Ranged Combat

Rifle Update

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
Full auto/single shot or burst:

    Short: 30/40 m.
    Medium: 70/90 m.
    Long: 140/165 m.
    Extreme: 700/825 m.
    Maximum: -/1237 m.

Damage:

    To 150 meters: 2D6+2
    151 to 800 meters: 2D6
    Over 800 meters: 2D6 - 2

Federated Industries 12 mm Zeus Heavy Rifle
Single shot or burst:

    Short: 35 m.
    Medium: 90 m.
    Long: 140 m.
    Extreme: 700 m.
    Maximum: 1050 m.

Damage:

    To 140 meters: 6D6
    141 to 700 meters: 5D6
    Over 700 meters: 3D6

Gallo 10 mm Long Range Sniper's Rifle, '03
Single Shot:

    Short: 50 m.
    Medium: 100 m.
    Long: 150 m.
    Extreme: 750
    Maximum: 1125

Damage:

    To 150 meters: 3D6
    151 to 700 meters: 2D6
    Over 700 meters: 2d6-2

Kogyo-Reyerson-Toshiro Model XXIV
Full auto/single shot or burst:

    Short: 25/35 m.
    Medium: 50/75 m.
    Long: 120/150 m.
    Extreme: 600/750 m.
    Maximum: -/1125 m.

Damage: Armor piercing/frangible round*

    To 150 meters: 3D6/4D6
    151 to 600 meters: 3D6 - 2/4D6
    Over 600 meters: 2D6/3D6
Frangible rounds are designed to fragment on impact, dumping their energy rapidly in the target to cause maximum damage. For this reason, they do not have the penetration power of other rounds, but they cause more damage to the target when they hit. Frangible rounds are treated the same as other rounds. However flak vests or suits, personal body armor, and other protective equipme~t or clothing reduces by three quarters the damage inflicted by this round.

Bereiter Arms Model AR90
Full auto/single shot or burst/flechettes:

    Short: 25/40/20 m.
    Medium: 50/90/40 m.
    Long: 120/160/60 m.
    Extreme: 600/800/300
    Maximum: -/1200/

Damage: Normal rounds

    To 150 meters: 3D6
    151 to 800 meters: 3D6-2
    Over 800 meters: 2D6

Damage: Flechettes*

    To 60 meters: 4D6
    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
Full auto/single shot or burst:

    Short: 30/40 m.
    Medium: 70/90 m.
    Long: 140/165 m.
    Extreme: 700/825 m.
    Maximum: -/1237 m.

Damage:

    To 150 meters: 3D6
    151 to 800 meters: 3D6 - 2
    Over 800 meters: 2D6


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