by William Keith, jr.
Rules Variant 0102-A, presented in the last issue of BattleTechnology, gives rules allowing MechWarrior referees and players to extend the ranges of BattleTech sidearms to realistic distances. Variant 01 02-A can be applied to the combat rifles listed in this issue. Extreme Range for rifles is determined by multiplying the Long Range figure by 5. Maximum Range is determined by multiplying the Extreme Range figure by 1.5. Maximum range figures are not listed below for full-auto fire. This is because fully automatic fire is simply not effective for any weapon smaller than a light machine gun at ranges much greaterthan half a kilometer. When determining maximum range for a rifle being fired on full-auto, consider the weapon's extreme and maximum ranges to be identical. The Bereiter AR90 is also designed to fire flechettes. As with auto-fire, a maximum range is not listed forflechette rounds, which tend to disperse and lose velocity quickly, like shotgun pellets. Maximum Range and Extreme Range are identical for flechette rounds. Each rifle is listed below, together with full information on range and on damage caused by the weapon. Federated Industries 7.5 mm Assault Rifle
Medium: 70/90 m. Long: 140/165 m. Extreme: 700/825 m. Maximum: -/1237 m. Damage:
151 to 800 meters: 2D6 Over 800 meters: 2D6 - 2 Federated Industries 12 mm Zeus Heavy Rifle
Medium: 90 m. Long: 140 m. Extreme: 700 m. Maximum: 1050 m. Damage:
141 to 700 meters: 5D6 Over 700 meters: 3D6 Gallo 10 mm Long Range Sniper's Rifle, '03
Medium: 100 m. Long: 150 m. Extreme: 750 Maximum: 1125 Damage:
151 to 700 meters: 2D6 Over 700 meters: 2d6-2 Kogyo-Reyerson-Toshiro Model XXIV
Medium: 50/75 m. Long: 120/150 m. Extreme: 600/750 m. Maximum: -/1125 m. Damage: Armor piercing/frangible round*
151 to 600 meters: 3D6 - 2/4D6 Over 600 meters: 2D6/3D6 Bereiter Arms Model AR90
Medium: 50/90/40 m. Long: 120/160/60 m. Extreme: 600/800/300 Maximum: -/1200/ Damage: Normal rounds
151 to 800 meters: 3D6-2 Over 800 meters: 2D6 Damage: Flechettes*
Over 60 meters: 3D6 Flechettes are small, steel slivers fired from a cartridge like shotgun pellets. Their range is sharply limited and they have poor armor penetration qualities, but they cause considerable damage to unprotected targets. Armor of any type will reduce their damage by three quarters. The flechettes fired by the Bereiter are different from typical needler flechettes, which are generally made of plastic and cause less damage. Thomas Arms General Purpose Rifle
Medium: 70/90 m. Long: 140/165 m. Extreme: 700/825 m. Maximum: -/1237 m. Damage:
151 to 800 meters: 3D6 - 2 Over 800 meters: 2D6 Back to BattleTechnology 3 Table of Contents Back to BattleTechnology List of Issues Back to MagWeb Magazine List © Copyright 1988 by Pacific Rim Publishing. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |