Difference between revisions of "User:PerkinsC/IPCRWorksheet"

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{{Underconstruction}}
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==General Information==
 +
===Purpose===
 
This [[Infantry Platoon Creation Rules]] worksheet is intended to assist Editors in verifying the BV and other BattleTech Stats of an [[Inner Sphere]] [[Infantry Platoon]] (7*3 = 21), (7*4 = 28) or of an [[Clan]] [[Infantry Point]]. Please feel free to print off this sheet and compare the values given with your own numbers.
 
This [[Infantry Platoon Creation Rules]] worksheet is intended to assist Editors in verifying the BV and other BattleTech Stats of an [[Inner Sphere]] [[Infantry Platoon]] (7*3 = 21), (7*4 = 28) or of an [[Clan]] [[Infantry Point]]. Please feel free to print off this sheet and compare the values given with your own numbers.
  
 +
===Canonicity===
 
Computed values from this worksheet are '''NOT''' canon even though they are based on canon information. If the data given here conflicts with a canon publication, the canon publication should be considered the correct source.   
 
Computed values from this worksheet are '''NOT''' canon even though they are based on canon information. If the data given here conflicts with a canon publication, the canon publication should be considered the correct source.   
  
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<div style="background-color:#FFFFE0; border:1px solid #666; margin:1.5em 0 .5em 0; padding:0 .5em 0 1em; -moz-border-radius:.5em">
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==Cautionary Notes==
 +
===BattleTroops===
 +
Some [[BattleTroops]] [[:Category:Infantry Platoons|Infantry Platoons]] will require the relaxation of the limit of the number of support weapons per squad.
  
<div style="background-color:#FFFFE0; border:1px solid #666; margin:1.5em 0 .5em 0; padding:0 .5em 0 1em; -moz-border-radius:.5em">
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===Crew===
===Cautionary Note===
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[[:Category:Support Weapon|Support Weapon]]/[[:Category:Medium Weapons|Medium Weapons]] require a crew ranging from one to 10 infantrymen<ref name="TR3026_110">''[[Technical Readout: 3026]]'', P.110 [[Support Particle Projector Cannon|Semi-Portable Particle Cannon]]</ref> and you should treat this as a hard and fast requirement regardless of the structure of your unit.
Note that there are serious issues with the canon infantry platoons published in [[BattleTroops]], if there is only a penalty of only being able to move or fire in a BattleTech Turn, then the penalty stands.  However if the penalty is not being able to constuct the platoon with the published loadout, it will be necessary to disregard that rule to build the [[BattleTroops]] Platoons.
+
That is, if you are using the 10 Crew Model of the [[Support Particle Projector Cannon|Support PPC]] you will only be able to use 2 of these per platoon, and will only have 8 crew left over for other support weapons, the first of the crew (the gunner) will only carry the Support Weapon, or in this case its largest piece.  The nine additional crewmen/gunner's assistants will be carrying extra ammo for the support weapon, any additional parts of the weapon, and their own Rifles, Sub-machine Guns or other small arms.
If you are creating your own Infantry Platoons, the Crew Requirements and mobility type requirement stipulations should be followed.
+
 
 +
===Newer Publications===
 +
The various platoons published in the newer books should work without having to disregard any rules, and should follow the crew requirement statistics.
  
The various platoons published in the newer books should work without having to disregard any rules, and should follow the crew requirement statistics</div>
+
===Supplemental Work Required===
 +
[[:User:PerkinsC/WeaponConversionWorkSheet|Weapons Sheet]] for the conversion of [[MechWarrior Third Edition]] weapons into [[BattleTech]] Stats for use in this worksheet.  Reminder, need to have a subtotal for the [[BattleTech]] Stats for [[Individual Character Attacks against BattleMechs]] and then the final total for use in the [[Infantry Platoon Creation Rules]]
 +
</div>
  
 +
===Weapons Characteristics===
 
The Table Values from [[Combat Operations]] and [[Tech Manual]] already incorporate the [[Insufficient Ammo Pentalty]] where light weapons that have less than 10 turns worth of fire (three turns for medium weapons) are penalized by having their damage value multiplied by the number of turns that they can fire divided by 10 (light) or 3 (Medium).   
 
The Table Values from [[Combat Operations]] and [[Tech Manual]] already incorporate the [[Insufficient Ammo Pentalty]] where light weapons that have less than 10 turns worth of fire (three turns for medium weapons) are penalized by having their damage value multiplied by the number of turns that they can fire divided by 10 (light) or 3 (Medium).   
  
These rules are not intended to include towed artillery pieces that are better covered by the [[Field Guns]] rules.
+
===Exclusion of Field Guns===
 +
These rules are not intended to include [[:Category:Field Guns|artillery pieces]] that are towed by [[:Category:Motorized Infantry|Motorized Infantry units]].  They are directly handled by the [[BattleTech]] Rules for [[:Category:Field Guns|Field Guns]].
 +
 
 +
 
 +
<ref>[[MechWarrior, Third Edition]]</ref>
 +
<ref>[[Classic BattleTech Role Playing Game]]</ref>
 +
<ref>[[LosTech: The MechWarrior Equipment Guide]]</ref>
 +
<ref>[[Handbook: House Marik]]</ref>
 +
<ref>[[Handbook: House Steiner]]</ref>
 +
<ref>[[Handbook: House Davion]]</ref>
 +
<ref>[[Handbook: House Kurita]]</ref>
 +
<ref>[[Handbook: House Liao]]</ref>
 +
<ref>[[Handbook: Major Periphery States]]</ref>
 +
 
 +
==Size==
 +
===Inner Sphere===
 +
Standard [[Inner Sphere]] foot and motorized infantry units are nominally platoons of 28 men organized into 4 squads of 7 men each, the most common organizational layout is three "line" squads with one to two direct-fire (e.g. machine gun, flamer or laser) light, portable or semi-portable class support weapons or one to four light class support missile weapons (e.g. Recoilless, SRM, LRM, MRM) and a "support" squad with one to two direct-fire support or heavy class support weapons or one to four heavy class support missile weapons.
 +
Jump infantry units are nominally platoons of 21 men, and have only three "Line" squads.
 +
Platoons are equivalent to lances in other services.
 +
 
 +
===ComStar===
 +
====Standard Infantry====
 +
Design a ComStar Foot Infantry or Motorized Infantry Level I as you would a standard platoon of 28 men with 4 Squads of 7 Men.
 +
a Level I of Jump Infantry would be 21 Men.
 +
 
 +
====Battle Armor====
 +
A Level I of BattleArmor is 4 suits.
 +
 
 +
===Clan===
 +
====Standard Infantry====
 +
[[Clan]] Infantry units are nominally points of 25 men organized into 5 squads of 5 men each<ref name="FM:WarC_011">''[[Field Manual: Warden Clans]]'', P. 11 ''Standard Clan Elemental/Infantry Organization</ref><ref name="FM:CruC_009">''[[Field Manual: Crusader Clans]]'', P. 9 ''Standard Clan Elemental/Infantry Organization</ref>.
 +
Clan Infantry Stars are 125 men.
 +
 
 +
====Battle Armor====
 +
Clan Battle Armor 5 points of 5 Elemental Suits make up a Star of 25 Elemental Suits <ref name="FM:WarC_011">''[[Field Manual: Warden Clans]]'', P. 11 ''Standard Clan Elemental/Infantry Organization</ref><ref name="FM:CruC_009">''[[Field Manual: Crusader Clans]]'', P. 9 ''Standard Clan Elemental/Infantry Organization</ref>.
  
* Need to provide [[:User:PerkinsC/WeaponConversionWorkSheet|Weapons Sheet]] for the conversion of [[MechWarrior Third Edition]] weapons into [[BattleTech]] Stats for use in this worksheet.  Reminder, need to have a subtotal for the [[BattleTech]] Stats for [[Individual Character Attacks against BattleMechs]] and then the final total for use in the [[Infantry Platoon Creation Rules]]
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==Movement==
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===Foot Infantry===
 +
[[:Category:Foot Infantry|Foot Infantry Units]], often known as the "Queen of Battle", These units are generally accounted as having a movement of 1 [[BattleTech#Hex|BattleTech Hex]] per turn.
  
======Warning: Cribed from BV Sheet Have not edited below this point======
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===Jump Infantry===
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[[:Category:Jump Infantry|Jump Infantry Units]] have a movement of 2 [[BattleTech#Hex|hexes]] per [[BattleTech#Turn|BattleTech Turn]] if a squad has two support weapons, and 3 [[BattleTech#Hex|hexes]] per turn if it has one support weapon.
  
=Calculating BV 2.0=
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===Cavalry===
Assumes a MechWarrior with standard Gunnery Skill 4 and Piloting Skill of 5.
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[[:Category:Cavalry|Cavalry Units]]
  
==Defensive BV==
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===Motorized Infantry===
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[[:Category:Motorized Infantry|Motorized Infantry Units]] use unarmored vehicles that mass less than 214.29 kg (rounded) per infantry trooper (including driver) that is, a 5 man vehicle capable of Towing a [[Support PPC/RPG3e|Support PPC]] would mass less than 1,071.43 kg (rounded).  While it would be possible to create these vehicles in the support vehicle rules, it is probably inadvisable, and to the best of my knowledge, no such vehicles exist in the canon. 
 +
A [[:Category:Motorized Infantry|Motorized Infantry]] unit has 3 movement points if equipped with 1 Support Weapon per Squad, and 2 movement points if equipped with 2 support weapons.
  
===Structural===
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=== Mechanized Infantry===
====Armor====
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[[:Category:Mechanized Infantry|Mechanized Infantry Units]] were originally [[:Category:Foot Infantry|Foot Infantry]], [[:Category:Jump Infantry|Jump Infantry]], or  [[:Category:Motorized Infantry|Motorized Infantry]] units that were transported in [[:Category:Combat Vehicles|Combat Vehicles]] or [[:Category:Support Vehicles|Support Vehicles]] that mass larger more than 5,000 kg and are their own units on the [[BattleTech#Scale|BattleTech Scale]].
<pre>
 
Total Armor Points: 100
 
* 2.5
 
Commercial Armor:
 
Yes * 0.5
 
No * 1
 
----------------------------------------------
 
ArmorBV Subtotal A
 
</pre>
 
==== Chassis & Powerplant ====
 
<pre>
 
Total Internal Structure Points: 100
 
* 1.5
 
Industrial Internal Structure:
 
Yes * 0.5
 
No * 1.0
 
Engine Type Modifier:
 
(Select only one engine type)
 
Standard * 1.0
 
Compact * 1.0
 
Clan XL/IS Light Engine * 0.75
 
IS XL * 0.5
 
----------------------------------------------
 
Chassis&PowerplantBV Subtotal B
 
</pre>
 
==== Gyro ====
 
<pre>
 
Mech Tonnage: 100
 
Gyro Type modifier:
 
Heavy Duty: * 1.0
 
Standard/Compact/XL Gyro: * 0.5
 
----------------------------------------------
 
Gyro BV Subtotal C
 
</pre>
 
=== Defensive Equipment ===
 
<pre>
 
AMS: + 32
 
AMS Ammo: + (11 * ammunition tonnage)
 
AMS Ammo (Clan): + (22 * ammunition tonnage)
 
A-Pod: + (1 * # of pods)
 
B-Pod: + (2 * # of pods)
 
Beagle Active Probe: + 10
 
Guardian ECM Suite: + 61
 
Clan Active Probe: + 12
 
Clan Light Active Probe: + 7
 
----------------------------------------------
 
Defensive Equipment BV Subtotal D
 
</pre>
 
=== Ammunition/Gauss Weapon Explosion Potential ===
 
''Only one of these can apply.''
 
====Clan 'Mechs====
 
<pre>
 
Each critical slot of explosive ammo in CT, H, Legs: -15
 
Each critical slot of Gauss Weapon in CT, H, Legs: -1
 
------------------------------------------------------------------
 
Ammunition/Gauss Explosion BV Subtotal E
 
</pre>
 
====IS 'Mech w/Standard/Light Engine====
 
<pre>
 
Each critical slot of explosive ammo in:
 
CT, H, Legs, or Torso not protected by CASE: -15
 
  Arm whose corresponding torso lacks CASE: -15
 
Each critical slot of Gauss Weapons in:
 
CT, H, Legs, or Torso not protected by CASE: -1
 
Arm whose corresponding torso lacks CASE: -1
 
------------------------------------------------------------------
 
Ammunition/Gauss Explosion BV Subtotal E
 
</pre>
 
====IS 'Mech w/XL Engine====
 
<pre>
 
Each critical slot of explosive ammo in any location: -15
 
Each critical slot of Gauss Weapon in any location: -1
 
------------------------------------------------------------------
 
Ammunition/Gauss Explosion BV Subtotal E
 
</pre>
 
=== Defensive Factor ===
 
Find the 'Mech's highest possible targeting modifier from movement, stealth armor, etc. Compare to Defensive Factor Modifier Table [[TechManual]], page 315.
 
''[[BattleMaster]]'' with TSM can move a maximum of 8 hexes when running. If equipped with Stealth Armor, it has a +2 to hit modifier.
 
This gives it a maximum To-Hit modifier of ''X''.
 
  
Defensive factor Value from TM p. 315.
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===Mechanized Infantry===
 +
[[:Category:Mechanized Infantry|Mechanized Infantry Units]] equipped variously with 
  
===Total Defensive Battle Value===
 
<pre>
 
Subtotal A
 
+ Subtotal B
 
+ Subtotal C
 
+ Subtotal D
 
- Subtotal E
 
--------------
 
Subtotal F
 
 
Subtotal F * Defensive Factor Value = TOTAL DEFENSIVE BV
 
</pre>
 
== Offensive BV==
 
===Heat Sink Rating===
 
<pre>
 
Total heat dissipated per turn: 14
 
+ 6
 
Maximum heat from movement: + 2 (running)
 
(Running or Jumping)
 
-----------------------------------------------------
 
Heat Dissipation Subtotal
 
</pre>
 
===Heat from Weapons===
 
Total heat generated if all weapons fired at maximum rate in one turn:
 
<pre>
 
* Rotary AC Heat = Listed heat * 6
 
* Ultra AC Heat = Listed heat * 2
 
* One Shot weapons = Listed heat * 0.25
 
* Streak SRMs = Listed heat * 0.5
 
-----------------------------------------------------
 
Weapons Heat Subtotal
 
</pre>
 
  
===Mech Heat Efficiency===
 
<pre>
 
Weapons Heat Subtotal
 
- Heat Dissipation Subtotal
 
--------------------------------
 
Heat total
 
</pre>
 
====Heat Dissipation dissipates all weapon heat====
 
Add BV for all weapons and ammunition.
 
  
====Heat Dissipation dissipates some of weapon heat====
 
If a 'Mech runs hot (like the ''[[Rifleman]]''), weapon BV has to be modified to account for careful firing. Use a running heat total to see what weapons can be fired without overwhelming the 'Mech's cooling system. The running heat total starts at zero.
 
<pre>
 
For each heat-producing weapon, apply appropriate modifiers from Targeting Computers, Artemis, or Rear facing.
 
Weapons linked to a [[Targeting Computer]]: Multiply weapon BV by 1.25.
 
Rear firing weapons (torso, leg, head-mounted) have their BV multiplied by 0.5.
 
(Defensive weapons '''never''' halve their BV even when firing to the rear.)
 
Use these modified BV's.
 
Find the weapon with highest modified BV.
 
In case of modified BV "tied value" use lowest heat weapon.
 
If multiple weapons of type (2x Large Lasers, etc.) only use one of them.
 
Add the weapon's heat to the running heat score and the modified BV to the Base Weapon Battle Rating.
 
If the running heat score is less than the Heat Dissipation Subtotal, add the next heat producing weapon per the previous three lines.
 
 
Once the running heat score has met or exceeded the Heat Dissipation Subtotal, any
 
remaining heat producing weapons' BV should be added to the running weapon BV at one half their listed value.
 
(A PPC for example would add 88 BV instead of the standard 176 BV.)
 
 
Weapons that generate no heat (machine guns and some missile launchers) are always computed at full Battle Value.
 
 
Add Ammunition BV (Ammunition BV may not exceed the weapon's unmodified BV.)
 
 
IndustrialMech:
 
Standard IM targeting system: BV * 0.9
 
Advanced IM targeting system (BM targeting): BV * 1.0
 
-------------------------------------------
 
Weapon BV
 
</pre>
 
  
===Add Mech Tonnage===
+
===References===  
<pre>
+
<references />
Mech Equipped with TSM: Tonnage * 1.5 = Tonnage BV
 
Mech Equipped with Industrial TSM: Tonnage * 1.15 = Tonnage BV
 
Mech lacks TSM: Tonnage * 1 = Tonnage BV
 
--------------------------------------------------------------------------------------------
 
Weapon BV + Tonnage BV
 
 
</pre>
 
===Speed Factor===
 
<pre>
 
Speed factor calculation = (Jumping MP * 0.5) + Maximum Running MP (Include MASC and TSM bonuses.)
 
Consult '''Speed Factor Table''' on [[TechManual]], p. 315 to get Speed factor.
 
</pre>
 
 
===Multiply Weapon BV by Speed Factor===
 
<pre>
 
Weapon BV * Speed Factor = Offensive Battle Rating
 
</pre>
 
=Final BV=
 
<pre>
 
Defensive Battle Rating
 
+ Offensive Battle Rating
 
-------------------------
 
Total BV (Round normally)
 
</pre>
 

Latest revision as of 07:20, 27 January 2024

General Information[edit]

Purpose[edit]

This Infantry Platoon Creation Rules worksheet is intended to assist Editors in verifying the BV and other BattleTech Stats of an Inner Sphere Infantry Platoon (7*3 = 21), (7*4 = 28) or of an Clan Infantry Point. Please feel free to print off this sheet and compare the values given with your own numbers.

Canonicity[edit]

Computed values from this worksheet are NOT canon even though they are based on canon information. If the data given here conflicts with a canon publication, the canon publication should be considered the correct source.

Cautionary Notes[edit]

BattleTroops[edit]

Some BattleTroops Infantry Platoons will require the relaxation of the limit of the number of support weapons per squad.

Crew[edit]

Support Weapon/Medium Weapons require a crew ranging from one to 10 infantrymen[1] and you should treat this as a hard and fast requirement regardless of the structure of your unit. That is, if you are using the 10 Crew Model of the Support PPC you will only be able to use 2 of these per platoon, and will only have 8 crew left over for other support weapons, the first of the crew (the gunner) will only carry the Support Weapon, or in this case its largest piece. The nine additional crewmen/gunner's assistants will be carrying extra ammo for the support weapon, any additional parts of the weapon, and their own Rifles, Sub-machine Guns or other small arms.

Newer Publications[edit]

The various platoons published in the newer books should work without having to disregard any rules, and should follow the crew requirement statistics.

Supplemental Work Required[edit]

Weapons Sheet for the conversion of MechWarrior Third Edition weapons into BattleTech Stats for use in this worksheet. Reminder, need to have a subtotal for the BattleTech Stats for Individual Character Attacks against BattleMechs and then the final total for use in the Infantry Platoon Creation Rules

Weapons Characteristics[edit]

The Table Values from Combat Operations and Tech Manual already incorporate the Insufficient Ammo Pentalty where light weapons that have less than 10 turns worth of fire (three turns for medium weapons) are penalized by having their damage value multiplied by the number of turns that they can fire divided by 10 (light) or 3 (Medium).

Exclusion of Field Guns[edit]

These rules are not intended to include artillery pieces that are towed by Motorized Infantry units. They are directly handled by the BattleTech Rules for Field Guns.


[2] [3] [4] [5] [6] [7] [8] [9] [10]

Size[edit]

Inner Sphere[edit]

Standard Inner Sphere foot and motorized infantry units are nominally platoons of 28 men organized into 4 squads of 7 men each, the most common organizational layout is three "line" squads with one to two direct-fire (e.g. machine gun, flamer or laser) light, portable or semi-portable class support weapons or one to four light class support missile weapons (e.g. Recoilless, SRM, LRM, MRM) and a "support" squad with one to two direct-fire support or heavy class support weapons or one to four heavy class support missile weapons. Jump infantry units are nominally platoons of 21 men, and have only three "Line" squads. Platoons are equivalent to lances in other services.

ComStar[edit]

Standard Infantry[edit]

Design a ComStar Foot Infantry or Motorized Infantry Level I as you would a standard platoon of 28 men with 4 Squads of 7 Men. a Level I of Jump Infantry would be 21 Men.

Battle Armor[edit]

A Level I of BattleArmor is 4 suits.

Clan[edit]

Standard Infantry[edit]

Clan Infantry units are nominally points of 25 men organized into 5 squads of 5 men each[11][12]. Clan Infantry Stars are 125 men.

Battle Armor[edit]

Clan Battle Armor 5 points of 5 Elemental Suits make up a Star of 25 Elemental Suits [11][12].

Movement[edit]

Foot Infantry[edit]

Foot Infantry Units, often known as the "Queen of Battle", These units are generally accounted as having a movement of 1 BattleTech Hex per turn.

Jump Infantry[edit]

Jump Infantry Units have a movement of 2 hexes per BattleTech Turn if a squad has two support weapons, and 3 hexes per turn if it has one support weapon.

Cavalry[edit]

Cavalry Units

Motorized Infantry[edit]

Motorized Infantry Units use unarmored vehicles that mass less than 214.29 kg (rounded) per infantry trooper (including driver) that is, a 5 man vehicle capable of Towing a Support PPC would mass less than 1,071.43 kg (rounded). While it would be possible to create these vehicles in the support vehicle rules, it is probably inadvisable, and to the best of my knowledge, no such vehicles exist in the canon. A Motorized Infantry unit has 3 movement points if equipped with 1 Support Weapon per Squad, and 2 movement points if equipped with 2 support weapons.

Mechanized Infantry[edit]

Mechanized Infantry Units were originally Foot Infantry, Jump Infantry, or Motorized Infantry units that were transported in Combat Vehicles or Support Vehicles that mass larger more than 5,000 kg and are their own units on the BattleTech Scale.

Mechanized Infantry[edit]

Mechanized Infantry Units equipped variously with



References[edit]