D6-3 per squad.

Damage vs other armoured units – Only attacks made with weapons that have an individual DV of 1 or greater deal damage to armoured units. Weapons than have DV of 1 or great inflict damage as per normal BattleTech rules.

Attacks vs Motorised Infantry (ADVANCED RULE)

Attacks made against motorised infantry may result in either the trooper or vehicle being hit. Each time a motorised infantry trooper takes damage roll 1d6, on a 4+ the trooper is hit. Otherwise the vehicle is hit and destroyed. The trooper remains, but can no longer move with the unit and forms a separate unit. If the trooper is killed, the vehicle remains in the hex. If there are no enemy units in the hex a trooper may be used by another friendly trooper or enemy trooper!

Attacks by Mechanised Infantry

Mechanised Infantry may not make attacks while mounted, unless using the vehicle’s weapons. They must first dismount to use their infantry weapons. Troopers can dismount at the end of the vehicle’s movement. Troopers can remount at the start of the next turn (using 1 MP from the Vehicle) and the vehicle can then move off.

Attacks against Mechanised Infantry

While mounted, Mechanised Infantry can’t be attacked directly. Instead, the vehicle must be attacked. Mechanised Infantry Vehicles may take 5 hits before being destroyed (do not roll locations or roll for crits). Any damage done over 5 is a turn is applied to the infantry inside. At the end of the turn in which an infantry vehicle is destroyed the infantry leave the vehicle and are placed in that hex.

Vehicles also can also provide cover. When a unit dismounts, choose three adjacent hex facings. Any attacks made against the infantry that pass through these hex facings are at a +3 to hit. If the attack would have hit without the +3, apply the damage to the vehicle.

Attacks vs Mechanised Infantry (ADVANCED RULE)

Each Mechanised Infantry Vehicle has its own record sheet (see link) and is treated as a normal vehicle.

Attacks made against Mechanised Infantry units may lead to damage to the troopers inside. Each time a vehicle carrying infantry is hit by an attack that does damage equal to 1/5th its armour value roll 2d6. On a 8+, one trooper takes 1 hit. If a unit takes a cargo/infantry unit critical hit, then every trooper takes 1 hit.

If a vehicle carrying infantry is destroyed, apply any damage taken to the internal structure to the infantry inside the vehicle as well (without reduction).

Sg. Riggs and his squad of 6 troopers are in a Humvee with an armour value of 2 on the side. It is hit by a Medium laser on the right side, doing 5 damage. This destroys the armour on the right side (2 points) and applies 3 damage to the infantry in the vehicle.

Attacks by Gunnery Crews

Field guns/artillery are towed by vehicle units. Those units subtract 1 from their cruise movement. At the end of the movement phas,e the gunnery crew can uncouple the gun and ready it for fire. The gunnery crew should choose a facing for the gun, but it may not fire in the combat phase of that turn, and must wait until the next turn. During the movement phase, the gunnery crew can rotate the guns’ facing by 1 hex, but in those turns, the guns can’t fire.

Gunnery crews manning field guns or field artillery can’t make infantry attacks. Each Gunnery Platoon requires a number of crew equal to the tonnage of the weapon. E.g. an AC/5 weighs 8 tons, so requires a crew of 8. This means that a Gunnery Mechanised Tracked Platoon can fully crew 3 AC/5 with 24 troopers, leaving 4 unassigned. Any crew left over may make normal infantry attacks.

Weapon Damage Types

Fire – Units hit by a fire attack take 1D6 damage per the AV of the Fire special weapon even if dug in or in a building.

HE – Weapons with the HE characteristic apply normal damage to the target conventional infantry, but if the unit is “In the Open”, or in “Light Cover”, then apply the damage again to a second trooper.

Stun – Weapons with the stun characteristic deal damage as per normal, but then that damage is removed at the end of the following turn.

Tranq – Weapons with the Tranq characteristic deal damage as per normal, which lasts until the end of the scenario, but after the scenario, all damage is erased.

Smoke – Smoke does no damage but applies a smoke condition to any hex it hits. If a smoke weapon has an AV of 6 or more place a heavy smoke token. Otherwise place a light smoke token.

IR Smoke –  As per smoke – but also cancels any IR vision bonus

Anti Laser Smoke – As per smoke, but also reduces the AV or any energy (laser) attacks by the level of smoke it passes through (1 per light, 2 per heavy)

Tear gas –  As per smoke but any conventional infantry in the tear gas without respirators have a +4 to all attack tests.

Damage to conventional infantry from non- conventional infantry units

If a conventional infantry unit takes damage from a non-conventional infantry unit then reduce the damage.

Damage TypeDamage Reduction
Physical Attack/RamDamage/10
Direct Ballistic or EnergyDamage/10
Cluster (Missile)Damage/5
Pulse WeaponryDamage/10+2
Ballistic ClusterDamage/10+1
Direct Ballistic FragmentationDamage/5+1

Damage to infantry from anti-infantry weapons

Troopers who are “In the Open” or in “Light Cover” take additional damage from Anti-Infantry weapons on BattleMechs, Vehicles, or BattleArmour.

Anti Infantry WeaponDamage
Light Machine gun/Recoilless Rifle1D6
Machine Gun/Recoilless Rifle2D6
Heavy Machine Gun/Recoilless Rifle3D6
Small/Micro Pulse Laser2D5
Flamer4D6 per point (Fire)
AP Gauss3D6
Inferno SRMs(as per inferno rules)
Light Mortar1D6
Heavy Mortar2D6
Automatic Grenade Launcher1D6/2
Heavy Grenade Launcher2D6

Suppression Fire (ADVANCED RULE)

Any weapon that can fire in burst mode can be used to suppress an area. At the end of the movement phas,e identify a target hex in range of the weapon. That hex is now suppressed and will remain suppressed in future turns. While suppressing, the attacking troopers may not make normal attacks. If any of the following conditions are met, make a normal attack roll during that phase.

  • Unit moved into or tries to leave that hex
  • Unit tried to make an attack
  • Unit is “In the Open” or in “Light Cover” during the combat phase

Advanced Damage System (ADVANCED RULE)

The advanced damage system is designed particularly for campaign games to give more outcomes when a trooper takes damage.

In this system, ignore the above rules on infantry armour and replace with the below system.

When a trooper is hit, roll 2d6 and consult the following table. +4 if the target is unarmoured (civilian), -4 ifthe target is armoured per point of armour (ARM of 1 or more). +4 per point of Anti-material damage.

Roll (2D6)Number of HitsDamage
1 or less0None
2-31Light cuts
4-52Deep lacerations
6-73*Fracture, Puncture wound
8-94 (Incapacitated)*Broken leg, Punctured Lung
10-115 (Incapacitated)*Loss of Limb, Serious Internal injuries
12-13**DeadCould be resuscitated
14-15Very DeadMincemeat…
16+Extremely DeadVapourised….

(*) A trooper on 3,4 or 5 hits will lose another wound every turn unless stabilised.

(**) A result of a natural, unmodified 12 always results in a dead status (or worse if a positive modifier is applied).

Private Barnes has been hit by 1 point of Anti-Personnel fire from the local Capellan Militia. Luckily, he is wearing his trusty flak vest (ARM 1). He rolls 2D6 and gets a 8, but subtracts 4 for the flak vest. He takes 2 hits and is still in the fight. Without the flack vest he would have suffered 4 hits and a punctured lung…

Lt. Monroe is not so lucky. He is hit by a small laser from a BattleMech. He rolls 8.His flak vest subtracts 4, but 3 points of antimaterial damage adds =12 (+4 per point) for a total of 15… He is vapourised and extremely dead.

Paramedic/Medical Care

If a unit included a paramedic, they may spend a turn treating damage. Each paramedic may treat one patient. Any trooper may apply first aid but makes all tests at -4 to the roll.

For 1-2 hits 2D6. On a 3+ the patient regains 1 wound.

For 3 hits roll 2D6. On a 5+ the patient stabilises.

For 4 hits roll 2D6. On a 7+ the patient regains 1 wound and is no longer incapacitated.

For 5 hits roll 2D6. On a 7+ the patient is stabilised and will not die, but remains incapacitated.

For 6 hits roll 2D6. On a 9+ the patient is stabilised and will not die, but remains incapacitated.

If a full Doctor and team are available (e.g. a MASH unit) then add 4 to all rolls.

[ADVANCED SKILLS AToW – A personnel with the Medtech skill may make a MedTech test vs TN8. For each MoS they may add one to the above roll].

Random Troopers Hit

Rather than apply all damage to the trooper on the left or the damage sheet, roll an appropriate dice to determine which trooper is hit. If a platoon is hit, roll 1D6 to determine the squad (1-4), rerolling 5 or 6. Then roll 1D6 for the trooper on a 1-5 it hits that trooper on a 6 roll again, and this time add 5. Alternativel,y use dice with different numbers of sides.

You should also identify the commander in the squad.

Morale

Being a soldier requires nerves of steel! It’s easy fighting from the cockpit of a BattleMech or from inside a tank, but fighting the enemy up close is a different matter.

Whenever one of the following events happens, a unit must make a morale test with the modifier shown at the end of the turn (only one morale test is made).

ConditionModifier
Unit suffers losses
Unit has suffered 50% losses-2
Unit’s commander has been incapacitated-4
Unit attacked by fire weaponry-4
Unit attacked by a vehicle
Unit attacked by a BattleMech-2
Unit has a friendly BattleMech or Vehicle within 3 hexes+2
Unit is without a leader in 3 hexes*-2
Highest Leadership Skill Rank in 3 hexes*+Rank (+1 Regular, +2 veteran, +4 Elite)
Unit is rallied+2
Unit is pinned-2
Unit has broken morale-4

(*) Each squad has one leader, e.g. Seargent, Lieutenant, Captain etc. Apply the highest leadership value within 3 hexes. [ATOW – apply the ATOW leadership rank]

The base target number for the moral test is based on the experience of the unit.

Experience LevelAverage Gunnery SkillBase TN
Elite20
Veteran32
Regular44
Green56
Very Green6-78
Civilian810

If the morale test is pass there is no effect. If it is passed with a MoS of 2 or more the unit gains the rallied state.

If a morale test is failed, that unit is pinned in place and may not take any actions. If the test is failed by a MoF of 5 or more, the unit’s morale is broken and they must flee towards any map edge, in a direction away from enemy units. While their morale is broken, they may not attack. If morale fails by 9, the unit disarms and surrenders – unless they are attacked again, in which case they flee.

At the end of each turn, another morale test may be made to restore morale, but that test result may result in a further reduction of morale

Weapons and Equipment

Armour – Standard Troopers wear a simple Kevlar vest and a helmet. Armoured troopers wear ceramic plates over their vital organs as well as a helmet. Heavy armour is usually reserved for breach leaders, bomb disposal etc as it greatly impedes movement.

Armour typeArmour PointsEncumbrance Points
Kevlar Vest and Helmet00
Flak Vest and Helmet11
Full body armour22
Fire Proof Suit0 (No Fire Damage)+1
Ghillie Camo Suit0+1
Sneak Suit0+1

Encumbrance – Any Trooper can carry 2 encumbrance points and remain quite mobile. If they have 3 encumbrance points, they are now encumbered. Encumbered troopers may not use fast movement. They may move or fire in a turn but not both.

Ammo – Number of shots which can be fired before reload. Troopers and crew the take the Load Time in turns to reload. The number in brackets is the number of shots that can be carried with an encumbrance of 3.

Point Blank (PB) – At point blank range (range 0), some weapons become very hard to use, while others, such as SMGs or Shotguns, can be very effective. Melee attacks can happen at point-blank range. Any HE attack made at point-blank range will cause damage to the attacker and defender – most missiles and auto-grenades contain time-delayed fuses to prevent this.

Types –

ML – Melee Weapon

DB – Direct Ballistic

FL – Fléchette +0.25 BV vs unarmoured targets, -0.25 DV vs Armoured Targets

DE – Direct Energy

BF – Burst Fire

CM – Cluster Missile

HE – High Explosive

Small Melee and Pistols

WeaponDVRange PB/S/M/L/EXEnc.Set Up TimeLoad TimeCFCCAmmo
Knife/ Bayonet0.25(ML)0 (-2)00011
AutoPistol0.25(DB)0/1 (-1/0)00011
Heavy Revolver0.5 (DB)0(0)00011
Machine Pistol0.50 (DB)0 (-2)00011
Laser Pistol0.25(DE)0/1/2 (-1 /0/+2)00011
Needler0.25(FL)0/1 (-1/0)00011
Sawn off Shotgun0.25(FL)0/1 (-2/0)00011

Primary Weapons

WeaponDVRange PB/S/M/L/EXEnc.Set Up TimeLoad TimeCFCCAmmo
Auto-Rifle0.5(DB)0/1/2/3/4 (-1/0/+2/+4/+6)10011
SMG0.5(DB)0/1/2/-/- (-2/0/+2)10011
Assault Shotgun0.5 (DB) (FL)0/1/2/-/- (-2/0/+2)10011
Rifle0.25(DB)0/3/6/9/12 (+2/0/+2/+4/+6)10011
Sniper Rifle0.5(DB)0/3/6/9 (+2/0/+2/+4/+6)21011
Anti-Tank Rifle1(DB)0/3/6/9 (+2/0/+2/+4/+6)32011
Laser Rifle0.25(DE)0/2/4/6/8 (0/0/+2/+4/+610011
Katana0.5 (ML)0 (-1)10011
No Dachi0.75 (ML)0 (0)10011 

Secondary Weapons (Machine Guns)

WeaponDVRange PB/S/M/L/EXEnc.Set Up TimeLoad TimeCFCCAmmo
Squad Assault Weapon0.5(DB) +1D3(BF)0/2/4/6/8 (-1/0/+2/+4/+6)10011
Man portable Light MG1(DB) +1D6(BF)0/2/4/6/8 (0/0/+2/+4/+6)21*012
MG2 (DB) +2D6(BF)0/1/2/3 (+2/0/+2/+4)32*022
Heavy MG3(DB) +3D6(BF)0/1/2/ (+2/0/+2)13*023

(*) Fix mounted. When set up, select facing and use the vehicle turret fire arcs. To change facing requires the gun to be set up again.

Secondary Weapons (Missiles, Mortars and Grenades)

WeaponDVRange PB/S/M/L/EXEnc.Set Up TimeLoad TimeCFCCAmmo
LAAW  2(CM)  -/3/6/9/12 (-/0/+2/+4/+6)10011OS
SRM12(CM)  -/3/6/9/12 (-/0/+2/+4/+6)301111 (2)
LRM11 (CM) (IF)-/7/14/21/28 (-/0/+2/+4/+6) Min 6301111 (2)
MMLPer Missile  Per Missile30133Per Missile
Light Mortar1(HE) (IF)-/3/6/9/12 (-/0/+2/+4/+6) Min 221*0221 (8)
Heavy Mortar2(HE) (IF)-/3/6/9/12 (-/0/+2/+4/+6) Min 232*0331 (4)
Auto-Grenade0.5(HE)-/1/2/3/- (-/0/+2/+4/+6)101116
Grenade Launcher1 (HE)-/1/2/3/- (-/0/+2/+4/+6)201116
Heavy Grenade Launcher2(HE)-/1/2/3/- (-/0/+2/+4/+6)31*1226
Thrown Grenade0.5(HE) (IF)0/1/-/- (0**/0)100114

(*) Fix mounted. When set up, select facing and use the vehicle turret fire arcs. To change facing requires the gun to be set up again.

(**) Point blank grenades cause damage to attacker and target,

Support Weapons (Energy)

WeaponDVRange PB/S/M/L/EXEnc.Set Up TimeLoad TimeCFCCAmmo
Support Small Laser2 (DE)0/1/2/3 (0/0/+2/+4)20011
Support Medium Laser3 (DE)0/3/6/9 (0/0/+2/+4)31*012
Support Large Laser4 (DE)0/5/10/15 (0/0/+2/+4)32*013
Support PPC5 (DE)0/6/12/18 (0/0/+2/+4) Min 333*014

(*) Fix mounted. When set up, select facing and use the vehicle turret fire arcs. To change facing requires the gun to be set up again.

Example Units

Foot Platoon (Rifle)

  • Number of Troopers: 7/4
  • Motive Type: Foot
  • Movement: 1 (2)
  • Primary Weapon Troopers (28)
  • Auto-Rifle 28 x 0.5 DV = 14 AV (DB E1)
  • Thrown Grenades 28 x 0.5 DV = 14 AV (HE E1)

Foot Platoon (Rifle + Light Machine Gun)

  • Number of Troopers: 7/4
  • Motive Type: Foot
  • Movement: 1 (2)
  • Primary Weapon Troopers (20)
  • Auto-Rifle 20 x 0.5 DV = 10 AV (DB E1)
  • Thrown Grenades 20 x 0.5 DV = 10 AV (HE E1)
  • Support Weapon Troopers (8)
  • Man Portable LMG 8 x 1 DV = 8 AV +1D6 (DB BF SU1 E2)

Foot Platoon (Rifle + SRM1)

  • Number of Troopers: 6/4
  • Motive Type: Foot
  • Movement: 0*
  • Primary Weapon Troopers (16)
  • Auto-Rifle 16 x 0.5 DV = 8 AV (DB E1)
  • SRM Ammo 16 x 2 Shots (E2)
  • SRM1 (8)
  • SRM1 8 x 2 DV = 16 AV (CM E3)

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