Infantry Option | Option Cost | Game Effect |
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Armory | 1 | At the start may select any weapon available for their experience level. |
Astech | 1 | (x2) Repairs from Infantry for Field Repairs to Armor. For each additional level purchased, increase the multiplier by one, for armor repairs. You may share these repair points with a number of pilots equal to the repair multiplier. |
Combat Engineer | 1 | Squad is trained in demolitions and may use (*) Satchel Charges. This option may be purchased more than once.
For each additional level purchased, increase the damage done to buildings by +1d6 per turn or reduce the target number for a successful attack against mechs by one. |
Firemen | 1 | Flamers have been equipped with a coolant and on a successful hit, each point of damage reduces a point of heat. |
Infantry TAG | 1 | The last trooper in the squad is armed with Infantry TAG {Range 3/6/9}. Discount this trooper for damage calculations to use the Infantry TAG. |
Jump Troopers | 1 | May use Jump Packs allowing for (3) hex jumps. |
Laser Spotter | 1 | -1 tn when using Rifles or Machine Guns. |
Night Fighting | 1 | Negate Darkness/Night Penalties. |
Scavangers | 1 | Improve the usefulness of Infantry on Raids and Salvage Operations.
For each additional level purchased, the infantry skills at such operations improve. |
Scouts | 1 | -1 Spotter Bonus for, Evasion, Base and Salvo Adjustment Rolls |
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Jack of Trades | 2 | Before the start of the mission, the squad may select a single one point specialty. |
Pathfinders | 2 | Squad has deployed ahead of the mercs and is hidden on the mission map. They may not deploy in the Op Force Setup Area. You may use them on all missions that are environmentally friendly to conventional units. |
Sneak Suits | 2 | Sneak Suits, provide +1 Def Modifier, reduce damage by one {minimum of one}, and improve Evasion rolls by 1 |
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Missile Specialist | 4 | Squad is -1 tn for attacks with missiles and does not need to draw from unit stores to use (**) specialty Ammo. |
Well Trained | 4 | Before the start of the mission, the squad may select a single two-point specialty, or may select two one-point specialties. |
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*) Satchel Charges
Leg Attacks ~ May conduct Anti Mech attacks against the legs of mechs.
per rules page 220, these attacks are made at a penalty of seven for a squad of (7).
Building demolitions ~ Infantry may spend a turn at a building to set Satchel Charges on a building. Satchel charges explode at a turn of the infantry players choosing.
When the Satchel charges go off, they inflict 3d6cp Damage to the building for each turn spent setting up the charges.
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**) specialty Ammo
Specialty SRM Ammo ~ Coolant (each damage reduces heat by one) and Incendiary (each damage increases heat by one)
Specialty LRM Ammo ~ Hawkeye (indirect fire) and Thunder (drops mines into a hex. Mines are one use, and inflict damage equal to damage of the LRM. May stack mines up to ten damage.)
This message was last edited by the GM at 21:36, Fri 20 Mar 2015.