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Editing Infantry

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=== Foot Infantry ===
 
=== Foot Infantry ===
The cheapest and easiest to maintain, foot infantry are able to cross a wide variety of terrain features, although the lack of any transportation beyond their own legs limits their speed and range of movement. Their most common assignments include static defense, population control, garrison duty and counterinsurgency operations. In addition to their small arms, foot infantry also carry support weapons, though they are limited in how many and what type they may carry.<ref name="TWp23"/><ref name="TMp145"/><ref name="TMp275"/>
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The cheapest and easiest to maintain, foot infantry are able to cross a wide variety of terrain features, although the lack of any transportation beyond their own legs limits their speed and range of movement. Their most common assignments include static defense, population control, garrison duty and counterinsurgency operations. In addition to their small arms, foot infantry also carry support weapons, though they are limited in how many and what type they may carry.<ref name="TWp23"/><ref name="TMp145"/><ref name="TMp275"/>
  
 
=== Motorized Infantry ===
 
=== Motorized Infantry ===
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Nonlethal weapons (called Non-Penetrating Weapons) can be used, and for CBT play these weapons affect infantry normally in terms of damage, including the fact that the infantry is considered "killed". This is likely due to the fact that needler weapons are categorized in this area as well, instead of their own area. They will not be able to affect armor however.<ref>''A Time of War Companion'', p. 171: "Total Warfare Infantry Special Features Table</ref> Strangely, even if a platoon is wiped out by nonlethal weaponry, there's still a not insignificant chance that the infantry will end up "dead" when triaged by a medical team. "Normal" weaponry needs a post-battle check of 7 or greater per infantryman to have them survive the damage, regardless of the source. In the event of "nonlethal" weapons, the target roll is 5. If that roll fails, the man is considered to be "dead", even though they took the hit by a nonlethal weapon. Proper, fully staffed medical teams and [[Paramedics]] can bring that target number down though.<Ref>''Strategic Operations'', p. 176: "Mostly Dead vs. Truly Dead"</ref>
 
Nonlethal weapons (called Non-Penetrating Weapons) can be used, and for CBT play these weapons affect infantry normally in terms of damage, including the fact that the infantry is considered "killed". This is likely due to the fact that needler weapons are categorized in this area as well, instead of their own area. They will not be able to affect armor however.<ref>''A Time of War Companion'', p. 171: "Total Warfare Infantry Special Features Table</ref> Strangely, even if a platoon is wiped out by nonlethal weaponry, there's still a not insignificant chance that the infantry will end up "dead" when triaged by a medical team. "Normal" weaponry needs a post-battle check of 7 or greater per infantryman to have them survive the damage, regardless of the source. In the event of "nonlethal" weapons, the target roll is 5. If that roll fails, the man is considered to be "dead", even though they took the hit by a nonlethal weapon. Proper, fully staffed medical teams and [[Paramedics]] can bring that target number down though.<Ref>''Strategic Operations'', p. 176: "Mostly Dead vs. Truly Dead"</ref>
  
As mentioned above, for simplicity, "Motorized" and Mechanized" infantry with their own integrated transport are abstracted into their base motive type to represent the idea that they are actually riding in very small vehicles. To make matters even more confusing, Foot Infantry may ''also'' be transported in actual combat and support vehicles that have an appropriately-sized infantry bay. From an operational standpoint, this latter type of mounted foot infantry are the ones that would truly be considered Motorized or Mechanized infantry in the real world. It is therefore unclear why the line developers deemed that the aforementioned abstracted versions of Motorized and Mechanized infantry were also necessary. It may be that these abstracted infantry types are simply a holdover from earlier editions of Battletech (and [[CityTech]]), and that the developers were unwilling to eliminate these types when the rules for infantry were eventually updated in later versions of the game.
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As mentioned above, for simplicity, infantry with their own transport are abstracted into their base motive type, even though it would likely be probable for infantry units to be attached to small [[Support Vehicles]].
  
 
The best way to take out infantry is usually with another infantry squad, or battle armor, especially if they've dug into hard cover, like a city in which they are defending.
 
The best way to take out infantry is usually with another infantry squad, or battle armor, especially if they've dug into hard cover, like a city in which they are defending.

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