I don't see anything explicit, but I believe MW1e's authors assumed a x10 multiplier for direct hits and a x5 multiplier for nearby/AoE hits.
The "Attack by Natives" event refers to "platoons" rather than "squads," which suggests one-trooper-per-damage CityTech rules rather than one-squad-per-damage BattleDroids rules. A typical MechWarrior is assumed to have Body 6 and 60 Hit Points, and take 10 MW1e damage per point of BattleTech pilot damage. BattleTech pilot damage (from failed piloting rolls, the 'Mech's head getting hit, etc) must go directly to Hit Points (or be applied in 5 point groups), because if it were applied to a hit location normally, the pilot would pass out and die much earlier. Looking at damage rules on page 83 and onward, and supposing critical hits are only relevant 50% of the time, I estimate that a character will on average take only 1/6th of their Hit Points in a single hit on the hit location table before being rendered combat-ineffective. That means 10 points of damage for an average character.
MW1e introduced artillery (pages 58, 88-90) and infernos (page 57), both of which have full effect in their targeted hex and half effect in surrounding hexes. Now, DropShips and JumpShips was written for MW1e, and it translates KF Field Damage (page 29) from BattleTech values to RPG values by multiplying x5. If we read this x5 multiplier as AoE splash damage - which I think is reasonable - it should then also imply a x10 multiplier for direct hits.
I don't think MW1e has any rules that would allow a BattleTech-scale machine gun work properly (that is, capable of disabling up to 24 troopers in one attack). You'd have to come up with your own rules for spraying multiple RPG-scale hexes, or look at the ones in BattleTroops. I have not looked closely at BattleTroops, though, and I've heard its rules are rather more generous to infantry than MW1e is.