Infantry Weaponry & Construction Overhaul [incomplete]

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06/29/18 06:47 PM
174.70.184.145

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Part of the purpose of this is to give infantry platoons more detailed and a bit less abstracted, and to change up the equipment list a bit so more weapon systems have a niche and feel more unique. Heavy inspiration drawn up from Wargame: Red Dragon's handling of infantry assets. This is a proof-of-concept rather than a complete product.

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ENHANCED ANTI-INFANTRY RANGES (Optional Rule)
Due to the enhanced ranges of many infantry anti-armor weaponry about to be included below, this optional rule also increases the range of anti-infantry weapons against infantry to help cope.

When this rule is in use, any non-flamer weapon with an anti-infantry effect gets an additional "anti-infantry range bracket", extending their short/medium/long/extreme range by +2/+4/+6/+8 but only when firing at <BAR5 targets, including infantry. Ex: The MG would have 3/6/9/12 range when firing at infantry. Examples of weapons that can benefit include: SRMs or LRMs with fragmentation ammunition, Plasma rifles and Plasma Cannons, BA-Based Recoilless Rifles, etc.

INFANTRY CONSTRUCTION

STEP 1:Determining Platoon Type:Determine the platoon’s motive type, tech base and size, armor, training, & enhancements.

All enhancements, special features and such behave as outlined in Techmanual & other rulebooks, with a few exceptions and additions outlined below:

-Armor: Armor divisor can be allocated in half-ton intervals in a range of .5 to 3, with 1 being a typical rating and 2 being the usual "advanced" armor rating.
-Field Guns/Artillery: Foot Infantry can tow around their own field guns or artillery, but pays 1 MP for face changes and cannot fire any weapons when moving, so usually they're often moved in the strategic scale by horses or light vehicle tractors rather than the platoon itself.

-Anti-Infantry Training:
Squads & Platoons have an anti-infantry training level associated to them that influences their BV, training cost, and performance against other infantry, which is separate and differs from the gunnery & antimech skill stats.

Militia (Ex:Guerrilla/freedom fighters, lesser Clan riflemen platoons)
Regular (Ex:Typical IS riflemen platoons)
Shock (Ex:The typical Elemental outside of his armor suit)
Elite (Ex:DEST Commandos)

Those higher up in the latter are better versed and equipped to handle conflict against other infantry, even when two platoons are otherwise similarly skilled. Infantry in a higher rung are both more capable of using terrain to their advantage to evade hostile small-arms fire and are also more effective at drawing out hostile infantry and destroying them. Assume BA troops have Shock Training unless otherwise stated.

In game terms, an infantry unit that targets another infantry unit receives a -1 to-hit bonus against that unit per rung above it, while an infantry unit that is targeted by another infantry unit creates an additional +1 to-hit penalty against that unit per rung above it. Note that anti-infantry training does not affect to-hit modifiers going to or from vehicles/'Mechs.

Ex: a DEST (Elite) squad is infiltrating a native militia group that is suspected of having anti-Combine sympathies. It encounters a platoon's worth of Militia. In this scenario, the DEST squad will have a -3 to-hit bonus against the militia (Elite is 3 levels above Militia), and the inexperienced Militia will have a +3 to-hit penalty. Unless acted upon by outside forces, the highly experienced DEST squad will likely be able to destroy the militia if necessary.

However, sheer volume of fire can make it very difficult to apply their evasive training, so even the most elite unit can simply be overcome by sheer numbers of good 'ol boys with bolt-action rifles. For every 3 units making a (non-impossible) attack on the infantry squad in 1 turn, the evasive bonus is reduced by 1 for the next turn to a minimum of +0.

Ex: An Elemental Point (Shock) attacks an IS unit consisting of two fire support vehicles and 2 militia-grade MPs. The two fire support vehicles fire at the elementals first, followed by the 2 militia-grade MPs. The 1st one has a +2 to-hit modifier, but the 2nd one has only a +1 to-hit modifier since 3 units targeted the Elemental point prior to that.

STEP 2:Add weapons to Infantry
(Where the real changes happens)

Under these rules, Infantry have 3 weapon slots: 1 Primary weapon & 2 Support Weapons per squad. All infantry groups must have at least a primary weapon, while they can also choose to use 0, 1, or 2 of the support slots.

Infantry primary weapons (usually) have 2 different damage & range values for use vs infantry & soft-skin targets (BAR 5 and under) and for use vs armored targets (BAR 6+, including tanks, 'Mechs, BA, VTOLs). Primary weapons usually, but don't always, have higher damage and range versus soft-skin targets.

Primary weapons in CBT play are assumed to have enough ammunition to last them the entire scenario, while support weapons have to track ammunition consumption.

Generic Weapon Special Feature List:
A-Anti-Aircraft, can fire
B-Heavy Burst, -1 to-hit at hex 0, +1D6 extra damage vs conventional infantry platoons
P-Infantry Pulse Weapon, -1 to-hit at all ranges, +1D6 extra damage vs conventional infantry platoons
F-Fire based weapon, inflicts half of its damage in heat for heat tracking units rounded down, +1D6 extra damage vs conventional infantry platoons
F+-Infantry Flamer, inflicts its damage in heat for heat tracking units, +2D6 extra damage vs conventional infantry platoons
N-Non-penetrating, only useful against conventional infantry.
STAT-Static weapon, cannot be used in a turn that the platoon moved any hexes (movement inside the hex/face changes are ok). Cannot be used during combat within buildings.
STAT--A lesser version of Static Weapon, simply suffers 'Mech-like to-hit modifiers for movement (+1 walking, +3 jumping)
CQC-Close range specialist weapon. -1 to-hit at short range, ignores to-hit penalties associated with firing within buildings, and always assigns its full value to the infantry it attacks (heavy/hardened buildings don't absorb a CQC weapon's attack in CQC)
IDF-Indirect-Fire Capable
LR-Long range specialist weapon. -1 to hit targets further than Medium Range, +1 to hit targets closer than medium range.
AM-Anti Material, ignores the small arms halving effect of Mechanized Infantry & uses the best range brackets & damage value against MECH infantry, BA, Protomechs, and Vehicles/Mechs under 20 tons.
MIN1-Always deals a minimum of 1 damage on a hit, even if the damage would round down.
CGL-Compact Grenade Launcher: Once per scenario the weapon can use its compact grenade launcher with .4 damage/person & range brackets 1/2/3 as a one-shot attack. Cannot hit units in its own hex.
VIBRO-The weapon comes with a vibro-bayonet as standard, increasing damage by .2 when attacking units in the same hex as it.
Other Non-generic special features will be described in the entry itself

PRIMARY WEAPONS
Primary weapons multiply their damage value with the # of hitting troopers and always deal their damage in 2 point clusters.
Left #s anti-infantry | right numbers anti-vehicle

BALLISTIC

ASSAULT, BATTLE, CARBINE

Generic Modern Auto-Rifle
Damage .38|.28
Range 3/6/9|1/2/3
Crew 1
Rating C/A-A-A-A
Cost 80
Specials: N/A
The ubiquitous auto-rifle is the most common weapon in IS militaries

Bolt-Action Rifle
Damage .20|.10
Range 3/6/9|1/2/3
Crew 1
Rating B/A-A-A-B
Bolt-action rifles are usually used for target practice and hunting, with only the most desperate fielding them to defend their homes.

Federated Long Rifle
Damage .32|.21
Range 4/8/12|2/3/4
Crew 1
Rating C/X-C-A-B
Cost 120 C-Bills
Specials: N/A
The old standard-issue battle rifle of the Federated Suns, the Long is marginally less powerful but more accurate than most assault rifles. Replaced on the front by the M42B.
Variants:
"Federated Long DMR": As Long Rifle, but +30 C-Bills, has specials LR, STAT-, MIN1

Federated-Barret M42B Rifle System
Damage .72|.52
Range 3/6/9|1/2/3
Crew 1
Rating C/X-X-D-C
Cost 1385 C-Bills
Specials: B, CGL
One of the most advanced and powerful assault rifles on the market, the M42B is often used by Fed Suns special forces.

M&G G-150 Hunting Rifle
Damage .28|.24
Range 4/7/10|2/4/6
Crew 1
Rating C/X-X-C-B
Cost 270
Specials: N/A
While designed as a hunting rifle, the Lyran Alliance G-150 makes for an effective battle rifle. It also comes in a DMR variant.
Variants:
"G-150 DMR"-As G-150, but +30 C-Bills, with the specials LR, STAT-, MIN1

AX-22 Imperator Assault Rifle
Damage .42|.31
Range 3/6/9|1/2/3
Crew 1
Rating C/X-X-B-B
Cost 200
Specials: N/A
The Free Worlds League standard assault rifle, it is considered to be a stellar example of its class.

TK Assault Rifle
Damage .35|.28
Range 2/5/8|1/2/3
Crew 1
Rating C/X-C-A-B
Cost 150
Specials: N/A
While perfectly functional, rugged and reliable, this standard-issue Lyran assault rifle is considered to be inferior to other designs.

Zeus Heavy Rifle
Damage .24|.38
Range 3/5/8|2/4/6
Crew 1
Rating C/C-B-B-B
Cost 200
Specials:AM, MIN1.
While lacking against conventional infantry, the Zeus is a powerful anti-material rifle that's proven to be fairly effective against Battle Armor and lightweight vehicles, although not as good as dedicated gauss weaponry.

Ceres Arms Striker Carbine
Damage .43|.21
Range 2/5/8|1/2/3
Crew 1
Rating D/X-X-D-D
Cost 875
Specials:B, CQC
The Capellan standard-issue carbine lacks anti-vehicle stopping power, but its high rate of fire, ammunition capacity, and compactness makes it nearly unrivaled in urban combat.

SNIPER

Generic Sniper Rifle
Damage .25|.35
Range 4/9/14|2/4/6
Crew 1
Rating B/C-C-C-C
Cost 350
Specials: LR, STAT, MIN1
Dispatching threats precisely from the safety of far away is an old niche that sniper rifles fill. However, they're very bulky for a footsoldier to handle and are tricky to use during mobile encounters.

Ceres Arms Stalker Sniper Rifle
Damage .35|.40
Range 6/12/18|2/4/6
Crew 1
Rating C/X-X-D-D
Specials: LR, STAT, AM, MIN1
Cost: 5000
The Stalker Sniper Rifle was made to compete with the Zeus, but ended up fulfilling a different role entirely as one of the longest ranged sniper rifles on the market. The Stalker is popular with the Capellan Home Guard. More than one Mechwarrior has lost their life out-of-cockpit with a 12mm shell through their face from what they thought was a safe distance away from the front.

Minolta 9000 Advanced Sniper System
Damage .40|.20
Range 5/10/15|2/4/6
Crew 1
Rating D/X-X-E-D
Specials: LR, MIN1, STAT-
Cost 1000
Another Capellan sniper rifle, the M9000 **** is lightweight and accurate due to Endo-Steel construction and is preferred by the Death Commandos

SHOTGUNS & SMGs

Combat Shotgun
Damage .70|.05
Range 0/1/2|0/0/0
Crew 1
Rating C/B-B-B-B
Specials:CQC
Cost 175
A generic combat shotgun, usually used in CQC or on Warships due to low risk of penetrating anything important.

Avenger CCW
Damage .75|.15
Range 1/2/2|0/1/2
Crew 1
Rating C/X-X-D-E
Specials:CQC
Cost 345
A clan design, the Avenger is ruthlessly efficient and fatal for a "crowd control weapon". The weapon also has slug ammunition available which is only a modest improvement in anti-BA and anti-light vehicle roles.

Generic Submachine gun
Damage .40|.15
Range 1/2/3|0/0/0
Crew 1
Rating C/A-A-A-A
Specials:CQC
Cost 80
The SMG is cheap, simple, and effective in close quarters.

KA-23 Subgun
Damage .52|.18
Range 2/3/4|0/0/0
Crew 1
Rating D/X-C-D-D
Specials:CQC
Cost 350
A favorite among the DEST, the KA-23 is considered to be one of the finest SMGs in the Inner Sphere.

Gunther MP-20
Damage .45|.27
Range 1/2/2|0/0/0
Crew 1
Rating C/X-E-C-C
Specials:CQC
Cost 125
A Lyran Alliance design, the Gunther MP-20 fires larger bullets at a slower rate than the typical SMG.

Imperator 2894A1
Damage .42|.24
Range 1/2/3|0/0/0
Crew 1
Rating C/X-C-B-C
Specials:CQC
Cost 100
Firing a slightly larger bullet, the FWL SMG has slightly better armor tearing abilities than the generic model.

GAUSS

Gauss SMG (clan)
Damage .52|.32
Range 3/5/7|1/2/3
Crew 1
Rating E/X-X-E/E
Specials:CQC
Cost 2000
An innovative weapon first designed by the clans to combat insurgencies during their invasion of the Inner Sphere, the Gauss SMG actually has decent anti-armor properties and surprisingly excellent range for its class.

Thunderstroke
Damage .18|.44
Range 2/4/6|3/6/9
Crew 1E
Rating E/X-X-E-F
Specials:AM, STAT-, MIN1
Cost 2500
A Federated Suns gauss weapon, the Thunderstroke is not very effective against normal infantry with a small ammunition capacity and its unwieldy bulk but proved to be especially dangerous to light vehicles and BA with its hypersonic projectiles. Replaced quickly by the M345B3 once it was available.

Federated-Barrett M345B3 "Thunderstroke II"
Damage .27|.54
Range 2/4/6|4/7/10
Crew 1
Rating E/X-X-D-D
Specials:AM, MIN1
Cost 3500
The M345B3 keeps the high anti-BA performance, improves upon it, and reduces weight and bulk to make the weapon easier to carry and fire on the move.

ENERGY

LASER

Radium Sniper Rifle
Damage .40|.30
Range 6/12/18|3/6/9
Crew 1
Rating E/F-X-F-F
Cost 9500
Specials: LR, STAT, MIN1
An unusual weapon originating from the Taurian Concordat, the weapon is rarely ever seen on the field and is only ever seen in the hands of TMI Agents.

Generic Laser Rifle
Damage .40|.32
Range 4/8/12|2/4/6
Crew 1
Rating D/C-B-B-B
Cost 1250
Specials: N/A
Laser rifles are usually more powerful, more accurate, and longer ranged than the equivalent auto-rifles, at the cost of being expensive and harder to maintain. They're common and popular DMRs in front line units, and the more prestigious units often use laser rifle variants as their standard-issue weapons.

Binary Laser (Blazer) Rifle
Damage .45|.48
Range 4/9/13|2/5/7
Crew 1
Rating D/C-C-D-C
Cost 2190
Specials: N/A
Little more than two laser barrels strapped together, the Blazer Rifle comes with more anti-BA stopping power and marginal improvements in range. However, the two barrels are generally regarded as overkill against soft targets and the Blazer itself is a notable energy hog.

Starfire ER Laser Rifle
Damage .40|.32
Range 5/10/15|3/6/9
Crew 1
Rating E/X-X-E-D
Cost 2500
Specials: N/A
The Starfire is a joint project by the Nakajima and Sunbeam corporations, and resulted in one of the longest ranged infantry primary weapons in the Inner Sphere.
Variant:
"Starfire DMR"-As regular Starfire, but +500 C-Bills and with the specials LR, STAT-, MIN1

ER Laser Rifle (clan)
Damage .40|.32
Range 6/11/16|3/6/9
Crew 1
Rating F/X-D-D-C
Cost 2000
Specials: N/A
While the efficient and deadly Mauser IIC is a show-stopping spotlight stealer, it's the regular ER Laser Rifle that is the true workhorse of Clan conventional infantry forces.
Variants:
"ER Laser DMR"-As regular ER Laser Rifle, but +500 C-Bills and with the specials LR, STAT-, MIN1

Intek Laser Rifle
Damage .35|.22
Range 5/9/14|1/3/5
Crew 1
Rating D/X-D-D-C
Cost 1250
Specials: N/A
The Intek is a power-efficient laser rifle used by the FWL, consuming half the power of a typical laser rifle per shot. Though the weaker beam also reduces its anti-infantry and especially anti-armor capacities to an extent, it's popular among FWL scout forces and was one of the longest ranged personal laser weapons until the introduction of the Starfire.

Magna Laser Rifle
Damage .54|.22
Range 3/7/11|1/3/5
Crew 1
Rating D/C-C-D-D
Cost 1500
Specials: N/A
Sacrificing range and armor penetration for performance against conventional infantry, the Magna fires a "thicker" laser beam that's more likely to get partial hit and with greater flesh-searing capabilities. However, it's rather ineffective against regular armor or even battle armor, which helped result in the death of many front-line Draconis forces who first faced the Clans.

Maxell PL-10 Laser Rifle
Damage .44|.42
Range 3/7/11|2/4/6
Crew 1
Rating D/X-X-C-C
Cost 2000
Specials: AM
The standard rifle of the LAAF, the PL-10 was specifically designed to penetrate and destroy Elementals, but had to sacrifice range to do so.

Marx XX Laser Rifle
Damage .40|.36
Range 4/8/12|3/6/9
Crew 1
Rating D/D-E-D-D
Cost 1750
Specials: N/A
The Marx XX fires an unusually concentrated laser capable of punching through light armor at greater ranges than normal. The ancient weapon performed extremely well against Clan Elementals during the invasion, relative to other small arms.

Federated-Barrett M61A Laser Rifle
Damage .56|.46
Range 4/9/14|2/4/6
Crew 1
Rating D/X-X-D-C
Cost 2150
Specials:CGL
Built along the same lines as the M42B, the M61A is a powerful, high-tech laser rifle produced by the Federated Suns. It's one of the most effective personal laser weapons outside of Comstar or the Clans.
Variants:
"M61A DMR": Same as M61A, but +600 C-Bills, has specials LR, STAT-, MIN1, and lacks the CGL special.
"M61A CQC": Same as M61A, but +600 C-Bills, has specials CQC, CGL, VIBRO, and all range brackets are reduced by 1 hex.

Pulse Laser Rifle
Damage .40|.32
Range 3/6/9(4/8/12 Clan)|1/3/5(2/4/6 Clan)
Crew 1
Rating D/D-E-C-C (F/X-X-E-D Clan)
Cost 2000
Specials:P
The Pulse Laser Rifle trades range for a slight accuracy bonus and anti-infantry capability. It's uncommon due to its high cost and low availability, even among the clans who use the ER laser rifle more frequently.

Ebony Assault Rifle
Damage .48|.36
Range 3/7/11|2/4/6
Crew 1
Rating F/X-X-E-D
Cost 8500
Specials:P
The Ebony Assault Rifle is rare and not well-known, produced nearly exclusively for the Ebon Magistrate's Assault Commandos.

Mauser 960 Assault System
Damage .54|.42
Range 3/7/10|2/4/6
Crew 1
Rating E/C-F-E-D
Cost 8000
Specials:P, CGL, VIBRO
The standard issue weapon of the SLDF and a common sight and symbol at the time, the weapon was heavy but effective and included a sizeable survival kit. The 960 was nearly lost due to the destruction of the Succession Wars with only Comstar retaining a sizable stock of working models. Even then, the weapon was an uncommon sight in the ComGuard.

Mauser 1200 Light Support System
Damage .54|.54
Range 3/7/10|3/5/7
Crew 1
Rating E/X-X-E-D
Cost 10000
Specials:P, CGL, VIBRO
A WoB refinement of the Mauser 960, the Mauser 1200 replaces the fairly bulky survival kit with a more powerful laser firing more powerful beams in shorter bursts, particularly improving its anti-BA capabilities.

Mauser IIC Infantry Assault System
Damage .70|.70
Range 5/10/15|3/6/9
Crew 1E
Rating F/X-X-F-E
Cost 18000
Specials:P, CGL, VIBRO
Widely thought to be the most powerful small arm in the universe, the Mauser IIC is a clan development of the venerable Mauser 960 laser and can be extremely dangerous to BA. It's also the most expensive, the hardest to maintain, and one of the most encumbering small arms available.
Variants:
"Mauser IIC Anti-Material Rifle": As Mauser IIC, but +.30 hard attack, -.20 soft attack, 4/8/12 range soft attack, 5/10/15 range hard attack, +7000 C-Bills, has special AM, STAT-, MIN1, loses specials CGL, VIBRO
"Mauser IIC DMR": As Mauser IIC, but 6/12/18 soft attack range, +2000 C-Bills, has specials LR, STAT-, MIN1, loses specials CGL, VIBRO

EXPLOSIVE

GYROJET

(Heston SI-445) Gyrojet Rifle
Damage .20|.30
Range 2/4/6|3/6/9
Crew 1
Rating D/C-C-B-B
Cost 1000
Specials: AM, LR, MIN1
Gyrojets are recoilless weapons that fire explosive-tipped rockets. They're low-weight, no-recoil weapons that can work underwater and in space with the right ammunition type. Only special forces make use of Gyrojets due to complexity and cost, although some airborne units have been known to experiment with them from time to time.

Heavy Gyrojet Gun
Damage .20|.40
Range 3/5/7|3/7/10
Crew 1E
Rating D/C-D-C-C
Cost 2500
Specials: AM, LR, MIN1
The Heavy Gyrojet Gun is an upsized Gyrojet rifle with a heavier, longer-ranged slug.

Gyroslug Rifle
Damage .30|.45
Range 1/2/3|2/4/6
Crew 1
Rating D/B-C-C-C
Cost 1000
Specials: AM, LR, MIN1
A variant of the Gyrojet rifle, Gyroslugs use less propellant with the same explosive charge. While sacrificing rocket velocity and thus range substantially, the smaller rounds result in a drastically higher ammunition capacity which allows the operator to fire rockets to hostiles much more generously.

Gyroslug Carbine
Damage .25|.40
Range 1/2/2|1/3/5
Crew 1
Rating D/C-D-C-C
Cost 800
Specials: AM, LR, MIN1, CQC
The main difference between the Gyroslug Carbine and Rifle is the Carbine cuts down its barrel to save weight and increase its utility in closed confines, at the cost of reducing its already short range and decreasing its ammunition capacity to something closer to a Gyrojet Rifle.

Star King Gyroslug Carbine
Damage .28|.45
Range 1/2/3|2/4/6
Crew 1
Rating D/X-C-D-C
Cost 1000
Specials: AM, LR, MIN1, CQC
The Star King is considered to be an apex of gyrojet design by dedicated collectors, and has a larger warhead and range than the typical Gyroslug Carbine.


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SECONDARY WEAPONS
Secondary weapons to be unveiled later.
Retry
07/14/19 06:10 PM
64.189.130.11

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Secondary Weapons are now Unveiled:
SECONDARY WEAPONS
Secondary weapons do not necessarily deal their damage in 2 point clusters, and have ammunition that they need to track during a game.
Left #s anti-infantry, Right #s anti-armor.

BALLISTIC

Light Machine Gun
Damage .55 | 1 (1 point cluster)
Ammo 20
Range 3/7/11 | 2/4/6
Crew 1
Rating C/B-B-B-B
Cost 400
Specials: N/A
The basic light machine gun is simple and cheap on a tight budget. However, it’s not quite as effective as heavier support options.

Portable Machine Gun
Damage .75 | 1 (1 point cluster)
Ammo 12
Range 4/8/12 | 3/5/7
Crew 1E
Rating C/B-B-B-B
Cost 1000
Specials: B
The heavier Portable machine gun is far more effective at suppression while still being quite mobile and carried by a single squad member. This is among the most common secondary weapons fielded by the Great Houses alongside the grenade launcher and the LAW.

Semi-Portable Machine Gun
Damage 1 | 1 (1 point cluster)
Ammo 10
Range 5/9/13 | 3/5/7
Crew 1E
Rating C/B-B-B
Cost 1100
Specials: B, STAT-
The Semi-Portable Machine Gun has even better suppressing capabilities than the Portable machine gun. However, it’s also fairly difficult to fire on the move in comparison.

Support Machine Gun
Damage 1.5 | 2 (1 point clusters)
Ammo 7
Range 5/10/15 | 3/5/7
Crew 2E
Rating C/C-C-C-C
Cost 1750
Specials: B, STAT
The heaviest of the machine guns, the Support Machine Gun spits out such a devastating amount of lead that even Battle Armor would be wise to watch their step. The disadvantage is that the machine gun requires a two-man crew and it’s entirely impractical to fire on the move, which means the Support Machine Gun is usually only used for garrison duty.

Minigun
Damage 3 | .5
Ammo 5
Range 5/10/15 | 1/2/3
Crew 2
Rating C/E-E-E-F
Cost 7,500
Specials: B, STAT, -1 to-hit bonus
The Minigun is a vintage weapon that fires unusually small rifle-scale rounds (hence the “Mini” part) at an incredibly high rate of fire, well exceeding anything that support machineguns can reach. As such, the Minigun is very likely to get at least a partial hit and, while a fantastic shredder of meat, lacks any sort of stopping power against anything larger than Battle Armor. That flaw, and the cost, ensures that Miniguns are rarely ever used on the front lines.

Semi-Portable Autocannon
Damage .8 | 2
Ammo 12
Range 4/8/12 | 5/10/15
Crew 2
Rating C/C-D-D-C
Cost 2000
Specials: AM, STAT-
Popular among grunts, semi-portable autocannons have far more reach and penetrating capacity than most machine guns. The nature of the autocannon’s burst-fire mode makes it ill-suited for suppressing infantry, but when you’re facing down a Locust in a dark alley, do you think you’ll care?
Variant:
“Anti-Aircraft”: Switches the STAT- special for STAT and AA.

Bearhunter Superheavy Autocannon
Damage 4 | 4
Ammo 6
Range 2/4/6 | 2/4/6
Crew 2
Rating D/X-X-E-E
Cost 3000
Specials: B, Stat-, BLK
Short ranged, mediocre endurance, clumsy. With that said, you do not want to be on the receiving end of the Bearhunter Superheavy Autocannon. The gun shreds flesh and metal alike, and can land some devastating blows on anything smaller than a Vampire dropship, if the crew’s allowed to do so.

Firedrake Incendiary Support Needler
Damage 2 | 0
Ammo 10
Range 2/3/4 | 0
Crew 2
Rating D/X-X-C-C
Cost 500
Specials: F, B, CQC
The firedrake needler fires high volumes of low-velocity flechettes covered with chemicals that light on fire in the presence of air. While ineffective against armor and with a short range, the Needler does rend lightly-armored flesh without causing extensive structural damage to the surrounding environments like buildings or spacecraft interiors, which leads to the Firedrake being used for specialty applications like urban warfare and the liquidation of “soft” assets.

Tsunami Heavy Gauss Rifle
Damage .63 | 1.5 (cluster of 2, round up)
Ammo 7
Range 4/8/12 | 4/8/12
Crew 1E
Rating E/X-X-D-D
Cost 5,500
Specials: AM, LR
The Tsunami is an effective Draconis Combine anti-material gauss rifle. Reasonably serviceable as a sniping weapon, although its role in that regards is dwarfed by some of the newer weapons.
Variants:
Grand Mauler Gauss Canon- Actually a different (FedCom) weapon entirely but similar specifications. 3/7/11 range, -500 cost, +1 ammo.

Magshot Gauss Rifle
Damage .75 | 1.5 (cluster of 2, round up)
Ammo 7
Range 4/8/12 | 5/10/15
Crew 1E
Rating E/X-X-E-D
Cost 8,500
Specials: AM, LR, STAT-, MIN1
The Magshot is an anti-material rifle with a bit better ability to snipe lightly armored targets. Due to the cost compared to weapons like the Grand Mauler, the Magshot is only deployed with special forces units and MI6.

David Light Gauss Rifle
Damage 1 | 1 (cluster of 1)
Ammo 9
Range 5/10/15 | 5/10/15
Crew 1E
Rating E/X-X-E-D
Cost 6,000
Specials: AM, LR, STAT-
The David is based off of the FWL’s own light gauss rifle. The David inherits the long range of its ‘Mech-based cousin, and makes for a convincing threat for light Battle Armor as well as a good sniping weapon, but unfortunately it also inherits the Light Gauss Rifle’s lack of convincing armor penetration against heavy targets.

King David Light Gauss Rifle
Damage 1.25 | 2
Ammo 7
Range 6/11/16 | 6/11/16
Crew 2
Rating E/X-X-E-D
Cost 8,500
Specials: AM, LR, STAT
The King David makes up for the David’s lack of firepower with an improved recoil compensator system, better ammunition feeds, and an improved projectile design that allows more effective penetration. Unfortunately, the design requires a tripod with a dedicated gunner and cannot be used on the move.

Gungnir Heavy Support Gauss Rifle
Damage 1.25 | 3 (clusters of 3)
Ammo 6
Range 6/12/18 | 6/12/18
Crew 3
Rating E/X-X-F-E
Cost 15,000
Specials: AM, LR, STAT, BLK
Never one to be outdone in the size department, the Lyrans came slightly late to the party with the largest support-scale gauss rifle on the market. Its performance against armored vehicles is impressive, but it does struggle to hit anything smaller than a Scorpion Light Tank.

ENERGY
Semi-Portable Support Laser
Damage 1 | 2 (clusters of 2)
Ammo 8
Range 2/4/6 | 3/6/9
Crew 2
Rating D/C-D-C-C
Cost 5,000
Specials: STAT-
Compared to their ‘Mech-scale cousins, infantry-scale energy weapons tend to be powerful but extremely heavy and lacking in ammunition. The Semi-Portable version makes up for the deficiencies somewhat, at the cost of raw firepower. The Pulse version sometimes sees use as a high-tech alternative to the venerable Machine Gun.
Variants:
ER (Clan): 3/6/9 | 4/8/12 range, 1.25|3 (clusters of 3) damage, 6 Ammo, +5,000 C-Bills
Heavy (Clan): 1.5|4 (clusters of 4) damage, 4 Ammo, +1 crew, +15,000 C-Bills, +Special BLK
Pulse (clan):
Pulse (clan): 2/5/8 | 3/6/9 range, +7,500 C-Bills, +Special P

Support Laser
Damage 1.25 | 3
Ammo 6
Range 3/5/7 | 4/7/10
Crew 2
Rating D/B-C-D-C
Cost 10,000
Specials: STAT
Roughly equivalent to the Battlemech’s small laser, the Support Laser is bulky and not easily transported but packs an exceptional punch. The popular but expensive Heavy variant has raw power close to a medium, and the Ultra-Heavy as powerful, at the cost of accuracy.
Variants:
ER: 1.25 | 3 damage (IS), 1.5 | 4 damage (clan), 5 Ammo, 3/6/9|4/8/12 range, +1,250 cost
Pulse: 3/6/9 | 4/7/10 range, +6,000 cost, 5 Ammo, +Special P
Heavy: 1.5|4 damage (IS), 1.75|5 damage (clan), 5 Ammo, +30,000 cost, +Special BLK
ER Heavy: 1.5|4 damage (IS), 1.75|5 damage (clan), 4 ammo, +1 crew, 3/6/9|4/8/12 range, +70,000 cost, +Special BLK
Heavy Pulse: 3/6/9 | 4/7/10 range, 1.5|4 damage (IS), 1.75|5 damage (clan), 4 ammo, +1 crew, +50,000 cost, +Special BLK, P, B
Ultra-Heavy: 1.75|5 damage (IS), 2|7 damage (clan), 3 ammo, +1 crew, +90,000 cost, +Special BLK, +1 to-hit penalty

Hellbore Assault Laser
Damage .75 | 2
Ammo 7
Range 4/7/10 | 2/4/6
Crew 1E
Rating E/X-X-E-D
Cost 2,500
Specials: AM
The Hellbore is a Comstar twin-barreled anti-material laser that integrates Lostech, which allows the weapon to be roughly equivalent to the Semi-Portable laser while being cheaper and light enough to handle with one man. While effective against light targets like Elementals and Savannah Masters, the weapon is not particularly effective against either very heavy or very soft targets.

Dragonsbane Disposable Pulse Laser
Damage 2 | 4 (clusters of 2)
Ammo 1
Range 2/4/6 | 1/2/3
Crew 1
Rating E/X-X-D-F
Cost 5,000
Specials: AM, P, OS
The Draconis Combine developed the Dragonsbane as a quite short-ranged disposable vehicle killer, but it can perform little miracles on infantry too. The Dragonsbane is easily man-portable and can land a devastating burst of 15 pulses for its small size, at the cost of frying its internal optics and firing core. Against its likely targets, the the DCMS’s Dragonsbane rarely needs more than one shot.

Man-Portable Plasma Rifle
Damage 1.5 | 2 (clusters of 2)
Ammo 5
Range 3/6/9|2/4/6
Crew 1E
Rating E/X-X-D-C
Cost 7,500
Specials: AM, F
A Capellan invention, the Man-Portable Plasma Rifle was created due to concerns of conventional weapons possibly being ineffective against battle armor. In addition to being similarly capable against light armor as the Hellbore, its fiery payload proves to be an unpleasant surprise to PBI and Mechwarrior alike.

Man-Portable Flamer
Damage 1 | 1
Ammo 6
Range 0/1/2 | 0/1/2
Crew 1E
Rating C/A-A-A-A
Cost 100
Specials: F+
A simple, terrifying weapon that pre-dates the space age. The panic a foot-soldier feels when seeing a squad hauling man-portable flamethrowers 50 meters away is only exceeded by a hostile Battlemech at the same distance. Especially if that Battlemech is a Firestarter.

Heavy Flamer
Damage 2 | 2
Ammo 4
Range 1/2/3 | 1/2/3
Crew 2
Rating C/B-B-B-B
Cost 200
Specials: F+, Stat-
Similar to the man-portable version, the Heavy Flamer is closer to ‘Mech-grade specifications.

Semi-Portable Particle Cannon (M-PPC)
Damage .65 | 3
Ammo 5
Range 3/6/9 | 4/8/12
Crew 2
Rating E/D-E-D-C
Cost 7,000
Specials: AM, LR, STAT-
The semi-portable particle canon (Man-pack PPC) packs one of the hardest punches available as an infantry-scale weapon. It is not very popular among grunts due to its long recharge time and high energy consumption, which often means another squad member has to carry a spare power pack for the PPC gunner.

Support Particle Cannon
.85 | 5
Ammo 3
Range 3/6/9 | 5/10/15
Crew 5
Rating E/C-D-C-D
Cost 45,000
Specials: AM, LR, STAT, BLK
A wheeled, larger version of PPC, the devastating Support PPC rivals exaggerates all of the M-PPC’s strengths… and weaknesses.
Variants:
Snub-Nose: .85/.65/.4 | 5/3/2 damage, 5/7/8 | 8/10/11 range, -2 crew, +15,000 cost, -Special LR.
Anti-Air: 1.5 | 4 damage, +30,000 cost, +Special A, +Special B, -1 flak to-hit bonus

EXPLOSIVE

Light Anti-Vehicle Weapon (LAW)
Damage .33 | 3
Ammo 1
Range 2/4/6 | 2/4/6
Crew 1
Rating C/A-B-B-B
Cost 350
Specials: AM, BLK
An old, cheap and ubiquitous weapon that’s easy to acquire by garrisons. Professional front-line forces prefer multi-shot missile systems whenever they can get them, which is not as often as they’d like.

Very Light Anti-Vehicle Weapon (V-LAW)
Damage .25 | 2
Ammo 1
Range 1/2/3 | 1/2/3
Crew 1
Rating C/A-A-A-A
Cost 75
Specials: AM
The V-LAW is a lighter, cheaper, and weaker version of the LAW.

Light SRM Launcher
Damage .5 | 2
Ammo 6
Range 3/6/9 | 3/6/9
Crew 1
Rating C/C-C-D-C
Cost 1,500
Specials: AM
The light SRM launcher is a cut-down version of the SRM launcher, much more wieldy than other SRM types but without the raw firepower of the standard launcher. Note: Can use inferno rounds.
Variants:
Artemis IV: +2 bonus to cluster hits table, +2,000 cost
Artemis V: +3 bonus to cluster hits table, -1 bonus to hit, +8,500 cost
Streak: Doesn’t fire on a miss, hits with all launchers on a hit, +18,500 cost

Standard SRM Launcher
Damage 1 | 4 (clusters of 2)
Ammo 3
Range 3/6/9 | 3/6/9
Crew 1E
Rating C/C-C-D-C
Cost 1,500
Specials: AM, STAT-
More difficult to wield, the SRM launcher fires the exact same missiles that ‘mech-scale SRMs use. Note: Can use inferno rounds.
Variants:
Artemis IV: +2 bonus to cluster hits table, +2,000 cost
Artemis V: +3 bonus to cluster hits table, -1 bonus to hit, +8,500 cost
Streak: Doesn’t fire on a miss, connects with all launchers on a hit, +18,500 cost
Advanced: 4/8/12 | 4/8/12 Range, +1,500 cost
Advanced Artemis IV: 4/8/12 | 4/8/12 Range, +2 bonus to cluster hits table, +5,500 cost
Advanced Artemis V: 4/8/12 | 4/8/12 Range, +3 bonus to cluster hits table, -1 bonus to hit, +18,500 cost
Advanced Streak: 4/8/12 | 4/8/12 Range, Doesn’t fire on a miss, connects with all launchers on a hit, +38,500 cost

Heavy SRM Launcher
Damage 1.5 | 3 (clusters of 3)
Ammo 4
Range 4/8/12 | 4/8/12
Crew 1E
Rating C/C-C-D-C
Cost 3,000
Specials: AM, STAT-, BLK
An alternative version of the SRM that actually uses a heavier warhead with a significant increase in propellant and payload to increase damage and range. It’s not clear why this version was never scaled up for ‘mech-scale launchers, but it could simply be due to logistics issues. The Clans rarely use this launcher type and prefer the Advanced variants of SRM Standard launchers. Note: Can use infernos
Variants:
Artemis IV: +2 bonus to cluster hits table, +4,000 cost
Streak: Doesn’t fire on a miss, connects with all launchers on a hit, +37,000 cost

Corean Farshot LRM Launcher
Damage .5 | 1 (clusters of 5)
Ammo 7
Range (6)7/14/21 | (6) 7/14/21
Crew 1E
Rating D/X-X-D-D
Cost 2,000
Specials: AM, IDF, STAT-, BLK
Originally Built by the Free World League and based off the Long Range Missiles of ‘mech-scale weapons, the Corean Farshot provides infantry without field guns one of the longest reaches of any infantry-scale weapon. Unfortunately, that punch is also not all that potent. While less strict Clans have expressed interest in the weapon system, no Clan currently operates a LRM-style infantry weapon. The Republic of the sphere continued to produce enhanced, refined, and increasingly more expensive versions of the Corean Farshot, in small numbers, including a MANPAD version. Note: Can use semi-guided rounds.
Variants:
Artemis IV: +2 bonus to cluster hits table, +3,000 cost
Enhanced: Minimum Range reduced to (3), +2,000 cost
Enhanced Artemis IV: Minimum Range reduced to (3), +2 bonus to cluster hits table, +8,000 cost
Advanced: Minimum Range reduced to 0, +8,000 cost
Advanced Artemis IV: Minimum Range reduced to 0, +2 bonus to cluster hits table, +13,000 cost
Advanced Artemis V: Minimum Range reduced to 0, +3 bonus to cluster hits table, -1 bonus to hit, +23,000 cost
Advanced Streak: Minimum Range reduced to 0, doesn’t fire on miss, hits with all rounds on a hit (direct-fire only), +38,000 cost
Gremlin: +18,000 cost, +Special A, -2 to-hit bonus vs air, +1 to-hit penalty vs ground, -1 penalty on cluster hits table

MRM Launcher
Damage .5 | 1 (cluster of 5)
Ammo 12
Range 5/10/15 | 5/10/15
Crew 1E
Rating D/X-X-E-D
Cost 2,500
Specials: AM, STAT-, +1 to-hit penalty
Virtually a reloadable rocket launcher, the MRM doesn’t pack a huge punch but it does have a substantial range and a nearly inexhaustible supply of rockets to throw down range.
Variants:
Apollo: removes +1 to-hit penalty, adds -1 cluster roll penalty, +1,500 Cost

Mk.I Light Disposable AA Weapon
Damage .5 | 2 (cluster of 2)
Ammo 1
Range 4/8/12 | 4/8/12
Crew 1
Rating D/E-F-D-D
Cost 1,000
Specials: A, OS, -2 to-hit bonus vs Air, +5 to-hit malus vs Ground
The Mk.I is a light-weight, portable, disposable MANPAD brought back into prominence after the clan invasion. The Mk.I lacks endurance and power, and range for that matter, and so isn’t very effective against aerospace fighters, and only moderately effective against conventional fighters and VTOLs, and then usually only when flying low and slow. Fortunately for Mk.I gunners, the latter two are also the most frequent sight.
Variants:
Mk.IA: +1 hard attack, +1,000 cost
Mk.IB: +2 hard attack, +2,500 cost

Mk.II Man-Portable AA Weapon
Damage .5 | 4 (cluster of 4)
Ammo 4
Range 5/10/15 | 5/10/15
Crew 2
Rating D/E-F-D-D
Cost 3,500
Specials: A, -2 to-hit bonus vs Air, +5 to-hit malus vs Ground, STAT-
The Mk.II is heavier, reloadable, and much more effective for establishing an actual air defense network while still retaining some mobility, thus it’s frequently used by special forces units and anti-aircraft units Unlike the Mk.III, the Mk.II can be used on the move and can help contribute to a fluid anti-air net.
Variants:
Mk.IIA: +1 hard attack, +3,500 cost
Mk.IIB: +2 hard attack, +8,500 cost

Mk.III Heavy AA Weapon
Damage .5 | 6
Ammo 3
Range 6/12/18 | 6/12/18
Crew 4
Rating D/E-F-E-D
Cost 10,000
Specials: A, -2 to-hit bonus vs Air, +5 to-hit malus vs Ground, STAT
Packing an even heavier payload with a respectable reach, the Mk.III is a serious threat to Aerospace Fighters. However, it’s crew-intensive and needs to be completely stationary to actually use it, which makes it vulnerable in operation, including to other aircraft. The weapon is usually restricted to use in strategic locations behind the lines like garrisons and cities because of these disadvantages.
Mk.IIIA: +2 hard attack, +10,000 Cost
Mk.IIIB: +4 hard attack, +25,000 Cost.

Grenade Launcher
Damage 1.5 | .5
Ammo 10
Range 1/3/5 | 1/3/5
Crew 1
Rating C/A-B-B-A
Cost 465
Specials: CQC, IDF
A very common support weapon issued to infantry, the grenade launcher can fling explosives far further than an infantryman can throw them. Unlike most support weapons, the launchers are effective in urban combat. Due to the grenade’s parabolic trajectory, it’s even technically possible to fire and hit other infantry platoons safely through use of a spotter, though the short range hampers the effectiveness of this.
Variants:
Automatic: 3 | 1 damage, -5 ammo, +510 cost
Heavy: 2 | 1 damage, -2 ammo, 2/4/6 | 2/4/6 range, +1035 cost, +Special STAT-
Heavy Auto (Clan): 4 | 2 damage, -6 ammo, 2/4/6 | 2/4/6 range, +4035 cost, +Special STAT-

Light Mortar
Damage 2 | 1
Ammo 6
Range 5/10/15 | 5/10/15
Crew 2
Rating B/C-C-C-C
Cost 1,400
Specials: STAT, IDF, +3 to-hit modifier for direct fire
Even in the 31st century, Mortars are still by far the most common artillery weapons on the battlefield. Consisting of little more than an iron tube and firing pin, mortars are a cheap way to provide infantry squad-scale and platoon-scale formations with integrated artillery. The limitations, however, are many: Poor anti-tank performance, inability to fire on the move, and virtual inability to direct-fire shells plagues this simple but reliable weapon system. Note: Can use semi-guided ammunition.
Variants:
Heavy Mortar: 3 | 2 damage, 4 Ammo, 7/14/21 | 7/14/21 Range, Crew 3, +3,600 Cost, +Special BLK

Light Recoilless Rifle
Damage 1 | 2
Ammo 8
Range 2/5/8 | 2/5/8
Crew 1E
Rating C/A-A-A-A
Cost 300
Specials: STAT-, AM
Recoilless Rifles launch fin-stabilized rockets out one end while venting high-velocity gas out the other. Its effective range is short, but acceptable for its cost. The Light version can be carried and operated by a single soldier.

Medium Recoilless Rifle
Damage 1.5 | 3
Ammo 6
Range 3/6/9 | 3/6/9
Crew 2
Rating C/A-A-A-A
Cost 2,000
Specials: STAT-, AM
The Medium Recoilless Rifle boasts a significantly larger warhead and marginally improved range. While it can be fired by one person using a shoulder mount, the weapon requires a second person to reload the weapon.

Heavy Recoilless Rifle
Damage 2 | 4
Ammo 4
Range 4/7/10 | 4/7/10
Crew 3
Rating C/A-A-A-A
Cost 3,000
Specials: STAT, AM
The Heavy Recoilless Rifle has an even larger warhead and marginally improved range over the Medium. It’s usually used in garrisons or in defensive emplacements, since the weapon cannot be shoulder-fired and it’s impractical to fire on the move.

Wire-Guided Missile Launcher (WGML)
Damage 1 | 5
Ammo 3
Range 3/6/9 | (5)7/14/21
Crew 4
Rating C/E-F-F-E
Cost 20,000
Specials: STAT, AM, BLK, +1 to-hit penalty, *, **
Yet another ancient technology, the “sting-on-a-string” uses what might as well be a heavily-modified Thunderbolt-5 warhead on a wire. Since it’s optically guided using wires to its target, it doesn’t have to worry much about conventional ECM, but a string of limitations, including extreme vulnerability to AMS, results in the WGML being a rare sight.
*The Weapon suffers an additional +1 to-hit penalty for every water hex it must cross to hit a target
**Regardless of actual fire order, this weapon fires “last”: If the operator is destroyed before the turn ends, the WGML automatically misses.

SPECIAL

Oriente Weapon Works Magpulse Harpoon Gun
Damage .5 | 1
Ammo 3
Range 4/8/12 | 7/14/21
Crew 2
Rating E/X-X-F-E
Cost 12,000
Specials: AM, BLK, STAT, +1 to-hit penalty, *
An unusual weapon system. The Magpulse Harpoon gun uses a wire-guided missile missile to deliver an armor-piercing warhead equipped with a basic electronic warfare package instead of an explosive round, impairing the target’s targeting systems for a short time.
*Any vehicular unit (including battle armor, ProtoMechs, Combat Vehicles and BattleMechs) successfully struck by a shot from a MagPulse harpoon gun will suffer electronic interference sufficient enough to cause a –1 roll modifier for all Gunnery and Sensor Operations Skill Checks by its pilot for 1 turn. Neither effect nor duration stacks upon multiple MagPulse hits.

Man-Portable Target Acquisition Gear
Damage N/A
Ammo 6
Range 3/6/9 | 3/6/9
Crew 1E
Rating E/F-X-E-E
Cost 40,000
Specials: STAT-, functions as TAG
Not a weapon in its own right, the Man-Portable TAG is a spotting laser with accompanying electronics that allows an infantry squad to call in heavy ordnances like semi-guided LRMs and Arrow IVs. The TAG equipment is surprisingly energy hungry, and a TAG squad should consider bringing spare power packs if the fight is expected to be drawn out. The heavier support versio matches the ‘Mech-scale version in range, but is bipod-mounted and can’t be fired on the move.
Variants:
Support TAG: -3 ammo, 5/10/15 | 5/10/15 range, +1 crew, +10,000 Cost +Special BLK, +Special STAT
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