Author Archives: Martin Stenersen

About Martin Stenersen

Living in the far flung colonial islands of New Zealand, I often find myself far removed from major happenings in the world. However, the near-constant pestering of my dear friend, Revanche, ensures that I am at least aware of the slanderous rumors regarding all Kiwis' relationship with sheep.

The Art of War – An Interview with Matthew Plog, BattleTech Artist

They say a picture speaks a thousand words. That saying applies indescribably well to BattleTech. From the clean, sleek lines of scout ‘Mechs and vehicles to the thundering awesomeness of the largest assault machines, art brings the turmoil of the BattleTech universe to life. The images in our TRO’s and Source books lets us imagine these gargantuan machines storming across the battlefields of the Inner Sphere.

I was fortunate enough to catch up with one of this generation’s best BattleTech artists, Matthew Plog. Matthew was gracious enough to take some time out of his day to answer a few questions that gives us a glimpse into the mind of an artist and the workings of creating awesome BattleTech art.


Martin (Sarna): Let’s start from the very beginning, for all those budding artists out there who may read this. Where did you study art?

Matthew: First off I had a very creative mother and she was of course very encouraging to her young son.  Now that that’s out of the way :), I received my more formal art education in New Jersey at the Joe Kubert School for cartoon and Graphic design. 95-98′.

Martin (Sarna): It’s great on many levels to have that family connection to your passion. What got you interested in designing BattleTech equipment?

Matthew: I’d always loved machines, robots, tanks and the like.  Started with Saturday morning and weekday cartoons.  Ranging from G.I. Joe and all their gear to Voltron, Tranzor Z, even Jayce and the Wheeled Warriors.  Anything along those lines fed what I liked, and thus made me like that kind of thing even more.

Martin (Sarna): There are some great blasts from the past there and lots to draw from for inspiration. So what was your first experience with BattleTech work?

Matthew: Well, after time things get fuzzy.  I know I started picking up work with FASA, who owned BattleTech at the time, directly from school.  I believe it may have been work in one of the Battleforce boxed sets, BF2 if I recall correctly.  That was mostly just introductory type work and shortly thereafter I got a big slice of the TRO3060 roster.  As far as the experience goes, working with the BattleTech guys was always good.  They knew what they were after, knew the right things to say to get it, and usually paid on time.;)

Martin (Sarna): As a writer I find it easy working with words. As an artist and with only words to work with, how do you go about transforming those words into drawings?

Matthew: Having everything I’m doing take place in a universe that has already been established helps.  It gives you the framework.  But the words do the same thing to non-artists that they do to artists, we hear something, we see it in our head.  We just have the ability to get it back out.  Plus almost nothing ever gets to its end state on the first go. There’s almost always something that gets missed or minimized when it should be far more evident.  That’s why we have art editors.

Martin (Sarna): Can you describe your design creation process? Do you typically start from the ground up (literally) or work from the head down?

Matthew: Such things often end up being on a case by case.  If there’s an important structure to whatever I’m drawing I’ll start there.  But if we’re just talking general ‘Mechs then I start from the inside out.  Since the universe has an established set of rules for its technology they tend to follow biological rules a bit.  What with artificial muscle and man-mind controls.  So typically an arm is an arm and a leg, other.  Having fun with the sliders in the BT universe between straight machine look and more manlike is usually one of the fun parts of design.  But usually the most important thing when designing is to remember what rules you’re supposed to be following.  That tends to make the difference.  Of course, also when to ignore them.

Martin (Sarna): You create a lot of excellent commissioned art, particularly via DeviantArt. What’s the thrill for you in doing this type of work as opposed to an entirely new creation?

Matthew: BattleTech fans have always been a fine bunch to do business with, so they make it fairly easy.  Drawing something different every time has its appeal.  I’m unlikely to be able to complain of stagnation, at least on a one to one basis.

Martin (Sarna): Between business and commissioned requests it sounds like you’re kept pretty busy. Do you have a lot of back-work waiting to see the light of day or do you create upon request?

Matthew: There are some personal projects still in sketchy stages, but generally I share everything that I’d consider “done”.  Usually a good idea to show off the latest commissions and such.  But when I’m not working on one of them, likely I’m doodling something else for sure.

Martin (Sarna): Do you play BattleTech? If so for how long and how often?

Matthew: I haven’t played the actual board game version in every part of 15 years but I still love the miniatures, buying and painting them.  In keeping with the tone set by the first time I ever heard “BattleTech” I’ve played it most recently in the computerized form.  I played MechWarrior Online for a bit and am looking forward to trying out the BattleTech turn based game as well.

Martin (Sarna): I can vouch that the latest BattleTech game by Harebrained Schemes is well worth the time and money. I hope you have a lot of fun playing it and we would love to hear about your experiences with it in the future.

Thanks very much for your time, Matt. It’s very interesting to get a little glimpse behind the curtain of a well-established BattleTech artist. We all look forward to seeing more of your work in the near future.


For those of you wanting to keep up to date with Matt’s work (and you absolutely should!) or contact him about commission work, you can follow his DeviantArt account here: MattPLOG on DeviantArt

Fidelis, Stone, The ilClan? Oh, my!

Warning: potentially accurate theory regarding upcoming novels below.

Blaine Lee Pardoe, author of numerous BattleTech novels and source books, recently reported in his blog about a third BattleTech novella he is writing. The story, focusing on Wolf’s Dragoons, is scheduled for release in 2019, following two other novellas from Mr Pardoe, The Anvil and Forever Faithful.

We know that Forever Faithful will center on the Smoke Jaguars after their downfall in Twilight of the Clans and follow them through, I believe, to the ilClan era. We also know that Clan Goliath Scorpion will feature. It’s common knowledge that the last of the Smoke Jaguar warrior caste created the “Fidelis” (a Latin word meaning Faithful) and this elite force served the Republic of the Sphere following the Jihad. The name taken by the Smoke Jaguars, and the title of their upcoming novella, Forever Faithful, are unusual choices for a Clan that was known to openly mock mysticism. To what, exactly, are they “faithful”?

In his blog, Mr Pardoe hints at a number of “seeds planted” that tie in to a “big story arc”. There has been an incredible amount of fan speculation as to what this could mean and a number of conspiracy theories regularly pop up. I’m going to weigh in here with a few thoughts of my own that may or may not coincide with others.

I’ll start by tackling two with one blow: the Fidelis and Devlin Stone. Who the Fidelis are is well known. Why they had such a change in ideals is not. Also shrouded in mystery is the “debt” that they apparently repaid, granting them their release from Republic service in 3150. It seems clear that something significant happened resulting in a major shift in the Smoke Jaguars’ ideals. The annihilation of their Clan is major, of course, but would this alone really cause a transformation from aggressively martial (almost to the point of barbarism) to a more faith-based mind set?

The answer to that is hidden within the identity of the person who gave them their freedom: Devlin Stone.

There are many theories, and still so much mystery, surrounding who Devlin Stone really is. One idea that has crossed my mind (and it’s by no means an original one, I’m sure), is that Devlin Stone was created in an Iron Womb. There are certain links – tenuous I’ll grant you – that may suggest that at least part of Devlin Stone’s DNA came from Nicholas Kerensky. Let’s have a look at some of these:

  • Both have a very charismatic leadership style, politically and militarily;
  • Devlin Stone created his Republic from the Terran Hegemony;
  • Both have an affinity for the Atlas II, with Nicholas piloting an Atlas II throughout his Clan life,
  • They are eerily similar in their portraits;

  • But possibly the most telling of all – the control that Devlin exerted over the Smoke Jaguars.

If Devlin knows of his origins and imparted that knowledge to the remnants of Smoke Jaguar, that would cause the marked change in their philosophy that we have witnessed. Additionally, the “debt” that the Jaguars, in the guise of the Fidelis, owed could well be the ideals they held when invading the Inner Sphere. If Aleksandr’s wish was for a peaceful return to the Inner Sphere, and his son held to that vision, then the Jaguars’ methods were in direct contravention of that. If Devlin is being perceived as “The Great Father Reborn” then that could account for their shift.

On the subject of Aleksandr, the “Smoke Jaguar Remembrance” (also titled “The Unopened Work”) states the following (from the Dark Age novel Surrender your Dreams):

The betrayers came and claimed to be our friends. The Custos knew better. He trusted them only as much as necessary. When we learned of their betrayal, he changed us forever. He taught us that freedom, with rules and guidelines, was the key to our survival. We shed the old ways that held us back. We found The Republic and tied our future to the Great Father – Stone.

 Here they actually refer to Devlin Stone as the Great Father. That is a title that has only ever been reserved for Aleksandr Kerensky among the Clans. Coincidence or one of those planted seeds? Could it be that Devlin Stone is an amalgamation of the DNA of both Aleksandr and Nicholas?

And who are these “betrayers” that this passage refers to? It could be the Word of Blake, though the passage suggests that there was some trust between them and the fact that the Smoke Jaguars were imprisoned in Blakist re-education camps suggests that no trust was evident there.

That leads me to another possibility: The Blood. Whether it is to be believed or not, the sourcebook Jihad Secrets: The Blake Documents tells of contact between ComStar and Clan Wolverine during that Clan’s flight from the Homeworlds. The tale goes on to suggest that these Wolverines become “The Blood”, a fanatical group that was originally led and shaped by a person called “Marillier”. If these Blood are descendants of Clan Wolverine and form(ed) the core of Word of Blake, it would make sense that the Jaguars sought any way to eradicate them, even joining the Republic’s crusade. This also supports the Devlin Stone/Nicholas Kerensky connection and Devlin’s drive to wipe out the Blakists.

And that leads us right back to the aforementioned novella featuring Wolf’s Dragoons and, potentially, the ilClan. If there is a Kerensky on Terra, will we see Clan Wolf become the ilClan and will Wolf’s Dragoons finally be “coming home”? It’s all speculation, of course, and even if none of it is accurate it can be fun to theorize. What are your thoughts on this? Let me know in the comments below.

The Succession Wars and so much more…

Way back in August 2013 we featured an article on Scrapyard Armory’s Succession Wars online game. With the surge in popularity of BattleTech both in virtual and physical formats we thought now was a good time to revisit this great game.

Based on the 1987 table top board game by FASA, Scrapyard Armory’s Succession Wars recreates the struggles of the five Great Houses in an online multiplayer environment. Players take control of the Great Houses and fight, negotiate and backstab their way to domination over the entire Inner Sphere. The board game featured two scenarios: the primary one is set in 3025, around the time of the 4th Succession War, with an alternate set at the outbreak of the 1st Succession War in 2786. Both of these scenarios have been lovingly recreated.

Since our last article the community at Scrapyard Armory has grown considerably and a team of content creators have expanded the free, playable scenarios (also called Orders of Battle) to phenomenal levels. Now you can play games ranging through the BattleTech timeline from 2550 to 3145. Custom maps for many of these games let you recreate The Age of War, the rise and the fall of the Star League, The Clans: Operation Klondike (a 2 player scenario), the 1st, 2nd and 4th Succession Wars, the Clan Invasion, the rise of the Word of Blake, and on to the Renaissance of 3145.

One of SYA’s content creators and a six-year veteran of the site, ‘Jimmy the Tulip’, spoke to us about creating Succession Wars scenarios. “What I love about what Scrapyard Armory has developed here is the flexibility to really get in and create something in incredible detail. The ability to create new maps, adding units and leaders and coming up with new ways of using the game mechanics to make something truly unique keeps me coming up with new ideas.”

Jimmy went on to talk about playing the games. “The tension can really be palpable at times, especially when you have a group all online simultaneously. Even when you’re waiting for actions to be taken you can study the map, think about strategies for taking out your opponents and really delve into what makes grand scale strategic games great. I’ve made some great friends while playing this game too. The community is fantastic.”

With a total of 19 different scenarios currently live (and more in development) Scrapyard Armory’s Succession Wars offers an immersion into the BattleTech universe in unprecedented fashion. There is a small amount of variation in the rules from the original board game in order to better facilitate the online nature of the game but, aside from that, the games play true to the nature and feel of its originator. The Development Team continues to work on ironing out the occasional bug and has provided a wide array of Orders of Battle and game options, including custom cards, the ability to play with Battle Armor units and over-size JumpShips, to provide nearly limitless replayability. A small team of Admins are also active to assist new players and veterans alike.

If you haven’t already signed up, run on over and check them out at Succession Wars. Join in one of the many games on offer or, if you’re bold, create a game of your own and take on the community there. Remember…. No guts, no galaxy!