Editing Infantry

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While a support weapon might need to be reloaded (or recharged) with many individual [[Power Pack|military power packs]], or ammunition belts, often weighing about a tenth of the weapon itself, if not more. This is not considered in CBT play. There is no cap in CBT play for how many times this type weapon can be fired (unless the weapon is specifically one shot), as long as the crew follows the proper movement rules for the weapon (usually meaning they can't move and shoot it in the same turn), and have the crew to fire it, they can fire it.
 
While a support weapon might need to be reloaded (or recharged) with many individual [[Power Pack|military power packs]], or ammunition belts, often weighing about a tenth of the weapon itself, if not more. This is not considered in CBT play. There is no cap in CBT play for how many times this type weapon can be fired (unless the weapon is specifically one shot), as long as the crew follows the proper movement rules for the weapon (usually meaning they can't move and shoot it in the same turn), and have the crew to fire it, they can fire it.
  
Due to the way infantry damage works formulaically, an infantry squad in CBT at minimum will deal one point of damage to all targets, assuming they hit, as long as the weapon can deal "penetrating damage" (which basically means it shoots something intended to kill you). This can imply that a squad with nothing more than an [[Axe]] as a weapon can deal what can be considered major damage to a (probably light) 'Mech, even if only a single man remains to carry out the attack.<ref name=ATOWCp168171 /> This of course precludes anti-'Mech swarm and leg attack tactics.
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Due to the way infantry damage works formulaically, an infantry squad in CBT at minimum will deal one point of damage to all targets, assuming they hit, as long as the weapon can deal "penetrating damage" (which basically means it shoots something intended to kill you). This can imply that a squad with nothing more than an [[Axe]] as a weapon can deal what can be considered major damage to a (probably light) 'Mech, even if only a single man remains to carry out the attack.<ref name=ATOWCp168171 /> This of course precludes Anti-Mech swarm and leg attack tactics.
  
 
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>

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