Sci-Fi Review of Decision at Thunder Rift.

Thunder Rift is a Battletech Book made for the popular Battletech table-top game and the Mechwarrior RPG table games. Later, the Battletech universe has been explored in many video games including online gameplay. What makes this Sci-Fi review of Thunder Rift so fun for me is the fantasy world Battletech has created. Yes, I said it correctly, Fantasy! Because even though this is Military Science Fiction, Space Opera, at the core they have created a fantasy world.

Battletech has a rich world of history.

As a fantasy writer myself, I can tell you one of the challenges many writers face when writing Fantasy or Science Fiction is world-building. Firstly, because you have to spend time thinking about what is the history of this world? Secondly, what are the laws of science in this world? Thirdly, what are the political factions of this world? But Battletech has already answered these questions and more. Therefore, you get a rich world that has many layers of wiki data and tech.

My Bias for this Sci-Fi Review of Decision at Thunder Rift.

I read this book at the young age of thirteen when I was just getting into Fantasy and Science Fiction books and RPG games. So I recently read this book to see if it held up. My verdict was that it was highly enjoyable still at age 44 as it was at 13.

Released in 1986.

Surprisingly, being that this book was released in the late 80s when other Military Science Fiction franchises like Robotech were very popular, this book did not seem dated. Written by William H. Keith Jr., Decision at Thunder Rift is the beginning of a book trilogy. The Saga of The Gray Death Legion centers around the protagonist and founder of The Gray Death Legion, Grayson Death Carlyle.

Trained to be a Mechwarrior since age 10.

Privileged with elite training since his early childhood, but that included strict discipline as well. Grayson is the son of a military commander of Carlyle’s Commandos and trained to be a Mechwarrior from his childhood. Giving him all the technical knowledge and simulated combat training. 

On a rock and a hard place.

Our story begins like many good ones do when tragedy strikes. A traitor in their ranks will begin a chain of events that will cause the end of Carlyle’s Commandos and the death of Grayson’s father, leaving Gray alone on a hostile planet. Grayson’s mind is set on vengeance for the traitor and Battlemech lance pirates that killed his father. All he needs to do is the impossible, capture a Battlemech and build a Mech Lance up from scratch and defeat a whole lance on his own.

My mostly Non-Spoiler Sci-Fi Review of Decision at Thunder Rift.

Skipping to the point I really enjoyed this book and series. Choosing to do a  mostly non-spoiler review I have not disclosed more of the plot in this review. Decision at Thunder Rift plot is basically a hero’s journey in some ways and a lone survivor plot. Underdog and David versus Goliath stories have always been enjoyable to me. What I have decided to do is focus on the cast of BattleMech characters, because if you read the kindle or ebook version or listen to the audible version you may have to use your imagination and ask yourself what are these things called battleMechs?

BattleMechs of Decision at Thunder Rift.

What Sci-Fi Review of the Decision at Thunder Rift, would be complete without describing the BattleMechs in the book. A Shadow Hawk and a Maurauder and a Locust and a Stinger make up the most prominent Mechs used in the story.

The Shadowhawk

A multi-role BattleMech developed in 2550 during the Golden Age, the Shadow Hawk is a powerful fusion of maneuverability and firepower. With a mix of long-range and short-range weapons, good maneuverability thanks to jump jets, and excellent endurance. The Shadow Hawk has long been regarded as one of the best ‘Mechs in its weight class. Equally adept whether commanding a reconnaissance company or serving as a spotter for heavy and assault lances.

The Locust

The Locust was one of the most common Mechs in existence, having been in continuous production since the design was first introduced by Bergan Industries 2499. One of the smallest ‘Mechs ever built, the Locust was designed exclusively for reconnaissance and quick strike missions, using its then-phenomenal speed to outrun most enemies. In a situation where it was unable to outrun its enemies, the ‘Mech did have a light array of weapons with which to defend itself, but the Locust lacked the firepower or staying power to be a true front-line combatant.

Within its weight-class though the Locust was considered an excellent ‘Mech, overshadowed as a scout only by designs which mounted jump jets. Often when a Locust engaged in combat it was as a holding action until reinforcements could arrive, although when operating in groups of three they could swarm lone enemy ‘Mechs that were separated from friendly support.

The Marauder 

The Marauder was first built by General Motors in 2612 for use as an attack and direct fire support BattleMech. Most well-known ‘Mechs in existence and originally meant to usher in a new generation of ‘Mechs. Unfortunately, with the fall of the Star League, this new generation never quite materialized. On its own merits though, the Marauder was a devastatingly powerful ‘Mech. Outclassed only by larger machines like the Stalker and BattleMaster.

The Stinger

The Stinger was a light BattleMech built in 2479 as a direct competitor to the Wasp. The second-ever mass-produced recon ‘Mech, the Stinger was put into service alongside the Wasp due both to the Terran Hegemony‘s needs for scouts and to the similarities in their design.

Going on to become the second-most produced ‘Mech in the Inner Sphere after the Wasp. More than 200,000 were built between the time of its introduction and the end of the Amaris Civil War.

The Wasp

Introduced in 2464 as an attempt to create a fast and maneuverable recon BattleMech. Revolutionary for being the first ‘Mech capable of jumping. Sporting a prototype  jump jet system however, the system was not perfected for most of the next decade. 

The classic WSP-1A had a ground speed that could be considered lackluster when compared to many modern light ‘Mechs. Its slower speed was offset by its jump capability. While carrying heavier weapons than ‘Mechs like the Locust, the Wasp would generally only engage other light ‘Mechs. The Wasp used its jump capabilities to avoid conflicts with larger foes.

The Crusader and The Rifleman 

The Battletech Gaming Universe

Battletech table top is for serious Mechanized combat strategist!

If you like this…

Please check out my review of Homeland by R.A. Salvatore.

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