Difference between revisions of "BattleTech Universe"

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==Cartoon series==
 
==Cartoon series==
 +
The Battletech cartoon follows the Adam Steiner, a cousin to Melissa Steiner, as he attempts to free his home planet from the Jade Falcon Clan occupation.  His Jade Falcon root nemesis is Nikolai Malthus, who was the leading officer during the Somerset offensive.  The cartoon was made between 1994-1995.  Due to limited success and air time the show was cancelled.  Albeit, a fairly interesting story and great computer animation. (At that time)
 +
The show was divided into thirteen episodes.  Each episode has several specific key points, from acquisition of clan technology, the betrayal by a former member of the unit, Ciro Ramirez, the attempted killing of Victor Steiner,  the bid of Captain Forstadt to the throne with Franklin Sakamoto, and the eventual return to Somerset where the planet is won by the unit.  The show ended hanging with Nikolai Malthus taking Adam's brother Andrew from the planet.
 +
 
==BattleTech Centers==
 
==BattleTech Centers==
 
==Fan-made material==
 
==Fan-made material==

Revision as of 20:25, 16 March 2010

File:Battletech cbt 20year tri 800.jpeg
20 Year Anniversary of BattleTech logo.

BattleTech ("BT" for short) is a science fiction universe comparable to the Star Trek or Star Wars media franchises. Originally conceived in 1984 as a fictional background setting for a futuristic wargame, it was since expanded into an intricate fictional universe by various authors through a multitude of media.

The BattleTech universe

(See also: History)

Inception and evolution

In its earliest descriptions in the BattleDroids rulebook the game was set in the Succession Wars era, a dystopic future where centuries of warfare had all but destroyed mankind's previous achievements. Advanced technology was not understood anymore, vehicles and machinery could hardly be maintained and ritualized wars were fought over ancient spare parts or even water. As this state of affairs obviously left little room for evolution, add-on publications for the game soon downplayed the technological decline more and more and working factories were mentioned that could even produce new 'Mechs. The early novel, The Price of Glory, culminated in the recovery of an intact Star-League era memory core to explain how lost technology was subsequently recovered. This and the Fourth Succession War concluded the earliest storylines.

The entire franchise was then moved forward one generation, to the Clan Invasion era. The technological renaissance allowed the game to be expanded with additional rules and units, and the invasion by an unknown enemy from beyond known space started an all-new story arc with numerous new factions. Over the next decades the universe quickly achieved, even surpassed the Star League-era level of technology and weapon systems of all forms and sizes, right up to WarShips, became available in increasing numbers. Similarly, the small-scale raids of the early setup gradually increased in size until multi-regiment battles became normal again.

Then the Jihad era engulfed the BattleTech universe in yet another highly destructive war that essentially reset the technological advances and brought about a new dark age.

BattleTech aesthetics

The BattleTech universe in its early stages was heavily influenced by concepts from fantasy literature including feudalism (the Successor States with their established hereditary nobility), knight-errants (MechWarriors) and mercenaries, mysticism (LosTech gadgets that are not understood anymore) and a mysterious and powerful church (the ComStar order).

While a plethora of alien flora and fauna are used to give an exotic feel, sentient Aliens are notably absent from the BattleTech universe (except for one or two isolated cases) and play no significant role. The fiction works on the premise that man is his own worst enemy.

Although by nature a violent universe, graphic violence in BattleTech is largely restricted to objects and typically depicts war machines in combat, with ruins and wreckages in the background. Human suffering is rarely shown directly.

Technology

BattleTech has been described as "the future of the 80's" for its aesthetics and technological ficion. Real-world technology developed quite differently from what the BT authors believed at the time of the inception of the game, leading to occasionally odd concepts of what is supposedly possible and what is not. The most glaring mismatches are weapon ranges in BattleTech, which are mere fractions of the ranges easily achieved with similar weapons in the real world, and the percieved size and performance of computers. The internet was also not part of the early fiction, but comparable communication networks were later written in.

While the BattleTech universe is largely rooted in real-world physics, some key premises of the universe are science fiction in that they seem to defy the laws of physics as they are currently known. These include super-efficient fusion engines that supply vast amounts of power from relatively small and compact devices, starship thrust drives that outperform any currently known thrusters technology, and Kearny-Fuchida Drive technology that allows for faster-than-light travel and communication.

Iconic fictional technologies from the BattleTech universe include:

  • BattleMechs: A basic premise of BattleTech is the evolution of the BattleMech as a superior war machine. Driven by human pilots with the help of neurohelmets, 'Mechs are gigantic humanoid walking tanks that imitate human movement patterns which makes them easier to control (as they can be used like super-large battlesuits) and supposedly gives them a significant advantage in mobility and versatility over other vehicles.
  • DropShips: Most space traffic is handled with DropShips. Powered by fusion engines and highly efficient thrust drives, these are extremely rugged and versatile shuttlecraft ranging from anywhere between 200 to 100,000 tons in mass. They are generally easily capable of landing on planets and taking off into space again under their own power. In space, they can maintain acceleration of 1g or more for several days or weeks.
  • JumpShips: JumpShips can perform jumps of up to 30 lightyears between Jump Points within mere seconds (typically from one star system to another). They are essentially Kearny-Fuchida Drive cores to which DropShips can attach themselves for faster-than-light transportation.
  • Hyperpulse Generators: Known as HPGs for short, these employ the same fictional Kearny-Fuchida principles as jump drives, but instead of moving starships they transmit data at faster-than-light speed. Their range is up to around 50 lightyears, and messages are usually bundled and sent out in certain intervals (as opposed to continual transmission, which is also possible but rarely used). A communications network of HPGs was established that survived the downfall of the Star League and now marks the boundary of the Inner Sphere. The HPG network is generally associated with ComStar who exclusively operated it and evolved into a religious body over this.

Factions

The sundering of humanity’s Star League, followed by centuries of Succession Wars, brought about five large nations known as the Successor States. These are feudal realms, modeled after stereotypical cultural templates. They collectively comprise the Inner Sphere. Numerous other factions came and went over the course of the perpetual conflicts. The most notable and long-standing BT factions are:

  • Federated Suns

Federated Suns The Federated SunsHouse Davion
North American/West European cultural template. Lacking any serious drawbacks or flaws, the Federated Suns are often the protagonists in BT fiction.

  • Draconis Combine

Draconis Combine The Draconis CombineHouse Kurita
Feudal/medieval Japanese cultural template. Earlier sources typically depicted the Combine’s honor-based samurai culture as single-minded, cruel, merciless and often irrational; the realm remains somewhat xenophobic and aggressive.

  • Lyran Commonwealth

Lyran Commonwealth The Lyran CommonwealthHouse Steiner
German/West European cultural template. Economic powerhouse with a strong but sluggish military. Bureaucracy, inflexibility and a lack of military skill prevents them from successfully campaigning abroad, but their defenses are strong and their traders are active everywhere.

  • Free Worlds League

Free Worlds League The Free Worlds LeagueHouse Marik
East European cultural template. More a loose coalition of highly distinct minor states than a unified realm. The limited powers of the state leader versus the parliament render the League largely incapacitated and suffering from frequent infighting. A political minefield of treachery and deceit, violent uprisings and outright revolt.

  • Capellan Confederation

Capellan Confederation The Capellan ConfederationHouse Liao
Communist Chinese/Soviet Union cultural template. A vain state of relatively few worlds but with a large population, weakened from a long string of military defeats and territory losses. Relies on nefarious scheming and notoriously ineffective secret operations. Hamstrung by communism and rampant paranoia. Described as cunning and dangerous in the initial setup, but depicted as irrational villains in subsequent publications. Almost destroyed in the Fourth Succession War, the Confederation saw a fantastic rebirth and went on to become one of the most powerful factions in the Dark Age era.

  • ComStar

ComStar ComStar
This quasi-religious sect evolved out of the Star League's Communications Ministry under Jerome Blake. Controlling all interstellar communication and acting as a supranational arbitrator, mediator and banking house, they regard themselves as the saviors of humanity and keepers of lost technology. Later revealed as devious schemers who ruthlessly misused their trusted position to manipulate others, they have secretly maintained a strong army with cutting edge technology.
The radical splinter group Word of Blake eventually separates from the order to form an independent sect. Word of Blake later instigates the Jihad, a cataclysmic total war against all of humanity and secular ComStar.

  • Federated Commonwealth

Federated Commonwealth The Federated Commonwealth — House Steiner-Davion
A short-lived unified realm of Houses Davion and Steiner. Conceived through the marriage of Hanse Davion and Melissa Steiner, the Federated Commonwealth technically came into being only when Victor Steiner-Davion inherited both realms from his parents. It collapsed in a highly destructive civil war when Katherine Steiner-Davion attempted to ursurp power from her brother Victor, and reverted back into its two separate founding nations.

  • Free Rasalhague Republic

Free Rasalhague Republic The Free Rasalhague RepublicHouse Magnusson
Scandinavian cultural template. Created from wayward provinces on both sides of the Kurita/Steiner border after the Fourth Succession War. At the time of its inception it was the sixth major Inner Sphere power, just after the five Successor States, but it was overrun by the Clans save for six worlds shortly after its creation. Eventually rejoined with its occupied territories in the formation of the Rasalhague Dominion.

  • Lyran Alliance

Lyran Alliance The Lyran Alliance — House Steiner
Created when the former Lyran Commonwealth part broke away from the Federated Commonwealth. Eventually renamed back to the Lyran Commonwealth.

  • The Clans

Successors of the self-exiled Star League army, the Clans developed into a culture of genetically engineered superwarriors in deep space and eventually returned to invade the Inner Sphere in 3049.

  • The Republic of the Sphere

The Republic of the Sphere The Republic of the Sphere
Formed around Terra in 3081 by Devlin Stone following the devastating Word of Blake Jihad.

  • The Periphery

Beyond the Inner Sphere, on the fringes of the HPG network, lies the Periphery, a lawless region that has descended into barbarism. Numerous minor realms and pirate bands exist here.

  • Mercenaries

In addition, mercenary units play an important role. Some prominent units have achieved considerable fame and power, to the point of ruling entire planets. They are effectively autonomous political entities.

The BattleTech franchise

BattleTech Media

The enormous instant success of the boardgame gave rise to a plethora of products that shaped, and still shape, the BattleTech universe. However, like with most fictional settings, not all products pertaining to the franchise are actually considered to contribute Canon for the BattleTech universe.

Boardgames

BattleTech

AeroTech/BattleSpace

BattleTroops

Succession Wars

Role Playing Game

Sourcebooks/Scenario Packs

Computer Games

Novels

(See also: List of BattleTech novels and Category:Novels)

Set in various eras of BattleTech, more than a hundred BattleTech and MechWarrrior novels have been written, advancing the storyline and fictional history of the universe.

Magazines and comics

(See also: Category:Comics)

Several publishers obtained the rights to publish comics set in the BattleTech universe. These, and at least two magazines (BattleTechnology and StarDate/StarDrive) were considered official products in their time just like the novels.

BattleCorps

In addition to the multitude of print media, BattleCorps was launched in 2004 as a subscription-based online source of original BattleTech fiction. Besides short stories and game scenarios, BattleCorps has also released novels in electronic format, sometimes before they were available in printed form and including novels that had previously only been published in another language.

Cartoon series

The Battletech cartoon follows the Adam Steiner, a cousin to Melissa Steiner, as he attempts to free his home planet from the Jade Falcon Clan occupation. His Jade Falcon root nemesis is Nikolai Malthus, who was the leading officer during the Somerset offensive. The cartoon was made between 1994-1995. Due to limited success and air time the show was cancelled. Albeit, a fairly interesting story and great computer animation. (At that time) The show was divided into thirteen episodes. Each episode has several specific key points, from acquisition of clan technology, the betrayal by a former member of the unit, Ciro Ramirez, the attempted killing of Victor Steiner, the bid of Captain Forstadt to the throne with Franklin Sakamoto, and the eventual return to Somerset where the planet is won by the unit. The show ended hanging with Nikolai Malthus taking Adam's brother Andrew from the planet.

BattleTech Centers

Fan-made material

Notable BattleTech contributors