IMPORTANT House Rule - Anti-Infantry Damage

Discussion in 'Rule Tips, Additions, & GM Tools' started by MagnusEffect, Apr 15, 2019.

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Under normal Alpha Strike rules, energy weapons do not deal reduced damage to infantry (as described in standard Classic BattleTech rules). Also under standard AS rules, machine guns and other traditionally anti-infantry weapons do not deal extra damage to unarmored infantry (again, as described in Classic BT). These house rules help to address that.

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    HOUSE RULE #1: Non-infantry and non-battle armor that attack infantry with standard ranged attacks have their damage reduced to 0*. If the attacking unit can deal AC, LRM, or SRM Special Ability damage, those totals may be added to their normal ranged attack. Alternate Munition rules still apply.

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    According to Classic Battletech rules these weapons deal extra "d6" damage (determined by dice roll) to unarmored infantry as follows:
    • Anti-Personnel Pod = 1d6
    • Light MG = 1d6
    • Micro Pulse Laser = 2d6
    • Standard MG = 2d6
    • Small Pulse Laser = 2d6
    • Heavy MG = 3d6
    • Flamer = 4d6
    • Heavy Flamer = 6d6

    HOUSE RULE #2: Units equipped with the above weapons gain the Special Ability "Anti-Infantry" (AI#). The # represents the amount of additional damage they can deal at *SHORT* range to unarmored infantry. AI weapon damage is as follows:
    • per Anti-Personnel Pod = +0*
    • per Light MG = +0*
    • per Micro Pulse Laser = +1
    • per Standard MG = +1
    • per Small Pulse Laser = +1
    • per Heavy MG = +1*
    • per Flamer = +2
    • per Heavy Flamer = +3
     
    Last edited: Jan 11, 2023
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