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Subject: Infantry rules for mekatac rss

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Yuber Okami
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South Carolina
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I have been thinking for quite some time about adding infantry and conventional vehicles to this game. In order to make it simple, i designed the following template for infantry platoons:

Infantry platoon: counts as a size 1 mech, with 10 hit points, +1 initiative and only two movement points.

Weapons: infantry platoons have two attack modes: heavy weapons (Damage 1D6, range 8 squares, ammo 3) and small arms (Damage 1D3, range 4). Infantry can use both attack modes unless reduced to 5 or less hit points, in which case they can only use one of those attacks per turn (player's choice).

Special rules:

- Infantry platoons can always use the Cammo Netting special rule (they are easy to conceal)

- Any attacks against an infantry platoon are at -1 to hit due to their "scattered" nature. Put any other modifiers as usual.

Any ideas for conventional vehicles, air support and the like?
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Lloyd Krassner
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Awesome!!!
 
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Allen Hayden
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Haven't worked too much with it, but there might be some useful ideas:

http://home.dejazzd.com/broadsword/Giant_Stompy_Robots/GSR_D...

 
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Yuber Okami
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Read them a few days after writing mine. They are good, just have a different focus. I wrote mine with the idea of keeping the game simple, so only one type of infantry was there, and i tried to use as many of the original rules as possible.

BTW, tried the rules for the first time. You can check a small battle report here:

http://huestesdearcana.blogspot.com/2012/02/alboran-encounte...
 
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