Category Archives: Interviews

Community Outreach – BattleTech Corps Ukraine’s Gaming During Wartime

Ukraine BattleTech Belt Cover

A little while ago, Tex suggested that I reach out to a group of BattleTech players in a faraway place doing some pretty amazing things under pretty difficult circumstances. Despite having no local distributor, Ukraine has a small but thriving BattleTech community, and they won’t let a little thing like an invading foreign power keep them from having a good time.

This time on Community Outreach, we discover BattleTech Corps Ukraine. Ross shows us what these mad lads and lasses have been up to over the past 580-odd days, and provides some pretty good advice whether you’re living in or out of a warzone. 


Sean (Sarna): So, how about you briefly introduce yourself? 

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Ross (BattleTech Corps Ukraine): My name is Ross, which is… Well, I ask people to call me Ross.

It is short for Rostislav, which is my full name. Slavic name, which is very complicated for people not from here. And I usually don’t make people suffer and just tell them it’s Ross. 

And who am I is an interesting question. There is an inside joke going around our local Ukrainian community that I’m a minister of foreign affairs. We give everybody a minister position. We have a pretty small community and whenever somebody wants to be a minister of something, they just say I’m a minister of whatever.

Including the minister of being a smart ass. That’s also a position. 

Sean: Well, it’s good to be organized. 

Ross: Kind of. So, yeah, I’m mostly handling the communication with whatever foreign friends we have or foreign interactions that we might have as a community, and very proud of that position, really. It allows me to kind of use my real-life experience, so things that I do at my day job at my hobby, which is pretty nice. 

Sean: Very cool. We’ll focus on you, Ross, for the opening questions. When did you get into BattleTech as a game universe? 

Ross: Good question. I come from a group of people where some of the [sci-fi] universes passed them by in their youth.

So, our local community in my town is all made up of Warhammer refugees and we came in to play the tabletop game about two years ago. Exactly to a point this month, I think, even. Okay, so… Before that, I was familiar with BattleTech through HBS’s BATTLETECH computer game, and through some of the videos I saw on YouTube, including the BPL’s videos on the Mackie and Tex’s voiceover. Plus, some of the smaller channels with memes and whatnot.

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Sean: All right, so you’re actually relatively new to BattleTech. Like, Harebrained’s BATTLETECH, that’s 2018? So four years ago is about as far back as you go. 

Ross: Yeah, yeah, I think so.

Sean: Well, besides BATTLETECH and the tabletop game, is there anything else that you play that’s kind of BattleTech related, like MechWarrior Online

Ross: I do play MechWarrior 5. I tried playing MechWarrior Online, but it’s a particular type of game, which is a different conversation entirely. It reminds me too much of a lot of time spent in World of Tanks when I was a student and I don’t want to do that. Kind of don’t have enough commitment to play the game. You got to grind there. 

Sean: Yeah. It’s the same with World of Tanks and a lot of games that are set up, you gotta grind and spend a lot of money. It’s why I think PGI is moving towards the more traditional sort of premium game releases like MechWarrior 5 and away from the kind of microtransaction-filled games like MechWarrior Online. I think a lot of BattleTech players prefer that too.

Ross:  MechWarrior 5, with its capacity for mods, is a thing. And I understand what the MechWarrior Online would give you, as in the constantly, I don’t know, moving, living community, whatever size it is. It’s people that you can connect with online but in terms of what you can get out of the BattleTech universe. MechWarrior 5 with mods is obviously something much more tasty, I think. 

Sean: Yeah, same here. Well then, we arrive at maybe the most important question I’ll ask: What’s your favorite ‘Mech? 

Ross: That’s a good question. I will say the Thunderbolt because it was one of the first I’ve seen, one of the first I’ve tried in the computer games, and it was the first ever miniature I got. First miniature I painted, and the first miniature I played on the tabletop, so I’ll keep it at that. 

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Sean: It’s a good ‘Mech. It’s a solid heavy. I think I have one in my current MechWarrior 5 playthrough, where it’s just so handy to have all those weapons. You have machine guns to tear down buildings, you’ve got all those lasers to pretty much take out whatever you need, and missiles to take out things that are just too far. 

Ross: Yeah, it’s a solid all-rounder. It’s a solid weight, solid speed, solid set of weapons, which are long ranges, short ranges, and medium ranges. And it’s a big, burly, bulky machine that looks very, very good. What’s not to love? 

Sean: Exactly. Okay, do you have a favorite faction in BattleTech?

Ross: Yes, I am a Magistracy of Canopus fanboy. I see it’s a popular thing nowadays, right? With a lot of new players coming in. And they see a catgirl faction and they grab onto it. 

Sean: I mean, it’s hard to argue against catgirls.

Ross: Right, right. But I stayed with the faction because I dug deeper. At one point, I wanted to make–if only I had the time–a deep lore dive video that explains the underlying lore of the Magistracy of Canopus.

Because it’s not all sunshine and roses, as you say. There is a lot of darkness going on there, like the underworld of these old implants and people with implant rejections, it’s very grimdark. I dug into it in the old sourcebook, and this is like… This is tough. You read it and you’re like, oh, that’s uh, that’s very dark. And I stayed for that because that’s interesting. 

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Sean: Absolutely. I would call it like cyberpunk dystopia, honestly. 

Ross: Yeah. 

Sean: What about a favorite era? What kind of eras of BattleTech have you experienced?

Ross: So, we are a slowly developing group within our community. We started off, obviously, at the classic 3025, and we got stuck on it for a really long time. Some of the local community members behave like old people when they don’t want to try new things because they look scary. It’s like, what is your ER Medium Laser? Why? What? No, it’s too powerful. Double heat sinks? Ridiculous. We need to play tractors. 

But no. We tried a little bit of Star League era, just the very end. Right after or right before Kerensky left, we played a role-playing campaign in that era, which was pretty interesting, I liked that.

Tried a little bit of Clans, a little bit of Civil War, but not too much. Still quite interesting, new ‘Mech designs, upgraded things. I think it’s the right era that the Omni Blackjack comes in with Rotary Autocannons. That thing is very nice. So the future, very cool. 

But in general, the most popular era for here would be probably 3025, maybe Clan Invasion just to try some faster stuff.

In the entirety of the community, it differs because everybody kind of started playing at a different time and they were enticed to BattleTech with different materials. So somebody came in already on the Clan Invasion, somebody was into BattleTech for the last 20 years–very different people playing and you can’t pick just one. There is a lot of different kind of groups who play whatever. We have people playing IllClan, we have people stuck in the Clan Invasion, it’s everything. 

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Sean: Let’s move over to what you refer to as the Ukrainian BattleTech group. Do you guys have an official name, or is it just the Ukrainian BattleTech group?

Ross: We have several ideas on the official name where we call us: BCU is kind of a reference to our Ukrainian Armed Forces, which is written in the very same letters as it’s written in Ukrainian. BattleTech Corps, Ukraine. It’s a fun name, which is why we have it.

We have an official website where we post some articles. We have a big Telegram channel where we communicate and coordinate–if we want to have events, find people, invite somebody somewhere, sell something, stuff like that. And just also in general to discuss gameplay, the rules, whatever it is.

We have a lot of prominent personalities in our community, and the size of it is interesting. When I’m trying to explain to people from the West, although the West itself is very different. There are people from the UK, there are people from Europe, from the US, and everybody has their own approach to their community and their own style of the community. I try to describe it as if you take a couple of states in the US, remove the border between the states, and decrease the number of people playing by about 50 percent–if not more–because it’s not as popular, not as available.

All of those people would be all of your community. That’s it. So it’s a pretty tightly-knit group, and it’s an interesting feeling. Our group is about 140 people. The most active ones are about 30 to 40 people, plus 30 to 40 more of on-and-off players. That’s the ones that we have, which is not too much.

Sean: But not too little still. It’s certainly enough to get actual campaigns going. You probably even have like a few RPG games going at a time, right? 

Ross: I think like for the entire country, it’s a couple. We just have one main one run by the guru of our community. We have one outstanding person who’s been doing BattleTech for, I think, 20-plus years. And this man is the man who knows all, sees all, and has read every single book, every technical readout, every page of Total Warfare. If there is a rule that you’re seeing for the first time, you ask this man and he has all of the answers. Plus the FAQ in his head. He’s the local BattleTech knowledge-based human person. 

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Sean: Well, every group needs one of those. 

Ross: Yeah, yeah. 

Sean: Do you know when the when the BCU got started? 

Ross: Hard to say, since I have joined pretty recently. The community itself has existed for a while now, I think for at least six years up to this point. So, say, 2017. Before that, I would assume that the community was kind of scattered, so whatever big city groups were playing together, they didn’t really communicate outside of their town and weren’t really looking for players in different towns across the country.

Sean: What do you think made all the fragments coalesce into a sort of a national group? 

Ross: It’s a good question. I think it was a lot of different reasons and factors. Catalyst was one of them. BattleTech went through a bit of a renaissance within the last decade all around the world. It brought in new players and brought back the old-timers. And it had its own form of rebirth here. 

Plus the availability of the internet, having all kinds of messengers and whatnot, also encouraged people looking for stuff. Even if they occasionally saw something of BattleTech being sold on local markets. We have about three larger wargaming and tabletop trading groups, and one of them is basically number one in the country. It has a bunch of people, most of them very involved with wargaming and tabletop in Ukraine. If somebody starts selling something BattleTech, everybody who knows what that is will notice it and be like, “Okay, this person from this city is interested in this stuff. We have more people than just two of us sitting in this town? Okay, let’s try to communicate with that person.” So the modern version of the internet really helped with that too. 

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Sean: You said there are a lot of notable personalities. Any of them you want to maybe name-drop here?

Ross: One of our guru people, Stas Zlyanka. Then there is one of our friends who is currently serving, which is Mykita Bondarenko. These two people have been running BattleTech.com.ua, our Ukrainian BattleTech website, where we have translated rules, friendly stores, game stores where you can play, and links to our Telegram channel. We also have an article section where our friend Stas does–kind of like Sarna–articles about the ‘Mechs in Ukrainian which we post there.

Sean: Uh oh, are you trying to compete with Sarna? Or is this like just a translation? 

Ross: I think it’s really hard to compete because we’re doing this for a niche audience. The articles are in Ukrainian. So the audience we’re stealing from you is the Ukrainian audience. 

Sean: Well, that’s okay I guess. So you mentioned that there was a collaboration a little bit between the Ukrainian group and Catalyst Game Labs?

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Ross: We are trying to have one. So here’s the deal. In the past, if we wanted to get whatever BattleTech stuff, we had two choices.

Either get the original stuff, which is to go to the original website and order from outside the country. Or we had the Russian distributor here, which we, for obvious reasons, don’t really want to interact with or buy anything from at this point. 

We’re looking to get a distributor’s license from Catalyst that would allow us to translate the books into Ukrainian, print, and sell them here. We obviously understand that this investment is mostly for our own benefit. We understand that we will probably not make money off this, because we’re a little niche market, and we are basically getting this just to make our own Ukrainian BattleTech rulebooks. We’re completely aware of that. But still, we want to go through with it in any case. Even if we have to fund it from our own pocket, and the only people who will have the books are us.

Sean:  Well if you guys can get the money, I don’t see why they would say no.

Ross: I am yet to have a conversation. I’ve been trying to reach Loren for a little while now–it’s definitely months. I’ve tried to get, getting in touch through the Facebook page. Then I got hold of his email through an agent person that they have, and I’ve been following up, but I haven’t gotten a response yet.

I can completely understand that this stuff is not the number one priority especially with the Kickstarter going on. But I am hoping at some point to get to talk to him to figure out what kind of legal work we need to do on our end. I imagine that getting a license is not like somebody sending you a paper by mail saying, “Now you can sell.” There’s probably some legal paperwork on our end. Once I figure that out, we’ll try to work on it and do it as fast as possible.

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Sean: Well, I hope that maybe this interview can provide you with a little bit of a signal boost. 

Ross: Hopefully, that’d be awesome. I have to plug Tex, who has been helping and supporting a lot from the very beginning of the invasion. He was one of the first people to reach out. We kind of got to know each other in a weird way. I think the first thing that I sent him is we had a little BattleTech tournament right before the beginning of February last year.

I reached out to Tex, sent him some stuff, and said, “Hey, here’s an interesting thing we’re doing over here in Ukraine. If you like it, let me know.” He said “cool,” like just the one word and I was like, okay, I probably pissed him off or maybe he’s busy. So I just forgot about it. As soon as the invasion happened he reached out to me and asked if I needed any help. He has been a lot of help on fundraisers, on donations, on getting this signal boosted out there, giving us the platform on Discord, introducing me to interesting people like yourself, and doing all kinds of crazy stuff.

So yeah, I’m really thankful to the man.

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Sean: And same here for all the work he’s done and for putting me in touch with you as well for this interview. So, what kind of events? You mentioned that the BCU had a tournament in February. What kind of tournament are you talking about here? 

Ross: So, since the Warhammer refugees from my little town dropped into the community and decided to make some noise, we have a lot of experience organizing events, and we have a lot of experienced people here with mode-building who are really good at making terrain, painting miniatures, doing whatever. They’ve been doing all kinds of things. The Horus Heresy, the Necromunda, Saga, and all the GW products are also very popular here. I don’t know if you’ve heard of it.

Sean: I mean, I recognize some of the words you said. 

Ross: That experience was applied to organize this first event by our local community. And as far as we figured out later on, I think it was the first event for BattleTech in Ukraine in general. We didn’t know. We didn’t really care either. We just wanted to have a good time and organize something for the people. So how it went is we rented a house outside of town with a little road to the river and a lot of space. It’s basically a house with a pool, sauna, and a pool table. 

And people have a good time. They’re usually like making barbecue and whatever, wrangling it out. But it’s a good space to play BattleTech if there are more than 10 of you. And there were 12 active players, I think. Plus some friends, support staff, wives that came over, and whatnot. We invited people from all over the country. People from the capital, from Kyiv, from Zaporizhia, from Dnipro. Basically, whoever wanted to take part, whoever could come, did come. 

Ukraine BattleTech Belt

We had a narrative sports event. We didn’t want to go for a full-on tournament where you have to be a super-good player. We came up with a narrative idea that… A noble somewhere on the periphery is organizing the tournament between mercenaries and whoever wins gets an Atlas, a million C-bills, and a contract for 10 years for guard duty. We even had a little flavor piece written out: an official letter sent to everybody who took part.

We played 3025, up to eight ‘Mechs with a lot of limitations. You could only bring ‘Mechs because it’s a proper tournament for people who drive big robots. No little tanks and planes and whatnot. No copying ‘Mechs, so no like 10, 12 Locusts of the same model. You could only bring two of each chassis. And you had to be painted. 

We came up with some interesting missions where you have to capture stuff, steal stuff, carry it off the table, all kinds, with a secret surprise prize at the end where the first four places got a painted miniature. Everybody got a little patch and a pair of dice with the Atlas head on them. 

The winner got a championship belt, like a wrestling champion championship belt. We’re very proud of making it because we basically ordered parts and then assembled it ourselves. And yeah, that was a pretty crazy and cool moment and a cool prize.

Ukraine BattleTech Championship Belt

Sean: I’ve seen it. It looks very cool. It looks kind of heavy, but it also looks kind of like an authentic wrestling belt. 

Ross: It is heavy. It is very heavy because it’s steel and belt leather. It’s no joke. When I asked the person who’s holding it right now to bring it over on the last tournament that I had a week ago in Kyiv, he said, “Please don’t make me. Please, it’s heavy.”

Sean: Where did this tournament take place? You mentioned it wasn’t in Kyiv.

Ross: It was near the city of Poltava, which is a place where I live, and we have a little village near the city called Kavalovka, which is like, I don’t know, suburbs. It would be hard to call this part of the country the suburbs because the city I live in is really small, it’s 300,000 people. Not too many buildings taller than 10 stories.

Sean: I mean, that’s not the smallest city. I’ve been to smaller cities than that.

Ross: True, but it’s still like a pretty small town.

Sean: Getting back to the BattleTech renaissance that’s been sweeping the world and also in Europe, have you reached out to other European communities to do any kind of cross-national gaming event?

Ross: Well, we would be happy to, but. For now, we unfortunately can’t. You can imagine that 99 percent of the players we have in our community are males, and males cannot leave the country right now. It’s martial law–you can’t just cross the border. We’re hoping when we get our victory and everything’s done, we will definitely travel to Europe.

I think the first stop would be Poland. I believe they have this very close relation to whatever we have in terms of the community size and organization. Yeah, the Poles are friends. 

Sean: Do you have any plans to do more events in the immediate future in Ukraine? 

Ross: Yeah, absolutely. The first tournament we had, the reception was outstanding. Everybody was absolutely happy that it happened. And they were like, “Oh, old man, you set a very serious bar because whoever has to follow this up will have a tough time because you did a really good job.” And we had a team of about six people working on it. It was me and a couple of friends who are doing the Ukrainian-painted ‘Mechs, which became very popular. I’ll provide the link, but it’s one of the things that Tex helped us promote.

First, they painted Javelins in yellow and blue, and part of the proceeds went to the defense of the country. I checked in with them last November and they said they already sold over a hundred ‘Mechs. By now it’s even more than that, and they told me it was about $10,000 in donations at least.

Which is a lot of painted mechs. And a lot of money. That’s a really good job. But not without the clients, which 99 percent of them come from abroad. People from all over the world just ordering the stuff. And I think people like it, which I’m pretty happy about. They are a very talented couple. 

So yeah, they were helping with the terrain, and with the organization and a couple more people helping to assemble the belt, rent the place, organize the food, organize the missions, and print the maps. We did it all together and everybody was really happy.

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We thought that we’d be able to follow it up with an event in summer, which would be Clan-oriented instead of 3025, but the invasion happened. Everybody got lost and confused and we lost our schedule completely. At the end of that same year, in December, we had our first tournament after the invasion, which was held in Kyiv.

It was a smaller group, about eight people, I think. And after that, we had another one, which I unfortunately missed, and the one after that, just now, about a week ago in Kyiv, which was also a small tournament where we had seven players. But we still had a really good time. 

It’s quite hard to organize something right now. Not everybody’s able to travel. Everybody’s schedules are mixed up, but we’ll still keep trying. Hopefully, we will be able to announce something well in advance so that people align their schedules and we will have a bigger group and hopefully maybe we will actually do our Clan event.

But who knows? The future is very murky.

Sean: Fair enough. I had a few questions related to the war, but it seems like you’ve kind of already covered them. Everything’s still kind of up in the air and you’re doing the best you can under the circumstances. What would be the biggest challenges you have faced in trying to get these kinds of events going?

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Ross: Well, I know for a fact that amongst wargaming communities in Ukraine, most people from our community serve. A lot of our people are serving either directly at the front or maybe in the headquarters and you can’t always get them to travel to an event.

So we lose that part. Plus some people got their lives turned over. They had to move, change towns, change cities, and find a new job. General chaos influences the ability of people to travel and get together in one big town. Plus, in the first year of the invasion, everybody was very scared since the missile strikes can get you anywhere. People didn’t want to be near any big train stations, really. 

Sean: I think now we should probably do like a big link dump. You mentioned the website. Do you have any social media pages or anything you want to promote that way? 

Ross: Well, mine, I can only promote my Discord (#1888). If anybody ever wants to have a conversation with me for any reason whatsoever, whether you want to help, you want to interact with the Ukrainian community, come over and meet. You can use my discord and message me directly. I usually try to respond to anybody who’s reaching out within at least a day.

I’ve been graciously invited to a BPL podcast by Tex. There’s an episode with me that you can listen to, which was made early in the invasion. I was quite excited to be there, and it was a very pleasant experience. 

Sean: I think I may have listened to that one.

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Ross: For the miniatures people, they have their little YouTube channel that has a couple of videos of our battle reports in Ukrainian, and some of the miniatures they made with cool spinning camera shots. There’s one thing that I can promote from there; our guys made a lance based on the Hired Steel ‘Mechs, and they made a little diorama that we then sent over to people.

Sean: Oh, and the latest one is of course. I remember seeing this on Reddit. It’s the Hunchback and the Sentinel, but they’ve all got little reactive armor plates on them.

Ross: I don’t know if we started it, but we definitely played into the trend, that’s for sure. Somebody from the general BattleTech community came up with it, but we definitely played up to it. 

Sean: It looks cool, but it also seems like it would be so time-consuming to just have those itty bitty plates and just glue them on every couple of millimeters.

Ross: That is why all of that is 3D printed. God bless 3D printers. You make a 3D model with that and you only spend time gluing them on in the 3D model editing program and you run that into a printer and it looks very nice. 

Sean: Do you guys have a lot of 3D printers over there? 

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Ross: Most people here are running 3D-printed models rather than Catalyst ones. But that’s a question of availability. It’s not something that you can go to a local game store and just pick off the shelf.

Sean: I imagine that it’s a little difficult to get these kinds of imports with the whole conflict going on. 

Ross: The conflict going on influences things, but it was hard before. It’s the same hard right now–you have to order something from abroad and wait for at least a couple of months for it to arrive.

It’s not something you can get on store shelves. I think we have 13 people pledged to the Mercenaries Kickstarter from Ukraine. Which is a solid number, considering that our total community is about 140 people. That’s 10 percent, so that’s a good outcome.

Sean: But you’re still gonna get an influx of however many boxes those 13 people were able to order in the Kickstarter. 

Ross: Right, right, true. And a lot of people organize through one person to buy a bunch of stuff and then just divide it when it comes over. 

Sean: I actually coordinate purchases with my brother a bit so that we get all the ‘Mechs that we want. I want all the really bad ones, he wants all the really good ones, so it works out. 

Ross: Hey, come on. I still like the Assassin because it looks cool.

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Sean: Oh yeah, absolutely. I don’t think it’s the worst ‘Mech you could get, you still have something that’s fast and can generally out-compete the light ‘Mechs it’s supposed to. It’s just that a few dinky missile launchers and a medium laser don’t seem like a lot of firepower. 

Ross: Yeah, yeah, that seems very sad for a weapon loadout. 

Sean: There are very few truly horrible ‘Mechs. Even the ‘Mechs that are 40 tons and have an AC/5 and no reason to have it because it’s just strictly worse than having four medium lasers and a couple of heat sinks. They’re awful, but they have a lot of flavor to me. I like those ‘Mechs the best. 

Ross: I like them because–mostly in the context of the universe–they make sense. People use those parts and those weapons to assemble those ‘Mechs in those conditions and situations where they have to use them for whatever. Was it graft? Was it a necessity? And that paints a picture of a ‘Mech for me much more than just the table of his abilities and that’s cut away from the lore itself.

Sean: Absolutely. And that is something I have been keeping up with–the latest ‘Mechs that are being produced. And I feel like there needs to be more deliberately bad ‘Mechs. Because those are the ones that have that sort of flavor to them. 

Ross: I agree. There are a lot of very powerful, new, cool machines that come out. And I think that there is a lot of space to create bad machines with really expensive technologies. 

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Sean: Yeah, it gets harder to do, but I think, I think it’s possible.

Well, was there anything else you wanted to give a shout-out to? Anything else you want to bring attention to? The mic is yours. 

Ross: That’s a good ask. In general, I just wanted to give people advice, which I did in the BPL podcast: be nice to each other. Do good, which is very hard. Being nice is very hard. As a representative of a people who had their life values re-evaluated in really intense stressful conditions. 

Just wanted to remind everybody to hug your loved ones. Be nice. Plant the plants, feed your dog, and help the granny cross the street. It just helps you smile and live another day in a happier state.

That’s one important thing. The other is whatever ways you can to help the war effort– whether you want to help the refugees or just want to help the animals. There are charities for that. If you are not sure where to donate and everything scares you because everything is Cyrillic, just reach out to me, and I’ll try to translate for you.

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Sean: Well, it was great talking to you, and thanks again for doing this interview.

Ross: Thanks so much, man, for taking the time to listen to me. I hope this was interesting. I hope you have stuff to tell to the world community. And thank you for doing whatever you’re doing, Sarna, because it’s one of the links that we’re opening very often when we need answers to questions.

Sean: Thank you. I just mostly do the news, but there are other people on the Wiki side of things. They’re the people who really deserve the shout-out.

Ross: Right. Oh, also one last thing. My partner Helen, my lady who’s a digital artist. She has done arts for BPL’s charter. There are five house lords. One of them is Minoru Kurita, I think, in black and white in front of the Kuritan emblem. One of the best arts that came out of that. 

And yeah, if anybody needs any character art, human, humans made for BattleTech, she can draw stuff.

Sean: All right, awesome. Thanks again. And take care. 

Ross: Yeah. You too, man. Thanks so much. Bye.

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Thanks to Ross for speaking to me. If you’d like to help Ukraine, consider donating to any of these charities.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Community Outreach – Locust Labs And Creating The Hunchback For Tex Talks BattleTech

Welcome back to Community Outreach, where we sit down to chat with the movers and shakers in the BattleTech universe. With the release of Tex Talks BattleTech: The Hunchback, we thought it’d be a good idea to speak to one of the artists featured in the documentary. Locust Labs created many of the 3D models and animations seen in the Hunchback video, and she’s got dreams to go beyond fan animations to make a career out of 3D modeling. Please welcome Anna of Locust Labs.

Locust Labs

Courtesy of Locust Labs

Sean [Sarna]: My name’s Sean Murray. I’m the news writer for sarna.net, the BattleTech Wiki. Maybe you’ve heard of us? 

Locust Labs: No, never really. No Sarna. Don’t know about that. Never heard of it. Never, never at all. 

Sean: You didn’t go to Sarna for, I don’t know, maybe pictures of the Hunchback?

Locust Labs: I don’t go to Sarna like every day to look up things while I work. No, that doesn’t happen. 

Sean: I do, but I also work there. 

“I’ve always just loved mecha in general too, but Tex’s videos–more specifically the videos on the Amaris Civil War–were what kind of got me back into BattleTech.”

Locust Labs: No, I obviously know of Sarna, all jokes aside. It’s been very helpful. I don’t actually use Sarna for pictures though, because you guys save the pictures on the site in some really weird format. And they don’t work in my reference image collector software, Pure Rev.

Sean: Sorry. I mean, I guess you could always just save them in a different format. That’s sort of what I do, believe it or not. But enough about me being bad at my job. What about you being good at your job? Tell me about Locust Labs. How did you get started? What is it exactly that you do for anybody who’s never heard of Locust Labs before?

Locust Labs: Well, it’s actually really funny because I mainly work in Blender as a 3D artist. And my first brush with Blender was when I was 14 and I was playing a video game called Unturned, which is a shooter. An artist that made low-poly weapons for the game joined the server, and I was interested, so he gave me a few lessons on how to make low-poly guns on Blender.

I kind of didn’t use it for a few years, and then I started getting into 3D Discords with my friends about 3D art and mecha. And one of my friends that I met there kind of started teaching me about how to use Blender. I started to relearn how to use Blender in general–which is not easy, which a lot of people will tell you–but eventually, you get the hang of it.

And then I started making buildings and vehicles and infantry for animations, and people seem to really like it. And a year ago, I told my girlfriend, “Wouldn’t it be really cool if someday I could work for Tex and work on a Tex Talks BattleTech with my silly little 3D models?” 

Then eight months later, I get a DM from the man himself. He’s like, “Hey, do you wanna work for me?”

Running Locust

Courtesy of Locust Labs

Sean: All right, so you’ve been watching Tex’s videos for at least eight months. Is that sort of what got you into the ‘Mech side of things?

Locust Labs: So my childhood was actually spent with BattleTech because my father is a huge BattleTech nerd. He probably has like a hundred books of battle texts. Some of the German-only books are there. I have his box of the old plastic line in my apartment as well as the ‘Mechs.

I’ve always just loved mecha in general too, but Tex’s videos–more specifically the videos on the Amaris Civil War–were what kind of got me back into BattleTech. I was huge into [Warhammer] 40K, but 40K was so incredibly inaccessible and expensive. Then I watched Tex’s videos on the Amaris Civil War, and I was reminded of BattleTech, of course. That was right around the time I had made my first 3D thing, which was bases to put figures on. And then I was like, “I could totally make a Locust,” which is my favorite ‘Mech. I was playing MechWarrior Online at the time. Basically only using the Locust “Pirate’s Bane“ and being a huge nuisance to people.

And I was like, I should totally just make a 3D model of a Locust. And then I made a 3D model of a Locust, and people were like, “This is really cool. You should keep doing this.” So I kept doing it, and here I am. 

Locust Labs Raven Animation

Sean: All right, so, you were into BattleTech from an early age. Uh, What like games and what parts of BattleTech have you engaged with before? 

Locust Labs: As I said, I’ve played MWO basically since it was a thing. ‘Cause my dad played it and he was like, “You should play MWO too.” And I did just like when he played World of Tanks, I played World of Tanks and it was just a great time.

I obviously played MechWarrior 5. Of the older games, my dad does own MechWarrior 4 and 3 and 2 in 1, and he basically played all the BattleTech games that are out there. But I only ever had a short brush-in with MechCommander and obviously classic BattleTech that I played with my dad.

That’s really it. I was mainly reading all the books that my dad had. I would sneak in and grab three of them and read them. He’d obviously be okay with it. It would just be like, “Oh, three books are gone.” I’m probably reading them. I even have his original run of the Grey Death Legion trilogy that I stole from him and have in my apartment.

“Tex was like, ‘Hey, I like this. Why don’t you make animations for my Hunchback video?’ I was like, oh God, is this real?”

Sean: Are you admitting to something in this interview then? 

Locust Labs: No, he’s fine. He knows I see them. It’s okay.

Sean: So you got into making ‘Mechs and then Tex reaches out after you’ve seen his videos starting from the Amaris Civil War. What does he ask you to do?

Locust Labs: Tex asks me, “Hey, we’re working on the Hunchback video.” I had just started making animations. I first kind of worked on just 3D models and I sent him an animation I had made of my second attempt to make a locust.

Basically, after a year, I was like, “Hey, I should totally make another Locust model.” And then he is like, “Hey, I like this. Why don’t you make animations for my Hunchback video?” I was like, oh God, is this real? But of course it was real. So first I have to make a Hunchback and then I have to animate it.

And then the project just kind of kept growing. First, he only wanted me to make four versions of the Hunchback, and then they were 10, and then he wanted the Hunchback IIC as well. It just kept getting more and more and I was like, okay, more Hunchbacks. Here you go, boss.

Sean: And there are a lot of Hunchbacks out there, so he probably could have gone through dozens of them.

Locust Labs: I made 19 models or color variations. Some of them range from little alterations, like there’s a different gun in where the AC/20 goes, all the way to redesigning the entire torso or actually just changing the entire ‘Mech around ’cause it’s the Clan. It was a lot of work, but I also had a hell of a lot of fun.

Sean: So these models are full 3S models, but also they’re fully animated. The torso moves, the legs move, and the arms move. It looks like a running Hunchback. How long did it take you to make the first Hunchback and get it fully animated so that we have this running gif here. 

Locust Labs Original Hunchback Model

Locust Labs: So my workflow starts before I even get to the animation. As you said, I obviously have to make the Hunchback. Depending on the complexity of what I’m working on, it might be a day or two for, let’s just say a tank, but because obviously this was for Tex Talks BattleTech, the big man himself, I put a lot of effort into it. I think it took me about a week just to make the base version of the Hunchback.

Starting from a very simplistic block like this where I just kind of box in the shapes and then slowly working my way over the details till I obviously arrive at the final result. In my process, I first paint them in Blender–hopefully in the future in Substance Painter, which is just a lot more sophisticated.

And then it comes to the rigging, which depending on what you’re doing, can be very sophisticated or very simple.

Since these Hunchbacks were only supposed to run, all I really needed to do was make a humanoid rig that fit onto the Hunchback, which is very simple. All you really need is two legs, feet, a torso, hip separation, and then the arms. So there’s nothing fancy, like if you were animating let’s say an animal or a dragon and you had to animate the wings or whatever.

Then it’s on to actually animating the thing, which is rather difficult in Blender ’cause it’s not sophisticated animation software. Blender kind of does everything; that means it might be good at everything, but it’s not the best. It takes a lot of effort to get good at rigging in Blender

Locust Labs Hunchback Final

I wouldn’t say I’m good at all, but I make it work. First of all, you basically set a time, which for a full walk cycle I need 60 frames. And then you set up your walk cycle. You obviously need to set up the middle, like the start and the middle of the walk cycle, which is one full cycle. Like a 60-frame, two-second thing, one full cycle. And then you need to make it so that in between those three frames–frame zero, frame 30, and frame 60–it actually looks like it’s walking. 

And that takes two things. First, you need to animate the model, and then you need to animate its surroundings so it actually looks like it moves.

Sean: And then also the shadows too.

Locust Labs: Yeah, you have a light source. In this case, there were actually three light sources to light it up evenly. There’s a little bit of a shadow, but it’s also supposed to kind of show everything, because if you only have one light source, sometimes the shadows are very dark in Blender.

It’s kind of necessary to have multiple from different angles. At that point, it’s just about kind of tweaking things. ’cause if you just had a running ‘Mech that’s just running straightforward or walking, it wouldn’t look very realistic. You need to have the torso balance and the arms shake, and maybe the hips are rotating along and bouncing as well.

Sean: I’m sure as much as Tex would like to, he can’t pay all your bills. What would be your goal beyond just making these kinds of 3D models for really cool internet videos?

Locust Labs Hunchback 4G Silverhawk Irregulars

Locust Labs: Currently I kind of have three main avenues. One of them is I simply continue doing this. I work on my portfolio. And eventually, my work is good enough to actually get hired by like a video game studio or for actual filmmaking or just in any kind of animator 3D model designer role at an actual company. I could be lucky and make enough of my animation commissions and so on to just live from it, or I might end up going to university because I am only 21 years old.

But if I had my way and I could make all my money just from the animation and so forth, I’d eventually want to actually come up with my own kind of setting, like BattleTech.

That’s been in my head for a while. I’ve even made a ‘Mech for it and a bunch of written lore for it. The problem is just there’s tons of systems for tabletop games and video games and books out there that nobody’s ever going to read. Because the person making them and writing them and working on them, nobody knows who they are. Why should people play your “homebrew” system that you developed when they can just play 40K

Sean: Yeah, that’s kind of a similar problem with a lot of RPGs. There are a lot of really great tabletop RPGs out there, but because Dungeons & Dragons is so well established, a lot of people are like, “Well, why bother doing any of these when we could all just be playing Dungeons & Dragons?”

I sympathize with kind of the challenge you have there. It’s not impossible, though.

“First, he only wanted me to make four versions of the Hunchback, and then they were 10, and then he wanted the Hunchback IIC as well.”

Locust Labs:  It’s also a problem we have in the tabletop RPG space is that there are a lot of great options, but a lot of people who want to make their own things end up making BattleTech lite or 40K lite. Here’s my grand scale strategy game for the tabletop, but in actuality it’s just the same rules as 40K with slightly different models. And then it’s like, why would I pick up a whole new system? Learn different rules, buy different minis when all my friends already have their Space Marine armies, and their 2,000 point, 6,000 BV list of ‘Mechs for BattleTech. Why wouldn’t I just buy BattleTech

Sean: Yeah. Another thing, especially with these older, established IPs, is that you’re kind of trying to advertise to an older audience that just doesn’t want that sort of thing. I think maybe the best strategy for trying to gain interest towards a newer IP is to actually go really young–like, single digits young. Try and hook kids on a game that will grow into something that they have that sense of nostalgia for as adults.

Locust Labs: I think it’s also a problem for a lot of people that they’re scared of even trying. ‘Cause. If you had told me that I’d be sitting here talking for a Sarna interview while my Hunchback animation is being shown off in a Tex Talks BattleTech video two years ago, I’d have told you you’re crazy. But here I am and it all kind of happened just ’cause I was like, I should totally model a Locust and that would be really fun.

Locust Labs Hunchback Animation

Sean: Take risks–you can’t really get anywhere without taking them. We should probably also describe where people can find you on the Internet. Where can people see Locust Labs and get the latest and greatest from Locust Labs?

Locust Labs: I have Twitter, I have Instagram, I have Facebook. I go by some version of “Locust_Labs” everywhere, even on Discord. I could also plug my Patreon if you’ll let me.

Sean: Does Locust Labs have any particular plans for the future?

Locust Labs: Making more animations–even just by myself making a longer fan animation–would be really interesting. I probably have to buy a better PC first because even the little Raven animation took my computer almost two hours to render and I’m still not really happy with it. But it’s also kind of the problem with my current pc, it can’t really do anything while I’m rendering.

Like I couldn’t watch YouTube or actually work on something else. My computer was basically just sitting there and churning out these video bits. So my first plan, once I have a little bit more money than I have right now, will be to buy a better computer.

So next time Tex hires me, he doesn’t have to wait as long and I don’t have to spend as long just sitting there watching my computer basically load.

“If I had my way, I’d eventually want to actually come up with my own kind of setting, like BattleTech.”

Sean: That’s probably not as fun for you if you can’t play some MechWarrior Online while you’re waiting for something to render. 

Locust Labs: Yeah. Like I can’t actually do anything while I’m waiting for it to render on my computer, so, yeah. 

Sean: I see you’ve made a Raven and of course, the Hunchback. Have you done any models of other ‘Mechs?

Locust Labs: Yeah. I’ve done a Warhammer. I don’t have anything to show these off, but I’ve done two Locusts. I recently did a Centurion that I think you saw on Twitter. I did a really cool Mackie for the cab team that does mods for MechWarrior 5. They asked me to make them a Mackie and I had a lot of fun doing that.

Sean: Do you have anything else you’d like to share?

Locust Labs: I could show off three of the more interesting versions of the Hunchback I made after the video.

Um, I guess we’d start with the most vanilla one. I don’t know if it’s the 5N or the 6N, but this is one of the painted versions of the Hunchback I made. We have a Free Worlds League Hunchback, and then a little bit more advanced is the pirate Hunchback, which is the one with two LRM-5s, an AC/5, and two extra medium lasers.

Not quite sure why we picked this one mainly ’cause it was the wildest version and it was the last one Tex asked for and I didn’t know what to do, so I was like, why don’t I turn it into a pirate ‘Mech? And it’s actually my favorite of all of them. 

Sean: That’s the 4N model.

Locust Labs: And then this last version I have. You can only show off if this is released after the video because technically I’m not supposed to talk about it. And Tex kind of wanted to keep it as a shocking surprise for everybody that watches. But this is the ugliest Hunchback in existence. Oh, yeah. I don’t remember which version this is, but it has a torso-mounted cockpit and a RAC/5 or an Ultra AC/20, I don’t remember [ed. It’s a UAC/10]. And then because it was already so bad looking, we gave it reactive armor after that meme with Ukraine. 

I’m really proud of all of these, which have all happened in the last six months.  I’m very proud of them.Locust Labs Hunchback 7X4

Sean: Anything else you want to shout out? 

Locust Labs: Yep. I’d shout out the Black Pants Legion and the Aux, which is the kind of fan community for techs. They’re great. I’m really glad that I get to be part of that whole group of really cool people and that I get to work with Tex ’cause I’m apparently really good at getting exactly where I say I would like to be, just by doing what I do best.

Sean: It’s a good skill to have. Alright, well, it was great talking to you. I very much appreciate you taking the time to talk to me about your work and share all these really cool models.

Locust Labs: Alright, peace. Take care. Bye-bye.

Locust Labs Mechs

Courtesy of Locust Labs

Thanks so much for showcasing your work for us both here and in the Tex Talks BattleTech video. Be sure to follow Locust Labs on her social media accounts to see where this up-and-comer winds up next.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Your BattleTech News Round-Up For July, 2023

July is not traditionally a particularly busy month for BattleTech, with Gen Con usually taking up all the oxygen until August. However, we seem to have gotten a blockbuster month for BattleTech news, so I won’t waste time. We got a lot of ground to cover, so let’s hop to it!

New BattleTech Products From CGL For July

Proliferation Cycle Pack

We’ve got a bunch of new product announcements from Catalyst Game Labs, starting with one that just snuck in at the end of June. The Proliferation Cycle pack is now available, containing seven of the earliest BattleMechs known to mankind. They include the Firebee, Gladiator, BattleAxe, Ymir, Icarus II, and of course, the Mackie. It also includes the first OmniMech, the Coyotl, which remains fairly effective even to this day.

Snord’s Irregulars Assault Lance is also available, which includes the Spartan, Guillotine, Highlander, and the utterly disgusting FrankenMech, and there’s an entire UrbanMech Lance with a new pose of the R60 and three new variants, including one from the ilClan era. Head on over to Catalyst’s web store to order these little beauties.

RGV1-Classics

Later in July saw the release of the Gray Death Legion Heavy Battle Lance pack, which includes a jumping Shadow Hawk, new variants on the Gargoyle and Catapult (which appears to be the K2 variant), and the new Regent (which is like a Hauptmann, only it’s made by Sea Foxes). Grab that exclusively at Barnes & Noble. A collection of new plushy patterns have also been released (including Archers in both Wolf’s Dragoons and Kell Hounds colors) as well as the BattleTech Activity Book 02 in both print-on-demand and pay-what-you-want PDF.

And most recently, BattleMech Recognition Guide Vol. 1: Classics is available now in digital and print formats. This guide focuses on some of the best-known ‘Mechs of the Inner Sphere and Clans but rebuilt with ilClan-era tech. It contains materials originally published in the Recognition Guide: ilClan series. Grab it on the Catalyst Web Store or through DriveThruRPG

CGL Has Stuff Going On At GenCon

We are just days away from Gen Con Indy, and Catalyst Game Labs has a lot of stuff going on. So much stuff that I had to scroll for several pages before I finally got to the end of the CGL’s section of Gen Con’s event finder. A lot of the more popular events are already sold out, but there are stil plenty of activities with space available.

Thursday will see Alpha Strike Academy, BattleTech mini painting classes, the Solaris Melee Challenge, Raise the Flag, and both Grinder and Feature events, as well as BattleTech Bootcamp (which unfortunately seems to be sold out). The BattleTech Championship Circuit begins Friday, with continuations on Alpha Strike Academy, Raise the Flag, and the Solaris Melee Challenge. This continues into Saturday with an Alpha Strike scenario called “Battle of the Super Heavies,” and even more BattleTech Total Warfare scenarios. 

There are loads more than what I’d just briefly listed above, so check out this list to sign up for events. Gen Con runs from August 3 to 6 in Indianapolis, Indiana. Get your tickets here.

And since Gen Con is BattleTech‘s biggest convention of the year, I wouldn’t be surprised to hear about some new product announcements. Expect to hear more on that in next month’s news roundup.

Opinion: Is the Size And Weight Of ‘Mechs Accurate?

Sarna Complaints Department

Courtesy of Eldoniousrex

In this month’s opinion, we’re going to take a look at a question posed by user agent_venom_2099 over on the new-and-improved BattleTech subreddit. The question: does 31st (and 32nd) century weight seem accurate based on what we know of modern-day military hardware, such as tanks?

The key comparison is the M1A1 Abrams, America’s main battle tank. Weighing in at almost 70 tons, an Abrams is roughly 10 meters long, three meters high, and a little over three-and-a-half meters wide. The exact dimensions of ‘Mechs aren’t often discussed, but the similarly-massed Warhammer is often portrayed as around 12 meters tall and four meters wide at the shoulder. 

The Warhammer seems larger dimensionally, but we should remember that the Abrams is basically a metal brick with tracks on each side and a turret in the middle. The Warhammer is a hollow armored carapace over a metal skeleton with a fusion engine in the center and PPCs on either side. 

Is it accurate to say these two machines are equivalent mass? I’d say so. Sure, the Abrams is likely denser and smaller by volume, but that’s just tanks for you. ‘Mechs are supposed to move in ways that tanks can only dream of, and that additional mobility likely just means ‘Mechs aren’t as dense as traditional tanks. This could also explain why heavy tanks like the Manticore II are often shown as smaller (by volume) than ‘Mechs even though the Manticore II weighs in at 70 tons--even heavier than an Abrams.

What do you think? Should ‘Mechs be heavier than they are, or do you think their general size and volume are appropriate for their mass? Let me know in the comments below.

Lego Thor Comes With A Removable Reactor, Sensor Module, And Pilot

Lego Summoner (Thor)
by u/cosmicmoonglow in battletech

We love to see Lego ‘Mechs here at Sarna, and we’re even more impressed when you can actually put a little Lego figure inside one. I’m doubly impressed that this Thor not only has a functioning cockpit but also one that can eject the pilot before its ammo explodes.

On top of that, this Lego Thor has a removable reactor and sensor module so you can showcase it undergoing maintenance. Unfortunately, we still don’t have the schematics to make our own Lego Thor, but creator cosmicmoonglow has promised to post them after tinkering a bit with the design.

Longbow Coming To MW5 In The Dragon’s Gambit DLC

As hinted last month, it turns out we haven’t seen the last of MechWarrior 5: Mercenaries after all! The Dragon’s Gambit brings an all-new campaign that takes place during the War of 3039. Where in Legend of the Kestrel Lancers players sided with the Federated Commonwealth, this time you’ll be hired by the Draconis Combine and paired with the 5th Amphigean Light Assault Group on Vega. According to Sarna’s records, the 5th Amphigean faced off against the Grave Walkers, Seventeenth Recon Regiment, and Snord’s Irregulars before being eventually forced off-world. Does this mean we’ll be fighting a losing battle? We’ll find out in a “handcrafted campaign” that spans 15 missions--the most of any MechWarrior 5 DLC yet.

In addition to the new campaign, MW5 is also getting a new ‘Mech: the Longbow. A classic Unseen design, we haven’t seen the Longbow since MechWarrior 4: Mercenaries. At 85 tons, the Longbow is the classic assault artillery machine, capable of launching flights of 50 LRMs at a time. However, it’s not something you couldn’t already do in the Stalker. There will be a new Hero variant called the Hailstorm, however, so expect it to be the most unique of the Longbows.

Besides the new ‘Mech, there will also be “high-tier weapons caches” in every campaign mission, new “Otomo” variants of Combine ‘Mechs (including the Dragon, Mauler, Catapult-K2, BattleMaster, Charger, and Hatamoto-Chi), as well as new co-op instant action modes that will come as a free update to all MW5 owners. 

The Dragon’s Gambit arrives on September 28. Check out the official site for more info.

Multiple MechWarrior Projects At PGI?

Multiple mechwarrior projects in development?
Watch this video on YouTube.

The Dragon’s Gambit might not be the last MechWarrior 5 DLC. According to No Guts No Galaxy’s Sean Lang, MW5 developer PGI has “multiple MechWarrior projects in development,” with at least one new title that’s almost certainly MechWarrior 6

Speaking with Daeron “Bombadil” Katz over at PGI, Lang found out there’s a “new project” in the works that’s confirmed to be a new title release. He speculates that it’s MechWarrior 6 and it’ll be set during the Clan Invasion. Given how MechWarrior 5‘s DLC has been slowly working its way through the pre-invasion highlights, that theory doesn’t sound too far-fetched to me.

There’s also some speculation that MechWarrior Online 2 is in development, or that MechWarrior 6 will ship with expanded multiplayer capabilities that’ll effectively sunset MechWarrior Online. Note that this is purely speculation and we haven’t received any official announcements outside of The Dragon’s Gambit DLC.

I should also note that new games typically take a while to create, and Lang suspects we won’t see MechWarrior 6 for three to four years yet. This would necessitate an extension of PGI’s MechWarrior license, which is set to expire in 2025. Given the new game in development, I’d suspect that extension has already been granted or is basically a sure thing.

As for MechWarrior 5, PGI president Russ Bullock strongly hinted on Twitter that there’s more DLC on the way. But after the War of ‘39, there are basically no big in-universe events until the Clans are encountered in the deep periphery by ComStar in ‘48. One more DLC that serves as a prelude to a Clan Invasion-focused MechWarrior 6 would make a lot of sense. Maybe we’ll find out in “a couple of months.” 

The Stone Rhino Arrives In MechWarrior Online

Stone Rhino MWO

Lest we forget, MechWarrior Online is still here, and it’s still getting new ‘Mechs. The Stone Rhino has arrived, and it’s a terrifying monster of an assault ‘Mech that really seems to be the in-game equivalent of the Inner Sphere Fafnir. Every Stone Rhino variant is available save for the Stone Rhino 5 and 8, which is interesting given that the Stone Rhino 6 has 14 medium pulse lasers, enough to cause most ‘Mechs in MWO to self-destruct if fired all at once. In comparison, the Stone Rhino 5 would have merely brought four LB-5X autocannons and six ER medium lasers, while the Stone Rhino 8 would require Dark Age technology that isn’t available in-game yet.

Never fear, for the hero variant of the Stone Rhino, called the Koloss, is far more terrifying than any Stone Rhino ever produced. Five SRM-6s, two LB 10-X ACs, and five ER medium lasers are combined with MASC to make this a fast-moving brawler with punch enough to down most ‘Mechs in a single blow. Head on over to the MechWarrior Online store page to purchase the Stone Rhino packs now.

There are also two new Legendary ‘Mechs, and surprisingly, they’re both Annihilators. One, appropriately called Gausszilla, is armed with five Clan-spec Gauss Rifles, albeit at the steep price of a waddling speed of 32.4 kph. The other, called Stone Crusher, is armed with an array of Inner Sphere medium and large lasers tied to a targeting computer. Both come with mini battle passes that grant premium time, general skill points, ‘Mech credits, and cosmetics. 

July’s update also brought us a new map, Ceres Metal Scrapyard, as well as adjustments to weapon performance and ‘Mechs. Most notably, Inner Sphere PPCs now deal some damage below 90m, Marauder IICs and Mad Cat Mk II’s have had their agility stats adjusted, and another round of quirk tweaks have hit a number of designs, but mostly seem centered on the Executioner, King Crab, and Uziel.

As always, get the full patch notes on MechWarrior Online‘s site. 

Blood Asp And Masakari Mods Now Available For MechWarrior 5

You just can’t keep the Blood Asp down. Even though it’s only ever flirted with the video games, appearing in MechCommander 2, MechAssault 2, and MechWarrior Online, and even though I can think of no particularly noteworthy pilots, fans just love this 90-ton assault ‘Mech. I think it’s mainly down to its striking over-the-shoulder Gauss Rifles in its primary configuration. We’ll be seeing more of these beasts from Clan Snow Raven as we head into the ilClan-era, and we’re also going to see the Blood Asp make its debut in MechWarrior 5 thanks to yet another mod from SankaraSamsara. 

We once again have Pawel Czarnecki to thank for providing these 3D models that have been up-scaled and animated for MechWarrior 5. As with the rest of SankaraSamsara’s mods, you can get the Blood Asp via Nexus Mods or from the MechWarrior 5 section of the Steam Workshop. The Mech Delivery mod can help you find your Blood Asp without having to visit a bajillion planets in the outer periphery.

And no sooner do we get the Blood Asp than we also get the Masakari, or the Warhawk for all you Clanners out there. As with the Blood Asp, head on over to either Nexus Mods or Steam’s Workshop page for MechWarrior 5 to download.

Myomer Muscles Once Again Inches Towards Reality

Myomer musculature is once again in the news thanks to a team of researchers from Penn State University. They’ve developed a new type of ferroelectric polymer nanocomposite that “significantly reduced” the amount of power required to obtain an effect, “expanding potential applications” to include things like medical devices and robotics.

Myomer

We’ve been keeping tabs on the development of myomer for some time, and what’s always held these ferroelectric polymers back is how much power is required to actually get them to move. This new polymer requires “less than 10 percent” of the power other polymers required for a ferroelectric phase change. 

“Typically, this strain and force in ferroelectric materials are correlated with each other, in an inverse relationship,” said Qing Wang, research lead and Penn State professor. “Now we can integrate them together into one material, and we developed a new approach to drive it using the Joule heating. Since the driving field is going to be much lower, less than 10%, this is why this new material can be used for many applications that require a low driving field to be effective, such as medical devices, optical devices, and soft robotics.”

Soft robotics refers to the development of robots that use flexible or “soft” materials in order to make them safer for humans to work with. Doesn’t sound like the sort of thing that a ‘Mech would be concerned with, but it does sound like the exact sort of thing that would be useful in a bionic arm, for example. 

For more on this exciting development, head on over to SciTech Daily

Warzone Houston To Host BattleTech Event And Alpha Strike Tournament

MRC Warzone Houston

Warzone, Houston’s largest wargaming event, is back for its fifth year come September 22 to 23. Although I see Warhammer takes the top three slots on the Warzone homepage, BattleTech is going to be there too with a narrative event, casual games, and an Alpha Strike tournament.

On Friday, the “Death of Hope” narrative event will start at 11 AM sharp and pits FedSun and allied mercenary forces against House Kurita in a daring strike that takes place during the First Succession War. The event is expected to take all day long as players go through “a large-scale, integrated scenario at the scale we rarely have the time/logistics to pull off,” according to event organizers. Food and beverages will be available for purchase at the venue, and organizers will “likely order pizza” at around 5 PM, so feel free to pitch in for dinner.

The casual Grinder event will also take place on Friday but doesn’t have a specific start time. As a casual event, new players are encouraged to learn the rules of BattleTech, starting in a smaller ‘Mech and working their way to larger machines as their earlier rides get shot up. All supplies will be provided, so there’s no need to come with your own minis.

The Alpha Strike tournament on Saturday, however, will require people to bring their own 400 PV armies. You’ll also need to register for the tournament by providing a list. Games start at 10 AM and run into the evening, going through a series of missions that will have a two-hour time limit (or 15 turns, whichever comes first). For registration and the official rules, check out this PDF

Entry to any of these events will be $20, with more details available on the Warzone Houston website. [UPDATE: There’s been a few changes to this event! See the comment below for more!]

Focht News Network Coming to CNE And Other Convention

Focht News Network Logo

The fine folks over at the Focht News Network also have some big plans for August. You can expect to see them at GenCon, but also up in Canada, they’ll be the Gaming Garage at the CNE, Canada’s largest (and only) national expo. The Gaming Garage will also host an esports competition, a robotics competition, and a pinball tournament, but it’s the tables that’ll host Focht News that’ll have ‘Mech minis on an expansive battlefield.

I’ve been told that this year’s setup will be quite impressive, so if you’re in the Toronto area, come on down for some BattleTech games. I also got roped into volunteering on Saturday, so you can expect to see me there! Focht will be at the CNE from August 18 to 20.

You’ll also be able to find Focht at Fan Expo Canada at the Metro Toronto Convention Center from August 24 to 27. I’ve got a prior engagement, but I’ve been told that my absence won’t stop the BattleTech fun.

Unearthed Japanese Ad For MechAssault Is Very Early 2000s

Japanese Original Xbox Game Promos Compilation: Mechassault, Halo 2 And More!
Watch this video on YouTube.

Major BioMech recently unearthed this Xbox promo for the original MechAssault and man, it’s a trip. Thought lost to history, BioMech had it on a demo disk and uploaded it to YouTube for preservation purposes, and because it’s a neat look at advertising from the early 2000s. 

MechWarrior Living Legends Gets Its Long-Awaited Heavy VTOLs In Latest Update

Anhur Prime MechWarrior Living Legends

We’ve got updates for all the major MechWarrior titles this month, including MechWarrior: Living Legends. Update 0.16.0 has added all-new Heavy VTOL units, the Karnov and the Anhur, which are like the regular light VTOLs but with tank turrets mounted on their sides. In this way, players fly the VTOL and take aim with their turrets might like how they’d control a standard tank or ‘Mech.

Being larger and heavier than standard VTOLs, expect these Heavy VTOLS to maneuver more slowly but offer better firepower and increased armor protection. In addition, both the Karnov and the Anhur can act as Battle Armor spawn points or ammunition stores, allowing your team to put increased pressure on the front lines of battle.

Update 0.16.0 also brings some new weapons! The Rocket Launcher 10 is now available and works exactly as you’d expect, and the AP Gauss is available but only on the Anhur Heavy VTOL.

There are some other tweaks and weapon changes, but you can read about ’em on the MechWarrior: Living Legends ModDB page here. You can also download the game there, which I hasten to remind you, is totally free.

That Crab Is About To Have A Very Bad Day

Panzerbunn Atlas Crab

Courtesy of Panzerbunn

I’m not entirely sure what that Atlas is wearing on its head, but it sure does seem like it has a bit of a Christmas in July theme going on. Anyway, artist Panzerbunn is giving us a prime example of why you should keep your Crab well away from an Atlas, lest you eat a fist with 100 tons behind it. 

Kudos to the stalking Stalker in the background, although I don’t think it’s going to have much left to do once that fist lands. 

Renegade HPG Interviews BattleTech Art Director Brent Evans

A Conversation with Brent Evans | Art Director for Catalyst Game Labs and BattleTech
Watch this video on YouTube.

CGL Art Director Brent Evans recently sat down with Trevor at Renegade HPG for a chat on the current state of BattleTech. It was a delightful conversation on where the game has been and where it’s going, as well as a fascinating look at the business of producing all those high-quality miniatures for the Clan Invasion and Mercenaries Kickstarter.

I won’t go into too much detail, but it was wild to hear how Chinese manufacturers have their own proprietary software that compels them to rebuild 3D models sent for manufacturing. There’s also the strange politics of plastic manufacturers where larger orders always get preferential treatment. Evans admitted that CGL has been bumped before, but after years of carefully cultivating business relationships, they now have a reliable pipeline to get minis into boxes.

Evans argued that BattleTech’s success today is built on the foundation of solid logistics--something that parallels well with a popular maxim in warfare. For the first time in BattleTech history, Evans said, CGL has been able to keep the primary edition of the boxed set in stock at retailers for over 12 months.

But perhaps the most interesting subject would be the upcoming products. There’s the BattleTech Universe book, an updated and expanded version of the small primer included in the introductory boxed sets that attempts to explain the BattleTech universe. That’s expected to arrive something in October or November. There are also Faction Box Sets on the horizon, although CGL is still working out the details on what ‘Mechs go in which box. Major Houses and Clans will come first, followed by Dark Age and other smaller factions.

Evans didn’t say this, but I suspect we’ll see individual new ‘Mechs appear in these Faction Boxes in order to provide a compelling reason for fans to open their wallets and to keep retailers from seeing certain boxes sit on store shelves. No time frame on when that’ll happen, but I’m going to throw my request for a Cestus in right here, right now.

There’s a lot more discussed, so do check out the full interview in the video here.

ProtoMechs Are Basically Aliens

“Dying Breed” – Ink piece for Shrapnel Magazine
by u/TheRedEpicArt in battletech

I never liked ProtoMechs. They’re a neat concept, but they’re verging a little too closely to the realm of anime and exosuits rather than ‘Mechs. And it seems like I’m in the majority since ProtoMechs have been largely abandoned by the Clans that were tinkering with them.

The Delphyne, in particular, always seemed the most monstrous and alien of the ProtoMechs. Here we have Jared Blando’s piece for Shrapnel #12 showcasing just how monstrous this little devil can get as it blasts a Wasp‘s cockpit with its mouth-mounted medium pulse laser. Thanks for sharing, Blando!

The Black Marauder Doesn’t Wait For Halloween To Terrify MechWarriors

As we’re all aware by now, the Black Marauder is a personal favorite, and Dusk Haunters‘ sculpt naturally caught my attention. It’s got teeth, eyes, and even chains wrapping around this hell-born ‘Mech. Be sure to bring this piece back out for the spooky season.

Commandos Rock. Period.

Give yourself five more tons to play with and never even consider running a Stinger or a Wasp again. Oshlet proves just how amazing the Commando is with this piece showcasing the many missiles this potent Steiner scout ‘Mech can spam at short range. Commando fans, unite!

Sooo… Superconductors Could Be A Thing

Superconductor

Pretty much everything in BattleTech, from fusion engines to Gauss Rifles, is predicated on the existence of superconducting materials. It’s not really discussed much in lore because it’s sort of boring to talk about wires, but it’s a technology that is essential for other technology to flourish. And now, three researchers at Cornell University say they’ve invented the world’s first room-temperature superconductor.

Previous superconductors have always been hard to make or only worked at super low temperatures--like, near zero degrees Kelvin. This superconductor can be made at room temperature using nothing but a mortal and pestle, a vacuum, and a furnace. And if it’s real, it’ll pave the way to fusion reactors, high-storage batteries, quantum computers, and more. This could very well be the discovery that saves humanity from climate change.

It could also give us giant robots. Fingers crossed for both.

Reminder: Override Engaged To Host BattleTech Event At Nashcon

MRC & Nashcon With Warning44 and Vapor
Watch this video on YouTube.

I mentioned this event already back in May, but Sam has returned with more details and some informative videos to let people know what’s going on in Nashville.

As a reminder, Override Engaged/MRC will be hosting a BattleTech event at NashCon 2023 starting Thursday, August 17 at 7 PM. Opening night will be pickup games and socializing, while Friday will begin the narrative-focused Solaris Civil War scenario. Saturday will be a three-round Classic BattleTech tourney and a painting competition, and Sunday will be a three-round Alpha Strike tourney and the conclusion of the aforementioned painting competition. Expect rewards and prizes to be handed out following the conclusion of each event.

We’ve got a Google Doc with more details as well as an hour-long video explaining the whole event. 

Apparently, MRC is a pretty active group. Sam gave me a rundown of the events they’ve run throughout May and June:

“In May we had the largest recent Classic Battletech tournament, with initially 39 players from all over the world joining the MRC Discord to battle out ‘Tukayyid Heat,’ with 74 matches played across the month of May using MegaMek,” Sam tells me. “In June we followed that with a 10,000 BV2 force limit set within the  Late Republic era tournament, again within the MRC Discord, using MegaMek that saw another 20 players play 32 games across four weeks. This event saw most of the entire combined arms available unleashed, including vehicles, VTOLS, and Battle Armor/Infantry. Finally, we are wrapping up a July event, also within the MRC Discord and using MegaMek, focusing on the Pre-Operation Klondike preparations, using all 20 original Clans and First Succession War-era ‘Mechs, to which Organizer Pirate has put out a few fun introduction videos. And we do have one more tournament already being prepared, another combined arms, 10,000 BV2 force limit set within the Dark Age era, again within the MRC Discord and using MegaMek. All details can be found within the MRC Discord.”

If you’ve got any events you’d like advertised in Sarna, give drop me a line either here or via email. 

And that’s it for July! Join us next month for another toasty recap of all the BattleTech news that’s already happened.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Your BattleTech News Roundup For April, 2023

April fools! Your prank came at the end of the month instead of the beginning. Tricksy, eh? But seriously, I’ve never understood the appeal of April Fool’s Day. Maybe that’s because I have a lot of news to write and dealing in anything but facts just makes my job harder. These days, truth is often stranger than fiction, so it can be hard to know what’s a joke and what’s not.

But a trained BattleTech eye can separate the lies from the truth, although I do have a few interesting lies to share which celebrated the non-holiday. So without further adieu, let’s jump into April’s headlines.

Mercenaries Triples Clan Invasion Kickstarter Total With $7.5 Million Pledged

I get that there’s been quite a bit of inflation between now and the 2020 Clan Invasion Kickstarter, but $7.5 million is still a lot of money. Since the campaign ended earlier this month, Mercenaries has become one of the top 20 highest-funded Kickstarters of all time. Mercenaries has also more than doubled the number of backers from the Clan Invasion, with 23,654 mercs pledged to form their own interstellar group of guns-for-hire. 

Sadly, we didn’t quite reach the $8 million stretch goal that would have given everyone a free Blood Asp (at Company level and above), but we did unlock a lot of stuff. Since Mercenaries broke the $7 million goal, everyone at Company level and above gets two ForcePacks of their choice (one from the $5 mil goal and another from the $7 mil goal), while Battalion level backers and above get four additional ForcePacks. Everyone gets free audiobook versions of Eclipse by Jason Schmetzer, Close Quarters by Victor Milan, and A Splinter of Hope by Philip A. Lee, PDF copies of Cracked Canopy Cookbook, Mercenary Life, Tales of the Bounty Hunter, and No Greater Honor, and a whole bunch of Salvage Boxes which will contain random ‘Mechs. 

Of course, there’s way more than that available, and listing it all here would take hours I don’t have. You’ll just need to check the Kickstarter page to see what your pledge has unlocked. 

According to Catalyst, they have over 400 items to configure, so expect the pledge manager to be available in two-to-three weeks. Then you’ll be able to select your ForcePacks and other add-ons from the manager. All the physical stuff is expected to arrive around June 2024, but as with the Clan Invasion Kickstarter, I’m going to suggest we exercise patience. While global supply chains have largely untangled themselves from the pandemic, this Kickstarter is more than twice as big as the last one, which probably requires some serious man-hours.

Oh, and in case you missed it, the Mercs Kickstarter even made mainstream news outlets like Polygon and Forbes. BattleTech is hitting the big time!

Opinion: What Does BattleTech Mean To You?

Sarna Complaints Department

Courtesy of Eldoniousrex

Catalyst has put out a video series asking both fans and actual BattleTech creatives, “What does BattleTech mean to you?” To Mitch Gitelman, studio head of BATTLETECH developer Hairbrained Schemes and producer for both the MechCommander and MechAssault games, BattleTech was his entry into “big-time video game development.” To BattleTech writer Chris Hussey, BattleTech is an expansive universe where fans can always find something they like, provided it’s not aliens or magic. And to Nick Smith, president of BattleTech pod company Virtual World Entertainment, BattleTech is “a place for everybody” with a “love for big stompy robots.”

To me, it’s all those things too. BattleTech didn’t get me into game development, but it certainly helped me find a new career after I quit schilling for an insurance company. It’s also a huge universe where you can really find any kind of sci-fi, whether it be super high-tech space battles between rival galactic nations or a down-in-the-dirt contest between two martial arts experts. It’s got everything from political dramas to spy thrillers, but throughout the universe, it all comes back to those giant stompy robots.

On top of that, BattleTech represents a sort of gritty military sci-fi that’s okay to love. I’ve always had a fascination with military hardware, whether it be World War 2 battleships or modern jet fighters, but I’ve always had a problem with getting too excited about these weapons of war. Geeking out over a MiG-29 or an MP5 can be a lot of fun, but these things have killed real people. With BattleTech being a completely fictional universe, I don’t have to worry about that.

Oh don’t get me wrong--BattleTech has plenty of documented atrocities where ‘Mechs killed civilians wholesale, but it’s all make-believe. We can joke about the Word of Blake nuking most of Wolf’s Dragoons into atoms because it’s not real. And in an age where armed conflict seems to be escalating every day, I think it’s important to have that geeky outlet for hardcore military sci-fi where the stakes just aren’t as high.

I’m not sure I’d actually want to live anywhere in the BattleTech universe (with the exception of the Magistracy, of course), but I’m glad it’s here in our universe.

MechWarrior Living Legends Rebrands As MechWarrior LOL

A rebranding is in the air!
Watch this video on YouTube.

Told you we’d get to the April Fool’s stuff. After MechWarrior Online rebranded itself MechWarrior Online: Legends last month, MechWarrior: Living Legends has since rebranded itself as MechWarrior: Living Online Legends, or MechWarrior LOL. I suspect this will cause some confusion with League of Legends, which might lead to yet another rebranding in the very near future.

Disney And Catalyst Reboot Herbie As An UrbanMech

Disney and Catalyst Game Labs is finally greenlighting my project! The Herbie movies set in the Battletech Univers!
by u/Samwitch13 in battletech

Another good one, this time from Reddit user Samwitch13. Pretty sure that paint job came from the recent PseudoTech featuring the Urbie Derby, but can’t say that Photoshop isn’t on point. But hey, just imagine what a BattleTech movie could be with Disney money.

Crescent Hawks Training Video Details Exploits Of The  Kell Hounds

BattleTech Crescent Hawk Training Vid - Kell Hounds
Watch this video on YouTube.

Here’s a fun new video that came as part of the Mercenaries Kickstarter. Catalyst reached out to Rem Alternis Productions to produce a training video for new recruits to the Crescent Hawks, where the motto is: “We’re here to make money, not friends.” The video deals with the formation and legacy of the Kell Hounds, its notable figures, and their ‘Mechs, as well as what the famed mercenary unit is up to during the ilClan era. 

It’s a good refresher if you’re not up on your Kell Hounds lore. Hopefully we’ll get a few more of these videos.

One-Hundred Tons Of Highway-Crushing Claw

3D artist Maska brings us this brief animation of a King Crab making its way downtown, firing its twin AC/20s at some unfortunate soul off-camera. Ever since the King Crab became the poster child for MechWarrior 5, we’ve been seen more of the Crab‘s bigger, badder, and meaner brother. Can’t say I’m disappointed. Kudos to you, Masaka!

PGI Is Hiring A Writer (Probably For MechWarrior 6)

Katapult

Wanna write the next MechWarrior game? PGI, developer of MechWarrior Online, MechWarrior 5, and holder of the MechWarrior IP, is hiring a”Narrative Writer II.” The listing doesn’t explicitly state that it’s for MechWarrior 6, but it does say that an applicable qualification is “passion for the MechWarrior/Battletech universe IP.” So it’s possible this is for new MechWarrior 5 DLC or for some wild expansion to MechWarrior Online, but I’m betting whoever lands this gig would be writing for the next MechWarrior game.

We should note that game writing isn’t your typical writing gig. This job doesn’t send you off to write a novel or a short story to somehow turn into a video game--it’s writing with an eye and ear toward in-the-moment game design. That means scripting levels so that they jive with the audio cues and physical action, which means a lot of coordination with the narrative director, level designers, and audio team. It also means writing using game engine editors and scripting tools, as well as documentation for external localization. 

PGI is looking for someone in the field with two years of experience writing and at least one shipped title. Obviously, love for the BattleTech universe is a bonus, but not strictly speaking a necessary qualification. It’s more important to know and understand military jargon than to know every ‘Mech in the Inner Sphere, although, knowing the quirky military jargon of the Clans would probably be a huge bonus. Probably. 

The position has a flexible schedule, “comprehensive benefits,” and remote work is available. Heck, I should apply. I don’t actually have any games writing experience, but how hard could it be? 

Lady Kamea Arano Says Trans Rights!

https://twitter.com/EnbyKaiju/status/1647736301410721792?s=20

Hairbrained’s BATTLETECH had probably the best voice acting of any BattleTech or MechWarrior game out there, and that was in no small part due to the performance of Gin Hammond as Lady Kamea Arano. So it means a lot when Lady Arano herself comes forward to say “Trans rights are human rights.”

Surprisingly, even the villainous Santiago Espinosa (voiced by the talented Tren Sparks) offered support for Trans rights, which is not something you hear from too many fascist dictators. But considering the environment trans folks face these days, I think they’ll take all the help they can get. 

Cool BattleTech Paper Diorama

Not sure if I should post this here, but I made this for my boyfriends birthday :D
by u/Scarlerr in battletech

 

Scarlerr posted this to the BattleTech subreddit. I’ve seen a lot of miniatures, some paintings, and even a few scale models, but I’ve never seen a watercolor paper diorama with a Raven front and center. 

The best part is the little cottage. Is this the Raven‘s summer home? Does it vacation here every weekend from March to October, water-skiing with its UrbanMech neighbors? Or is it a fairy-tale character like Little Red Riding Hood, off to meet her grandmother who’s been eaten by a Timber Wolf?  

We need the story, Scarlerr. 

Von Biomes 12 Makes MechWarrior 5: Mercenaries Very Pretty

Mechwarrior 5 - MODDED! New Mod vonBiomes 12 is out on Nexus, Steam & Patreon!
Watch this video on YouTube.

Head over to either the MechWarrior 5: Mercenaries Steam Workshop page or the Nexus Mods site, and you’ll see Yet Another Mechlab is the most popular mod. Look a few mods down the list though, and you’ll see vonBiomes, a mod that I’d definitely consider adding to your rotation so long as you’ve got a gaming rig that can handle it.

MechWarrior 5 already has a lot of different biomes that you can potentially drop onto, but after a while they all sort of blend together. Download the vonBiomes mod and you’ll never get bored of tromping through a volcanic waste or massive junkyard. The mod adds over a dozen new biomes, including one with giant alien fungal growths, a desert with actual cacti, and an old-growth forest where trees are actually way taller than the ‘Mechs. The only downside is that these biomes are so pretty that they can really tax your machine, especially if you’ve got ray tracing turned on.

VonBiomes recently received its 12th update with a ton of new stuff. Besides the usual bug fixes and compatibility with the recently released Rise of Rasalhague DLC, version 12 adds new dynamic lighting for sunny planets, new mission backgrounds, and UI updates. It’s all very pretty, which you can see in vonSeiten’s video, so if you’ve got a good gaming rig, be sure to give this mod a download.

RenegadeHPG Interviews Loren L. Coleman 

A Conversation with Loren L. Coleman | Catalyst Game Labs Owner/CEO (Part 2: The Publisher)
Watch this video on YouTube.

Travis over at RenegageHPG sat down with Loren L. Coleman, co-founder of Catalyst Game Labs and current “steward” of the Battletech license. Since the conversation lasted nearly two hours, Travis broke this interview into two parts, with the first mostly talking about Loren’s time as a BattleTech author and the second dealing more with his managerial role at Catalyst. 

The first part doesn’t really tread any new ground, but I find part two to be a very interesting conversation. Catalyst had a lot of problems when it took the BattleTech license from WizKids following Dark Age, and getting things back on track required a herculean effort. He also dove into the success of the Clan Invasion Kickstarter and why Catalyst keeps crowd-funding these product releases. 

There’s a lot of interesting stuff here, so I encourage y’all to set aside some time to see what Loren has to say. 

MechWarrior Online: Legends Adds New Legendary ‘Mechs In April Patch

MechWarrior Online Legends Scattershot

In MechWarrior Online: Legends news, April brings two new Legendary ‘Mechs to, some map updates, and yet more adjustments to ‘Mech quirks. The Scattershot is a Shadow Hawk variant that comes armed with two MRM-20s and three LB-X AC/2s, which is pretty good for a stock loadout. You’ll also get a mini battle pass that lets you earn GSP, C-bills, MC, premium time, and cosmetics just for playing the Scattershot. Meanwhile, the Marauder IIC “Dreadnought” is an Annihilator with a dead side. Four LB10-X ACs are paired with four ER Small Lasers, but only one of each are located on the left side of the ‘Mech, meaning it retains the bulk of its firepower even after losing its left torso. 

These new Legendary ‘Mechs are really good, with unique and desirable characteristics that set them apart from every other ‘Mech in the game. It has a few players accusing PGI of releasing pay-to-win ‘Mechs, but having played my fair share of World of Warships, that’s nothing new for a free-to-play game. 

Both Terra Therma and Free Worlds Colosseum received updates that’ll hopefully mean fewer MechWarriors getting stuck on geometry. Free Worlds in particular received a bunch of new trees and foliage that’ll make it more interesting, but removed the fireworks. Not sure why, but no more colorful explosions will appear in the sky unless the player puts them there.

As for quirks, the Osiris, Hatchetman, Storm Crow, Summoner, and Fafnir are all big winners in this patch. The Fafnir in particular received armor buffs and reductions to its critical hit chances that’ll hopefully make it into the terrifying behemoth it should be. The Wolfhound received some quirk consolidation, although some variants might see their heat-sinking diminished after April’s patch. 

A few specific variants have also received some quirk adjustments, which you can read about in the patch notes here. 

And that’s it for April! Join us next month for yet another rundown on all the best news for BattleTech fans like you.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Bad ‘Mechs – Fireball

Fireball Eldoniousrex

Courtesy of Eldoniousrex

Private Ensha heard the growling tone of his Fireball’s Streak SRM launcher as it locked onto the Toad leaping from cover. Secure in the knowledge that the missile’s homing seeker would find its target no matter what the Toad did, he pulled the trigger and sent two contrails spiraling into the flying battle armor. As expected, both struck home, sending the Elemental warrior crashing back to the ground.

Only to have that same Elemental warrior almost immediately pick themselves up, dust themselves off, and raise its own SRM launcher to fire back at Ensha’s ‘Mech. 

“What the fuck!” Ensha cried, half in dismay, half disbelief. He’d been told by various veterans in the Deneb Light Cavalry that Clan Elementals were tough, but even one of those missiles would have blown a hovercar to pieces. For the Clanner to survive two direct hits and then fire back was beyond unfair. 

Especially considering he only really had that Streak SRM launcher to deal with the Toads. Experience had already taught Ensha that firing the machine gun on his Fireball’s right shoulder was about as effective as getting out of his ‘Mech and taking on those armored monsters with a squirt gun.

Ensha locked onto another Toad and fired a second pair of Streak SRMs. Again, both hit, knocking the Elemental flat on its back. Zooming in on his external camera, Ensha saw the Elemental’s cracked faceplate as black ooze seeped in to rapidly fill the gaps. And just like the other Toad, this one shook itself off and came after him like an angry hornet, firing its laser to score a few hits on Ensha’s chest plate.

Panic was starting to set in. Ensha looked around and saw the other Fireballs in his lance were having similar trouble downing targets. Command had said these new ‘Mechs were specifically designed to take on Clan battle armor, with Ensha’s lance formed as a fast-response unit to deal with Elemental incursions. It was starting to look like someone in AFFC procurement hadn’t done enough research to verify those claims. 

When he saw his sergeant’s Fireball go down after two Elementals sawed their way through its arm, Ensha broke and ran. With a top speed of well over 180 km/h, at least his Fireball could take him away from danger faster than any ‘Mech in the Deneb Light Cavalry.


Fireball Evil Egg

Aside from vastly superior ‘Mechs and weapon designs, the Clan Invasion also introduced the Inner Sphere to an entirely new threat: Elementals. Clan warriors bred with superhuman strength and clad in powered armor that both augmented the Elemental’s inbred power and protected the warrior through advanced life support and automatic combat medications. In the early days of the Clan Invasion, single Elementals were known to have brought down entire ‘Mechs, smashing through thin cockpit armor and killing the pilot therein.

In response, the AFFC and the New Avalon Institute Of Science began rapidly prototyping ‘Mech designs that could effectively combat armored infantry. The Fireball was specifically designed to rapidly reach areas beset by Elementals and eliminate them before they could wreak havoc. Although an abject failure in its intended role, the Fireball’s outstanding speed eventually allowed it to become an exceptional scout and forward reconnaissance ‘Mech. 

The Fireball‘s defining characteristic is speed. With a running velocity of 184 km/h, the Fireball is one of the fastest ‘Mechs ever to come out of the Inner Sphere. NAIS scientists and Corean Enterprises engineers settled on four tons of standard armor as sufficient protection, and armed the Fireball with a single Streak SRM-2 and a machine gun to deal with Clan infantry. 

On paper, the Fireball seemed ideal. Unfortunately, by the time NAIS received accurate reports concerning the toughness of Elementals, it was already too late to modify the design. As such, the Fireball entered production with insufficient armament to be a true threat to Elementals, let alone satisfy its mission requirement of dispatching Elementals efficiently.

Fireball Card Art

In 3053, the first production runs started delivery to the Crucis Lancers, Deneb Light Cavalry, and Ceti Hussars, all regiments guarding the Lyran side of the Federated Commonwealth from incursions by Clan Wolf and Clan Jade Falcon. All three regiments often assigned their rookie pilots to newly delivered Fireballs in order to build experience against what was perceived as easy prey. 

It soon became clear that Elementals weren’t afraid of the new design. The Fireball‘s armament was found to be woefully inadequate in its first encounters with Elementals. Reports of Elementals dismissing machine gun fire and SRMs as they charged fearlessly towards quick-response Fireball lances often resulted in their pilots learning too late just how dangerous an Elemental could be. 

Having utterly failed in its intended role, the Fireball was quickly repurposed as a scout and reconnaissance ‘Mech, a task to which its almost ludicrous speed was far better suited. The Fireball became a common sight in scout lances during the FedCom Civil War, where both Lyran Alliance and Allied forces made use of the design as its factory on New Avalon changed hands. 

Corean Enterprises made several attempts to improve the Fireball after its disastrous initial deployment. The ALM-8D, introduced in 3054, replaced the Streak SRM-2 launcher with two medium lasers and an additional half-ton of armor. This was considered a vast improvement over the original and quickly became the new standard for regiments deployed against the Clans. The ALM-9D instead replaced the right-shoulder machine gun with a single medium laser and another half-ton of armor. This variant was more commonly given to raw recruits where the Streak SRM launcher’s targeting system would result in fewer wasted shots.

The ALM-10D, introduced in 3076, was a massive rework of the 8D variant. Adding MASC, Heavy Ferro-Fibrous armor, a targeting computer, and replacing the medium lasers with extended-range upgrades, the ALM-10D would begin production following New Avalon’s recapture from the World of Blake and remain in production into the Dark Age

Fireball

There is one other variant of the Fireball worth mentioning. Leaning into the design’s exceptional agility for illegal underground ‘Mech racing, the ALM-XF strips the Fireball down to just two ER small lasers and three tons of Ferro-Fibrous armor. The freed-up tonnage is then devoted to a massive 320 XXL engine, MASC, a Supercharger, and an XL gyro, providing the ALM-XF with a cruising speed of 240 km/h and a theoretical top speed of 400 km/h.

The Fireball offers a complicated legacy. Out-performed by newer scout ‘Mechs and designs purpose-built to deftly handle armored infantry, the Fireball‘s continuing presence can largely be attributed to Corean Enterprises maintaining Fireball production lines alongside its more famous ‘Mechs like the Centurion and Valkyrie. However, one can only assume that the Fireball will be the first production line to cease operations as soon as Corean engineers come up with a more competitive light scout.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Your BattleTech News Roundup For July 2022

Where British Columbia and Europe both suffer record high temperatures, it’s been uncharacteristically cool in Southern Ontario, and I feel like I’m being cheated out of my hot-hot summer. I haven’t needed to turn on the air conditioning, and I’ve even been writing these articles in sweatpants when I should be down to my skivvies. That’s just in case you were wondering what “business casual” is around here.

As always, we’ve got a Leopard DropShip’s-worth of news, so we don’t have time for me to complain about global warming tacitly avoiding my hometown just to force me to wear more clothes that I’d expect in July. Here’s what’s going on in the BattleTech world for July, 2022.

Catalyst Releases Third Founding Of The Clan Novels And Announces Store Credit For Missing Kickstarter Dice And Decks

Apparently Catalyst has had some trouble with the Clan Invasion Kickstarter’s insignia dice and pilot decks. For some backers, the dice weren’t of the expected quality while others were outright missing decks of pilots. Catalyst did say that they had a 96% successful fulfillment rate, which is pretty great considering this all happened during the whirlwind of the pandemic, but the company wants to make sure every backer is a satisfied customer.

Land of Dreams

To that end, Catalyst is now offering store credit for backers who pledged for either dice or decks. Those who had pledge rewards including insignia dice will receive at least $5 credit at the Catalyst store per pair of dice, and an additional $5 per order for the conversion to store credit. For missing decks, CGL has created the “Heroes of the Inner Sphere” deck, which will be received in addition to $15 store credit per missing deck. Those credits will be mailed out in the next few weeks. Give it a bit of time as there are 12,000 credits to be sent.

Catalyst also had some trouble getting the third Founding of the Clans book to backers as well. You can read the update on Kickstarter for the full story, but the climax is a Dropbox link that will provide backers with Land of Dreams and Jaguar’s Leap by Reed Bishop. I gotta say, putting the Starslayer on the cover of a BattleTech book is a gutsy move, but I’m all for it. 

Something Weird Is Going On With Everything BattleTech

Something is up with the Everything BattleTech group. Folks might have noticed an abrupt rebranding to “Everything Sci-Fi,” followed by this statement from Catalyst Games earlier this month. It seems that the BattleTech license holder, Fanatic (which acquired Topps earlier this year), had issues “regarding potential violations of the BattleTech rights and license.” Catalyst was contacted to discuss those issues with Everything BattleTech founder David Vivas, sending Line Developer Ray Arrastia to spearhead a “series of dialogues” with Vivas as well as other BattleTech communities.

Apparently things didn’t go well. Vivas rebranded the Everything BattleTech Facebook page to “Everything Sci-fi” and then again to just “EBT.” The Everything BattleTech Discord is currently voting on a more permanent solution, which includes fantastic suggestions like “OnlyMechs,” “Mecha Fight Club,” and “Republic of Mechs.” I’m a fan of OnlyMechs, personally.

Everything BattleTech

Catalyst’s statement doesn’t go into details, but it seems like the issue was largely surrounding the use of the name BattleTech specifically, especially on what was formerly known as the Everything BattleTech Patreon (which has now been renamed the David Vivas Patreon). The Everything BattleTech Discord server seems mostly unchanged outside of a few new channels that are helping with the rebranding effort.

The statement went on to explain Ray never made “any requirement for a comprehensive rebranding or retreat from the BattleTech fan space,” and the sudden rebranding came as a complete surprise. I reached out to Vivas for his side of the story, but he declined to comment. 

BattleTech has a long and complicated history when it comes to fan works and fan communities. Without knowing both sides of this story I won’t say whether this is just another case of an overly aggressive copyright holder or a group trying to cash in on the resurgence BattleTech has enjoyed over the past few years. The truth is probably somewhere in the middle.

Empire Alone Reveals First Conflicts Of The ilClan Era

In somewhat more exciting news from Catalyst, we’ve got a new sourcebook to talk about. Empire Alone is the second sourcebook of the ilClan era, telling the tale of what happens in the Wolf Empire while Alaric Ward is off conquering Terra and the year following his victory. The Free Worlds League sees an opportunity to recapture worlds lost to the Wolves, which risks putting Nikol Marik in a war against Clan Wolf and potentially every Clan that acknowledges Alaric as the leader of a new Star League. And then there’s Wolf’s Dragoons, weakened after assisting Clan Wolf in defeating the Jade Falcons and then snubbed by the new ilKhan. They might be licking their wounds, but an opportunity for revenge can’t be ignored.

Empire Alone runs from the year 3151 to mid-3152 and centers around the major events between the Free Worlds League and the Wolf Empire. It’s available now at retailers and on Catalyst’s store along with the new CountersPack: BattleForce, the perfect solution to large-scale engagements.

And finally, there’s a new mini. The Timber Wolf TC (“temporary configuration”) was designed to counter ComStar ambushes during the Battle of Tukayyid. It comes armed with two large pulse lasers, two ER medium lasers, two Streak SRM-6s, and a smaller ER laser in the left torso. It also has five jump jets to escape whatever trap ComStar lays. It worked pretty well, and the mini is now available on the Catalyst web store.

Oh, and I almost forgot: there’s a new novel out for you fiction lovers. A Question of Survival reveals how Clan Jade Falcon plans to repopulate its depleted warrior caste following their defeat at the hands of Clan Wolf. The Rasalhague Dominion falls squarely in the sights of Jiyi Chistu‘s forces, and several sibkos may suddenly find themselves growing up Falcons rather than as proud Ghost Bears

An Outdoor Market For The Best Cheapest ‘Mechs In The Inner sphere

Speaking of Empire Alone, our very own Eldoniousrex created some cool-ass art for the sourcebook. Not only did he do the cover, but he also did this great landscape of a Clan Sea Fox market. Note the Griffin IIC, a ‘Mech that proves the Clans can make a better Griffin that’s lighter, faster, more powerful, and even cheaper than the original. Now that’s a ‘Mech that’s worth every C-bill. He also has an absolutely incredible new t-shirt design that y’all should definitely buy.

The Perfect ‘Mech Might Just Be The Whitworth

Whitworth via fed0tich

Some of you might be wondering why I haven’t discussed the Whitworth in a Bad ‘Mechs article. That’s because I don’t think the Whitworth is actually bad. Sure it’s a little slow for a 40-ton ‘Mech, but it can still keep up with most regiments and fulfill its role as a rapid response fire support ‘Mech. It can help lay ambushes and leap away before the enemy can return fire. And when it gets caught by faster light ‘Mechs, its heavier armor and three medium lasers are just enough to defend itself. It’s actually really good.

So it warms my heart to see someone giving the Whitworth the attention it deserves with art courtesy of fed0tich. Catalyst still hasn’t deigned to officially redesign the Whitworth, but when they do, I sincerely hope it looks something like this. 

July’s MechWarrior Online Patch Adjusts Armor Skills And Enforces Group Maximums In Quick Play

MWO July 2022 Patch Notes

A small patch for MechWarrior Online in July. No big new map or new ‘Mechs, but there’s another quirk pass, some adjustments to skill nods, and a fix for the group play restrictions in Quick Play.

Let’s talk ‘Mechs. Wolfhounds, Javelins, Hunchbacks, and King Crabs have all had their quirks adjusted, with a few tweaks made to specific variants of the Jenner IIC, Phoenix Hawk, Trebuchet, Vapor Eagle, Mad Dog, Banshee, and Sun Spider. Inner Sphere Gauss Rifles have also had their cooldown reduced to make them a little more competitive against their Clan counterparts.

Several skills have been adjusted. Hill Climb skills now actually work and make it easier to climb hills (whereas before this skill did absolutely nothing). Reinforced Casing, Torso Pitch, and Torso Yaw have all been increased, and both Armor Hardening and Skeletal Density skill nodes have been buffed across the board for ‘Mechs larger than 60 tons. There’s a specific chart in the patch notes that describes how each node changes depending on your ‘Mech’s tonnage.

Another big fix deals with Quick Play, by far the most common way to play MechWarrior Online. Group maximums have once again been brought back, meaning no team can have more than a single four-stack or a two-stack and three-stack. Previously, games were a little wonky as solo players were being matched against multiple teams, which often resulted in some terribly one-sided matches. Hopefully your matches will fare a little better.

There’s still a free giveaway going on in MechWarrior Online where you can grab a free Hero ‘Mech for earning 250 loot bags. You can easily get 10-12 loot bags in a single match, so it’s not too hard to get a free Hero ‘Mech, plus all the ‘Mech credits, C-bills, consumables, skill points, and more being given away in each loot bag. The loot bag event is on until August 4.

MechWarrior 5 Makes It Easier To Find A Yen Lo Wang

Yen-Lo-Wang MW5

MechWarrior 5: Mercenaries has also received a new patch. This one is mostly game fixes, but there’s at least an adjustment being made to the spawn rates of the CN9-YLW2 Yen-Lo-Wang and BL-P-KNT2 Black Knight to make them a little more commonplace in your next playthrough. There’s also memory optimizations for both Xbox and PlayStation, and some helpful mod updates for tagging assets and tweaking player aim assist. You can check out the patch notes here to see what annoying bug you hated most just got squashed.

Explain To Me How This Even Works

Boombox Atlas via HighlighterFTW

Nevermind all the incredible talent that goes into creating a kitbash like this--I just wanna know how the hell an Atlas is supposed to fire what appears to be the LRM-15 packs of a Catapult that were unceremoniously ripped from the 65-ton ‘Mech’s body and are now being used as a giant external launcher. Does it press a ‘Mech-sized button on the side that says “FIRE ZE MISSILES” or does it just kick out the jams and beatbox its way to a swarm of fiery death? Explain this to me, Reddit user HighlighterFTW. I’m dying to know.

Renegade HPG Talks To Bruce Patnaude

Comic Artist BRUCE PATNAUDE Talks BattleTech | Gallery 3025 LIVE Q&A
Watch this video on YouTube.

Those who follow Gallery 3025 on Patreon (and you really should be) might have noticed a few recent pieces courtesy of Bruce Patnaude, a comic artist with a style very reminiscent of some of BattleTech’s earliest source books. You can see all of Patnaude’s pieces over on Gallery 3025, but we showcased two of them in last month’s news roundup.

To get an idea for Patnaude’s creative process, Renegade HPG’s Travis Gardner (who also runs Gallery 3025) sat down with him to talk about some of the fine work he’s been doing for the gallery. You should definitely check out the video above, and we hope to see more of Patnaude’s fabulous work in the future.

And that’s it for July! Join us again next month where Sarna provides you with all the BattleTech news that’s safe for human consumption.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Community Outreach – Gaming Jay And His Crescent Hawk’s Style Remake

Battle Mercs Green world

Welcome back to Community Outreach, the ongoing series where Sarna reaches out to the BattleTech community to see what makes it such a vibrant and evolving place. Last month, I found out about Gaming Jay’s personal project to remake The Crescent Hawks’ games for modern audiences, so I decided to sit down with Gaming Jay to find out more about Battle Mercs and what fans can expect from this retro-inspired BattleTech game. Enjoy. 

Sarna (Sean): I’ve played Crescent Hawks’ Inception, so I know a bit about what this game is likely about. What made you want to make a Crescent Hawks’-style game? And just how much is it like Crescent Hawks’ Inception/Revenge in terms of gameplay?

Gaming Jay: So the Crescent Hawks’ Inception was my first exposure to BattleTech as a kid. When I was little my uncle had a computer in the basement with a tray of disks and I would just leaf through and try random games. One day, I discovered The Crescent Hawks’ Inception and I was blown away. I loved the mix of RPG and tactical elements, the graphics were amazing for the time, and there was so much to explore. For years I played the game and wished, just wished that there was a sequel. A few years later I was on vacation with my parents and I walked into a random computer store and on the shelf, I saw something called the BattleTech Powerhits. I picked up the box and was shocked to find there was a sequel: The Crescent Hawks’ Revenge (also MechWarrior 1). I begged my parents to buy the game for me and they did. I spent the rest of that vacation reading the instruction manuals and plotting how I was going to actually install the game on my computer when I got home since it came on CD and I didn’t own a CD drive. Anyway, The Crescent Hawks’ Revenge quickly became one of my all-time favorite games. I played it over and over and especially loved the free battle Training Field they give you at the end of the game. My only gripe was that I wish the open gameplay at the end allowed different maps and maybe incorporated some of the mercenary system from MechWarrior 1 (which I also played to death).

Years and years later, my love for these three games never went away, and I always dreamed that a sequel existed to Crescent Hawks’ Inception that combined the best elements of CHR and MW1. In high school, I actually did program a game that played a lot like CHR, however, I never fully finished it. A while ago I found the old game and showed it on my YouTube channel and people really were blown away at the time. The bug got planted in my mind after that, and shortly thereafter I started work on a prototype. That prototype became a CHR combat engine. I expanded that with a CHI RPG engine, and then eventually a MW1 style contract and Inner-Sphere-travel system, and before you knew it, I had started to make my dream game.

Battle Mercs Beach Fight

In terms of how much CHI is in the game; a lot! The game recreates everything from CHI except for the RPG combat (although that may come down the line). But yes, people can design full RPG adventures, create interesting scenarios or unique planets or environments, and using some basic .json scripts just go nuts in creating whatever they want. Once you jump into actual ‘Mech combat the game plays like an updated version of CHR. It is a real-time combat game but you’re supposed to pause frequently and micro-manage (think Faster Than Light). Lastly, you can travel the Inner Sphere, and take contracts from any major house, live through years 3025 to 3050, fight the Clans, find Star League ‘Mechs, and even fight in arenas on Solaris VII or less reputable arenas on Dustball or other planets.

The other cool thing about the game is that it’s fully customizable. The game is intentionally designed such that all the gameplay mechanics draw from .json files. People can make their own campaigns with their own .json files that can change everything from what kinds of weapons are in the game, to what kinds of units to how the RPG segments work, to what options you get when you select units in combat, to what planets or factions are available. Even though I wanted to make my dream game, I wanted my game to be something people could change and mod, and make their own unique visions within.

Sarna: So this is all pretty amazing. Is this a home-built engine, or is it based on some other game engine? The FTL enhancements are a great touch to bring this game up to more modern standards, and I love the 3025-3050 era personally. 

Battle Mercs Black Market

Gaming Jay: The engine is 100% home-built. It’s written in PyGame, which is a game add-on library for Python. And yes, FTL is one of my favorite modern games. I really love how that game handles combat. It’s all real-time but you can still micro-manage everything very well, yet it still feels frantic when a lot is happening. I have tried to bring other small improvements to the game to help it feel more modern in control yet retain its obvious retro charm.

Sarna: Are you planning to create your own campaign, or are you just going to throw this out into the world to let people build off of?

Gaming Jay: So what I’d like to do for the game is to produce a fairly elaborate campaign as a bit of a showcase, to both give the game a good starting campaign and also show off what the scripts are capable of doing. In this way, people can look at my scripts if they want to know how I made a certain special mission, and then use them as an example to build their own campaigns and ideas. As for the campaign I want to include, I’d like it to be a reimagining of the Crescent Hawks’ story, essentially retelling their tale in this modern engine

Sarna: With the 3050-era available, you could replace the Draconis Combine attack with a Clan invasion. This way you’d also give players access to Clan tech. Speakin’ of tech, how many ‘Mechs have you got in this game so far, and how many do you ultimately plan on having? 

Gaming Jay: So long story short, yes the Clan invasion is a playable part of the game even right now. It’s not very detailed at the moment but could easily become more detailed. 

As for mechs in the game, pretty much every Inner Sphere mech from 3025 and 3050 is in the game. The 2750 Star League era mechs are also in the game (though hidden right now since only ComStar has access to them). The Clan OmniMechs and IIC variants from the 3050 invasion are all also in the game. At the moment I probably am not planning to add any more myself, but as I mentioned, the game is moddable so other adventurous BattleTech fans could add more mechs themselves (and more eras!)

Battle Mercs Country Fight

Sarna: Did you take assets from the original game or did you recreate all these pixel images yourself? 

Gaming Jay: Currently the assets in the game are mostly from the Crescent Hawks’ games, yes. Though the mech models came from a free set I found online, a really amazing set actually. They are several years old and the creator encouraged people to use them in games. I tried to reach out to him to get in contact but all his contact info (at least that I could find) seemed to be out of date, so I wasn’t able to track him down. The in-game ‘Mech units are about half from The Crescent Hawks’ Revenge and half my creations based on CHR. I’m not a great pixel artist mind you, so they look a little rough and cobbled together. One thing I would love to happen at some point is to get a pixel artist (or a few) to help give the game a fresh graphical makeover. I don’t want to fully change the look of it or anything (I love the retro, pixelated charm of the graphics currently), but it would be nice if the game’s graphics were more original than just lifted from the CH games.

Sarna: And using something that’s not lifted from a super old game would be better for copyright issues, although Crescent Hawks’ Inception is so old that it might be public domain at this point. 

So there’s still the Clan Invasion campaign and MechWarrior campaign to finish, what else is still needed to get this game to what you’d consider a finished state?

Battle Mercs Ice World

Gaming Jay: Haha totally agree. That’s one reason why I still consider it an alpha, since it has so many graphics that I really think of as just stand-in. I mean truthfully BattleTech itself is owned by someone who’s not me so even with unique sprites there are still copyright issues! :)

Anyway, I’ve been working with a dedicated gang of testers to root out as many bugs as possible. So it’s reaching a stable point. At that point, the only major thing left would be to add in mission varieties. Right now it’s all search and destroy but I’d like guard missions, attack missions, recon missions, raid missions, the whole gamut. It shouldn’t always just be “go have a slugfest!”

At that point, I just need to finish the campaign so there’s at least one stock campaign with the game and it would be ready I think. I’m sure there may be more small changes along the way and even after this seeming final stage, but that’s always the way

I’d also like to establish some kind of wiki or make a few tutorials on things like making maps and making campaign levels, editing units or factions, or making star maps. As I’ve said, I want this to be something other people can add to with their own campaigns and stories and mods, so that would be one of the final steps. In my mind that would be the point where I’m giving the game over to the community to develop to their hearts’ content. I would look forward to sort of stepping back from the game a bit and just trying other people’s campaigns and maps at that point.

Sarna: What’s your favorite ‘Mech and why? The all-important question of course.

Battle Mercs Mech Market

Gaming Jay: Favorite ‘Mech is the Marauder. From the first time I saw it in a technical manual I just loved the look and load out of it. As a kid, I thought PPCs were just the ultimate weapon and this beast was rocking 2 with a totally unique frame and look. How can you go wrong?

Sarna: Have you played any other BattleTech games? And if so, would perhaps any of them be a good fit for a Crescent Hawks’-style translation into your project?

Gaming Jay:  And yes I played almost everything BattleTech I could get my hands on when I was younger. MechWarrior 1 and 2 (including all the add-ons like Ghost Bear’s Legacy and Mercs), MechCommander, and even the Xbox MechWarrior games which I’m blanking on the name of. Truthfully though, although I loved MechWarrior 1 and 2, I never loved that franchise as much as the tactical games. Since the gaming industry went heavily in the MechWarrior direction I stopped keeping up with BattleTech games after a while. That is until Harebrained Schemes launched their turn-based BATTLETECH game. I was a Kickstarter backer on that and boy, that game did not disappoint. I believe that game is probably the ultimate BattleTech game and when it launched I actually spent 36 hours straight playing it. I kept saying, one more mission, one more mission, until eventually night became morning and I could hear the birds outside. 

As for whether any of these past games could get a reimagining as a campaign in Battle Mercs, I suppose any could, but of course, something like MechCommander or MechWarrior 2 would be a bit of a demake. MechWarrior 1 could be possible, though it would shift genres from a first-person game into a tactical game in the process. So I’m not sure. The Crescent Hawks‘ games are the most obvious ones to translate. I’m sure others could be done, but no real plans to do any others for the time being.

Sarna: Anything else you’d like to add? Feel free to get shamelessly self-promoty. 

Gaming Jay: I don’t currently have a website for it but I run a YouTube channel and, though the main focus isn’t on game development, I will be doing a few videos on the game eventually over there. So folks can always connect with me that way. I’m hopeful that this summer I’ll be able to put out a public alpha on the BattleTech subreddit as well as on my channel. So yeah, those are the two best ways for folks to find me or see the project when it’s ready. I have a Discord for the alpha right now which I’ll probably make public when the public alpha does launch but I’ll mention that when the alpha does come out.

Battle Mercs Unit Setup

Thank you, Gaming Jay! I’ll be keeping an eye out for that public alpha when Battle Mercs goes live.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

 

Community Outreach – Ben “Bishop Steiner” Myers, Concept Artist For Catalyst Game Labs

Bishop's Throne Room

Before we close out the year, I’d like to share this interview with artist Ben Myers, one of the concept artists working with Catalyst on the newly designed models for the Clan Invasion Kickstarters and recent resculpts. Instrumental in redesigning some of the best bad ‘Mechs, including the Assassin, the Sentinel, and the iconic UrbanMech, Myers and I discuss what it’s like working for Catalyst and how it feels to redesign these classic machines. Enjoy. 

Sarna (Sean): Good afternoon Mr. Steiner! I think we can start with introductions in case a Sarna reader doesn’t already know. Who are you?

Bishop Steiner (Ben Myers): Who am I? My real name is Ben Myers, but after so many years in MechWarrrior Online, Bishop Steiner just kind of is easier.

Pertinent details to my life? I’m Autistic. I’m an artist. Big fan of ‘80s / early ‘90s mecha anime. And I’m a huge Battletech (and tabletop role-playing paper game in general) nerd.

Bishop Steiner

I started gaming when I was 7, with basic D&D, and discovered Battletech around 1987, while in junior high. By the time I left high school it’d become my primary game and favorite IP for reading, and of course, to draw. Have played pretty much all the PC games, and was instrumental in pushing Russ Bullock into giving the Urbanmech a chance. I am the “UrbieDaddy” and patron saint of bad mechs.

And today, I sub-contract for Catalyst Game Labs (CGL) doing concept art primarily. Slowly working my way into line art, and hoping to convince the bosses to give me a shot at writing a TRO entry or two. And of course, do a fair bit of fan art of the Battletech community, both commission work and just because.

Sarna: Oh my! Well, if you’re the patron saint of bad ‘Mechs, what’s your favorite bad ‘Mech?

Bishop Steiner: Name it, I’m probably a fan. My absolute favorite medium ‘mech is the Assassin.  In fact, I pretty well love most of the 40 tonners. Big fan of the JagerMech in the heavy category.  Obviously the Urbie in the lights, but also its antithesis, the Hussar. I find “flawed” Omnis like the Mad Dog, Gargoyle, or Summoner a ton more interesting than ultra-optimized ones like the Timby

If pressed, though probably the Assassin. But the Vulcan is a close second. And when the new art is revealed, it might be neck and neck with the Assassin.

Sarna: We kicked off the Bad ‘Mechs series with the Assassin, so we’re kindred spirits there. I don’t recall the Mad Dog to be particularly flawed, it just didn’t have Endo Steel. I guess it was kinda hot in the primary config…

Assassin BattleTech

Bishop Steiner: Mostly people whinge about ‘Mechs with less than max armor. It’s not quite Hellbringer bad, but between that and the heat issues… Thankfully it’s a gorgeous machine, which is why I think it gets a pass with the public where others might not.

Sarna: The Hellbringer; now there is a flawed OmniMech.

Bishop Steiner: Indeed. Flawed enough that even I hesitate to run it. And I think the paper armor was one of the biggest things that pushed PGI to allow armor mods on the Omnis in MechWarrior Online. Pity that. Still, Anthony did a good enough job on the redesign that I might make an exception, even if I am not a huge Clan guy, outside of the Goliath Scorpions.

Sarna: Woof, we’re even getting into hipster clans already.

Bishop Steiner: Hipster? Isn’t that the Wolverines?

Sarna: That’s practically renaissance.

But before we go into which abjured Clan could beat up which invader Clan, we should at least discuss how you came to freelance for Catalyst. How’d you get involved in remaking so many iconic ‘Mechs in ilClan?

Bishop Steiner: Dumb luck? I’d made acquaintance with Anthony Scroggins, a bit on the side, between beating him on an art contest for fan redesigns of the Marauder over on the MWO forums, and some stuff on DeviantArt. Anyhow, as Shattered Fortress was approaching its release date, apparently CGL got in a bit of a bind for art and basically let Anthony cast a net for artists who might be able to contribute.

He shot me a message and asked if I’d be interested. To be honest, I didn’t think I had what it took, but also trying to do art for the actual game officially was too good a chance to pass. So I was given a pile of art briefs, and the moment I read the brief for the Battle of Dieron, the scene pretty much popped into my head, complete. Anthony had me reverse the composition and do a few tweaks, but apparently it was good enough. Don’t think they sent that same art brief to Jason Schmetzer, as his details in the new novella Shell Games differed quite a bit from what I was given, but what can you do? We are only stewards of the IP; can’t get too attached.

Anyhow, once the Clan Invasion Kickstarter was announced, Anthony knew from my past Urbie work that I had to be the guy to do the UrbanMech redesign. I pushed it into existence in MWO, nagged Mitch at HBS till they upped its frequency in their game, and even got my own “Hero” Mech in the K9.

That was going to be my only piece, but I guess they had another crunch during Wave 2, and just kept offering me more designs. And so I just kept drawing. I think one thing that Anthony appreciated is that while I have opinions and a “vision” for my redesigns, at the end of the day, I don’t get too attached. They aren’t my designs; they existed before my time, and will quite possibly be reinterpreted again, in the future. Sometimes as artists we can get our egos too involved in the work and forget that the designs belong to Battletech. And that can be an issue.

Lancelot

Sarna: Which is a pretty great segue into my next big question. How do you approach redesigning these ‘Mechs when some of the older drawings are super basic? Like, let’s take the Lancelot as an example. There were very few images of the Lancelot, and the ones that existed often didn’t even bother placing that torso-mounted PPC. How much is reinterpretation and how much is outright creativity?

Bishop Steiner: Really varies a lot with each ‘Mech. I always try to pick out what I consider the key aesthetic details of each design. Is it tall and lanky, short and stocky? What shapes immediately jump out?  What features have to stay?  Some, I also get told to basically blow up.  The Mercury was one. Others I push a little more–like the Enforcer–to not be sexy because it’s not a sexy mech, it’s a utilitarian one. 

And then I do have to look for those details. Are the weapons actually correct? News flash: for a ton of designs, that’d be a NOPE. Do the joints make any sense? TRO 3055/3058? Nope, nope, nope. And then I get as many of the official images, minis, the MWO stuff, even some of the better fan art, and look for what stuff is consistent through all the versions. 

The Lancelot for instance had to have a janky, angular torso, and be relatively lanky. The PPC I am not 100% in love with–the location made the most sense, but I think in retrospect maybe putting it coming from the lower glacis would have been more pleasing visually. And the legs maybe should have been a bit slimmer. But that’s the thing–after it’s done, I can go back and pick apart the “woulda/shoulda” elements of all my designs.

Sarna: Hindsight is 20/20, as they say. Let’s jump to the Assassin since it’s one of my favorite ‘Mechs too and it’s one that has always been at least a little mysterious in BattleTech for the cockpit. People have always been confused about the positioning of the Assassin‘s cockpit–what made you decide to stick with the teeny-tiny front-facing window over the more fighter jet-style cockpit that’s hinted at in the historical art?

Assassin

Bishop Steiner: One thing that helped was talking to Duane Loose on the regular, and I was able to ask him. But even before that, all one needed to do was read the lore texts. It’s constantly referred to as a cramped, dangerous place, one that even has crippled long-time pilots. It even suffers from the Cramped Cockpit quirk. That doesn’t line up with what the cockpit would be if one did the scaling and math of say a relatively spacious, F-16-like canopy.

Now in fairness, the “truth” as it usually is, isn’t that simple. In talking to Duane, he explained that the design was made before the rules were finalized and what he had in mind was a tandem cockpit like on an attack helicopter, with the gunner in front and pilot up top/behind. But when the rules were finalized and only single cockpits were a thing, it was moved to the front cockpit. Admittedly the emphasis has shifted in the various arts and minis, and nobody bothered to just ask the guy who designed it. It’s similar to the Commando head conundrum and why everyone screws up the location of the Dervish‘s medium lasers–which I then intentionally moved on the new version. To be a jerk.

But lastly? In my opinion, it just looks better. I always felt that with a big glass dome up top and the pointy “nose” it looked like Big Bird; kind of dorky. Along with being terrible for actual ground visibility, which seems like a bad choice for a ‘Mech jumping 210 meters at a pop.

Sarna: All great points. I kinda like the attack chopper look, but it doesn’t make a lot of sense for a ‘Mech. Not unless we start talking about external cameras and whatnot.

Let’s talk the Sentinel. Another fav, another bad ‘Mech, and another truly bizarre-looking ‘Mech in the historical art but one that at least had easily identifiable parts. Which of those parts did you really feel the need to focus on for the redesign and why?

Sentinel

Bishop Steiner: The Sentinel. Well. The biggest issue was it was a beach ball. With stick legs. So that took a lot of sorting through various reference pieces to try to salvage.

I knew the human legs were a non-starter. But I didn’t want to totally lose the silhouette, either.  The leg answer was one of the CCG pieces if I recall correctly. One done by Mike Jackson that had digitigrade-ish legs. And that kind of gave me the freedom to give some character to the legs. The upper body had potential, I just needed to tone down the “egg” effect.

I wanted to keep the big cylinder shoulders and as many little details as possible. The solution for the front was partially inspired by the version of the Sentinel Rudy “Shortpainter” Valle had done as fan art, to give the nose more of a harsh glacis. From there it was just adding more interesting shapes to things like the arm autocannon, which if I recall, I based off the chaingun from an Apache helicopter.

From there it was just finding a way to make the details serve a purpose like the odd bulbs on the side torsos, using one to house its laser, the other to do a sensor pack, and then the usual greebles, sensor pods, radars masts, etc. 

Sarna: We can’t possibly not talk about the UrbanMech. What do you think makes it so iconic? Did you worry at all about ravenous BattleTech fans angry at your take on the machine? Or has everyone been very supportive of the stylish new Urbie?

Bishop Steiner: Iconic or ironic?

I think it’s a mix of factors.  Some of it, like the Charger, the first glance “what were they thinking?” stat line. And then for those who actually gave it a shot in city combat, the “little engine that could” bit. And let’s face it, it was loveably derpy-looking in most of its renditions.

Did I worry about angry fans? Naw. Urbie fans are chill. It’s the haters who screech uncontrollably, and haters are gonna hate, either way. The fans I’ve seen have all been very happy, and it seems to have made some new Urbanites.

The haters? Still hating. And I just keep grinning and giving their “cool” Mechs the bad touch.

Urbie

Sarna: I don’t think the new Urbie is bad at all! It certainly is less dumpy, I think, but it’s got all the right bits where they should be. And maybe people would even be proud to drive an Urbie that doesn’t literally look like a walking trash can?

Bishop Steiner: Perhaps. I certainly wanted to make it still make sense as a mass-produced garrison machine, but that doesn’t mean it has to be dumpy or dull.

And I think if people actually gave some of the later models, be it the 68 with its MRM30, the FedSuns model with the RAC5, or the 96 series I designed for Recognition Guide 2, with its Hardened Armor, SN-PPC, and Improved Jump Jets, they might be surprised how effective it can be.

Admittedly, most of the folk who hate on it the hardest are usually min-maxing types, or your typical angry “get off my lawn” types.

Sarna: Were there any ‘Mechs that changed substantially between start to finish?

Bishop Steiner: I’d say the two with the most change, overall were the Mercury and Enforcer.  While Anthony did a fair bit of rework on the Crossbow Omni and Charger, in a lot of ways the details didn’t change massively. With the Merc and Enforcer, they were my first ‘Mechs after the UrbanMech and neither had nearly as crystallized in my mind as the Urb did.

The Mercury, because I wasn’t sure what Anthony, Randall, Brent, and Ray were looking for or expecting yet, I knocked out five rough concept sketches from close to the original to the out-of-left-field design we ended up with. I honestly didn’t expect that one to be chosen, but the decree was: “Nobody likes the Mercury. Blow it up.”  The Enforcer was mostly there on the body. Anthony had me make the biggest tweaks on the thighs, if I recall correctly. The fun was with the head; the original cockpit was similar to the final one, but a bit more complicated. The feedback from Ray was “the head is boring,” so I slapped together a concept list with 16 different head designs. And after much back and forth they settled on a simplified version of my first head concept.

Enforcer Heads

So overall, I guess I’ve been pretty lucky in that my concepts haven’t really changed much. With our group workflow, if either I or Anthony just don’t feel we have the right flow and feel going, he’ll reassign or take over the design. An example is the Crockett, which I just had zero clicking, so I handed it back to Anthony. I forget if that’s when I took on the Lancelot instead, but Anthony’s direction on the Crockett was very different and a lot better than where I was going. Being able to take ego out of it really allows us to (mostly) work toward just getting the best we can out of each design. There are probably a few places where egos maybe got in the way, but I’d say it was the exception.

Sarna: Let’s talk about the Mercury, Lancelot, and Sentinel for a sec. I’ve noticed a somewhat more insectile vibe from each of the Comstar ‘Mechs. Was that a running theme for your Comstar redesigns?

Bishop Steiner: Insectile?  Hmmm, I do see that now that you mention it, but it wasn’t really intentional. I did want to make them look more advanced than the Succession Wars staples.  More curves in various places, less flat angles, and such.  I think the Insectile aspect is just a happy accident.

Sarna: Fair enough. I did see the curves, but also that there weren’t any weapons discarded for the sake of maintaining a curve. Perhaps that’s what can explain away some of those earlier drawings. Do you have any particular favorites of your redesigns? Any that you’re particularly proud of?

Vulcan

Bishop Steiner: From the Clan Invasion designs, I think probably the Sentinel is the one I am most proud of the results. It’d be between it and the UrbanMech for my favorites.  With the Mongoose and Enforcer coming in just behind. Even though I’m most well known for my love of the UrbanMech, even I realize it’s not a scout. And for light mechs, the Goose has always been my overall favorite, so getting to redesign it was huge.

Of the ones that I’ve done since and haven’t been released, I gotta go with the Vulcan. And it’d be a coin toss between it and the Sentinel for the one I am most proud of. As much as I love the Assassin, I think my Vulcan and Sentinel redesigns are just probably my two overall best pieces, to date, period. 40-tons to freedom!

Sarna: Gotta love them trooper ‘Mechs.

Bishop Steiner: Yup. It’s a pity ‘Mechs like the Vulcan and Firestarter don’t see a little more granularity in their weapons systems in A Time of War or Destiny, as the AC2 on the Vulcan makes sense in fluff and reality, and not at all in tabletop mechanics. But basically having a 40mm Bofors for taking out barriers in infantry support makes perfect sense… except in the actual game, lol.

Sarna: Yeah, autocannons in general are just plain bad on anything less than 70 tons, frankly. Especially light autocannons. But they’re great fluff, and both authors and the modern games tune their damage output to better reflect that.

Is there any ‘Mech you’d love to redesign but haven’t gotten the chance, either because it just hasn’t come up or because it’s just not popular enough to really warrant it?

Firestarter

Bishop Steiner: Oh man. A lot. I’m a huge fan of TRO 3055. And I really want them to not just sweep Project Phoenix under the rug. Even with all these Kickstarter redesigns of the Unseens, too much lore is tied up in the whole Vicore Industries and Project Phoenix.

But instead of generalizations, let me think of specifics. I did cover quite a few of my dream ‘Mechs in my mad dash through Inktober. The Gurkha is one because I think as currently presented, it’s an insult to those amazingly brave Nepalese warriors, being that they didn’t give it a kukri. I have ideas for the Berserker, Naginata, and Hollander.

But probably near the top of the list would be either the Sha Yu or Jackal. The Sha Yu I really want to return to the ideas in the MechCommander 2 version. No offense intended to Franz Vohwinkel, but the TRO 3067 version just fell flat compared to the MC2 version I was introduced to.

And the Jackal… well, Anthony accuses me of having an “egg ‘Mech fetish”. I think it’s a killer design hampered by bad art. Even Matt Plog and Anthony’s versions were hampered by the edicts of the time, to not stray from the original too far. I have a piece on my Patreon right now where I preserve the details, but strongly re-proportion them that at the risk of sounding immodest, I think makes the Jackal look absolutely lean, mean, and lethal.

Beyond that, I would love to convince Brent and Ray to allow me to make some of my more wild ideas happen on existing redesigns, like my twin Thumper Cyclops or the “Einherji” variant of the Grand Dragon I made for the 3040s era KungsArmé of the Free Rasalhague Republic.

Einherji

Sarna: And what’s on the Einherji?

Bishop Steiner: It’s basically a Grand Dragon with a couple pieces of Lostech, with load out and aesthetics modified to fit the FRR. PPC in the right arm, hatchet in the left, SRM-6 in the center torso, medium laser in each side torso. Being a 3040s design, it had FerroFibrous armor and CASE

Non-canon sadly, though based on a description of mods the Drakons made to their ‘Mechs in Era Report: 3052.

Sarna: Ah, a Viking Grand Dragon for the FRR! I dig it. Always loved the Dragon, and the Grand Dragon in particular.

Bishop Steiner: Barely 100 made before Operation REVIVAL, with the factory lost along with most of the ‘Mechs during the invasion, was my explanation for the lack of records and examples in the TROs. Maybe a dozen left kept running due to major components compatibility with Grand Dragons

Anyhow, again, not canon, but the kind of idea I keep trying to float for Shrapnel.  Maybe someday. And yeah, Grand Dragon is a beast, with the 5K probably being my favorite ‘Mech on TRO 3050.

Sarna: Are you able to give us a preview for some of the ‘Mechs still yet to be redesigned? And is there anything else you’d like to promote while you’ve got the platform?

Bishop Steiner: Hmmm.  Can’t really promote anything we haven’t posted to Anthony’s Patreon yet, so aside from teasing what’s on there, like the Dervish, Charger, Javelin, Assassin, Vulcan, etc. There’s definitely other stuff on the works as we speak, and she will be a pretty welcome surprise, I think, but nothing I can comment on.

As for promoting, but really sure? Obviously I’d be happy for anyone to check out my Patreon, or my public gallery on DeviantART. Besides that? I don’t know. I’m terrible at promotion, self or otherwise. 

Bishop Horse

Thank you, Bishop Steiner, and be sure to follow him on Twitter and Facebook. He’s also got a Ko-Fi if you’re feeling generous. 

And as always, MechWarriors: Stay Syrupy. 

stay syrupy

 

Community Outreach – Mark Nicholson, 3D Artist At MechWarrior Online Developer PGI

Courtesy of PGI

Welcome back to another edition of Community Outreach. This week, Sarna sat down to talk to Mark Nicholson, 3D artist at PGI, and one of the architects turning ‘Mechs from mere ink on a page (or pixels in a digital image) into an actual moving, stomping, Autocannon-blasting giant robot.

Mark has been talking about his work over on the MechWarrior Online forums revealing some of the finer aspects of his job, but I wanted to get a little bit more into some of the technical issues of building ‘Mechs designed for customization. MechWarrior Online is the first MechWarrior game that really changes the look of your ‘Mech as you change its loadout, which makes building modular 3D models an enormous technical challenge. I find the whole thing fascinating, and I hope you do too. Enjoy.

Continue reading

Your BattleTech News Roundup For August, 2021

No jokes, no quips, no higgeltybips. We’re jumping straight to the straight facts today because there’s a load of BattleTech news this month and it ain’t gonna get spoon-fed to your eye holes with flowery language about summer rains. 

Besides, we got some big news to start us off.

Clan Invasion Wave 2 Shipping Has Started

If you’re like me, you probably thought that combining all your Clan Invasion toys into a single shipment made sense. This was before a global pandemic, a global shipping slowdown, and that stupid tanker that got stuck in the Suez Canal. Time makes fools of us all, as they say, and I felt very foolish indeed for my naive decision from so long ago.

That said, our long wait is almost over. Clan Invasion Kickstarter backers will soon be shipping their Second Wave packages over the next few weeks, with deliveries expected to last into September. Emails have already started going out for people to confirm their addresses. If your address hasn’t changed, no action is required, but you might as well double-check that nothing weird has happened between now and what feels like a lifetime ago. 

Sarna has a Discord!

A few months ago, an official Sarna Discord was created.  It’s already grown to over 750 members, and is a great way to connect with others in the BattleTech/Sarna/Wiki community.

The focus of the Discord is as an aid to the wiki — join the #research-desk, or as #wiki-questions.  If you have any technical problems with the site you can post in #wiki-issues.

Of course you’re welcome to discuss is #general BattleTech stuff or about #videogames-general — we love talking BattleTech.

Most of all, we aim to be friendly!  Join us!

To Serve And Protect

Urban Tyrant from battletech

Our first artist spotlight is PhearTheHam on Reddit, who posted this phenomenal image of an UrbanMech in a police uniform. We’re not sure which planet this Urbie is on, but whatever it is, it’s got an urban center with a crime problem big enough to warrant an AC/10

So Detroit, basically. 

Wolves Remakes Terra In Its Own Image

Another month, another Wolves update. This one brings back one of MechAssault 2‘s levels using some of the original assets completely new, custom assets [ed. PajamaBoy has corrected me--sorry about that!]. Terra certainly looks a lot different in the 31st century thanks to ComStar rule. This is what the world would look like if a telecom company took over. 

I gotta say, for a completely fan-made game, the Wolves folks are better at keeping their players up to date than most AAA developers. 

Eldonious Rex Makes The Best BattleTech Paperback Cover Ever

Oh, Eldonious Rex, you’ve done it again. Eldonious recently released his Marauder Print Pack, a collection of original prints that would look great on a wall or the cover of the latest CGL novel. Here we see a Marauder II taking on two Hatchetmen in close-quarters combat. It’s gotta be one of the most dynamic still images of ‘Mechs fighting I’ve ever seen. Catalyst, I hope you’ve hired this guy to be your cover artist.

You can get this image along with several other Marauder-themed items (including a coaster) over on Eldonious Rex’s commerce site here

MechWarrior: Living Legends Releases Update 0.14.4

Development continues on the old Living Legends even as a new standalone Living Legends is also under development. Honestly, there’s not a whole lot new in update 0.14.4 but there are a few notable fixes. 

First, ambient temperature wasn’t updating correctly on vehicle HUDs, so that was fixed, and damage modifiers that were allowing splash weapons to crack through a ‘Mech’s head armor have been tweaked to stop providing quick and undeserved kills. Third, all ASF build timers have been set to 45 seconds from 10 seconds to prevent players from just Kamikazeing into ground objectives over and over again and wasting team tickets. 

There’ve also been a few tweaks to the Kagoshima map, including added ammo buy zones on the side caps, rolling fog has been added to the lower part of the river valley, and the Karnov has been moved from the middle of the map. You should see these changes live on servers now.

Games Workshop Drives Warhammer Fans To BattleTech 

I was a little late for this drama because I’m not much of a Warhammer fan, but apparently, Games Workshop has declared war on its own fanbase. 

Earlier this month, Games Workshop updated its intellectual property guidelines to have a “zero tolerance” policy towards infringements. This includes “pirating books, using a 3D printer to make copies of their models, and a ban on fan animations,” according to an article from Vice

The weird part here is that even though I’m not a Warhammer 40K nerd, I’ve still seen the incredible fan-made Astartes series on YouTube. Games Workshop actually hired that guy as well as a bunch of other talented individuals to make original content for a new streaming platform that Games Workshop is launching on August 25, so you can imagine how awful it looks for Games Workshop to suddenly turn around and say “no more fan animations, now you gotta pay for it.”

This led r/GrimDank, the official Warhammer meme subreddit, to switch to entirely BattleTech memes for an entire week, driving untold hordes of Warhammer fans to discover BattleTech for the first time. 

Tex wrote up a lovely welcoming post on GrimDank, while others have taken to trying to map Warhammer 40K factions to BattleTech factions (it doesn’t always work, but the effort is what counts here). As a reporter, I just report the news, but if any former Warhammer fans are reading this, welcome! Sarna is your one-stop shop for all the BattleTech info that’s worth keeping (which is to say all of it), and I’m sure you’ll come to love it as much as every other BattleTech fan does.  

MechCommander Mercenaries Returns For MechWarrior 5

Mechcommander Mercs – yeah, I'm just teasing you all now.
Watch this video on YouTube.

You remember MechCommander Mercenaries? The MechWarrior 5: Mercs mod that turned the game from a game where you command a single lance from the cockpit of your personal ‘Mech to a game where you command an entire company from the safety of your DropShip? Well, the Steam release of MechWarrior 5 and its Heroes of the Inner Sphere DLC sort of broke the mod for a while, but version 1.3 fixes it, and it’s available now over on Nexusmods.

Besides being playable again, MechCommander Mercs 1.3 adds a few new features, such as squadmates sharing sensor data for the purposes of long-range missiles, new empty/low ammo message on the game’s UI, and has better ‘Mech AI that should be compatible with other mods (like the TT AI mods). 

However, there are still a bunch of things left to do, and also several known issues in the current release. For example, if you decide you’re tired of being a bystander and you want to get back into the action by entering back into Mason’s cockpit via the F6 button, you’ll break the Mason AI if you try to leave again. 

There are other issues too, so read up on the 1.3 release notes before installing. 

Assassins Are Bad, But This Art Is Great

I love the Assassin. Don’t get me wrong, it’s a bad ‘Mech; it’s under-gunned and under-armored compared to anything in its class, and it’s not particularly effective in its singular role of hunting down and killing light ‘Mechs. It’s a poorly designed ‘Mech built by corporations that were looking to milk the Star League military-industrial complex and it honestly hasn’t gotten any better in the half-millennia since its introduction. 

But man, it just looks so damned good, and I just love me a recon-in-force ‘Mech that can fly (even though there are many, MANY other ‘Mechs that can do it better than the Assassin). 

So thank you, fed0tich, for indulging in my unabashed love of the Assassin. Please feel free to do so again at your earliest convenience. 

Tex, Stackpole, Pardoe, And HPD Renegade Talk All Things BattleTech

Tex, Michael Stackpole, Blaine Lee Pardoe and Renegade HPG Talk BattleTech
Watch this video on YouTube.

What do you get when you combine two of BattleTech‘s most prolific authors, Renegade HPG, and Tex? Two hours of the most fascinating conversation interspersed with some amusing anecdotes and Tex’s… unique brand of humor. This interview winds its way from the Minnesota Tribe and Clan Wolverine to the author’s favorite missed opportunities for cover art to some interesting “what if” scenarios. 

If you’ve got two hours to kill, you could do a lot worse than Renegade HPG’s latest interview. Check it out in the video here.

Battle Bound Answers Who Would Win In A Fight Between The Black Widow Company And The Gray Death Legion

Battletech: Battle Bound S2E2 - The Black Widow Company vs The Gray Death Legion
Watch this video on YouTube.

I stumbled across Battle Bound in one of my many jaunts across the wider world of BattleTech, which is to say it popped up in the subreddit and thought it was amusing enough to watch while I work.

What we’ve got here is a group of creatives that are essentially jazzing up a BattleTech playthrough with some nice editing, some video game-inspired effects, and narration courtesy of the one and only Tex. Frankly, I’m OK with Tex becoming the voice of BattleTech--it’ll give George a break from doing Duncan Fisher all the time.

Before the main event, Battle Bound shows us a bit of BattleTech history with an unboxing of the Gray Death Legion and Black Widow Company‘s Japanese sourcebooks and even goes deep into each company’s dossier, outlining each pilot, machine, and even their ‘Mechs unique quirks. This is circa 3025, so ‘Mechs often went into battle with damaged systems that just couldn’t be fully repaired. 

If you want to see a BattleTech tabletop game made as exciting as it basically can be, this is it. 

Boston Dynamics Shows Off Precisely The Wrong Kind Of Robot We Should Be Making

Atlas | Partners in Parkour
Watch this video on YouTube.

It’s a little sad to see current robotics going in the direction of small and dextrous rather than giant and lumbering, but I guess we gotta start with baby steps, right?

Boston Dynamics is a name we’ve covered before around these parts. Being on the forefront of robotics design means we’re just itching for the folks over in Boston to invent myomer musculature, fusion engines, gyroscopes capable of keeping an 80-ton death machine from toppling over. 

Instead, we get Atlas running a parkour course and then doing a backflip. It’s impressive, yes, but I think we need to collectively remind Boston Dynamics that we’re not at all interested in the cyberpunk future of robot ninjas. Give me giant stompy robots, thanks. 

MWO August Patch Brings The First ‘Mech Quirk Pass And Revamps HPG Map

MechWarrior Online’s renaissance continues with yet more updates! This time we’ve got a first quirk pass to several underused ‘Mechs as well as a massively updated HPG map. 

You can see the new HPG over on MechWarrior Online’s website, but it looks like the giant satellite dish has been pushed to the side and the actual battlefield is going to be a collection of ramps and technologically infused boxes. This might make the map seem a little more boring from an aesthetic perspective, but this is all to prevent games from devolving into two teams constantly circling around the HPG in a maneuver affectionately referred to as “NASCARing.” 

In MWO’s first quirk pass since the Cauldron took the reins of development, a collection of underused ‘Mechs is getting a much-needed performance boost in the form of quirks. Although somewhat controversial to BattleTech purists, quirks are basically MWO’s method of balancing BattleMech designs. Because ‘Mechs come in all different shapes and sizes, some are just easier to hit than others. Some have big arms that protect the torso, some have no arms at all, and some are just giant boxes that are so easy to hit that they turn into a walking bullet sponge on the battlefield. 

On top of that, certain ‘Mechs have better hardpoints, better omni-pods, or other non-equipment factors that just make them better or worse than other ‘Mechs in their weight class. Quirks give MechWarriors a reason to use a particular ‘Mech that’s just objectively worse without a little help. 

In this first quirk pass, the Locust, Mist Lynx, Adder, Cougar, Arctic Cheetah, Javelin, Incubus, Spider, Arctic Wolf, Hellspawn, Ice Ferret, Cicada, Centurion, Shadow Hawk, Hellfire, Thunderbolt, Nova Cat, Timber Wolf, Awesome, Victor, Highlander, Highlander IIC, Supernova, Mauler, Atlas, Kodiak, Dire Wolf, and Marauder II all get revamped quirks--mostly buffs, although a few quirks were removed or reduced to make way for the new quirk set. 

I’m particularly interested in the Ice Ferret quirks, as it’s one of my favorite ‘Mechs and it’s going to be quite a bit tougher following Tuesday’s patch. The Incubus and Cougar also look very interesting, as does the Centurion, which looks like it’ll suddenly become the tankiest medium ‘Mech in the game.

Both the new quirks and HPG remaster are live now, so go out there and blast people with some of these quirked-out ‘Mechs!

But as they say, that’s not all! There’s a free Shadow Hawk SDH-2K available for those who play the game even a moderate amount between now and August 9, and MWO community manager Daeron “Bombadil” Katz recently did an interview with No Guts No Galaxy’s Sean Lang to discuss the future of the game. There’s apparently going to be a huge announcement for both MW5 and MWO sometime next month, and PGI is also looking into restarting the MechWarrior Online World Championships and even hosting a virtual Mech_Con sometime in the future. 

Now This Is A Helluva BattleTech Map

I saw this pop up in my Twitter feed and just had to share. Longino Garcia’s battle map for the city of Olalla during the Battle of Tukayyid is nothing short of sublime.

And that’s it for August! Man, the time sure does fly. I’m still waiting on my Wave 2 order, but I hear someone at the door and it could be the mail person with my box now.

Oh, and have you checked out Sarna’s interview with BattleTech Line Developer Ray Arrastria? ‘Cause you should.

And as always, MechWarriors: Stay Syrupy.

stay syrupy