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Battletechnology 03

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Battletechnology 03

Battletech

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BattleTechnology The Magazine of Combat in the 31° Century Battle Technology The Magazine of Combat in the 31st Century Target in on the Future ... Don't miss the coming issues with more Hiring Hall, illustrated BattleGear, MechTac, Techincal Readout, and other regular features. Whether you role-play BattleTech, collect Mechs, smash Mechs, or just enjoy good Science Fiction, you will enjoy every issue of BattleTechnology, the only authoritative, FASA-approved, journal of armored combat in the Inner Sphere. 3 |Ssue One Siti available at your favorite store, or write to us at: BattleTechnology, P.O. Box 23651, Oakland, CA 94623. US$3.95 post paid. Canadian residents add $1.00, overseas add $2.00, Join Us! — subscribe today ‘Send me 6 issues of BattleTechnology 12 issues of BattleTechnology PLEASE INDICATE METHOD OF PAYMENT Check Z Money order ion Charge ‘Address city, State ZIPIPC. You may charge your subscription CARD NUMBER ————j————/——— --- to your MasterCardiVISA SIGNATURE, EXP DATE Enclose $18.00 for 6 issues, $34.00 for 12 issues in the USA, APOs, and FPOs; $21.00 for 6 issues, $40.00 for 12 issues to Canada. Rates to other destinations are $36.00 for 6 issues via air mail. Payments must be by US check, charge postal money order, or international money order drawn on an account in the US. These rates are in effect from July 1, 1987 until superceded. 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" Greansburg, PA 15601 ‘BanleTech, CiyTech, AeroTech, Mech, Mochvfarior and BatioForee ar registered teadomaris of FASA Corporation, Chicago iol, land ae used with person. ‘PAGIFIC FIM! PUBLISHING COMPANY. 600 Las Vegas Boulevare South, Suite 450, Las Vegas, Nevada 88101 Kenneth Gaydish Charman Setry Tibbetts President ‘ohn Mulje Seccetary Exeoulve Ottces: 3853 Lakeshore Avenue akand, Calforia 94610 ‘BatieTectnology The Magazine of Cartbatin be 34" Century ISSN 0695-030x] pudtshos month by Pace im Publsning Company, 600 Las Vogas Boulevard South Las Vegas, Nevada 85101. Subscpon rato ao $1609 for sirasues inthe USA, APOs, ane FPOs; $2100. for six issues n Canada, $96.00 fr sicissues ‘lsewhore via a mal Allpaymonts must be mada in US finds rawn an accounts in tho USA ‘or postal money orders Appaton fo malt ‘otond ass potaga ratoe ponding at Oaklan, Caifomia. POSTMASTER: Send agoress changes to BatloTechoology, P.O. Box 23651 ‘Galland, CA 94629. Bata echnology sa ‘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 60680 Journalist'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 3028 by 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 7 BattleGear 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 3028 Federated 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 11 With 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-