The sword and the dagger

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The sword and the dagger Page 26

by Ardath Mayhar


  "Yes, Liao has been most troublesome of late," said Hanse Davion, "but if I were him, I'd watch my back."

  37

  Ardan Sortek was putting his unit through its nefarious paces, watching from the sidelines where he sat in his new Victor. The term 'new' was, he admitted, a misnomer. The 'Mech had been refashioned from parts of several wrecked ones, and some of its lasers were from totally dissimilar 'Mechs.

  He yelled into his com, "Sep, get that monster moving! I don't know why you like that ground-hugging monstrosity when you might have had a jumper!"

  "Stick to your knitting, Mother," came her drawl in return. "I manage to get there. Just you watch."

  The WarHammer stalked between the jaws of the Gauntlet, dwarfed by its towering walls. Bursts of crimson light seared the armor, chatters of fire rattled from the turret and the limbs of the 'Mech she rode.

  Her weapons cocked their wicked muzzles and bursts of fire raked the walls. The target areas went dark in quick succession, as she put the first segment of the Gauntlet out of commission. So that was how she did it...marksmanship. Unhurried, cool marksmanship.

  Ardan resolved to begin intensive practice at once. Mobility was well and good, but that sort of quick and accurate fire would give a unit with jumping capacity even more of an edge.

  He heard a heavy approach behind him. Another ‘Mech. He swiveled to see who it might be...His own unit was out on the field at work.

  "Good work," said the familiar voice of Hanse Davion approvingly.

  "This is a surprise," said Ardan. "I thought you hadn't time for drill nowadays."

  "I haven't. But this old baby was the saving of us all. I decided I'd better sharpen up my skills again. Never know when you're going to need them in this mad universe."

  Ardan knew Hanse was right If someone had forewarned him of all that had occurred within the past year, he wouldn't have believed it And, to add to the confusion, Felsa had made him an uncle. Perhaps that Sortek would also become a MechWarrior one day.

  "Hey!" he yelled as Hanse stalked past him toward the hell that was the Gauntlet. "Do you want to be a godfather? My sister asked if you would consider it. I've got a nephew!"

  The BattleMaster turned in its tracks. Its arm, heavy with weaponry, came up in a salute. A laser, held high, shot red light into the sky in a celebratory burst

  "Of course," said Hanse Davion, Prince of the Federated Suns. "I can never have too many Sorteks in my entourage. Now come along. The Gauntlet needs a workout, don't you agree?"

  Grinning, Ardan followed his friend and ruler into the mouth of hell.

  GLOSSARY

  Autocannon:

  This is a rapid-firing, auto-loading weapon. Light vehicle autocannon range from 30 to 90 mm caliber, and heavy ‘Mech autocannon may be 80 to 120 mm or more. The weapon fires high-speed streams of high-explosive, armor-piercing shells. Because of the limitations of 'Mech targeting technology, the autocannon's effective anti-'Mech range is limited to less than 600 meters.

  BattleMechs:

  BattleMechs are the most powerful war machines ever built. First developed by Terran scientists and engineers more than 500 years ago, these huge, man-shaped vehicles are faster, more mobile, better-armored, and more heavily armed than any 20th-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.

  BattleMaster:

  A formidable assault ‘Mech, the BattleMaster weighs 85 tons and has a maximum speed of 64.8 kph. The firepower that the BattleMaster can generate in one volley is staggering and more than deadly at close range. Its main fire weapon is its right-arm PPC, and its three right-torso and three left-torso medium lasers provide close support fire. Of the six lasers, two are mounted on the 'Mech's right and left rear, making it one of the few models equipped with rear firing weapons. An SRM 6 and two machine guns complete the BattleMaster's weaponry.

  Command Circuit:

  The Successor Lords maintain a series of charged JumpShips along important space routes so that the week-long wait for recharge is not necessary. Because it is expensive and JumpShips are so precious, the Command Circuit is reserved only for emergency or top-priority situations such as travel by the ruler himself or for sending a messenger across vast reaches of the Inner Sphere in less than a day.

  Company:

  A tactical military unit consisting of three BattleMech Lances, or for infantry, three platoons with a total of 50 to 100 men. Infantry companies are generally commanded by a Captain.

  ComStar:

  ComStar, the interstellar communications network, was the brainchild of Jerome Blake, formerly Minister of Communications during the latter years of the Star League. After the League's fall, Blake seized Terra and reorganized what was left of the League's communications network into a private organization that sold its services to the five Houses for a profit. Since that time, ComStar has also developed into a powerful, secret society steeped in mysticism and ritual. Initiates to the ComStar Order commit themselves to lifelong service.

  Corsair:

  The Corsair is a 50-ton, medium-thrust AeroSpace Fighter armed with two medium lasers, four small lasers, and two large lasers. It is especially effective at close range, and its compact laser systems make it one of the better planetary atmospheric fighters.

  Crusader:

  A heavy BattleMech, weighing 65 tons, with a top speed of 64.8 kph. It is heavily armed even for a 'Mech, mounting a laser, heavy machine gun, and massed LRM batteries in each arm, and SRMs on each leg. The Crusader is capable of delivering a full spread of 42 missiles at optimum 160-180 meter range, with the potential of crippling or destroying even the mighty BattleMaster.

  Dragon:

  The Dragon is a well-armed 'Mech whose top speed of 86.4 kph makes it one of the fastest of the heavies. Armed with 24 rounds for its LRM and a whopping 40 rounds for its autocannon, the Dragon can carry on sustained battles without reloading. Even if ammo does run low, the 'Mech's left-arm and left-torso medium lasers ensure that it has other weapons to fire.

  DropShips:

  Because JumpShips must generally avoid entering the heart of a solar system and they lie at a considerable distance from the 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 inner inhabited worlds of a system usually requires a normal-space journey of several days or even weeks, depending on the type of star.

  The Overlord is the largest military DropShip in common use. It can carry a full-strength battalion of 36 'Mechs, 6 AeroSpace Fighters, 84 men (including Pilots, Techs, astechs, and medical personnel). The Overlord can also carry whatever infantry or vehicles the battalion owns, and sometimes even some family members.

  HyperPulse Generator:

  The ComStar communications net is composed of a large number of powerful HyperPulse Generators (HPGs) capable of transmitting and receiving an instantaneous signal across a distance of nearly 50 light years. About 50 of these "A" stations are scattered across the Inner Sphere. "B" stations are capable of communications over a 20- to 30-light-year span, and are located at most inhabited worlds of the Successor States. "A" stations transmit their accumulated messages every 12 to 24 hours; "B" stations much less frequently (two or three times per week).

  JagerMech:

  This 65-ton 'Mech mounts two light and two medium autocannon and two medium lasers. Its top speed is 64.8 kph.

  JumpShips:

  Interstellar travel is acc
omplished via JumpShips, first developed in the 22nd century. These somewhat ungainly vessels are made up of a long thin drive core and a sail resembling an enormous parasol, which can be up to a kilometer wide. The ship is named for its ability to 'jump' instantaneously from one point to another. After making its jump, the ship cannot travel until it has recharged by gathering up more solar energy again.

  The JumpShip's enormous sail is constructed from a special metal that absorbs vast quantities of electromagnetic energy from the star it is near. When it has soaked up enough, the sail transfers the energy to the drive core, which converts it into a space-twisting field. An instant later, the ship arrives at the next jump point, across distances of up to 30 light years. This field is known as hyperspace, and its discovery opened to mankind the gateway to the stars.

  JumpShips never land on planets, and only rarely travel into the inner parts of a star system. Interplanetary travel is carried out by DropShips, vessels that attach themselves to the JumpShip until arrival at the jump point. Most of the JumpShips currently in service are already centuries old, because the Successor Lords have been able to construct very few new ones. For this reason, there is an unspoken agreement among even these bitter enemies to leave one another's JumpShips alone.

  The Invader Class JumpShips can carry three Drop-Ships. StarLord Class JumpShips can carry six DropShips.

  Jump Points:

  Jumps are made from either of a Star system's two main jump points. These are located at the system's zenith and nadir, perpendicular to the plane of the system and passing through the gravitational center. These points do not change and are always at the same distance from any world in the plane of the system. Though other jump points do exist in every system, they are rarely used.

  At the jump points for major worlds and along key trade routes are space stations where a DropShip can dock or orbit while making arrangements for the next jump if the owners do not possess their own JumpShip, or where they can stop over while their JumpShip recharges.

  Lance:

  A BattleMech tactical combat group, usually consisting of four 'Mechs.

  Laser:

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

  LRM:

  This is an abbreviation for "Long-Range Missile", an indirect-fire missile with a high-explosive warhead. LRMs have a maximum extreme range of several kilometers, but are accurate only between about 150 and 700 meters.

  New Avalon Institute of Science (NAIS):

  In 3015, Hanse Davion decreed the construction of a new university on New Avalon, capital of the Federated Suns. Known as the New Avalon Institute of Science (NAIS), its purpose is to recover the lost technologies and knowledge of the past. The Institute functions more like a Terran military academy than a public university. Once accepted for admission, students become 'wards' of the ducal government and must commit to ten years' service to the Federated Suns after graduation. Though the course of study is arduous, there is a heavy backlog of candidates. Both House Kurita and House Marik have followed with their own universities, but neither is as well bankrolled or staffed as the NAIS.

  The Periphery:

  Beyond the borders of the Inner Sphere lies the Periphery, the vast domain of known and unknown worlds stretching endlessly into interstellar night. Once populated by colonies from Terra, these were devastated technologically, politically, and economically by the fall of Star League. At present, the Periphery is the refuge of piratical Bandit Kings, privateers, and outcasts.

  PPC:

  This is the abbreviation for "Particle Projection Cannon", a magnetic accelerator firing high-energy proton or ion bolts, causing damage both through impact and high temperature. PPCs are among the most effective weapons available to BattleMechs. Though they have a theoretical range limited only by line-of-sight considerations, the technology available for focusing and aiming the bolt limits effective range to less than 600 meters.

  Regiment:

  A military unit consisting of two to four battalions, each consisting of three or four companies. A regiment is commanded by a Colonel.

  Security Checks:

  The most common I.D. scanners are retinal scanners and thumbprint scanners.

  Sparrowhawk:

  The Sparrowhawk is a 30-ton AeroSpace Fighter whose ample armor often matches that of medium fighters. It is armed with two wing-mounted small lasers and two nose-mounted medium lasers. The small lasers are the least accurate, and wing damage can cause them to lose fire control. The Sparrowhawk's high rate of thrust makes it a perfect first-response craft. This speed factor often permits the craft to be the first fighter to engage an enemy attack.

  SRM:

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

  Star League:

  In 2571, the Star League was formed in an attempt to peacefully ally the major star systems inhabited by the human race after it had taken to the stars. The League continued and prospered for almost 200 years, until civil war broke out in 2751. The League was eventually destroyed when the ruling body known as the High Council disbanded in the midst of a struggle for power. Each of the royal House rulers then declared himself First Lord of the Star League, and within months, war had engulfed the Inner Sphere. This conflict continues to the present day, more than two centuries later. These centuries of continuous war are now known simply as the Succession Wars.

  Stuka:

  The Stuka is a well-armored, low-thrust 100-ton AeroSpace Fighter. It mounts two large lasers on each wing, and one nose-mounted and two rear-mounted medium lasers. It is also equipped with one nose-mounted LRM 20 and one SRM 4. With its 30 heat sinks, the Stuka is capable of maximum use of its firepower for prolonged periods in battle. Its Monitor 200 guidance system also makes it a graceful vessel that can perform like a medium-weight craft in many situations.

  Successor Lords:

  Each of the five Successor States is ruled by a family descended from one of the original Council Lords of the old Star League. All five royal House Lords claim the title of First Lord, and they have been at each other's throats since the beginning of the Succession Wars in 2786. Their battleground is the vast Inner Sphere, which is composed of all the star systems once occupied by Star League's member-states.

  Thrush:

  The 25-ton Thrush is one of the fastest and most agile AeroSpace Fighters of the present day. Its Mujika Type 12 frame can withstand the gravitational forces and stress of most of the combat maneuvers it must perform. Its Rawlings 250 fusion engine also provides all the energy it needs for movement and to fire its single nose-mounted medium laser and its two wing-mounted lasers. These must be fired sparingly, however, to avoid unnecessary heat buildup.

  Thunderbolt:

  The Thunderbolt is a 65-ton heavy 'Mech, and is one of the best-armed 'Mechs in existence. Its arm-mounted large laser packs a powerful punch. Combined with its three left-torso-mounted medium lasers and the SRM 2 mounted on its right torso, the 'Mech has ample firepower at long and medium ranges. For close combat, it mounts a torso-mounted SRM 2 and two left-arm machine guns.

  Valkyrie:

  A 'Mech design seen only among the forces of House Davion, the Valkyrie is a highly regarded light 'Mech. Its six tons of armor, top speed of 86.4 kph, and 150-meter jump capacity allow it to outmaneuver heavier units in battle and to absorb a fair amount of damage. Its left-torso LRM is unusual in a light ‘Mech, making it a potentially tough opponent at long range. At close range, its right-arm medium
laser and super jump capacity can be a potent mix. Though no match for a medium or heavy ‘Mech in one-to-one combat, the Valkyrie is effective when part of a lance.

  Victor:

  This 80-ton assault 'Mech moves at a maximum speed of about 64.8 kph, and is the only one of its class with jump capability (120 meters maximum). The Victor mounts an autocannon in its right arm, two medium lasers in the left arm, and an SRM 4 in its center torso. In battle, the Victor is often able to throw its opponents off guard, as they do not expect to find a heavy 'Mech with jump capability.

  Vindicator:

  The Vindicator is a 45-ton medium 'Mech that is not particularly fast (top speed 64.8 kph) for its size. One of the most common 'Mechs among the House Liao forces, the 'Mech mounts an LRM in the left torso, a PPC in its right arm, a small laser in its left arm, and a medium laser that bulges from the left side of the 'Mech's head.

  WarHammer:

  Because of its size and weaponry, the 70-ton heavy 'Mech War-hammer is one of the most dangerous and powerful on the battlefield. It mounts PPCs on both right and left arms, an SRM on the right torso, and a medium and small laser and a machine gun on each side of its torso. These give it the sheer firepower needed by a first-line fighter. The special searchlight mounted on the 'Mech's left torso ties in with its tracking system. Able to function either as a light or as part of the targeting system, this feature makes the WarHammer a formidable night-fighter. The Mech's top speed is 64.8 kph.

  Zeus

  The 80-ton Zeus is the pride of House Steiner. whose designers created it as a heavy 'Mech capable of performing hit-and-run tactics. It mounts an LRM in the right arm, a large laser and medium laser in the left torso, a medium laser in the center torso, and an autocannon in the left arm. The Mech's top speed is 64.8 kph. Its excellent armor, especially around the chest and legs, allow it to withstand all but the heaviest fire. Its strong, heavily armored legs make the Zeus a feared kicker, and a bludgeon feature on its left arm gives it a mighty punch.

 

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