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BattleTech

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BattleTechis awargamingandmilitary science fictionfranchise[1]launched byFASA Corporationin 1984, acquired byWizKidsin 2001, which was in turn acquired byToppsin 2003;[2]and published since 2007 byCatalyst Game Labs.The trademark is currently owned by Topps and, for video games,Microsoft Gaming;Catalyst Game Studios licenses the franchise from Topps.

The series began with FASA's debut of theboard gameBattleTech(originally namedBattledroids) byJordan WeismanandL. Ross Babcock IIIand has since grown to includenumerous expansions to the original game,several board games,role playing games,video games, acollectible card game,a series ofmore than 100 novels,and an animatedtelevision series.[3]

Gameplay

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In its most basic form,BattleTechis played on a map sheet composed of hexagonal terrain tiles. The combat units are roughly 12-metre-tall (39 ft) humanoid armored combat units called BattleMechs, powered by fusion reactors and armed with a variety of weapons. Typically, these are represented on the game board by two-inch-tall miniature figurines that the players can paint to their own specifications, although older publications such as the 1st edition included small scale plastic models originally created for theMacrossTV series, and the 2nd and 4th edition boxed sets included small cardboard pictures (front and back images) that were set in rubber bases to represent the units. The game is played in turns, each of which represents 10 seconds of real time, with each turn composed of multiple phases.

Setting

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BattleTech's fictional history covers the approximately 1,150 years from the end of the 20th century to the middle of the 32nd. Most works in the series are set during the early to middle decades of the 31st century, though a few publications concern earlier ages.[4]MechWarrior: Dark Agesand its related novels take place in the mid 3100s.[5]

A detailed timeline stretching from the late 20th century to the mid-32nd describes humanity's technological, social and political development and spread through space both in broad historical terms and through accounts of the lives of individuals who experienced and shaped that history,[6]with an emphasis on (initially) the year 3025 and creating an ongoing storyline from there. Generally,BattleTechassumes that its history is identical to real-world history up until approximately 1984, when the reported histories begin to diverge; in particular, the game designers did not foresee the fall of theSoviet Union,which plays a major role past 1991 in the fictionalBattleTechhistory. Individual lifestyles remain largely unchanged from those of modern times, due in part to stretches of protracted interplanetary warfare during which technological progress slowed or even reversed. Cultural, political and social conventions vary considerably between worlds, butfeudalismis widespread, with many states ruled by hereditarylordsand other nobility, below which are numerous social classes.

A key feature of theBattleTechuniverse is the absence ofnon-human intelligent life.Other than one or two isolated encounters in novels, mankind is the onlysentientspecies.

Above all, the central theme ofBattleTechis conflict, consistent with the franchise'swargamingcore.[1]Interstellar and civil wars, planetary battles,factionalizationand infighting, as well as institutionalized combat in the shape of arena contests andduelling,form the grist of both novelized fiction and game backstories.

The level of technology evident inBattleTechis an unusual blend of the highly futuristic and the nearly modern. The universe is largely based inhard science fictionconcepts — much of the technology used is either similar in advancement to that of the present day, or based on technology considered plausible in the near-future, such as therailgun.A handful of exceptions, notablyfaster-than-lightinterstellar travelandsuperluminal communication,depend on purely fictional or speculative principles. Radically advanced tech mixes with seemingly anachronistic technologies such asinternal combustion enginesandprojectile weapons.Artificial intelligence,nanotechnology,androids,and many other staples of future fiction are generally absent or downplayed. Incessant warfare is generally blamed for the uneven advancement, the destruction of industry and institutes of learning over the centuries of warfare having resulted in the loss of much technology and knowledge. As rivalries and conflicts have dragged on, advanced technologies are redeveloped for the battlefield.[7][8]

History

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Conception

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Chicago-based FASA Corporation's original 1984 game focused on enormous robotic, semi-humanoid battle machines battling in a science-fiction feudalistic Dark Age setting. The game was at first calledBattledroids.[9]The name of the game was changed toBattleTechin the second edition becauseGeorge LucasandLucasfilmclaimed the rights to the term "droid";[10][11]the machines themselves were renamed BattleMechs from the second edition onward.

The game components included:

  • First edition: two full-color terrain maps, 48 stand-up BattleMech counters, four sheets of playing markers, plastic counter stands, dice, and a rule book.[12]
  • Third edition: two color maps, a pack of record sheets, and fourteen 2 "plastic miniatures of various BattleMech war machines.[13]
  • Fourth edition: two rule-books, a booklet of record sheets, 48 stand-up playing pieces, and a sheet of 144 insignia stickers.[14]

Illustrations & imagery

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Rather than create their own original robot art, FASA decided to use already-extant designs that had originally been created for a variety of different Japaneseanime,includingDougram,Crusher Joe,andMacross.The rights to these images were licensed fromTwentieth Century Imports (TCI).In later years, FASA abandoned these images as a result of a lawsuit brought against them byPlaymates Toysand Harmony Gold over the use of said images.[15]

The anime-sourced BattleMechs continued to be referenced in-universe, but their images were no longer seen in new sourcebooks. This led them to be termed by fans as "the Unseen". WhenFantasy Productionslicensed the property, these "Unseen" images were expanded to include all art produced "out-of-house" – that is, whose copyrights resided with the creators, not the company. Catalyst Game Labs has continued this practice.[16]

Expansions

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The game's popularity spawned several variants and expansions to the core system, includingCityTechwhich fleshed out urban operations, infantry, and vehicle combat,AeroTechwhich focused on air and space-based operations, andBattleSpacewhich detailed large spacecraft combat. FASA also published numerous sourcebooks, known as Technical Readouts, which featured specifications for new combat units that players could select from. However, despite the large number of such pre-designed BattleMechs, vehicles, aerospace units and other military hardware, the creators also established a system of custom design rules, enabling players to generate their own units and field them in combat. In addition to game rule books, FASA published several background books detailing the history, political and social structures of various factions in the game, including all five Great Houses of the Inner Sphere, ComStar, the Periphery states and the fallen Star League.

FASA launched two additional systems to complement the core game:BattleTroops,an infantry combat system, andBattleForce,a large-scale combat simulator governing the actions of massedBattleTechunits.The Succession Wars,a board game released in 1987, is one of only two purely strategic titles of the series (the other being "The Inner Sphere in Flames" from the Combat Operations book).The Succession Warsis played on a politicalstar map,with players trying to capture regions of space.

Recent years have seen a trend of consolidating the expansions into "core products" for efficiency. Beginning under FanPro's aegis, then continued under Catalyst Game Labs, the various rulesets have been combined into a series of Core Rulebooks:[17]

  • Total Warfare(TW) integrates the original boardgame withCityTech,BattleTroops,and parts ofAeroTech 2(itself a consolidation ofAeroTechandBattleSpace) pertaining to atmospheric operations (such as simplified rules for Dropship operations, and the use of AeroTech Fighters in atmospheric combat).
  • Tactical Operations(TO) supplementsTotal Warfarewith rules for expanded game-play (advanced rules). These include an expanded weapons / equipment table listing (Lostech), advanced unit types (such as "mobile structures", planetary fortresses, and "large support vehicles" ) as well as numerous optional gameplay enhancements for planetary-level conquests (consolidatingMaximum Techand other expansion packs, likeExplorer Corps).
  • Strategic Operations(SO) consolidates the rules for multi-game campaigns within a single star system (such as unit morale and management, repair and maintenance, equipment salvage, in-game construction, and unit-level economics) with the remainingAeroTech 2rules omitted from TW. These include the introduction ofcapital-levelspacecraft (Jumpships / Warships / Space Stations / Fighter Squadrons) and equipment,space warfarerules, and the use of space travel as a gameplay element. A revised version ofBattleForceis also consolidated into the book.
  • TechManual(TM) consolidates the customization rules withtechnical flufffrom various products for units compliant toTotal Warfarerules. (Construction rules for the missing units are listed in TO or SO, as these units are not considered to be "tournament legal" for gameplay).
  • Interstellar Operations(IO) was originally a project that had been available in beta form. The book was designed to introduce rules for faction-wide operations (such as entire Clans / Succession Houses / Empires) across multiple campaigns and star systems—up to and including the entire Inner Sphere. The book itself would have also included an expansion of additional technologies which stipulated per time period in the game universe's history, including revised rules for more advanced types of vehicles such as Land-Air 'Mechs, Superheavy BattleMechs, and unique period technologies. The size of the materials slated for the book forced its splitting into two volumes; the second, which was initially known as theCampaign Companion,was renamed.[18][19]
  • Campaign Operations(CO) is the self-contained companion book to Interstellar Operations. The book provides core rules handling player campaigns, using different rules sets. Taking older legacy rules found in previous source books, CO presented them in a singular core rulebook for better accessibility for the player. Included in the publication are rules to build environments for players to create and maintain combat units to be played in the game universe and rules allowing them to design their own worlds and star systems if desired.[20]
  • BattleMech Manualis an alternative Core Rulebook to Total Warfare. Unlike Total Warfare, the Battlemech Manual ignores all elements of combined operations, instead presenting concise and developed rules for playing games of Battletech focused exclusively on BattleMechs fighting against Battlemechs. The book is marketed as "table usage friendly"[21]and serves as a complete, standalone game experience for players who want a single book for Mech focused combat.

After FASA

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After the FASA Corporation closed in 2000, Wizkids bought the rights to the game in January 2001.[22]They reworked the IP to launch theirMechWarrior: Dark Agecollectible miniatures game, but licensed the rights to continue to publish products for the old game to FanPro (itself a subsidiary ofFantasy Productions). Topps bought Wizkids in 2003, but this did not change any publishing agreements at that time. FanPro held the license to the original tabletop game (which they rebranded as "Classic BattleTech" ) until 2007. At that pointCatalyst Game Labs(CGL) acquired the license from Topps. CGL continues to hold the license to this day; with the end of theMechWarrior: Dark Ageminiatures game, the name of the traditional tabletop game has reverted to simplyBattleTech.

On 24 June 2009,Catalyst Game Labsannounced that they had secured the rights to the "Unseen" art. As a result, art depicting the original 'Mechs could be legally used again.[23]However, an update on 11 August 2009 stated that the part of the deal regarding designs that originated in images fromMacrosshad fallen through, returning the original images to Unseen status once again. Since then, designs that originated in images fromDougramandCrusher Joeare no longer considered Unseen.[24]

Reception

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In the March 1988 edition ofDragon(Issue 131),Jim Bambracalled thefirst editionBattleTechtabletop game "a brilliantly conceived and presented game of robotic combat set in the war-torn universe of the Successor States", and complimented the high production values of the game components. Bambra concluded with a recommendation: "Try theBattletechgame. If you like it, it might inspire you to form your own BattleMech unit and battle your way across the Successor States. "[12]

In the June 1993 edition ofDragon(Issue 194),Rick Swanreviewed FASA's third edition and liked the rules revisions "presenting the fundamentals in clear, simple language". Swan also admired the game's post-apocalyptic vision, calling it "one of the hobby's richest settings." He concluded with a recommendation to buy the third edition: "While the previous version was a class act... the third edition stands as the definitive treatment, a handsome upgrade worth the purchase price even for owners of the old editions."[13]

In the August 1997 edition ofDragon(Issue 238), Rick Swan reviewed FASA's fourth edition ofBattleTech,and called it "A snap to learn... as exciting as it is addictive; there are few gaming experiences more satisfying than blasting giant robots into scrap metal." However, for people who already owned the third edition, Swan suggested that "there's no compelling reason to invest in version four."[14]

Reviews

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Spin-offs

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TheBattleTechfranchise first extended beyond the tabletop wargame format with the release ofMechWarrior,arole-playing gamein which players portray BattleMech pilots or other characters in the 31st century. The RPG system has been republished in several editions and expanded by various sourcebooks and supplements. In 1996, FASA also introduced theBattleTech Collectible Card Game,a CCG developed byWizards of the Coast,creators of the popularMagic: The Gathering.

WizKids,owners of theBattleTechfranchise after 2001,[29]introduced a collectable miniatures-based variant of the classic tabletop game calledMechWarrior: Dark Agein 2002 (later renamedMechWarrior: Age of Destruction).[30]The game incorporates WizKids' "Clix System",a means of tracking the combat statistics and abilities of each figure by turning a dial in its base.

BattleMechs, the hulking flagship units of the franchise, made a natural subject for computer emulation, and so in 1988Infocomreleased a PC/Commodore 64/Amiga based RPG calledBattleTech: The Crescent Hawk's Inception.It was later followed up with a sequel,BattleTech: The Crescent Hawk's Revengein 1990. Both games were reasonably well received, although aside from storyline continuity the second game held few similarities to its predecessor. The first pure simulation of BattleMech combat, however, was released for computers in 1989. TitledMechWarriorand published byActivision,the single-player game gave users the opportunity to pilot a range of Mechs and engage in combat against computer-controlled opponents. SequelsMechWarrior 2(1995),MechWarrior 2: Mercenaries(1996),MechWarrior 3(1999) andMechWarrior 4(2000), andMechWarrior 4: Mercenaries(2002) created simulations of progressively higher technical sophistication. "Mekpaks" forMechWarrior 4: Mercenariesmade by Mektek were released, adding new weapons, Mechs and graphics.[citation needed]A group also moddedCrysisfor the release of aBattleTechgame known asMechWarrior: Living Legendsand the first public beta was released on December 26, 2009.[citation needed]A possibleMechWarrior 5was being produced, though it lingered in development for about a year and was eventually canceled.[citation needed]Originally,Smith & Tinkerowned theBattleTechelectronic rights, but, after failing to find funding for a newMechWarriorgame, the rights to the series were bought byPiranha Gamesin 2011, who had originally been working with Smith & Tinker to create MechWarrior 5.[31]On July 9, 2009, it was confirmed that the franchise would be rebooted.[32]Further trailers were released and it was confirmed that the timeline would be set around 3015. Though it seemed that the legal troubles which originally plagued FASA due to the similarities betweenBattleTechmechs and those in Robotech/Macross had returned to cause some troubles for Piranha Games,[33]the company later released a statement noting that their primary troubles had been with finding a publisher, which eventually led to the announcement of afree-to-playreboot calledMechwarrior Online,set around the start of the clan invasions.[34]The game was published in 2013 by Infinite Games Publishing,[35]the same company which later publishedMechWarrior Tactics.IGP filed for bankruptcy and sold off the rights in December 2014. Piranha Games continued work onMechWarrior 5: Mercenaries,was released as an Epic Games exclusive in December 2019. Piranha Games will be releasing a stand-alone sequel toMechWarrior 5: MercenariescalledMechWarrior 5: Clanson October 3rd, 2024.[36]

The franchise saw its first online-dedicated game withMultiplayer BattleTech: EGAin 1992, which was followed byMultiplayer Battletech: Solarisin 1996. 1994 saw the series' first console original title, the simply titledBattleTechfor theSega Genesis.Other notable titles include theMechCommanderseries for the PC (MechCommanderin 1998 andMechCommander 2in 2001), theMechAssaultseries (MechAssaultandMechAssault 2: Lone Wolfin 2002 and 2004, respectively, for theXbox,andMechAssault: Phantom Warin 2006 for theNintendo DS). A newturn-based strategy game,simply titledBattleTech,was released in April 2018. The game was developed byHarebrained Schemes,and led byJordan Weisman,the creator of the series.[37][38]

Magazines

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BattleTech material appeared in various publications from other companies, ranging from articles in professional gaming magazines to fanzines devoted exclusively to the game. FASA provided some material to gaming magazines, allowed associated fan clubs like MechForce to publish newsletters, and treated some magazines like BattleTechnology as semi-official publications. Some of this material was treated as canon at the time and some of it, especially 'Mech designs, came to be used in official product.

An exhaustive list is impossible but more notable publications are listed below.

Magazines with some BattleTech articles:

  • Challenge(Game Designers' Workshop) - #30, 35, 36, 38, 39, 44, 47, 48, 51, 54, 55, 60, 61, 67–70, 71, 73
  • Dragon- issues #114, 144, 161–163, 166
  • Mecha Press(IANVS) - issues #0, 1, 3, 4, 7-17
  • The Space Gamer(Steve Jackson Games) - issues #75, 78–80, 83, 85
  • Stardate(FASA/Associates International/Reluctant Publishing) - issues Volume 1 #5/6; Volume 3 #1-6
    • StarDrivea one-shot from Reluctant Publishing
  • White Wolf- issues #7-10, 33, 41

Fanzines and magazines dedicated to BattleTech:

  • BattleTechnology(Jeffry Tibbetts/Pacific Rim Publishing, 1987–1995, 23 issues) - had semi-official status and featured material from several writers of official BattleTech fiction.
  • Commando Quarterly(FanPro Commandos, 7 issues, 2003–2006)
  • Future Wars(Herb Barents, 42 issues) - 41 regular issues and a best-of
  • Mech(MechForce North America, 1990–1995, 18 issues) - newsletter, replaced byMechForce Quarterlyin 1995
  • MechForce Quarterly(21 issues, 1995-?) - newsletter of MechForce North America
  • Shrapnel(Catalyst Game Labs, 2020-) - ongoing digital house publication

Other media

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BattleTech Center

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TheBattleTechcreators' goal of creating an immersive BattleMech simulation came about 1990 with the opening of the firstBattleTech Centerat the North Pier Mall in Chicago. The BattleTech Center featured 16 networked, full-sized cockpits or "pods" that resembled a BattleMech cockpit with over 80 separate controls. Each player selected a 'Mech to pilot into combat against up to seven other human players in the other cockpits. Virtual World Entertainment, the company that managed the centers, later opened many other Virtual World centers around the world. It later merged with FASA Interactive Technologies (FIT) to form Virtual World Entertainment Group (VWEG) in order to better capitalize on FASA's properties. In 1999,Microsoft Corporationpurchased VWEG to integrate FIT into Microsoft Game Studios and sold VWE.[citation needed]VWE continues to develop and support the currentBattleTechVR platform called the Tesla II system, featuringBattleTech: Firestorm.[citation needed]Members of the "pod" ownership community continue to update the software and hardware for the Tesla II cockpits (e.g., by developing kits that allow to replace the originalCRTmonitors with modernLCDones[39]) for both private, commercial, and convention use.

Tie-in fiction

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  • More than 100 tie-in novels.The novels are set in both the Classic BattleTech era (mid-3000s) and the Dark Age era (3130s). The original (Classic) BattleTech novels were produced between 1986 and 2002, while the Dark Age era Novels were produced from 2002 to early 2008. Publication of titles under the Classic BattleTech and MechWarrior lines resumed at the end of 2008.[40]
  • An online writing project namedBattleCorpsproduces novelettes set in different eras. The subscription-basedBattleCorpsoffers monthly stories set across the history of the fictional universe. As of mid-2017, no new stories have been released in the first two quarters of 2017.[41]
  • The Spider and the Wolf,a comic book-style sourcebook published by FASA in 1986 as a supplement to the original board game. It depicts the inception of the "Black Widow Company" in 3015 and offers a brief introduction to theBattleTechuniverse as a prelude on the inside cover. Three potential game scenarios are presented in the back of the book.
  • A series of licensed comics, published in the late 1980s byBlackthorne Publishingunder theBattleTechandBattleForcemonikers. The BattleTech comics included an "annual" and a "3-D" special issue, while the third of the three-issue BattleForce comic was left unpublished. The comics are not officially dated, but due to real-life publication date and plot context, speculation suggests that setting is circa 3025.
  • A five-issue comic book limited series based onBattleTech: The Animated Series,BattleTech: Falloutwas published byMalibu Comicsfrom 1994 to 1995.[42]The series is set in early 3050 during the Clan Invasion and depicts a group of disparate fugitives pairing with the Belt Pirates. The two parties form an irregular BattleMech force to remove the Clans from theStar's Endsystem. The first issue has two special editions, one with gold print ( "gold edition" ) and one with a holographic cover. The fifth issue (titled "Issue #0" ), offers three very short supplemental stories outside of the main plot of the comic.
  • A 13-episode television show,BattleTech: The Animated Series,aired onFoxin late 1994. The show was produced bySaban Entertainmentand followed Major Adam Steiner and his unit, the First Somerset Strikers in an ongoing conflict withClan Jade Falcon.
  • Electric Entertainment,a company under contract toParamount Studios,has leased the rights to produce a motion picture based on theBattleTechuniverse. Development has been slow and little is known about the project's status.

See also

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References

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  1. ^abClute, John; Nicholls, Peter, eds. (1995) [1993]. "Games and Sports".The Encyclopedia of Science Fiction.technical editor, John Grant; contributing editor, Brian Stableford (2nd ed.). New York: St. Martin's Griffin. p.466.ISBN978-0-312-09618-2....many visions of a corrupt future society forsee the return of bloody games in the Roman tradition... The BattleTech shared-world series (see also Robert Thurston) moves the formula on to a galactic stage.
  2. ^"Topps Acquires WizKids".icv2.
  3. ^Reed, Philip J.(2007). "BattleTech". InLowder, James(ed.).Hobby Games: The 100 Best.Green Ronin Publishing.pp. 24–27.ISBN978-1-932442-96-0.
  4. ^Hess, Clare W.; et al. (1989). Donna Ippolito (ed.).Technical Readout: 2750(Corrected Second Printing ed.). Chicago: FASA Corporation.ISBN978-1-55560-089-1.
  5. ^"WizKids: MechWarrior".Archived fromthe originalon 2007-12-08.Retrieved2007-12-09.
  6. ^Bills, Randall N.; et al. (2007). "A Brief History of the Inner Sphere".Inner Sphere at a Glance.Classic BattleTech. Lake Stevens, WA: Catalyst Game Labs (inMediaRes Productions).ISBN978-0-9792047-3-9.
  7. ^"Combat Equipment"
  8. ^"Technical Readout: Vehicle Annex"
  9. ^Weisman, Jordan; L. Ross Babcock III (1984).Basic Battledroids.Chicago: FASA Corporation.
  10. ^"DROID (Original registration)".United States Patent and Trademark Office.September 22, 1977.RetrievedFebruary 19,2016.
  11. ^"DROID (Current registration)".United States Patent and Trademark Office. September 26, 2008.RetrievedAugust 24,2010.
  12. ^abBambra, Jim(March 1988). "Role-playing Reviews: To the Stars!".Dragon(131).TSR, Inc.:74–76.
  13. ^abSwan, Rick(June 1993). "Role-playing Reviews".Dragon(194).TSR, Inc.:33–35.
  14. ^abSwan, Rick(August 1997). "Role-playing Reviews".Dragon(238).TSR, Inc.:112.
  15. ^Harmony Gold U.S.A. and Playmates Toys v. FASA Corporation and Virtual World Entertainment,95 2972(U.S. District Court for the Northern District of Illinois, Eastern Division 1996-06-12).
  16. ^Record Sheets: Phoenix Upgrades.BattleCorps. 2006. pp. 1–2.
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  19. ^"Interstellar Operation".Battletech News.Catalyst Game Labs. 2 November 2012.Retrieved23 July2015.
  20. ^"Campaign Operation".bg.Battletech.Catalyst Game Labs. 2 July 2016.Retrieved2 July2016.
  21. ^"BattleMech Manual".bg.Battletech.Catalyst Game Labs. 2 July 2016.Retrieved2 July2016.
  22. ^"Wizkids Acquires Battletech".The Miniatures Page.2001-01-25.Retrieved2018-06-06.
  23. ^"Catalyst Game Labs".Catalyst Game Labs.
  24. ^Sometimes Things Just Don't Go As We Want Them To | BattleTech: 25 Years of Heavy Metal MayhemArchived2012-02-26 at theWayback Machine
  25. ^"Têtes d'Affiche | Article | RPGGeek".
  26. ^"Têtes d'Affiche | Article | RPGGeek".
  27. ^"Magia I Miecz 1993 04".April 1993.
  28. ^"Jeux & stratégie 51".June 1988.
  29. ^WizKids GamesArchivedNovember 10, 2006, at theWayback Machine
  30. ^WizKids GamesArchivedMarch 14, 2007, at theWayback Machine
  31. ^Bullock, Russ."President".Piranha Games.Retrieved24 February2014.
  32. ^Plunkett, Luke (July 9, 2009)."New Mechwarrior Game Confirmed, Will Reboot Series".Kotaku.Gizmodo Media Group.RetrievedApril 14,2014.
  33. ^Brudvig, Erik (3 September 2009)."MechWarrior 5 Trouble Brewing?".
  34. ^"MWO: News".mwomercs.
  35. ^"IGN".Archived fromthe originalon 2011-11-08.Retrieved2015-08-16.
  36. ^"MechWarrior 5: Clans".mw5clans.
  37. ^Futter, Mike (September 28, 2015)."Returning To Battletech 31 Years Later".Game Informer.Archived fromthe originalon September 30, 2015.RetrievedSeptember 30,2015.
  38. ^Matulef, Jeffery (August 14, 2017)."BattleTech reboot delayed until 2018".Eurogamer.RetrievedMarch 8,2018.
  39. ^"MechJock.Com the home of Virtual World Entertainment LLC. - Tesla II Cockpits getting custom MFD LCDs".
  40. ^Administration, Catalyst (27 June 2008)."Catalyst Game Labs bring Classic BattleTech, Shadowrun, and MechWarrior novels back to bookstores".
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  42. ^"BattleTech: Fallout".
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