Battletech, p.27

BattleTech, page 27

 

BattleTech
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  AUTOCANNON

  A rapid-fire, auto-loading weapon. Light autocannons range from 30 to 90 millimeter (mm), and heavy autocannons may be from 80 to 120mm or more. They fire high-speed streams of high-explosive, armor-piercing shells.

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  BATTLEMECH

  BattleMechs are the most powerful war machines ever built. First developed by Terran scientists and engineers, these huge vehicles are faster, more mobile, better-armored and more heavily armed than any twentieth-century tank. Ten to twelve meters tall and equipped with particle projection cannons, lasers, rapid-fire autocannon and missiles, they pack enough firepower to flatten anything but another BattleMech. A small fusion reactor provides virtually unlimited power, and BattleMechs can be adapted to fight in environments ranging from sun-baked deserts to subzero arctic icefields.

  * * *

  DROPSHIPS

  Because interstellar JumpShips must avoid entering the heart of a solar system, they must “dock” in space at a considerable distance from a system’s inhabited worlds. DropShips were developed for interplanetary travel. As the name implies, a DropShip is attached to hardpoints on the JumpShip’s drive core, later to be dropped from the parent vessel after in-system entry. Though incapable of FTL travel, DropShips are highly maneuverable, well-armed and sufficiently aerodynamic to take off from and land on a planetary surface. The journey from the jump point to the inhabited worlds of a system usually requires a normal-space journey of several days or weeks, depending on the type of star.

  * * *

  FLAMER

  Flamethrowers are a small but time-honored anti-infantry weapon in vehicular arsenals. Whether fusion-based or fuel-based, flamers spew fire in a tight beam of bright orange that “splashes” against a target, igniting almost anything it touches.

  * * *

  GAUSS RIFLE

  This weapon uses magnetic coils to accelerate a solid nickel-ferrous slug about the size of a football at an enemy target, inflicting massive damage through sheer kinetic impact at long range and with little heat. However, the accelerator coils and the slug’s supersonic speed mean that while the Gauss rifle is smokeless and lacks the flash of an autocannon, it has a much more potent report that can shatter glass.

  * * *

  JUMPSHIPS

  Interstellar travel is accomplished via JumpShips, first developed in the twenty-second century. These somewhat ungainly vessels consist of a long, thin drive core and a sail resembling an enormous parasol, which can extend up to a kilometer in width. The ship is named for its ability to “jump” instantaneously across vast distances of space. After making its jump, the ship cannot travel until it has recharged by gathering up more solar energy.

  The JumpShip’s enormous sail is constructed from a special metal that absorbs vast quantities of electromagnetic energy from the nearest star. When it has soaked up enough energy, the sail transfers it to the drive core, which converts it into a space-twisting field. An instant later, the ship arrives at the next jump point, a distance of up to thirty light-years. This field is known as hyperspace, and its discovery opened to mankind the gateway to the stars.

  Jump points are the locations within a star system where the system’s gravity is next to nothing, the prime prerequisite for operation of the K-F drive. The distance away from the system’s star is dependent on that star’s mass, and is usually many tens of millions of kilometers away. Every star has two principal jump points, one at the zenith point at the star’s north pole, and one at the nadir point at the south pole. An infinite number of other jump points also exist, but they are used only rarely.

  JumpShips never land on planets. Interplanetary travel is carried out by DropShips, vessels that are attached to the JumpShip until arrival at the jump point.

  * * *

  LASER

  An acronym for “Light Amplification through Stimulated Emission of Radiation.” When used as a weapon, the laser damages the target by concentrating extreme heat onto a small area. BattleMech lasers are designated as small, medium or large. Lasers are also available as shoulder-fired weapons operating from a portable backpack power unit. Certain range-finders and targeting equipment also employ low-level lasers.

  * * *

  LRM

  This is an abbreviation for “Long-Range Missile,” an indirect-fire missile with a high-explosive warhead.

  * * *

  MACHINE GUN

  A small autocannon intended for anti-personnel assaults. Typically non-armor-penetrating, machine guns are often best used against infantry, as they can spray a large area with relatively inexpensive fire.

  * * *

  PARTICLE PROJECTION CANNON (PPC)

  One of the most powerful and long-range energy weapons on the battlefield, a PPC fires a stream of charged particles that outwardly functions as a bright blue laser, but also throws off enough static discharge to resemble a bolt of manmade lightning. The kinetic and heat impact of a PPC is enough to cause the vaporization of armor and structure alike, and most PPCs have the power to kill a pilot in his machine through an armor-penetrating headshot.

  * * *

  SRM

  This is the abbreviation for “Short-Range Missile,” a direct-trajectory missile with high-explosive or armor-piercing explosive warheads. They have a range of less than one kilometer and are only reliably accurate at ranges of less than 300 meters. They are more powerful, however, than LRMs.

  BATTLETECH ERAS

  The BattleTech universe is a living, vibrant entity that grows each year as more sourcebooks and fiction are published. A dynamic universe, its setting and characters evolve over time within a highly detailed continuity framework, bringing everything to life in a way a static game universe cannot match.

  To help quickly and easily convey the timeline of the universe—and to allow a player to easily “plug in” a given novel or sourcebook—we’ve divided BattleTech into seven major eras:

  STAR LEAGUE

  (Present–2780)

  Ian Cameron, ruler of the Terran Hegemony, concludes decades of tireless effort with the creation of the Star League, a political and military alliance between all Great Houses and the Hegemony. Star League armed forces immediately launch the Reunification War, forcing the Periphery realms to join. For the next two centuries, humanity experiences a golden age across the thousand light-years of human-occupied space known as the Inner Sphere. It also sees the creation of the most powerful military in human history.

  (This era also covers the centuries before the founding of the Star League in 2571, most notably the Age of War.)

  SUCCESSION WARS

  (2781–3049)

  Every last member of First Lord Richard Cameron’s family is killed during a coup launched by Stefan Amaris. Following the thirteen-year war to unseat him, the rulers of each of the five Great Houses disband the Star League. General Aleksandr Kerensky departs with eighty percent of the Star League Defense Force beyond known space and the Inner Sphere collapses into centuries of warfare known as the Succession Wars that will eventually result in a massive loss of technology across most worlds.

  CLAN INVASION

  (3050–3061)

  A mysterious invading force strikes the coreward region of the Inner Sphere. The invaders, called the Clans, are descendants of Kerensky’s SLDF troops, forged into a society dedicated to becoming the greatest fighting force in history. With vastly superior technology and warriors, the Clans conquer world after world. Eventually this outside threat will forge a new Star League, something hundreds of years of warfare failed to accomplish. In addition, the Clans will act as a catalyst for a technological renaissance.

  CIVIL WAR

  (3062–3067)

  The Clan threat is eventually lessened with the complete destruction of a Clan. With that massive external threat apparently neutralized, internal conflicts explode around the Inner Sphere. House Liao conquers its former Commonality, the St. Ives Compact; a rebellion of military units belonging to House Kurita sparks a war with their powerful border enemy, Clan Ghost Bear; the fabulously powerful Federated Commonwealth of House Steiner and House Davion collapses into five long years of bitter civil war.

  JIHAD

  (3067–3080)

  Following the Federated Commonwealth Civil War, the leaders of the Great Houses meet and disband the new Star League, declaring it a sham. The pseudo-religious Word of Blake—a splinter group of ComStar, the protectors and controllers of interstellar communication—launch the Jihad: an interstellar war that pits every faction against each other and even against themselves, as weapons of mass destruction are used for the first time in centuries while new and frightening technologies are also unleashed.

  DARK AGE

  (3081–3150)

  Under the guidance of Devlin Stone, the Republic of the Sphere is born at the heart of the Inner Sphere following the Jihad. One of the more extensive periods of peace begins to break out as the 32nd century dawns. The factions, to one degree or another, embrace disarmament, and the massive armies of the Succession Wars begin to fade. However, in 3132 eighty percent of interstellar communications collapses, throwing the universe into chaos. The suspicious factions begin rebuilding their armies, and wars erupt almost immediately.

  ILCLAN

  (3151–present)

  The once-invulnerable Republic of the Sphere lies in ruins, torn apart by the Great Houses and the Clans as they wage war against each other on a scale not seen in nearly a century. Mercenaries flourish once more, selling their might to the highest bidder. As Fortress Republic collapses, the Clans race toward Terra to claim their long-denied birthright and create a supreme authority that will fulfill the dream of Aleksandr Kerensky and rule the Inner Sphere by any means necessary: the ilClan.

  LOOKING FOR MORE HARD HITTING BATTLETECH FICTION?

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  Catalyst Game Labs brings you the very best in BattleTech fiction, available at most ebook retailers, including Amazon, Apple Books, Kobo, Google Books, Barnes & Noble, and more!

  NOVELS

  Decision at Thunder Rift (The Gray Death Legion Saga, Book One) by William H. Keith, Jr.

  Mercenary's Star (The Gray Death Legion Saga, Book Two) by William H. Keith, Jr.

  The Price of Glory (The Gray Death Legion Saga, Book Three) by William H. Keith, Jr.

  Warrior: En Garde (The Warrior Trilogy, Book One) by Michael A. Stackpole

  Warrior: Riposte (The Warrior Trilogy, Book Two) by Michael A. Stackpole

  Warrior: Coupé (The Warrior Trilogy, Book Three) by Michael A. Stackpole

  Wolves on the Border by Robert N. Charrette

  Heir to the Dragon by Robert N. Charrette

  Lethal Heritage (Blood of Kerensky Trilogy, Book One) by Michael A. Stackpole

  Blood Legacy (Blood of Kerensky Trilogy, Book Two) by Michael A. Stackpole

  Lost Destiny (Blood of Kerensky Trilogy, Book Three) by Michael A. Stackpole

  Way of the Clans (Legend of the Jade Phoenix, Book One) by Robert Thurston

  Bloodname (Legend of the Jade Phoenix, Book Two) by Robert Thurston

  Falcon Guard (Legend of the Jade Phoenix, Book Three) by Robert Thurston

  Wolf Pack by Robert N. Charrette

  Main Event by Jim Long

  Natural Selection by Michael A. Stackpole

  Assumption of Risk by Michael A. Stackpole

  Blood of Heroes by Andrew Keith

  Close Quarters by Victor Milán

  Far Country by Peter L. Rice

  D.R.T. by Jim Long

  Tactics of Duty by William H. Keith, Jr.

  Bred for War by Michael A. Stackpole

  I Am Jade Falcon by Robert Thurston

  Highlander Gambit by Blaine Lee Pardoe

  Hearts of Chaos by Victor Milán

  Operation Excalibur by William H. Keith, Jr.

  Malicious Intent by Michael A. Stackpole

  Black Dragon by Victor Milán

  Impetus of War by Blaine Lee Pardoe

  Double-Blind by Loren L. Coleman

  Binding Force by Loren L. Coleman

  Exodus Road (Twilight of the Clans, Book One) by Blaine Lee Pardoe

  Grave Covenant (Twilight of the Clans, Book Two) by Michael A. Stackpole

  The Hunters (Twilight of the Clans, Book Three) by Thomas S. Gressman

  Freebirth (Twilight of the Clans, Book Four) by Robert Thurston

  Sword and Fire (Twilight of the Clans, Book Five) by Thomas S. Gressman

  Shadows of War (Twilight of the Clans, Book Six) by Thomas S. Gressman

  Prince of Havoc (Twilight of the Clans, Book Seven) by Michael A. Stackpole

  Falcon Rising (Twilight of the Clans, Book Eight) by Robert Thurston

  Threads of Ambition (The Capellan Solution, Book One) by Loren L. Coleman

  The Killing Fields (The Capellan Solution, Book Two) by Loren L. Coleman

  Dagger Point by Thomas S. Gressman

  Ghost of Winter by Stephen Kenson

  Roar of Honor by Blaine Lee Pardoe

  By Blood Betrayed by Blaine Lee Pardoe and Mel Odom

  Illusions of Victory by Loren L. Coleman

  Flashpoint by Loren L. Coleman

  Measure of a Hero by Blaine Lee Pardoe

  Path of Glory by Randall N. Bills

  Test of Vengeance by Bryan Nystul

  Patriots and Tyrants by Loren L. Coleman

  Call of Duty by Blaine Lee Pardoe

  Initiation to War by Robert N. Charrette

  The Dying Time by Thomas S. Gressman

  Storms of Fate by Loren L. Coleman

  Imminent Crisis by Randall N. Bills

  Operation Audacity by Blaine Lee Pardoe

  Endgame by Loren L. Coleman

  Ghost War by Michael A. Stackpole

  A Call to Arms by Loren L. Coleman

  The Ruins of Power by Robert E. Vardeman

  A Silence in the Heavens (The Proving Grounds Trilogy, Book One) by Martin Delrio

  Truth and Shadows (The Proving Grounds Trilogy, Book Two) by Martin Delrio

  Service for the Dead (The Proving Grounds Trilogy, Book Three) by Martin Delrio

  By Temptations and By War by Loren L. Coleman

  Fortress of Lies by J. Steven York

  Patriot’s Stand by Mike Moscoe

  A Bonfire of Worlds by Steven Mohan, Jr.

  Isle of the Blessed by Steven Mohan, Jr.

  Embers of War by Jason Schmetzer

  Betrayal of Ideals by Blaine Lee Pardoe

  Forever Faithful by Blaine Lee Pardoe

  Kell Hounds Ascendant by Michael A. Stackpole

  Redemption Rift by Jason Schmetzer

  Grey Watch Protocol (The Highlander Covenant, Book One) by Michael J. Ciaravella

  Honor’s Gauntlet by Bryan Young

  Icons of War by Craig A. Reed, Jr.

  Children of Kerensky by Blaine Lee Pardoe

  Hour of the Wolf by Blaine Lee Pardoe

  Fall From Glory (Founding of the Clans, Book One) by Randall N. Bills

  Paid in Blood (The Highlander Covenant, Book Two) by Michael J. Ciaravella

  Blood Will Tell by Jason Schmetzer

  YOUNG ADULT NOVELS

  The Nellus Academy Incident by Jennifer Brozek

  Iron Dawn (The Rogue Academy Trilogy, Book One) by Jennifer Brozek

  Ghost Hour (The Rogue Academy Trilogy, Book Two) by Jennifer Brozek

  OMNIBUSES

  The Gray Death Legion Trilogy by William H. Keith, Jr.

  NOVELLAS/SHORT NOVELS

  Lion’s Roar by Steven Mohan, Jr.

  Sniper by Jason Schmetzer

  Eclipse by Jason Schmetzer

  Hector by Jason Schmetzer

  The Frost Advances (Operation Ice Storm, Part 1) by Jason Schmetzer

  The Winds of Spring (Operation Ice Storm, Part 2) by Jason Schmetzer

  Instrument of Destruction (Ghost Bear’s Lament, Part 1) by Steven Mohan, Jr.

  The Fading Call of Glory (Ghost Bear’s Lament, Part 2) by Steven Mohan, Jr.

  Vengeance by Jason Schmetzer

  A Splinter of Hope by Philip A. Lee

  The Anvil by Blaine Lee Pardoe

  A Splinter of Hope/The Anvil (omnibus)

  Not the Way the Smart Money Bets (Kell Hounds Ascendant #1) by Michael A. Stackpole

  A Tiny Spot of Rebellion (Kell Hounds Ascendant #2) by Michael A. Stackpole

  A Clever Bit of Fiction (Kell Hounds Ascendant #3) by Michael A. Stackpole

  Break-Away (Proliferation Cycle #1) by Ilsa J. Bick

  Prometheus Unbound (Proliferation Cycle #2) by Herbert A. Beas II

  Nothing Ventured (Proliferation Cycle #3) by Christoffer Trossen

  Fall Down Seven Times, Get Up Eight (Proliferation Cycle #4) by Randall N. Bills

  A Dish Served Cold (Proliferation Cycle #5) by Chris Hartford and Jason M. Hardy

  The Spider Dances (Proliferation Cycle #6) by Jason Schmetzer

  Shell Games by Jason Schmetzer

  Divided We Fall by Blaine Lee Pardoe

  The Hunt for Jardine (Forgotten Worlds, Part One) by Herbert A. Beas II

  Rock of the Republic by Blaine Lee Pardoe

  Finding Jardine (Forgotten Worlds, Part Two) by Herbert A. Beas II

  The Price of Duty by Jason Schmetzer

  ANTHOLOGIES

 

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