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BattleTechnology
The Magazine of Combat in the 31° CenturyBattle Technology
The Magazine of Combat in the 31st Century
Target in on the Future ...
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MAIL TO: BattleTechnology, Post Office Box 23651, Oakland, CA 94623.BattleTechnology .......
The Magazine of Combat in the 31** Century
Eaitor: Wiliam A. Keith, Je
[ssociate Eator: Nina Baton
‘An Director: Nea Barton
Editorial Oices:
BatteTechnology
P.0, Box 3527"
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‘ulation of Pact Rim Publening Company.
Printed in the USA. Copyright 1988 Pactic Rim
Publishing Company. Alighs serve.
‘Gover: Wit H. Keith dr
‘Artin this eo
Pages 90,31, 45, and 49 by Cit Thome
Al thor artwork by Wiliam H, Keith J
Taian H Keith, Je
"The FAN Ke and "The Soldiers Lite"
by Thomas S
"Pease Planet and Salvage on Baxter IV
by Lee B. Banton
“Glattater by Dale L Kemper
‘ther wring by War H. Keith, J
[About the Cover
This issue's cover shows a cic moment
inarecantheroSpace Rotter dogtight over bo
‘Steiner word of Wyatl Lieutenant ‘Kensie
‘Shanoyle, oft 10" Sky angers Aerospace
Divi, manawvors is Corsa to old an
‘tacking "slayer, pllted by Major Dm
Pawolocki Mark 4" Dison of tho Detendors
fof Andaren, Deals ofthis encounter may be
{ound in Tho Fit Kiton page 28 ots ssu0.
February 3028
Contents
Tharkad On Guard
Karl Dalradier
BattleMech Weapons:
Crisis of Range and Accuracy... sesnsnnnnnnsne BD
Precentor Janos Abu Hassan
The Fifth Kill nv
Captain Kensie Shaneyfelt
a told to Gregson DuVall
Pleasure Planet.
C. Randolph Fairfax
DEPARTMENTS
BattleTechnology News Service 4
Worldbook
Wheel 5
BattleGear—Sidearms
Assault Rifles 8
MechTac—BattleTips
Decompression 12
BattleMechanics—
Technical Readout
Gladiator, GLO-3R, 42
BATTLETECH SIMULATOR
Ranged Combat: Maximum Range 44
Ranged Combat: Rifle Update 50
BattleMech Combat in Vacuum 51
(On the Shores of a Sea on Gordo 54
Kill Zone Over Wyatt 56
Salvage on Baxter IV 58
More Than Warriors—
The Soldier's Life facing 60
words by Thomas S. Gress
to the tune of "Botany Bay’OPENING SHOTS
We want YOU for BattleTechnology... Again.
In ast issue's editorial, | outlined the various columns and departments that are featured in
BattleTechnology Magazine and stressed that, as a new magazine, we are actively soliciting
contributions from BattieTech enthusiasts across the Inner Sphere.
BatleTechnology’s departments and sub-departments constitute only one of three basic
Givisions in the magazine. The second part ofthis triad consists ofthe feature articles.
Every issue of BatleTechnology will have two or more feature articles which are presented
to show some aspect of life and combat in the S1* Century. These can range from “I Was
There'—type stores describing combat or other experiences (see: Drop nto Hell: Combat Drop
‘on Scheat V, Issue 0101) to political articles (What is Hanse Up To?, Issue 0101; Black Luthien,
issue 0102) to travelogues and commentaries (Pleasure Planet, in this issue). The purpose of
these articles is parly to inform, and partly to help create and elaborate on the flavor ofthe rich
and interesting background of the Battle Tech universe.
‘Writers who would ke to submit feature articles to Batle Technology are certainly encouraged
to do so. Keep in mind, however, that all of our material must be approved by FASA before we
can print it. Only histories, politics, worlds, and notions which can fit comfortably into the
BattloTech universe—as revealed in the various FASA BattleTech games and modules—can
be accepted. No How the Evil Hanse Davion Alien BattleMechs Conquered the Universestories,
pleasel Ifit doesn fit in the familar BattieTech universe, we can't take it, however... er.
entertaining it may be! Writers are encouraged to consult the various House Books from FASA,
As ofthis printing, two are available now, House Steiner, and House Kurta. Each is loaded with
material which could generate endless’ scenarios, articles, and stories, and there are more
House Books to come.
“The third par ofthe BattleTechnology triad is the Simulator Section. This s the one partof the
magazine where writers can—at least party—step outside the BattleTech universe and write
Gireclly to BatleTech gamers. BattleTech and the various BattleTech products are presented
as combat simulation eysteme (which they are) used to sharpen the skills of MechWarriors
(which they do). Each issue will present one or more scenarios, written in exactly the same style
and withthe same layout as scenarios in the various Battle Tech modules—The Black Widow,
The Grey Death Legion, and others. Where possible, these willbe linked to stories or articles
in that issue of the magazine. In this issue, for example, the Simulator Section includes an
‘AeroTech scenario which recreates the tactical situation described in the shor story Fifth Kil,
and a BattleTech scenario which recreates the action on the moon Gordo described in the
BatleTips column, Writers are welcome to submit scenarios to go with their story and article
submissions if they wish. Independent battle scenarios are welcome as well
“The Simulator Section is also where we present rules variants for BatleTech. These are
designed to extend the realism of the game (such as the rules for combat at extended ranges
in this and the last issues of the magazine), and to extend the scope ofthe game (as with the
rules variant inthis issue for combat in a vacuum environment)
‘Again, these rules must be approved by FASA as well as by Battle Technology Magazine—
and that means that they cannot rewrite Battle Tech or its companion games. Again, new rules
mustfitcomforiably into the current FASA universe. Nolaser-guided homing missiles with fubion
watheads, thank you! Each set of new rules variants should be a logical extension of rules
already published by FASA, and not constitute new rules which replace the ol.
So, ifyou think you might like to share inthe shaping of the 31% Century, getout your Battle Tech
rules, your word processor Mechs, and yourneurohelmets, and put something together you think
we and other BattloTech fans might lke to see. Writers guidelines are now (finally!) Becoming
available. We'll be happy to send them to you in exchange for a stamped, sel addressed
Unf fep
Well ook forward to hearing trom you!
—30273—FOR THE
MECLFIFORO
Join THE MECHFoORCE AND BECOME
AN OFFICIAL MecHWarrior!
For Just $15.95 LOOK AT ALL YOU GET
+ An Official BattleTech hat emblazoned with the House Patch of your choice!
+ A House patch to sew on your jacket or shirt!
+ A full-color BattleTech Poster!
+ An Official MechForce ILD, Card showing that you are an official Mech Warrior!}
Four big issues of the MechForce newsletter, loaded with exciting inside informa-
tion about the House leaders, as well as front-line reports from their military units!
+ Be a registered MechWarrior and have yourself rated against other players!
+ Plus Special rates on exclusive BattleTech merchandi
FASA Corpo
Box 6930
Chicago, IL 60680Journalist's Death Questioned: Heart Attack or Murder?
Dateline: New Avalon—BatleTechnology corespondent Harrison Coulter has called fora formal investigation into the death of correspondent Tomio Ochibs, calling
the officially stated cause of death (a hear attack) highly suspicious.
“Tommy Ochiba and I were friends fora long time,” Coulter told the etrial staf of BatleTechnology, “He did't smoke drink, or take recreational drugs. He was
a consummate martial anst and a top-flight gra-ball player. There's no way Ican believe tha this “heart aack’ is atebutabe to natural cases
‘Coulter went on to say that it was Ochiba's interest nthe marti ars which sparked his curiosity about the Nekekami in the fit place.
“He'd read about the ninja of Old Earths feudal Japan and figured that they must have survived in one frm or another. That's why he asked fra transfer wo the ofies
‘on Luthien. Where else would you expect to find the descendants of an ancient Japanese cult of spies and assassins, but inthe Draconis Combine?”
‘Coulter concluded his statement by saying,“If we permit this kind of thingto gon, no correspondent will be safe. We must take immediate eton to determine the real
cause of Tommy Ochib’s death and bring those who murdered him to justice.”
‘The staf of the BatleTechnology office on Luthien were unable to reach anyone inthe Kurta goverment for comment on Couler's statements
BattleForce Command College Graduates Honored
Dateline: New Avalon—New Avalon stitute honors tp military scence
trad, Profesor-General Sam Lewis of the New Avalon Institue of Science
nnouncedthe graduation ofhistwo prize students from the BatleForce Com-
mand College. The Graduation exercise, conducted under simulated bate
field conditions, was a classic clash of virally equal forces over standard
terrain which tested the fundamental theories of Uren Kurita and the works
of Alexander Kerenshy.
Major Myers was awarded victory with his use ofa Kerensky Wedge over
Major Harding, who employed nearly successful variation of Urzen
Kurt's Block and Sweep techni,
‘The Federated Suns feel both proud and safe knowing that acticians of
Harding's and Myer's prowess safeguard our borders, expertly trained by
instructors like Professor Lewis,
‘Right: Professor- General Sam Lewis (enter) flanked by two graduates of the
BatleForce Command College on New Avalon—Maj. Owen Harding (let)
and Ma}. Timothy Myers
Kurita and Steiner forces settle for draw at GenCon
Dateline: GenCon, Solaris—Afer four arduous days of combat, the sole
surviving MechWarrios joined battle ina conflict which would determine the
final victorin FASA’s BatleTech tournament. This tournament, eld yearly at
‘GenCon as part ofthe Solaris Games. pits the best Mect Warriors ofthe Inner
Sphere agunst one another inthe ultimate test of skill, tates, and courage
The batle orders forthe match were clear and simple. "Lt. Randazzo. You
‘reordered to take your lance into sector 9876, Eliminate all Kurita fores no
Tater than 1600 hours.”
Lt, Cames had similar orders. “Secure area 9476 at al costs. Control must,
‘beesablshed no ater than 1600 hous. don’t want single Steiner Mech left
alive”
‘An operational nuclear power plant was the goal for both partis in this
simulation.
"Much othe constemation of both Kurita and Steiner forces at 1603 hours
the reactor core began to melt down, requiring bot sides to flee the objective
sree, Lt. Chris Randazzo nd Lt, Shawn Cames were forcedtobrek off combat
fd board their Dropships. The contest was declared ate,
Right: Lt, Chris Randa2z0 (eft) and Lt, Shawn Cames—vietrious lance
commanders at FASA's BatleTech tournament at GenCon. Lieutenants
Randazzo and Cares ted for Fist Place.
4 BattleTechnology February 3028by William H. Keith, Jr.
STELLAR DATA
Catalog #NSC D 4-963-873
Star: Valois
Type: KO; Mass: .78 Sol; Luminosity: 40 So
‘Radius: 85 Sol
SYSTEM DATA
Planetary System: 2 major bodies, 3 asteroid
belis
PLANETARY DATA
Planet I: NSC D 4-983-8734|; Valdis |
Common Name: Rock
‘Mean Orbital Radius: 45 a.
Orbital Eccentricity: 008
Period: 124d 18h 8545
Mass: 571 Earth
Equatorial Diameter: 9694.56 km. (.76 Earth)
Radius: 4847.28 km
‘Mean Planetary Density: 7.1721 gicm? (1.3
Earth)
‘Mean Surtace Gravity: 288 G
Escape Velocity: 10.98 kps
Rotational period: 30h 18 m25.4 5
‘Axial Inination: 1° 124"
‘Atmosphere: Slight traces of inert gases: Neon,
‘Argon, others.
Temperature Range: 150° C (equator, mid
afternoon) to -50° C (midnight)
‘Mean Distance to JumpPoint 3.5 a.
Planet Ii: NSC D 4-983-873-I; Valais I
‘Common Name: Giant, Hard Place
Mean Orbital Rais: 5.3 .u
Orbital Eccentricty:.019
Period: 13.8 years
‘Mean Distance to JumpPoint: 6.4 a.u
Other Bodies:
Asteroid Valdis 2392-11873-29 Prime
‘Common name: Rikerstike
‘Mean Orbital Radius: 2.1 ..
Orbital Eccentricity: 0.28
Period: 3.45 year
‘Mean Distance fo JumpPoint: 4.1 a.u.
Valdis |: Subsurface mining, port, and local
‘administrative center at Port Red. Titanium
processing and storage facies at Metals o the
Earth Station Red Alpha and Red Beta,
Aikerstrke (Largest asteroid of Mid-Bolt:
Mining center, port faciltes, stores depot, and
‘miners’ recreational facies at Joyport and
Rikerstown.
February 3028
WHEEL
A Star League Miracle
on the Draconian Border
Valdis 1! (orbital facility): Gas. mining
operation, ice mines, water processing and
hydrocarbon extraction plants at Valdis ll Or-
bital
Zenith JumpPoint:JumpPoint recharging sta:
tion, trade center, recreational facilites, system
‘administrative complex, corporate headquar-
ters, ComStar Class B facity: Whee!
PEOPLE:
Population: 2,400; Ethnic Groups: Diverse,
Languages: League Anglic (80%), Japanese
(60%); Religions: Buddhist: (15%), Neo-Bud.
‘hist (24%); Protestant Christian Sects (25%)
Universal Catholic Church (1634); Church of
Blake (15%); Suk Requiem Belief (57)
GOVERNMENT:
Allegiance: Fief of the Draconis Combine
Government: Representative council under
Draconis Governor; Head of Governmer
Colonel Isoru Yamashita, Administrative Gover-
ECONOMY:
Natural Resources: Ores: Especially: nickle,
iron, chromium, irgium, titanium, various
radioactives; Processed/Manufacturod
Goods: None; Arable Land: None; Labor
Force: Resource Extraction: 89.99%) Service:
912%, Administration: 18%
‘Merchant Fleet: JumpShios: None; Freighter:
4 (Highline Starvanspon), Shuttles: numerous:
‘Systom Jump Point: Distance: &23E8 km
{from Valdis), 6.13€8km from Rikersrke; Travel
Time (typical, from Whee)):3- 4 days.
‘ARMED FORCES:
‘Aerospace Forces: Orbital Facies: 1 (Valdis
Il Orbital); Deep Space Facilities: 1 (Whee!)
JumpShips: 0, BropShips: 6, AeroSpace Fight-
‘rs: 12, Heavy Warships: 0. Ground Forces:
Wheel Guard: Battalon-sized paramiltary mil:
tia, Various branches include’ Defense Mia,
Mine Securty, Poice, and Belt Patro. Warrior
Training Facilities: None; Hiring Data: CIO
Approach to Wheel: Suspended at the JumpPoint over halt a billion
kilometers from the local sun, Wheels the government and administration
center for this important mining center. At far left in the distance is the
station's solar sail. Living and work areas are located in Wheel's rim.
DropShip docking facilities are located along the spine to the right.
BattleTechnology = 5‘THE SYSTEM
‘The Valdis Systemliesin the Rasalhague
Military District close to the Draconis
Combines border with the Lyran Common-
wealth. Near neighbors include Hyperion,
Skandia, the Steiner worlds of Suk Il and
Rastaban, and the bitterly contested
‘Shaula System.
Early records concerning the Valdis
System are fragmentary. Itis believed that
independent asteroid miners first began
exploitation of the Valdis Belts prior to the
24" Century. Certainly, there was a perma-
rently manned base on the large asteroid
known locally as Rikerstrike by 2403, and a
‘consortium of Terran-based deep-space
‘exploration and development corporations
had begun construction of a zenith point
recharging station by 2450.
Today, the Valdis System continues tobe
an important mining center and is owned
outright—at least on paper—by the well
known mining corporation Metals of the
Earth. Actual control is vested with the mil
tary, however, both because of the
system's vulnerability to Lyran sneak raids
and because of the strategic importance of
the ores found there.
PLANETOLOGY:
‘The Valdis System consists of two major
bodies, plus multiple asteroid belts. The
inner world, officially Valdis | but known
locally simply as "Rock,"is abarren, airless,
waterless world where temperatures vary
between 150°C. in the afternoon to -50° C.
al night
Valdis Il, known locally as “Giant” or,
humorously, "The Hard Place,” isa superjo-
vian gas giant with a diameter some five
times that of Sol V (Jupiter). Valdis 1! is
Credited by planetologists with the current
form of the Valais System. ts massive grav-
itational field disrupted early planetary for
mation, a disruption which prevented the
creation of man-habitable worlds butleftthe
Valais Belts instead,
The Valdis Belts are the source of most of
the system’s riches. Iron and nickle are the
principal products, of course, but large
quantities. of chromium, cobalt, magne-
sium, gold, platinum, iridium, silver, tin,
tungsten, and copper are also mined here.
Rikerstrike, the largest of the Valdean
Beltworids, is located in the Mid-Belt and is
stil the site of the system's principal sette-
ment outside of Wheel tse.
Valdis I—Rock—is the site of an impor-
tant mining facility. Titanium and silicon are
the principal resources taken here. Port
Red is the base—largely underground—
where the titanium is processed and refined
6 _ BattleTechnology
Red Beta Mining
Facilities on Rock
Inthe photo at right @
Kurita "Shadow “Hawk
patrols the perimeter of
the Metals ofthe Earth
mining base known 3s
Red Bela. The mine
heads and ore storage
‘areas have been the
scenes of numerous
raids and sharp Battle:
Mech skirmishes. Some
of the facliy’s bauxite
storage domes can be
seen in the distance,
by day under large solar mirrors, then stock-
piled for shipment to Wheel,
‘Other important resource points in the
system are Giant's moons, rings, and trojan
points. Giant's moons and rings are the
principal sources of water for the various
human settlements and facilities, as well as
the chief source of hydrogen for Wheel's
station-keeping thrusters,
WHEEL,
The principal center of human activity in
the Valdis System is, paradoxically, no-
where near the various woridlets and aster-
olds in the system's planetary plane but at
the star's Zenith JumpPoint. Wheel began
as a system recharge station, a permanent
deep space facility at the system's Jump-
Point, with fusion reactors and a large
energy collection sail to recharge the
Kearny-Fuchida drives of in-system Jump-
Ships. Because of the inhospitalty of the
Various worlds of the system, and because
of the relative local abundance of raw mate-
rials, the Zenith station grew to become the
principal habitation center for the system,
providing homes, recreation, and services
for the miners and corporate executives
assigned there.
Design: Wheel takes its name from its
design—a vast wheelwith a diameter of 460,
meters, rotating once every 1.97 minutes to
provide arificial gravity in the wheel's rim.
"Down" is “out,” while “up" isin the direction
of the wheel's hub no matter where on the
rim you are. Centrifugal force generated by
the whee'’s rotation creates one standard
gravity,
All of Whee''s living quarters and offices
are located in the rim, as are most of the
recreational faclities. Rim capsules provide
the chief means of transport here. These
are sealed, 25-seat passenger capsules
riding tracks along the rim’s edge. Like
‘monorails or tubetrains on or under plane-
tary surfaces, these serve to carry Wheel's
inhabitants at high speed from point to point
along the rim.
Whee!'s rim is connected to the hub by
two spokes, each containing ladders and
pods identicalto the Rim capsules save that
they cross Wheel by travelling the faciliy's
diameter instead ofits circumference. The
spokes are attached to Whee''s Hub Spin
Module which rotates independently of the
rest of the hub. As in all such rotational
facilities, weightless conditions prevail
within the hub.
‘The docking bays include both true bays
which open to admit shuttles, then close,
allowing the bay to be pressurized and the
crews to debark in atmosphere, and also a
long docking spine to which DropShips can
be locked. JumpShips can be mooredtothe
docking spine, but because oftheir size and
relatively ragile design, they generally are
connected only by the power cables which
feed power from the station generators to
the ship's storage calls,
Station Keepers: Like all JumpPoint re-
charging stations, Wheel does nat orbit the
local sun but must rely on station-keeping
thrusters to maintain its position in the sys-
in Wheel's case, §23 milion kilome-
ters “above” the north pole of Valdis.
Wheel's station keepers transform hydro-
gen into high-temperature plasma and
‘expel it at relativistic speeds by way of a
plasma linear accelerator (PLA) which
forms the spine of the lower hub. The accel
eration is very small—less than 01 G—but
itis sufficient to counteract the gravitational
attraction of the Valdean sun ata distance
of over 3.5 au
‘Aboard Wheel, the hub is in zero-G, or,
more properly, micro-G. The facility's sta-
tion-keeping thrust provides a small but
measurable acceleration which mimics
February 3028‘gravity, with “down” in the direction of the
energy sails and the Valdean sun, and "up"
towards the station docking bays. Inthe im,
of course, the far greater effects of the
centrifugally-generated artificial gravity
overwhelm the effects of the station-keep-
ing acceleration, which is not felt at all.
GENERAL NOTES:
‘The Valdis System has been fought over
many times in past centuries, and itis likely
that twill continue to be acenter of struggle
in the ongoing contest between House
Kurita and House Steiner. Wheelwas taken
from Steiner some 75 years ago, and the
system is stil regarded by Commonwealth
strategists as occupied territory.
While Steiner forces have repeatedly
raided the Valdis system, however, they
have been careful to stay well clear of
Wheel itself. Wheel is quite literally irre
placeable, since many of the techniques
‘employed in its construction have been lost.
during centuries of continual warfare. Major
damage tothe station-keeping thrusters, for
‘example, or to the massive fusion drive
which powers them, would result in disaster
as the Wheel slowiy—but inexorably—ell
into the system's sun
‘A second consideration is the presence
of a ComStar class B hyperpulse generator
‘on Wheel. Neither House Steiner or House
Kurita would wish to instigate a battle which
‘could result in the destruction of a ComStar
facilty—with the attendant threat of Com-
Star imposing punitive measures on the
combatants.
February 3028
As a result, Whee! itself has achieved
something of a neutral status. Free traders
land merchant ships have called freely at
Wheel for many years. Under the shelter of
a general unwritien and unspoken agree-
‘ment, even Lyran Commonwealth nation-
als have visited Wheeland freely conducted
their business there—usually trading
agreementswith Kuritamerchantfirms—al-
though Steiner warships know better than
to test this de facto neutrality. Because of
this, Whee! has become a port similar to if
not as active as, the Lyran Port Moseby.
Like Port Moseby, Wheel provides both an
avenue for Kurita merchants who seek
‘goods from beyond the borders of the
Combine andan outlet for those of their own
products which interest visiting Lyran trad-
cers. Local Kurita government representa-
tives seek, with varying levels of success, to
limit the exposure of Kurita nationals with
“foreigners” to encounters with high-rank-
ing officers and trade representatives,
‘Other targets in the Vaidis System are fair
game, however. Numerous raids have
been staged against titanium storage yards
fon the surface of Valdis | by DropShips
‘making high-G runs from the Valdean Nadir
JumpPoint.
BattleMech operations on the surface of
Valdis | are particularly dificult. Mech
combat in low-G vacuum environments is
markedly different from operations on more
Earthlike worlds and is both extremely dif
cult and extremely dangerous (see: Battle-
‘Mech Combat in Vacuum on page 51).
Operations on Valdis | must be timed to
BattleMechs on Rock: Combat inthis air
less, hostile environment presents raiders
and defenders alike with unique problems.
coincide with the approximately 4-hour-
long periods at dawn and dusk when the
surface is neither too hot nor too cold for
‘Mech systems.
In August, 3027, a Lyran Commonwealth
raiding force consisting of two Union-class
DropShips broke out of JumpSpace at the
Nadir JumpPoint and commenced ahigh-G
run towards Valdis |. Brushing past local
defenses, the DropShips grounded on a
broad lava plain five kilometers east of Port
Red approximately one hour past local
sunrise, One company of mercenary Battle
Mechs—their identity has been withheld
thus far for security reasons—disembarked
and advanced on the facility.
They were met by four Kurita “Mechs
standing sentry-go at the facili. The de-
fenders put up a spirited defense, so spir-
ited, in fact, that the attack was delayed for
almost two hours, as the rising sun became
dangerously hot. Space-sulted infantry
elements were abie to secure a small quan
tity of aluminum ingots and store it aboard
‘one of the DropShips. With Kurita reinforce:
ments approaching, the raiders re-em-
barked and escaped, leaving one of their
number—his ‘Mech damaged—behind as
prisoner. It was suggested that the
operation would have been completely
successful if the attackers had had more
time. However, the rising temperature on
the planet's surface precluded further
operations and forced their retreat.
‘One of the Steiner DropShips was badly
damaged by local militia fighters during the
run back to the Nadir Point.
Currently, rumors abound on Rastaban,
Biota, and other Steiner worlds near Wheel,
rumors of a forthcoming major Steiner of
fensive which will include Wheel in its
sweep. Certainly, House Steiner inteli
‘gence services have been particularly inter.
ested lately in this valuable and guarded
world on the frontier of Kurita space.
Perhaps the Commonwealth high com-
‘mand is planning a return to Wheel in the
very near future. Only time wil tll.
ABOUT WORLDBOOK
Worldbook is a BatleTechnology feature
awn trom the computer files of The Navigator's
Guide 10 the Inner Sphere, the 32-volume com
pendium of explored worids published by Com.
Star Press Interstellar, Terra. Wheel was frst
printed in Volume 6, Cis-Antares Sector, and is
lused here by permission ofthe publisher.
BattleTechnology 7BattleGear
by the BattleTechnology Staff
Rifles have been the basic infantry arm since the 19° Century. If
tone includes the smoothbore muskets of previous centuries under
the generic term ‘rife,” this weapon has been an important part of
infantry arsenals for at least 1500 years. The word rifle, of course,
was originally coined to decribe a particular type of firearm, one with
spiral grooves or “rifles” cut into the barrel ining to give the bullet a
stabilzing spin, improving accuracy and range. Smoothbore weap-
‘ons—whether the muskets of ancient days or the shotguns, needle
uns, or the auto-stablized gyrojet ‘rifles” of today—are not, prop-
erly speaking, true rifles. Nonetheless, the term has come 10
represent a broad class of weapon which has been the infantry’s
Principal combat weapon since the middle of the Second Millenium.
In the mid-20" century, military rifles took a new and unexpected
direction in their development, one which reflected the rapid pace of
technological change and innovation in those days. The ‘assault
rifle" came to represent the epitome of personal infantry combat
weapons, aweapon capable of semi-or full-automatic ire, providing
(great accuracy overlong ranges. The full-auto capability gave these
Tiles the advantages of submachine guns in providing fire suppres-
‘sion and covering fire; their size and the power of the rounds gave
them accuracy, range, and superb penetration. Fire accuracy with
full auto fire was much less than for single-shot fire, but greater than
the accuracy possible with shorter, lighter SMGs. Further, the
rounds were more powerful, travelled faster, and caused more
damage than typical SMG pistol-caliber ammo.
These factors together combined to make the assault rifle the
principal weapon of the infantryman throughout the Age of War.
Even the personal, man-portable laser and particle weapons devel-
‘oped during the Star League era did not replace assault rifles in this
‘capacity, for energy weapons proved to be bulky, heavy, much more
expensive fo manufacture, and less reliable under adverse condi-
tions, and they required far more training and maintenance than did
conventional assault rifles
‘As manufacturing centers and industrial facilities continue to
suffer the ravages of war, it soms lkoly that this assessment will bo
‘even more valid in the future, Assault rifles are, relatively speaking,
‘easy to manufacture and to maintain, their ammunition is abundant
and simple to produce.
The same cannot be said of laser pistols or man-portable particle
guns.
This issue of Battle Technology takes a close look at a few of the
‘more well-known modern infantry assault rifles. Two of them, the 03
Gallo and the Thomas GPR are not, strictly speaking, assault rifles,
but are included because they are frequently encountered on
today's battlefields.
8 —_BattleTechnology
Federated Industries 7.5 mm Assault Rifle
Federated Long Rifle
Weapon Type: Assault Rifle
Manufacturer: Federated Industries
Operation: Single Shot
Weight (wio magazine): 4.0 kg
Weight (10-round magazine): 5 kg
Weight (20-round magazine): 8 kg
Weight (30-round magazine): 1 kg
Length: 102 om
Caliber: 7.5 mm
Type of Fire: Selective: single shot, burst, or ful-auto
Rate of Fire: 700 rpm
(0-, 20-, oF 30-round magazine
+10 seconds
Long:
Weapon Reliability: 94%
Base Cost: Cb 120
Reload Cost:
(10-round magazine): Cb 2
(20-round magazine): Cb 4
(80-round magazine): Cb 6
140/165 m
Notes: The Federated Long Rife is a typical miitary-style assault
rifle similar to designs common today throughout the Inner Sphere
land among military forces whereever Man fas waged war for over
1000 years. Itis designed with ruggedness and reliability in mind,
with a casing of high-impact plastic and stamped metal receiver
{group and action. It fires a high-velocity 7.5 mm round spectically
designed to tumble as soon as it hits its target, dumping kinetic
energy and causing maximum damage to the target.
‘Though originally designed and distributed within the Federated
‘Suns, this FLR, or near copies, is manufactured on worlds within
each of the Successor States. Itis the standard-issue infantry rifle
to most House Davion rile-equipped infantry companies and has
been sold in huge numbers to House Steiner and to various
Periphery State kingdoms allied with the Federated Suns.
Though capable of full-auto or burst fre, conservation of ammu-
nition generally dictates engaging the enemy with single shots. This
‘weapon is highly accurate at ranges out to 165 meters. In the hands
ofatrained shooter, particularly with a scope or other optical sighting
aids, itis accurate to much greater ranges and has, on numerous
‘occasions, been pressed into service as a sniper weapon. Itis most
often criticised for its unfortunate tendency to jam—usually when
mud or dirt gets caught n the extractor mechanism during operation
under adverse conditions. Units using the FLR are taught to keep
their weapons meticulously clean at all times.
February 3028Federated Industries 12 mm Zeus Heavy Rifle
Zeus Heavy Rifle
‘Weapon Type: Heavy Assault Rifle
Manufacturer: Federated Industries
Operation: Single Shot
Weight (w/o magazine): 6.0 kg
Weight (5-round magazine): 2.0 kg
Weight (10-round magazine): 2.6 kg
Weight (15-round magazine): 3.0 kg
Selective: single shot or burst
(cyclic) 400 rpm
Magazine: 15-, 10-, or 15-round magazine
Reload Time: 10 seconds
Effective Ranges
Single shot or burst:
Short: 35m
Medium: 90 m
Long: 140m
Weapon Reliability: 98%
Base Cost: Cb 200
Reload Cost:
(6-round magazine): Cb 1
(10-round magazine): Cb 2
(15-round magazine): Cb 3
Notes: The Zeus Heavy Rifle is a miltary combat rifle patterned off
of ciulian big game rifle, the Zeus-Hawkings Sporter. Its two
primary claims to fame are its weight (8 kilograms with a 5-round
‘magazine loaded) and its striking power.
Both the Zeus and the Zeus-Hawkings Sporter are chambered for
the 12-mm Thunderbolt Magnum cartridge, the most powerful rile
cartridge ever developed. The sof, blunt-nosed design of the round
is designed for stopping power and penetration rather than range,
and the Zeus actually has a shorter range than some other rifles.
However, the Zeus-Hawkings Sporter is the only commercial
‘weapon ever credited with bringing down an Althastan megarium.
Doubters in the weapon's stopping power are referred to xenobiol-
gical texts which describe this massive, heavily-armored, and
‘dangerous denizen of the jungles of Althasta Il. The military version
has been recorded—on at least one occasion—to have penetrated
the armored canopy ofa Shadow Hawkat close range and killed the
pilot. Though considered to be a fluke, the incident, which occurred
(0n 27 August 3025 during a Davion raid on Berenson, has created
an extraordinary reputation for ths rifle.
The Zeus is heavily constructed. The stock is especially rein-
forced to withstand the recoil of the heavy magnum round. Though
itis capable of firing four-round bursts, the need for conserving both
‘ammo and the firer’s shoulder generally limit the weapon to single
shots only.
February 3028
‘Manufactured by Federated Industries, the same arms company
which produces the Federated Long Rifle, the Zeus is common
throughout the Federated Suns and has been exported in large
‘numbers to the Lyran Commonwealth. Many of the weapons have
also found their way by various means tothe other Successor State
Houses as well. Atleast two rfle-armed infantry regiments (4 Arc
Royal Guards, *Dragon Slayers,” and the 115% Arborean Militia,
jech Hunters’) are known to use the Zeus as a standard:issue
arm, though available information suggests that both units fll out
shortages in this weapon with Federated Long Rifles.
‘The Zeus-Hawkings Sporter is identical to the military version but
fires five rounds from an internal magazine rather than from a
detachable box magazine, weighs only 5 kilograms, and is capable
of semiautomatic, single-shot fire only.
Gallo 10 mm Long Range Sniper's Rifle, ‘03
Gallo Mode! 3003
Weapon Type:
Manufacturer:
Operation: Single shot, bolt action
Weight 3.0 kg
‘Weight (5-rounds, internal magazine): 2 kg
Length: 112 cm
‘Type of Fire: Single shot,
Rate of Fire: 15 7pm
Magazine: 5-round internal magazine
Reload Time: 10 seconds
Effective Ranges
Weapon Reliability: 99%
Base Cost: Cb 110
Reload Cost:
(Ground clip): Cb 1
Notes: The Dorymede Gallo is something of a throwback in modern
military rifles, using a simple (critics say primitive) hand-operated
bolt action to eject a spent cartridge and feed a fresh round into the
firing chamber. This system results in a painfully low rate of fire
(about 15 rpm) and requires the firer to reacquire his target after
each shot.
However, the '03 Gallo has acquired a superb reputation as a
highly accurate and effective rifle, particularly in the hands of a
trained marksman. The Exeter Marines, an elite commando infantry
unitin service with House Davion, use the 03 exclusively as a sniper
rifle, outfitted with Hanson Industry's Mark XXXII HiMag starite
scope. Sergeant Vic “Headshot” Hanson, of the Exeter Marines, is
credited so far with 82 kills with an ‘03 Gallo, including General
Hsien Zhou Li of the Liao High Command.
BattleTechnology 9‘The 10 mm magnum cartridge is quite powerful and is capable of
piercing most body armor even at extreme range. The rifle itself is
extremely rugged, virtually faitproof, easy to clean and maintai
and cheaper to produce than gas-operated semiautomatic combat
rifles.
The Gallo is produced by Dorymede Arms on Exeter in the
Federated Suns but is widely used by House Steiner and House
Marik as well. The design, though rarely seen among military arms,
iscommonasacivilian sporting rifle and has been encountered with
increasing frequency in the hands of civilian irregulars, guerrillas,
and planetary militias.
itskinetic energy within the target rapidly n order to cause maximum,
damage.
Kogyo Industries have sold manufacturing licenses for the KAT
design throughout the inner sphere, and the rifle is manufactured in
several variants which may be encountered almost anywhere, The
Popular ARK rile is well-known throughout Marikspace ands easily
recognizable with its folding stock and integral folding bayonet. Even
some Davion infantry units use one variant, the K-90 assault rifle,
which they favor as being more reliable under adverse conditions,
than the sometimes-tempermental FLR.
Kogyo-Reyerson-Toshiro Model XXIV
Model ARGO
“KRT AR”
Weapon Type: Assault Rifle
Manufacturer: Kogyo Industries
Operation: Semi or full auto
Weight (wio magazine): 3.5 kg
Weight (15-round magazine): .7 kg
Weight (30-round magazine): 1 kg
Length: 102 cm
Caliber: 7.5 mm
‘Type of Fire: Selective: single shot, burst, or full-auto
ine: 15- or 30-round magazine
Reload Time: 10 seconds
Effective Ranges
Full auto/single shot or burst:
‘Short: 25/35 m
Medium: 50/75 m
Long: 120/150 m
‘Weapon Reliability: 98%
Base Cost: Cb 150
Reload Cost:
(15-round magazine): Cb 3
(80-round magazine): Cb 6
Notes: The KRT Assault Rifles fairy typical of modern assault rifle
designs. Simple to manufacture and operate, robust, able to with-
stand hard use and hostile environments, and cheap enough to be
mass-produced in large numbers, the KRT-AR can be found in
service throughout the Draconis Combine, the Capelian Confedera-
tion, and in the armories of dozens of Periphery client states,
mercenary infantry groups, guerrilla units, and revolutionary fronts.
‘The KRT's modular design allows simple conversion to different
versions, including a light machine gun (KR-LMG), a sniper's rifle
(KRS), and a carbine (KRT-Shon). It fires a 7.5 mm round of either
an armor-piercing ra frangible design. The AP round can penetrate
most standard body armor within effective range. The frangible
round has ittle penetration value but fragments on impact, dumping
10 BattleTechnology
Bereiter Arms Model AR9O
‘Weapon Type: Assault Rifle
Manufacturer: Bereiter Arms
Operation: Gas operated, semi-or full automatic
Weight (wio magazine): 3.5 kg
Weight (20-round magazine): .6 kg (Flechettes: .5 kg)
Weight (50-round magazine): 1 kg (Flechettes: .8 ka)
Weight (100-round casette): 1.8 kg (Fiechettes: 1.5 kg)
Length: 95 om
Caliber: 10 mm
Type of Fire: Selective: single shot, burst, or full auto
Rate of Fire: 730 cpm
(0- or 50-round magazine; 100-round cassette
10 seconds
Effective Ranges
Full auto/single shot or burstiflechettes:
Short: 25/40/20 m
Medium: 50/90/40 m
120/160/60 m
Reload Cost:
(20-round magazine): Ob 4
(60-round magazine): Cb 10
(100-round cassette): Cb 20
(Flechettes): Base cost x 1.5
Notes: Bereiter Arms’ assault rifle offers several innovations in
assault rifle design but suffers from what one critic called an
“unfortunate tendency to try to be too much of a good thing.” The
receiver group is designed to fire from either a box magazine or a
100-round, auto-feed cassette. The cassette, while an interesting
idea, suffers from frequent foed jams, especially under adverse
conditions, and is also difficult and time-consuming to reload.
The weapon can also take 10-mm cartridges loaded with 1 mm
flechettes, slivers of metal some 3 cm long with tiny fins designed to
February 3028‘spray from the AR's barrel like shotgun pellets, but then stabilize and
fiyina tight patter tothe target. Flechettes have limited range and
low penetration values, but they are capable of doing tremendous
damage to unarmored targets. Cris point out that most infantry-
‘men on today’s batetelds wear combat armor, and that flechettes
are therefore relatively useless. Supporters of the round insist that
there are numerous specialized functions in which flechettes are
ideal, such as securty, counter-insurgency, and crowd contro.
‘The AR90's chief disadvantage is is Complex design, which
leaves itprone to jams and malfunction. Its paricularly susceptible
to diry environments and has a somewhat exaggerated reputation
for jamming whenever the firer forgets to wash his hands. The
weapon features. a builtin variable zoom telescopic sight, and
modular units which conver itinfoa 112 om snipers rife, a 70.0m
submachine gun, ora 105 em lignt machine gun. The Model ARSO-
C Shor is a carbine version identical fo the ascaut rfl, but with a
somewhat shorter range.
‘Thomas Arms General Purpose Rifle
‘Thomas GPR
‘Weapon Type: General Purpose Rifle
Manufacturer: Thomas Arms, Ltd.
‘Operation: Single shot or burst
Weight (w/o mag
Weight (10-round mag Skog
Weight (20-round magazine): .8 kg
Weight (30-round magazine): 1 kg
‘Type of Fire: Selective: single shot or burst
Rate of Fire: (cyclic) 500 rpm
Magazine: 10-, 20-, or 30-round magazine
Reload Time: 10 seconds
Effective Ranges
Full auto/single shot or burst:
‘Short: 30/40 m
Medium: 70/90 m
Weapon Reliabil
Base Cost: Cb 180
Notes: Thomas Arms has produced a general purpose rifle which
is popular with civilians as home-defense and militia weapons but
which has been purchased by several government agencies as a
limited-distribution military weapon as well. Thomas Arms, based on
Donegal in the Lyran Commonwealth, has a reputation for reliable
February 3028
and well-made firearms throughout the Inner Sphere. Their GPR,
first released over two centuries ago in 2813, has had a hand in
bullding and maintaining that reputation.
Though a relatively small caliber (5.5 cm), the round has an
extremely high muzzle velocity which gives it excellent penetration
and stopping power. Numerous local planetary militias, especially in
Steiner space, are armed almost exclusively with the Thomas GPR.
Miltary units which have acquired at least small numbers of GPRS
for special purposes include the Tharkad Regulars, infantry and
security elements of Marik’s 443% Commando, and the Saurimat
(Quick Death) Fedayeen of Shaul Kala,
‘The GPR is reliable under adverse conditions and is easily
disassembled and stored in an inconspicuous carrying case only 55
‘centimeters long. One interesting note about this weapon is that,
while configured as a strictly semiautomatic or 4-round burst
weapon, a simple modification requiring common tools and 5
minutes can convert the GPR toa fully selective, full-auto weapon,
‘This conversion capability has made the weapon extremely popular
on several planets where ownership of full auto weapons is illegal
for civilians.
BattleTechnology 11With Decompression, Battle Technology
continues its series of personal narratives
by veteran BattleMech warriors.
‘Mech combat on airless worlds is a
‘common accurrence—quite common, in
fact, though news reporting generally
passes over such engagements in favor of
‘more dramatic or climactic battles on more
jimportant—and populated—worids. The
fact remains that there are thousands of
airless worlds and worldlets throughout the
Inner Sphere, barren, utterly inhospitable
places important because of their location
thwart some vita trade lane, or because of
the resources of metals or hydrocarbons or
ice which they harbor, or simply because
someone has built a base or outpost there
land somone else finds a moment's strate-