Category Archives: Interviews

Getting The Word Out With Rem Alternis, Catalyst Community & Marketing Director

I’ve been writing for Sarna long enough to know that there’s a lot of stuff happening in the BattleTech world pretty much all the time. There’s also a lot of opinionated people that love to share their thoughts--sometimes more crassly than others. Trying to get the word out while also making sure everyone plays nice is a tough job, so I feel a certain kinship with Catalyst’s Community and Marketing Director Rem Alternis.

For Sarna’s next interview, I sat down with Rem to see how she’s settling into the role, some of the challenges she’s faced, and how to interpret Catalyst’s recently-released community guidelines. Enjoy.


Sean Murray (Sarna): Well, first of all, thank you for agreeing to chat with me. I’ve been chatting with a bunch of Catalyst folks to start the year, and we wanted to chat with you since you’re going to be one of the front-facing figures for Catalyst with the Discord and the YouTube channel getting a lot more focus as Catalyst builds its brands and its community outreach. So thank you very much. 

Rem Alternis (Catalyst): Of course. 

Rem Alternis

Sean: To start us off, what is your BattleTech journey? When did you hear about it, what BattleTech games have you played, and what’s your favorite product of the BattleTech brand?  And if you have any games that you’ve played, what have you played before? 

Rem: Yeah, so I’m fairly new to it. I first heard about it alongside Shadowrun when I was going to the cons, but I was always more of a role-playing person than a miniatures person so I didn’t really pay attention. But at a con in about 2021, I was talking to Rhett at the Catalyst booth, and he told me that I might like the fiction because it’s big stompy robots meets Game of Thrones, and I was like, “Ooh, that sounds fun.”

So I kind of started getting into it. I started reading En Garde from the Warrior Trilogy, and then, as I got hired for Catalyst, I was like, “Man, there’s so much in here,” so I stopped reading because I was like, “I’d love to put everything that I’m learning into a stream for others to learn with me.” That just hasn’t come to life yet because we’re so busy with everything. But yeah, that was the first start. 

Sean: Alright, cool. Have you played any of the games? RPG, tabletop, or video games?

“I started reading En Garde from the Warrior Trilogy, and then, as I got hired for Catalyst, I was like, ‘Man, there’s so much in here,'”

Rem: None of the video games. The RPG, not yet. But I have played Classic. I’ve done a grinder, which was a ton of fun, and I just got to play Alpha Strike with the Aces beta ruleset on Six Sides of Gaming. So that was my first Alpha Strike. I’m still not 100 percent clear on the rules for Alpha Strike, but I’ve got Classic down pretty well, I think.

Sean: Alpha Strike I find to be a lot easier, and faster paced, and with BattleTech Aces, it also lends itself to a lot of interesting cooperative scenarios. I’m very much looking forward to Aces coming out, along with many other people, I’m sure. 

So you’re fairly new to BattleTech, but I’m still going to ask this, do you have a favorite ‘Mech?

Rem: Well, the ones that I’ve learned, I got the Archer plushie, so I knew what that was. And I’ve painted the beginner box, so I have the Centurion and the Rifleman. And so when I did the grinder, I started with the Rifleman, and when he died I grabbed the Atlas, and all of a sudden people weren’t so nice to me anymore; everyone started trying to shoot me.

“When I did the grinder, I started with the Rifleman, and when he died I grabbed the Atlas, and all of a sudden people weren’t so nice to me anymore.”

And when that one died, I grabbed a random one, which happened to be the Daishi Widowmaker, and everyone still tried to murder me a whole bunch. But that one was the moment where I really started to be like, “Oh, this is fun,” you know? ‘Cause someone did a full alpha strike on me and, like, the damage could be called cute. Whereas I then unleashed my Ultra AC/20 and just demolished through armor and everything else. That was a ton of fun

Sean: Yep, that’s why people gravitate towards the big guns.

Rem: Yeah, yeah, it was a blast. 

Sean: Well, you mentioned earlier that you came into BattleTech through another FASA product. Are you a fan of any other FASA products under Catalyst’s umbrella today? 

Rem: Oh, I’m a big fan of Shadowrun. I was lucky enough that my first game was with one of the writers as the GM. He was in our D&D group and he was like, “I want to run this cyberpunk fantasy game for you.” And I was like, that sounds dumb, but here I am absolutely in love with the world. I love the setting. I love the characters. And it’s a dream to get to work for the company that creates it.

Sean: I love Shadowrun too. It’s a very cool merging of these two genres that, surprisingly, few others have really tried. People kind of stick with the cyber side of cyberpunk and ignore the punk.

Rem: Yep. From what I’ve noticed, they like sci-fi or fantasy but they don’t like to blend the two a whole lot. But I think it’s great. The option of having it in our world is very attractive to me. I’m actually GMing on a recorded episode on Six Sides of Gaming starting in March.

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

Sean: So people have something to look forward to in March. I’m excited!

As you mentioned earlier, you wanted to kind of share things as you learn them. I’m guessing that was sort of what the Crescent Hawks video was like. What did you learn from that experience that you were then able to apply to make the Mercenaries Kickstarter even better? 

Rem: Well, I wasn’t around for the Clan Invasion Kickstarter,  but I have heard tales of trying to keep commitments small so that we don’t overburden ourselves with stuff. I started two weeks before the Mercenaries Kickstarter launched. And so, I knew the team was planning for just about as successful a Kickstarter as Clan Invasion. They had stretch goals planned up to two and a half million dollars, and that was it.

I was actually at GaryCon during the launch and I had to drive down to AdeptiCon and wrangle Loren and Randall to be like, “We need stretch goals! We need to hurry! The community’s waiting! We gotta go, we gotta go!” We were live streaming, so every time they were off camera, I had to kind of bustle them together for a quick ten minutes between shots and be like, “What are the ideas? Come on, let’s go!” So, it’s a lot of cat wrangling.

“I had to drive down to AdeptiCon and wrangle Loren and Randall to be like, “We need stretch goals! We need to hurry! … It’s a lot of cat wrangling.”

But in terms of the Crescent Hawks video, I was pretty excited about the opportunity to do that. It was not my start on the lore. I’m a producer; I make all the creatives look good, that’s what I do. So I actually got to work with an uber fan, some of the writers, some of the developers, and they created the script. Then it went through the whole line of fact-checkers and editors, the fiction director, the line developer, and an assistant line developer for BattleTech to make sure everything was accurate. And then it got sent to Trendane Sparks, who narrates a lot of the audiobooks—he did the recording for it. So I was kind of just moving the pieces. Like, we’re here, now it needs to go here, now it needs to go to editing, and so on. So I didn’t work a whole lot on that one, I just produced it and made sure it all happened.

We had plans to do more. We want to do more, but this is not a small job. Everything is always a priority, so it’s been hard to get the focus back on it. I’m just now getting a committee together to help me implement YouTube content and stuff like that, and then Crescent Hawks will be back on the table. So we’ll do more of that, but It’s gonna take a little time. 

Sean: I hear that everybody wants to get into video production but it’s just so much more work. 

Rem: Yeah, it’s a lot, but it’s a blast. Eventually, I could see this job becoming, like, there’s marketing, then there’s someone doing community, and then there’s someone doing content and I love content. It would be great to be able to do that full-time, but right now it’s like one day of my week.

Sean: Yeah, fair enough. Well, let’s see if maybe we can expand things so you can be the content manager, and someone else can deal with the community. I know you’ve only been in this job for a short time, but what do you think is the most challenging part of marketing for BattleTech?

Rem: I want to give a thoughtful answer here. I think probably one of the challenges is we’re all a bunch of creatives, you know? Everyone’s so excited to work on what they’re working on. Sometimes things get lost in the planning, and they’re still trying to integrate me into their plan. So, sometimes they forget to let me know what’s coming and when it’s coming. I think it actually happened just yesterday; there’s a new BattleTech book that just dropped, and I got the notification about it yesterday. So now it’s like, alright, we gotta put that together. 

I would love what I did for the Camo Specs Online painting guides. I got those several months in advance, so we were able to actually tease and talk about it before it launched. And the engagement from that was huge; we went from 30 reactions to 300 reactions. So, there’s value there that I’m still trying to convince everyone is there and to include me in the process so that I can get some of these dates early on and get them out and advertised. 

“I was able to announce so much at PAX Unplugged. That’s gonna be our con from here on out where we stream and say, ‘Here’s everything coming next year that we can talk about.'”

It has gotten better. I was able to announce so much at PAX Unplugged. That’s gonna be our con from here on out where we stream and say, “Here’s everything coming next year that we can talk about.” I’m excited that we get to kind of promo that stuff, but it’d be great to have more of this ahead of time.

Sean: It seems like that’s a bit of a process that is improving day by day. Alright, let’s talk about something that was a bit of a controversy recently. The Catalyst Community Guidelines came out last month, and if anybody’s wondering what those guidelines are, they’re available on the new Catalyst Discord.

A lot of it is pretty standard, I would say: be kind, stay on topic, no hate speech, no bullying, no spam, and respect privacy. But there was some blowback for one of the items being a discussion of real-world controversial topics, as well as protecting the IP. 

Let’s start with how the community guidelines developed, and who might have been consulted in their development.

Rem: Sure. It was a long process. So in June, there was the whole Reddit thing that happened. There was an issue with a fan Pride Anthology where someone had reached out to me and asked me to post about it, and I was like sure, so I did. And then they posted it to Reddit and it got deleted as being real-world politics. So there was a big uproar on the subreddit saying, “Well, why is Catalyst okay with this but not Reddit?”

2023 BattleTech Pride Anthology

It came to light that there was a lot of moderation against anything Pride-related. Any minis painted in rainbow colors or flag colors got taken down. Some people even spoke up and said, “I didn’t even know it was a flag color and mine got deleted for it.” So there was a pretty heavy hand in moderation in terms of anything LGBTQ+ related.

There was kind of an uproar that happened and I had a bunch of people reach out to me and tell me about it. And I was like, well, one of my initiatives Loren wanted was more communities for Catalyst to participate in and make into official spaces. So I decided; if the people want an official subreddit, we can do that.

Since I was away moving that weekend, I assigned someone to just go ahead and find mods and make it happen. Other than that one moderator, I didn’t know anybody. They set it up, there was a great migration, and by the end of the weekend, I got a message from the original Reddit owner that said, “Hey, I just caught up on everything that’s going on. Holy crap, sorry about that. I’d love to not see the community fractured, I’ve already removed all of my mods, what can we do to bring this back together?”

I don’t use Reddit. It was before I would have ever been ready to jump into managing a subreddit or anything like that, so I didn’t really want to fracture the community, and I know that’s ultimately not the goal of Reddit. So I was like, well, maybe if we can get some community guidelines in place and if you can follow those, it’ll be a little clearer where Catalyst’s lines are in terms of what to talk about or not talk about. He was like, “Cool, can I have your moderators?” And I was like, sure, you can reach out to them. So he did, and they all migrated over.

From there we closed the new Reddit, and everyone moved back to the old one, but we had the new moderators in place. But I don’t own the Reddit, I’m not involved in the Reddit. There’s one freelancer that is a moderator and the rest of them are fans. Some of them are demo agents, I think. I’ve heard about one or two, but that’s it in terms of Catalyst’s involvement. 

“You don’t have to agree, you don’t have to be politically on one side or the other. You just have to not be a jerk to other people in the community.”

The problem was the new Reddit moderators wanted community guidelines that didn’t exist. So, we kind of looked at a couple of online communities that were pretty positive places and cobbled together something quickly for the time being, but I realized that we needed something that’s gone through the process.

We took that as a kind of starting point, added them a little more, and then partnered with a bunch of different people. We had a lot of reviews. We brought in the BattleTech and Shadowrun forums and had them review our guidelines. They all had experience in this that we didn’t as a new community. Those moderators gave us feedback on what they’ve seen or not seen and how that could work. We also sent it to the demo team; they have a very robust operations guide to compare to that and see what the differences are. 

The thing is each of these communities is also different, so we wanted something all-encompassing that can be applied everywhere. But if we need more specific rules for the demo team, or more specific rules for the forums, or wherever else, then we can still do that. Then we had them reviewed by all of the directors, by Loren, we got some feedback, and finally, they were ready to post. We got that out in January.

So that was the process. We tried to do a lot of research on what was already existing out there and what we still needed. We were thoughtful about the language. And in terms of the controversy, it’s just honestly being respectful to each other. Like, you don’t have to agree, you don’t have to be politically on one side or the other. You just have to not be a jerk to other people in the community. That’s all it is. 

Sean: Some people might find that a little difficult, but It’s the internet. I’ve been here long enough to know how it goes. Well, let’s take one of the controversial topics head-on. What is okay, and what is not okay, in terms of discussing real-world topics? 

“Identity is not political. Anyone identifying themselves as transgender or any of the LGBTQ+ options that are out there: they exist.”

Rem: So real-world topics: if it’s politics within BattleTech, you’re welcome to talk about anything lore within the universe. 

What is also the defining factor for the team that built these community guidelines is that—and I think if it says this in the community guidelines—identity is not political. Anyone identifying themselves as transgender or any of the LGBTQ+ options that are out there: they exist. They exist, it is not political. They exist and deserve to be treated respectfully. Where it gets political is if you’re gonna talk about social movements, if you’re gonna talk about law or any of that stuff, that is politics. And that’s real-world politics, and it just doesn’t need to be talked about here. 

The example I’ve been using is, if you don’t believe in gay marriage, I’m not mad at you about that. That is your right to believe in what you want to believe, but we’re just not going to talk about it in the BattleTech spaces. Even if you don’t agree with that lifestyle, you should still be respectful of the people in the community who do live that lifestyle. 

Sean: I think that’s fair. Everybody should just get along. 

Rem: Yeah. Be nice.

Sean: That’s what we keep kind of circling back to: just be nice. Let people live their lives. Alright, and now let’s get into the other controversial topic that came from a bit more of the tech-focused people in BattleTech: protecting the IP.

There, the big topic is 3D printing and the sharing of 3D printing digital files (or STL files). Why would sharing STL files for BattleTech be a bannable offense, and what is okay and not okay for BattleTech fans to share in terms of 3D-printed materials?

Double Mech Bay

Terrain, like this Double ‘Mech Bay from Cross Electric Designs, is okay to share.

Rem: Well, we do want to give warnings. Like, someone might genuinely not know, and we don’t want to ban them immediately for making a mistake. But, in terms of protecting the IP, we are stewards of the IP. The IP, you know, belongs to Topps, which is in turn owned by Fanatics, and that whole relationship is messy too.

But as Catalyst, we have approached Topps previously about branching into 3D printing. We know that there’s profit to be made there. There’s a lot that you could do there, and they just have no interest. They don’t even want to have a conversation about it. And as stewards of the IP, we have to enforce that in our communities. So in our spaces, we just can’t talk about 3D prints, can’t talk about or promote STLs. 

Word of warning to the community out there: there has been stuff over the years that has been reported to us, and we do have to investigate that, and as kindly as possible do a cease-and-desist.

Not only does keeping it out of our community protect the commitments that we’ve made to Topps, but we also have deniability. We don’t go looking for people doing 3D printing or STLs, but if they find us and are loud about it, it’s something we have to investigate. It’s just better for everyone if we just leave that out of our communities.

“We don’t go looking for people doing 3D printing or STLs, but if they find us and are loud about it, it’s something we have to investigate. It’s just better for everyone if we just leave that out of our communities.”

Sean: Fair enough. It sounds like Topps is the one preventing Catalyst from adapting to this technology. One of the things that I would have liked to see is redesigned ‘Mechs that maybe aren’t popular enough to bother manufacturing into ForcePacks but could be sold as 3D-printable models. It’s relatively cheap to have an artist redesign the ‘Mech—the real expense is getting manufacturers set up to produce that design in plastic. Selling the 3D-printing files as something official and legal would be a nice new income stream, but it sounds like Topps is just digging their heels in and making sure the game remains in the 1990s.

Rem: I hope that changes in time, maybe with Fanatics getting involved.

Also, just because that is the rule for one IP does not mean it’s the rule for other IPs. So who knows, for Leviathans, maybe that’s something we look into in the future. I don’t know what the restrictions are on that IP, so I’m just making that up, but we have a lot of cool stuff coming for Catalyst with some different IPs. If we can have a good showing of it and try something to break into 3D-printing in another IP, and then be able to show those kinds of figures to Topps, maybe that’ll change their mind. But it’s not within the current horizon. 

Sean: Fair enough. So, don’t expect anything anytime soon. 

Rem: Right. 

Sean: Is managing BattleTech the most work of Catalyst’s brands, or are the Shadowrun or Leviathans folks even worse? 

"Operation Bulldog Ambush" by Florian Mellies

“Operation Bulldog Ambush” by Florian Mellies

Rem: I’m gonna make someone mad no matter what. So, when I started, my first event was GaryCon, and I was so excited. I was meeting people in the industry and saying, “Hi, I’m the new Catalyst Community and Marketing Director,” and I would get a very raised eyebrow look, and people would say to me, “Good luck with that community. They are opinionated, they are passionate,” is a very nice way to say it. There have been challenges, but in my experience, it’s been the vast majority of the community has been excited, supportive, and enthusiastic. 

I would say that it is the BattleTech community that’s the rowdiest. But when you look at the Kickstarters, that’s 25,000 people that back the Kickstarter and even one percent of 25,000 is going to be way louder than one percent of 2,000. So it could just be relative. 

Sean: Where do you see Sarna factoring into the larger Catalyst community that is currently being built? Would you consider Sarna as a partner?

Rem: Sarna is absolutely a partner. I can’t tell you how many conversations I’ve had with the developers or the freelancers where I asked a question and they’re like, “Oh, let’s check Sarna.” I think there is a close relationship there, and I am looking forward to ways that we can utilize the experience and the knowledge that’s within Sarna. 

There are a couple of ideas that are too preliminary for me to talk about publicly, but it would be an amazing platform to play within the lore and build on it with maps and campaigns and different things like that. Have it be a marketing tool as well as a community tool. There’s no way that we would be able to take on an undertaking like that without support from Sarna, in my opinion. So I think that there’s plenty of room for a partnership in the future.

“I want to make sure that all the social platforms have what they need and feel supported before I dive into a massive new project for the community.”

It’s one of the next agenda items for the community. Reddit has asked for more presence from Catalyst in terms of posts, perhaps a monthly post on announcements of what’s coming, or doing an AMA every quarter or something like that. So I want to implement that and get that moving. I want to make sure that all the social platforms have what they need and feel supported before I dive into a massive new project for the community. I need a break after Discord.

Sean: Fair enough. Well, whenever you’re ready, Sarna is waiting and ready to help. 

Rem: Awesome. I’m excited for that. 

Sean: Alright, now for the fun part. This comes from some of the Sarna staffers. If you had the opportunity to set up a BattleTech anime soap opera, featuring a Clan and a House, which Clan and which House would you choose, and which five BattleTech staff slash CGL staff would you enlist to be their voice actors?

Rem: Ooh. Alright, so I know enough that the drama would be great with Steiner versus Marik. That would lead to some good soap opera drama moments. And then, gosh, in terms of voice actors. Oh, I love my team, but they’re not faces. I think Randall would have to be a voice, because, I mean, he’s just legendary. Loren I would love to, but he talks so fast, so he’d have to be one of the fast-talking wheeler-dealer types. 

Sean: There’s always one of those. 

Tuesday Newsday: Episode 4
Watch this video on YouTube.

Rem: Yeah. Gosh. I would bring Jason Hardy in. He’s on the Shadowrun side, but I’d bring him in for the snark. Ooh, Ian would be a fun voice actor—Ian is the art director for Shadowrun and he sounds like Eeyore but way more sarcasm. So, I think that would be a fun one. Let’s see, I need one more, I think. You know what? I’ll say he’s a freelancer: Michael Ciaravella. He’s got a good voice, so I think he’d do it justice. 

Sean: Alright, next question. Henry Cavill’s interest in Warhammer has attracted much fan attention in recent years. If you could pick any media star to get hooked on BattleTech, who would you pick? 

Rem: So I know Sam Witwer is super into BattleTech, so there may or may not be some hopeful conversations in the future.

But gosh, you know what? I’d like to get the Game of Thrones actors in. Since it’s like big stompy robots meets Game of Thrones, I’ll go with Emilia Clarke. We’ll have the Mother of Dragons come and take over in BattleTech

Sean: Alright. Interesting. I don’t know who she’d play. 

Rem: Yeah, I’m not sure either. I’ve heard a couple of the female character names. Isn’t it Natasha  Kerensky?

Sean: Yes, although she’s typically portrayed as having big, fiery, ‘80s-style red hair. But maybe she’d be better at playing Anastasia Kerensky

Anyway, the last question we have here. What has been your favorite BattleTech-related experience so far? 

Rem: I did love that moment where I was like, “Oh, I get where the fun is.” Like, that was a cool moment when I bought in. But, I will say that my very first game was on Tabletop Simulator, I was learning, and we kind of were dancing around each other a whole lot, and I got bored with that, so I just charged in. He was up on a mountain, so he tried to Death from Above me and ended up missing, critting, and killing himself. So I won without ever touching him.

“I know I get flack because I came in on Shadowrun and people are like, ‘Oh, she doesn’t care about BattleTech.’ Trust me, I care about BattleTech.” 

Sean: Sometimes the dice giveth, and sometimes they taketh away.

Well, that’s everything I had. Was there anything else you wanted to shout out?

Rem: In terms of BattleTech, I’ll sneak this in. Can’t say too much about it because the project’s not approved yet, but Loren went around to all the directors and asked at the beginning of the year what is the one thing that we want to accomplish for this year. 

I have a massive BattleTech project that I want to see come to fruition. And I know I get flack because I came in on Shadowrun and people are like, “Oh, she doesn’t care about BattleTech.” Trust me, I care about BattleTech and I’m very excited for this to happen. It’s still early on, but I’m hoping that I at least get the approval this year and can move on it as soon as possible. 

Sean: I know that we don’t necessarily talk about these before approved projects, but it sounds interesting.

Rem: It’d be a big marketing spin, so that’d be cool.

Sean: It has been a while since we’ve seen a big marketing push from BattleTech outside of the Kickstarter, of course. 

Well, thank you so much for talking to me, sharing your thoughts, and clarifying a few things on the community guidelines. And even giving us some things to look forward to.

Rem: My pleasure, thank you.

Sean: Okay, thanks so much. Have a good day. 

Rem: You too! Bye! Bye!

Thanks to Rem for sitting down to chat, and looking forward to seeing what surprises she’ll have in store for us in the future!

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Your BattleTech News Round-Up For February, 2024

Normally this is when Southern Ontario enters its deep freeze, with heaps of snow up to my shoulders where the removal services can’t get to fast enough. But this year, it’s been relatively snow-free. In fact, we’ve had more above-freezing days this month than any other February on record. Yesterday it was 16 degrees C (or about 61 degrees F). It then dropped to -6 over five hours, which was about as weird. It was almost like the weather remembered what month it was.

I won’t have to wait long for the warm weather to return. Spring has sprung early where I live, with positive temperatures expected for the next two weeks at least. Given how sick I’ve been this winter, it can’t come soon enough.

But you’re not here for the weather report. You’re here for BattleTech news, and this month we’ve got a whole lot of it. Here’s everything that happened in the Inner Sphere this February.

Wolves Wave 3 Announces Ragnarok Returns In MechAssault Fan Game

Wolves Wave 3 (MechAssault Fangame) - The Assault Continues
Watch this video on YouTube.

We start with a little love for MechAssault. Wolves, the MechAssault fan game, has been steadily working on its Wave 3 update. We already knew the Puma, Uziel, and Mad Cat would be coming in this update, but now we know the big bad of the game will also return. Prepare for Ragnarok.

Wolves Wave 3 Ragnarok

the Ragnarok (and its variant, the Ymir) aren’t specced out in official BattleTech terms, and that’s largely because they have an energy shield and a “Lava Gun.” Why the Word of Blake thought lava would somehow be more destructive than highly-excited ionic particles or a hypersonic slug I will never understand, but I do get why a forcefield might be difficult to write stats for using classic BattleTech rules.

Still, fans of the MechAssault games love the Ragnarok as much as BattleTech faithful love the Daishi or Atlas—it’s just a huge wrecking ball. And it’s coming in Woves Wave 3. It’s also coming to MechWarrior 5: Mercenaries, according to a follow-up teaser that arrived the day after the Wave 3 trailer.

You can expect to experience Wolves Wave 3 and the Ragnarok soon(TM).

BATTLETECH Director Mike McCain Returns To Hairbrained Schemes As Executive Producer

Good news for HBS after a ton of bad. Mike McCain, game director for Shadowrun: Dragonfall and BATTLETECH, is back and taking over Mitch Gitelman‘s old job as Executive Producer (while Mitch takes a break and moves into an advisory role for the studio). 

“I’m thrilled to be back in the virtual office with this amazing team,” said Mike. “There will be plenty of challenges, but the creative momentum we have around this new project right now is exhilarating. We’re a small crew making something we really believe in and I can’t wait to share it!”

Mike did an incredible job adapting the tabletop BattleTech game into a turn-based video game that any fan will would love while still attracting fans of turn-based strategy games. The game started with an incredible narrative-driven campaign and later received DLC that improved the game’s galaxy-spanning sandbox into one where the player could create their own story.

The only downside to the news is yet further confirmation from Mitch that HBS hasn’t been given the license to make BATTLETECH 2. HBS has something in store, but it doesn’t sound like we’re going to get the sequel we all desperately want. A wild thing, considering BATTLETECH‘s success, but what can you do? These are wild economic times for the video games industry. We wish Mike and HBS all the success in whatever they’re working on.

A Realistic Depiction Of Ballistic Arcs Courtesy Of A Dragon

Commandos on Styk
byu/agentlou44 inbattletech

You know what I like most about this piece? Wild-Cat 144 gave the Dragon‘s autocannon rounds a ballistic arc. You’d think that a cannon on a BattleMech would fire fast enough that it might as well be a laser, but the only explanation why BattleTech‘s cannons have such short ranges is that they have extremely low muzzle velocity, so they’d drop a significant distance between leaving the barrel and impact. Kudos to you, Wild-Cat 144. I love accurate physics.

CGL Community Manager Rem Alternis Answers Questions About Community Guidelines

Catalyst Game Labs - Rem Alternis interview
Watch this video on YouTube.

Catalyst announced its community guidelines last month, and there was quite a reaction. Rem Alternis, community manager for Catalyst, has been kindly answering questions regarding the community guidelines, starting with YouTuber Critical Rocket

And I say kindly because a few people had some curiously harsh reactions to being told they couldn’t play in official Catalyst spaces if they didn’t agree to be respectful of another human’s race, religion, culture, gender, or sexual orientation. 

Expect Rem to have more words to say about the community guidelines in an upcoming interview with Sarna. In the meantime, I think Critical Rocket covered the basics, clarified some of the new rules, and noted that some previous bans might be overturned with a new appeals process. Thanks to Critical Rocket for being first in line!

Opinion: You Can’t Put The 3D-Printing Genie Back In The Bottle

Sarna Complaints Department

Courtesy of Eldoniousrex

I think the online reaction to Catalyst’s new community guidelines was overblown, but there’s one thing I did agree with. Simply barring 3D-printed stuff from being shared on official CGL channels isn’t going to stop its proliferation. There’s just no putting the technological genie back in the bottle.

Don’t get me wrong, I think CGL offers a superior product. I have both unofficial 3D-printed minis and official ones, and the CGL minis are consistently tougher, more detailed, and scaled correctly so you don’t have to worry about your Tempest accidentally being taller than an AtlasGiven a choice between a 3D-printed mini and an official one, you should always pick the official CGL mini.

But at the same time, some people just can’t get official minis. They’re either not sold everywhere, or shipping is impossible, or pewter is too expensive, and 3D printing provides a reasonable alternative to play the game. On top of that, CGL hasn’t redesigned every ‘Mech (although they’re working on it), and there are a lot of talented 3D modelers out there who are practicing their craft.

In keeping with Catalyst’s guidelines, Sarna won’t distribute mini models or tell you where to go to get them, but I do think trying to ignore them is short-sighted. 3D models could be an additional source of revenue for Catalyst. Perhaps not every ‘Mech is popular enough to deserve being manufactured in plastic and put into a ForcePack, but they’re popular enough to be redesigned in the same manner as the current generation of minis and then sold as a 3D-printable file. 

Hopefully, Catalyst’s stance (which is directed by the copyright holder, Topps, so it’s really Topps’ stance) will change in the future, especially as 3D printing technology continues to improve. If you’ve got a constructive opinion, leave it in the comments (and remember to be respectful). 

BattleTech Universe Book Reviewed By Guerilla Miniature Games

GMG Reviews - Battletech UNIVERSE by Catalyst Game Labs
Watch this video on YouTube.

For most of us, the BattleTech Universe isn’t going to be available until later this year, but a few people have received the upcoming book a little early. One of those people is Guerilla Miniature Games

We don’t get to see much of the Universe book besides the cover and the opening insert, but from what GMG describes, it sounds like this new Universe book is going to be required reading for any new BattleTech player. The rest of us might not find it quite as compelling as something like ilKhan’s Eyes Only, but Ray and Aaron have promised me that Universe will be a big deal and will have plenty for veterans too.

Catalyst Launches New Discord, Double-Sized Shrapnel Celebrates Mercs, and Previews Shared Online

Mercenaries Update
Watch this video on YouTube.

We got a load of Catalyst materials to get through, starting with the double-sized Shrapnel issue that was released earlier this month. Shrapnel Volume 15 is twice the Shrapnel you’re used to but only priced at a dollar more. Inside you’ll find tales from your favorite BattleTech authors, including Michael Stackpole, Bryan Young, and Chris Purnell, as well as newcomer Robin Briseño. On top of that value, it’s also focused on everyone’s favorite BattleTech faction: mercenaries. Grab it in digital or print-on-demand formats

Craig A Reed Blood Rage

On the book front, Herbert A. Beas’s Forgotten Worlds trilogy is now available with a new title: BattleTech: The Quest for Jardine. And for those who didn’t back the Mercenaries Kickstarter, Craig A. Lee’s Blood Rage is now available for individual purchase either on Catalyst’s store or Amazon. 

Those who were concerned with hearing about the pre-painted minis that’ll be coming in the Star League ForcePacks can (probably) rest easy. A post to the official BattleTech forums has revealed Aleksandr Kerensky‘s Orion looks pretty good. Sure, some of you folks might be able to do a better job painting an Orion, but I think this looks like a perfectly acceptable mini. I’m also told that it shouldn’t be hard to strip the paint off this thing if you don’t like it, although it’d probably be easier to just get a fresh Orion mini. 

Another surprise for Mercenaries Kickstarter backers is the Savannah Master hover tank. These speed bastards have been the bane of many a tabletop experience, and now we know what they’ll look like when they arrive later in June when Catalyst starts fulfilling orders. That’s thanks to Randall being unable to stop himself from sharing on YouTube.

Last, but not least: Catalyst has a Discord now! Wanna chat with like-minded individuals? Get the latest announcements as they happen? Share details on your preferred paint methods? You can do all this and more on the Catalyst Discord here.

Kelly Bonilla, Lead Designer For MechWarrior: Dark Age, Has Passed Away

Some sad news took place late last month but didn’t reach my ears until February. Kelly Bonilla, the lead designer for Wizkids’ MechWarrior: Dark Age, has died. 

Kelly Bonilla MechWarrior

MechWarrior: Dark Age was never the most popular BattleTech product, but I liked it. For a while in my first year of university, it was my collective obsession. The idea of getting smaller armies, pre-painted, that looked good and had simplified rules so you could fight little battles out using everything on your kitchen table held a lot of appeal. And just having play stats tracked using the circular base was genius. 

Of course, MechWarrior: Dark Age wasn’t perfect. While I liked the tanks, I didn’t like how the setting seemed to emphasize these lesser units over real ‘Mechs. And while the setting was interesting, it was a jarring mess from the Civil War and Jihad eras that didn’t get untangled until years later. 

But Kelly wasn’t involved in the story writing. She was the playtester and designer. She just cared if the game was fun, and in that, she succeeded admirably. We’re sorry to see you go, Kelly.

TheB33F Is Back!

The Longtom Artillery Incident
Watch this video on YouTube.

Holy shit, TheB33F is back! He actually announced his return in December and posted his first video last month, but I hadn’t been paying attention since his long hiatus. But he’s back and better than ever! 

For those unaware, TheB33F is the MechWarrior Online streamer who does things… differently. His builds and strategies are typically aimed more toward having fun than following the current meta. His latest videos are still that, but he’s also making more tutorial-style videos that try to teach some basic tactics and ‘Mech builds (like the Centurion video he recently posted).

While his old videos were wildly amusing, his latest videos add some footage taken from MechWarrior 5 as well as animations taken from Tabletop Simulator. It makes for a far more cohesive and elevated experience, which I very much appreciate, and maybe you will too. Check out the video above, and if you like his material, be sure to subscribe to TheB33F’s channel here

And I almost forgot! TheB33F is also contributing to the future of MechWarrior Online by designing events. Look for those in the event queue in the coming weeks.

Brawl In The Bluegrass Tournament Coming To Kentucky In April

MRC Icon

In the Lexington area for the April 12 weekend? The Rusy Scabbard will host a Classic BattleTech tournament called “Brawl in the Bluegrass.” Entry is 25$ for this MRC-compliant event, with each player required to submit an 8,000-point Battle Value list with a maximum of six units. All units must be from a single faction during the Clan Invasion era as per the Master Unit List, and only ‘Mechs, battle armor, and combat vehicles. No artillery, no unique or extinct units, and no C3 or specialized armor types (although missile and autocannon ammo types are allowed). 

Sign-ups are allowed until April 11, but you might want to ensure your place sooner rather than later as no store has infinite seating capacity. You can get the full details on sign-ups from this document here, as well as the full list of rules. Any other questions should be directed to the MechCommander Review Circuit in this Discord channel

Have an event you want to be advertised in Sarna? Reach out and we’ll get you included in the next news blast.

Big Red-40Tech’s Warhammer IIC Video Is Out, And It’s A Doozy

BATTLETECH: The Warhammer IIC
Watch this video on YouTube.

I kinda always thought that the Warhammer IIC was just this Clan-wide design that everyone made and everyone fielded. And indeed, you’ll find it in pretty much every Clan touman, according to the Master Unit List. Little did I know that the ‘Mech actually got started in Clan Star Adder. And I wouldn’t have known that had Big Red-40Tech not decided to create a four-hour YouTube video on the subject.

Yes, that’s a lot of lore for a single ‘Mech, and that’s largely because Big Red goes into the entire history of Clan Star Adder from Exodus to Reaving. Then we get into the Diamond Sharks/Sea Foxes as they distributed the ‘Mech so thoroughly amongst the other Clans that it became a common site in second-line forces everywhere. And then into the ilClan era where the Warhammer IIC can now be seen among Inner Sphere and mercenary forces too.

I can’t disparage the ‘Mech, that’s for sure. There’s nothing a Warhammer IIC can’t do aside from jump and run fast enough to keep pace with an Ice Ferret. It’s better than the original Warhammer in every way, and I know how beloved that old warhorse is. 

Check out the video above if you want the deepest dive into a single ‘Mech you’ll ever see, with special guests Tex, Frog, Sven, TheB33F, Paul, and Rem offering their voices too.  

Duncan Fisher Returns In MechWarrior 5’s Sixth DLC: Solaris Showdown

I am Duncan Fisher
Watch this video on YouTube.

Yes, he’s back. Duncan Fisher, the renowned Solaris announcer from MechWarrior 4, is returning in MechWarrior 5: Mercenaries – Solaris Showdown.

There’s still time for a Clan Invasion-themed DLC, but for now, we’re getting a story that revolves around Duncan Fisher and a mysterious plot centering around the game world of Solaris 7. According to PGI’s release, the DLC mini-campaign will start on the Mercenary Star of Galatea before moving to the planet Hardcore where Mason will bump into Duncan Fisher. The pair form an unlikely alliance as they fight to get into the FedCom Unification Tournament celebrating the recent alliance between the Federated Suns and Lyran Commonwealth.

It’s not clear why or what happens, but there seems to be some political intrigue going on that only a good ‘Mech stomping can fix. Best of all, we’ll have George Ledoux’s sultry tones guiding us the whole way. 

In addition to saving Solaris, the upcoming DLC brings a new ‘Mech: the Loader King. Fans of the Roughneck from MechWarrior Online will recognize this design immediately, but even if you haven’t played the PvP game, you might’ve noticed the Loader King as the same stationary IndustrialMech that you’ll sometimes see on urban maps or standing in enemy installations.

The Loader King will come with one Hero variant and five standard variants. We’re also getting new “arena” variants of the Corsair, Vulcan, Hunchback, Crusader, Cataphract, Orion, Zeus, Firestarter, UrbanMech, and Highlander. Expect them to come with superchargers and melee-focused weaponry.

Speaking of weapons, we’re getting a bunch of those too. New Burst-Fire variants of the Rifle series, Rapid-Fire variants of Autocannons, the Binary Laser, PPC-X (whatever that is), Medium Lance, Heavy Hammer, and Assault Greatsword. We’re also getting the Arena Supercharger, Black Market Countermeasures, and Black Market Probe. Not sure if those will be worse or better than their Star League counterparts.

While the DLC will certainly bring arena-style combat, it’s not just going to take place on Solaris 7. Arenas will appear in industrial areas throughout the Inner Sphere, which the player will progress through by accruing fame with each successful match. The more matches you win, the more variants of Arenas unlock, ranging from 1v1 matches to free-for-alls limited by ‘Mech class. There will also be optional objectives, open categories where anything goes, and more. Rewards will start at C-bills but eventually progress to “prized equipment.”

And as is ever the case with these DLC releases, everyone can expect to receive a free update with new features. This time we’re getting the new “heavy turret” as a potential spawn which has more hitpoints and hits harder than standard turrets. Otomo ‘Mechs will soon show up on the market as rare spawns, a new “repair all” option makes repairing post-mission easier, and enemy ‘Mechs will occasionally spawn with slightly different weapons than their base loadout. 

Solaris Showdown arrives on March 14 for $14.99. You can wishlist the DLC now to be informed as soon as it becomes available.

MechWarrior Online Gets Two New Legendary ‘Mechs As Talk Begins On A New PvP Game

MechWarrior Online Reaper II

Another month brings another patch for MechWarrior Online Legends and two new Legendary ‘Mechs. The first is WarhawkKasai,” which brings the game’s first supercharged chassis. The Supercharger is a locked piece of equipment and won’t be made available for other ‘Mechs (yet). It’s also lighter than MASC (usually) but doesn’t provide the same explosive speed. It only increases the ‘Mech’s maximum potential velocity and provides no boost to acceleration or turning speed.

Other than the Supercharger, the Kasai comes with three ATM-6s, two Large Pulse Lasers, and two ER Mediums. Missile velocity quirks make those ATMs a bit more deadly, and improved structure quirks give the Kasai a bit more staying power.

The Black KnightRed Reaper II” continues MechWarrior Online‘s tradition of having swords just for show. The heavy shield the Red Reaper II comes with, though, is a MASSIVE boost to the ‘Mech’s right arm armor. Two Snub PPCs, four SRM-6s, and five Small Lasers make this ‘Mech a deadly brawler, especially when you consider the shield you’ll have to chew through to start damaging this monster. Additional armor quirks for the rest of the ‘Mech make it extremely durable.

Other than the new ‘Mechs, the Cauldron has reduced the heat produced by Rotary Autocannons and Hyper Gauss Rifles, reverted the firing arc changes to LRMs from January’s patch, and given the Executioner a full quirk pass. For the full list of changes, check out the patch notes here.

And before we move on, it seems there are rumblings about a new PvP game coming out of PGI. Community manager Daeron commented in Discord that “internal discussions and planning for the next PvP MechWarrior game” are underway. No details on what this might look like or whether it’d be a stand-alone product or attached to the upcoming MechWarrior 5: Clans, but I’d put money on this being an Unreal Engine-powered game.

Raw, Sexual Charger

Next verse same as the first now in color.
byu/meltdonw14 inbattletech

I admit, I may have been too harsh on the Charger. The CGR-1A1 can jump in a lake, but the new Charger C is 80 tons of raw sexual energy—the exact same energy I’m getting from meltdonw14‘s piece here. This could be the cover of a Jojo’s Bizarre Adventure mecha manga.

MechWarrior Living Legends Update 0.16.2 Brings Fancy New Cockpits And Other QOL Improvements

MechWarrior Living Legends Timber Wolf Camos

Been a while since we talked about MechWarrior: Living Legends, the Battlefield-inspired MechWarrior game that’s entirely free-to-play because it is entirely community-supported. The latest patch arrived earlier this month and brought a slew of changes, including updated visuals for 28 ‘Mechs, AeroSpace fighters, and VTOLs, three new camo options, and the usual assortment of bug fixes. Thunderbolt missiles now have a slightly faster fire rate and the Warhawk model has been shrunken down ever so slightly. 

There’s more, but you can read about ’em over on MechWarrior: Living Legends ModDB page, which is coincidentally also where you can download this amazingly free standalone game.

Focht News Network Is Heading To Toronto Comicon

Focht Network Toronto Comicon 2024

If you’re in the Toronto area on the weekend of March 15, Comicon will be hosted at the Metro Toronto Convention Center, which is sure to be a good time. That’s because Focht News Network is putting on a BattleTech showcase, offering Alpha Strike previews to any passersby. I’m also told that Ronda Snord and a certain special Highlander might also make an appearance.

Of course, there’s going to be plenty of other stuff going on at Comicon, but BattleTech fans can certainly hang out and spread the good word of giant stompy robots. If you’re interested in local fans, head to the Focht Network Discord for more updates on local events.

A Halo Of Missiles

My brother surprised me with a commissioned Battletech x Halo crossover piece for my birthday
byu/odysseus91 inbattletech

Halo is cool and all, but I think we all know who’s going to win this battle of the brands. Not just because BattleTech is cooler, but Halo just isn’t quite as destructive as 75 tons of large lasers and way too many missiles. Unless Halo releases the Flood, but even then, I give us even odds. Kudos to tychorionDraws on Twitter for this piece.

Warframe, However, Has Too Much Space Magic

Since the Halo crossover pic was already posted here, thought I’d share the other Warframe x Battletech crossover I bought too. Credit to tychorionDraws, both pics were worth every penny!
byu/TrashCan_With_A_Gun inbattletech

I do love a good crossover, but as much as I love BattleTech, there’s not much you can do in a Crusader or Timber Wolf if you’re trying to fight cosmic forces beyond the knowledge of mere mortals. I’m not sure if there are enough LRMs in the entire Inner Sphere to bring down The Man In The Wall. More kudos to tychorionDraws, and to odysseus91 on Reddit for sharing. 

The Naga Hits MechWarrior 5: Mercenaries Like An Arrow IV

I know the Longbow is still a recent addition, but you know what they say about artillery: when it rains, it pours. The Naga is the little-known Clan artillery ‘Mech specializing in delivering Arrow IV warheads to foreheads. I know Arrow IVs aren’t available in MechWarrior 5, so I assume those arms just contain large missile slots. Just throw an Artemis on your LRM-20 and it’s most of the way to an Arrow IV. 

You can get this mod on Nexus Mods or directly through the Steam Workshop.

And that’s it for February! Now I’m off to prepare my MechWarrior 5: Mercenaries company for Solaris Showdown. See you next month!

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Keeping BattleTech Consistent – An Interview Eric Salzman, Fact-Check Director At CGL

The year of BattleTech‘s 40th anniversary continues with yet another interview with brand stewards Catalyst Game Labs. This time we managed to snag Eric Salzman, a longtime fan who broke into writing and then ascended to become BattleTech‘s Fact-Check Director. This guy knows more about the universe than I ever will, which is why he’s in charge of keeping everyone else consistent with BattleTech‘s established lore—something we here at Sarna can certainly appreciate.

If you think you’re the “well actually” guy at your gaming table, then this interview is for you. And at the end, you can find out how to maintain the lore of the entire BattleTech community by joining the Fact-Check team. Enjoy.

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BattleTech In 2024 – An Interview With Line Developer Ray Arrastia & Assistant Line Developer Aaron Cahall

We’re starting the year off with a bang here at Sarna. We’re asking the tough questions, getting the unexpected answers, and determining where BattleTech will go over the course of 2024. I recently sat down with BattleTech Line Developer Ray Arrastia and Assistant Line Developer Aaron Cahall for the lowdown on what’s coming to BattleTech this year as well as what’s been going on with BattleTech‘s recent history.

This is Sarna’s biggest interview yet, so I hope you brought some popcorn. Enjoy.

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Sarna’s 50,000 Article Celebration!

Sarna 50,000 Articles

Courtesy of Eldoniousrex

Sarna is ringing in the new year with a bang. We’ve been working hard all year long to bring you this extravaganza celebrating 50,000 articles. That’s 50,000 articles on the finer points of Clan mating behavior all the way to demonic possession of Marauders, and everything in between.

According to our own milestone tracker, Sarna actually surpassed 50,000 articles way back in November, but it takes a little while to set up a celebration of the kind Sarna deserves for such a momentous occasion. It also takes a while to get Nic to emerge from his techno-cave to discuss the finer points of operating a wiki, which involves many blood sacrifices to the Blesses Blake himself. 

In between the strangled yelps of goats being decapitated, I managed to ask him a few questions about where Sarna has been, where he sees Sarna going, and how he plans to get us all there. Spoiler alert: it’s technical. Enjoy.

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Art, AI, And MechWarrior Underwear – An Interview With Catalyst’s Brent Evans

As a bit of a treat for year’s end, we sat down with BattleTech Art Director Brent Evans to have a chat on a variety of subjects. We talk about redesigning classic ‘Mechs, where AI fits into your next BattleTech campaign, and why we haven’t seen more AeroSpace fighters get the redesign treatment (and why Ray is having nightmares about it).

As always, Brent had a lot to say, so I won’t waste any more time getting to the good stuff. Enjoy!

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Community Outreach – Exploring BattleTech Lore And History With Sven Van Der Plank

A few weeks ago, I mentioned Sven van der Plank and his eight-hour Star League Civil War video, which struck me as bizarrely long for YouTube content that didn’t involve repeating a single song over and over. And then I actually watched it front to back and realized there was some excellent content being presented for each of those eight hours, and that it continued even further with slightly (read: much) shorter videos covering the First Succession War.

Ever since then, I’ve been hooked. So I reached out to Sven to learn more about him, his process, and what we can expect in the future from Sven’s channel. This time on Community Outreach, I present Sven van der Plank and his deep dives into BattleTech history and lore. Enjoy.

Sven Thumbnails InnerSphere

Courtesy of Sven van der Plank

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Community Outreach – Matthew “Stinger” Cross’s Contributions To BattleTech

Welcome to another episode of Community Outreach! This time we’ve got someone who’s made truly significant contributions to BattleTech, whether it be model-making, technical writing, or fiction. Matthew “Stinger” Cross has truly done it all, and he’s recently embarked on terrain and accessories for your next tabletop BattleTech game. Together, we go over his prodigious career and why the original Summoner isn’t nearly as good as the Thor II. Enjoy. 


Sean (Sarna):  Let’s start with introductions. I’m Sean, the Sarna news guy. For any reader who hasn’t read your Sarna page already, who are you?

Cross Electric Designs Logo

Matthew Cross (Stinger): Hello! I am Matthew Cross (Matt or Matthew, I generally don’t care), and my typical handle online is Stinger. I am an Iron Wind Metals freelance 3D designer, CGL freelance artist and writer, and the owner and proprietor of Cross Electric Designs!  I kinda do everything these days.

Sean: And how long have you been a BattleTech fan?

Matthew: Oh gosh. For a very very long time. My first memories of anything BattleTech-related involved a random Freeware game in the early ’90s when I was probably five years old called Megatron. It had a Mad Cat and a Vulture (which now I see was an obvious ripoff), but it was cool at the time. Then came a version of MechWarrior 2 that didn’t actually work on my PC but we could look at the MechLab and read the archive. I really got into things with MechWarrior 4 when I was 11. So, pretty much my whole life!

Sean: That’s MechWarrior 2 and MechWarrior 4, what other MechWarrior or BattleTech games have you played?

Matthew: So, I’ve played a little bit of everything except MechWarrior 5: Mercenaries and Harebrained Schemes’ BATTLETECH. Back in 2009-2010 I even beat MechWarrior 1, played in Dosbox, without directly cheating. That game has an economic system that is easy to manipulate.

I’ve played chunks of Crescent Hawks Inception, the whole demo for MechWarrior 3 (never played the full game), and I was one of the first thousand beta testers for MechWarrior Online! MechWarrior 4 and its expansions are my favorite though, without a doubt. They’ve heavily inspired most of my 3D modeling career so far.

I’m a sucker for TROs, and 3075 is definitely a favorite. It was actually the first BattleTech sourcebook I purchased.

Sean: No MechWarrior 5 or BATTLETECH? Why avoid the two latest games? Just don’t have a rig for it?

Matthew: Don’t have the time! Well, for at least BATTLETECH. I actually backed the Kickstarter for that game, but it just came out at a busy time in my life and I guess I kept forgetting! Plus I’ve been busy with modeling, printing, writing, and not to mention the day job and being a dad! 

MechWarrior 5 I haven’t really played for two stupid reasons. First, I’m not a huge fan of the aesthetic of PGIs ‘Mechs, but worst, secondly, is that the scale of the ‘Mechs in the game is… wrong.

Let’s see if I can say this briefly without ranting… ‘Mechs are 6-12 meters tall. Some of the top assault ‘Mechs would obviously go over this number and some lights go under, but the PGI Atlas is like 20 meters tall. And the tanks are downright tiny. They feel like Honda Civics plinking at you from below. This issue more than anything has made me overall avoid MW5. It’s stupid, but I stand by it! 

And yes, I did hear about the mods for working around the scaling issue, which I should check out…

Sean: It’s true, mods do make MW5. But also, BATTLETECH is a triumph for anyone who likes turn-based tactics games.

Matthew: I know, I know! I really do need to play… 

Sean: Alright, let’s go through the list. Most important question: What’s your favorite ‘Mech?

Matthew: Ugh. Such a hard question. But let’s keep it simple. Hammerhands

It really caught my eye when I started getting really into BattleTech in college and the miniature was the first official BattleTech mini I’ve ever bought. And the mini, while scaled a little small, is absolutely fantastic.

I have so many more things to say are my favorites. Like the MW4 Daishi or the Mad Cat III (the XTRO version), the MW4 Vulture, heck even the Jenner is a favorite. I could go on and on and on, but I think Hammerhands is my final answer.

Sean: My favorite also meanders depending on my mood, so I totally understand where you’re coming from. What about your favorite era?

Matthew: Dark Age. Really anything post Jihad I would say.  I love the small stories that can be told in the era.  It feels like Succession Wars, but with higher tech.  So many little things happening that don’t have to be world-shattering, but interesting stories can be told nonetheless. Plus, most of my Ironwind Metals designs are Dark Age or Republic Era designs, so I have a bit of a soft spot I think.

Sean: Dark Age is a polarizing era–you either love it or you hate it. Or you get confused by it, which is where I’m at most of the time with all the factionalization of everything.

Matthew: Oh man, I think I have a strong attachment to the so-called “Pirate” factions because I had a small collection of MechWarrior: Dark Age figures. I got the “Premier” box set and probably only four to five boosters in total, but it cemented my love of the Blue and Green Swordsworn units. I think I have a good 20 minis painted in that scheme in my collection. Even my latest Shrapnel story, No Rest for the Accursed, actually dealt with two of the factions, the Highlanders and the Dragon’s Fury

Sean: I’m still getting caught up on Shrapnel, but I’ll be sure to keep an eye out for that story when it arrives. Any particular favorite bit of BattleTech media? A novel, video, or game?

Matthew: Well, excluding MechWarrior 4, I’m a sucker for TROs, and 3075 is definitely a favorite. It was actually the first BattleTech sourcebook I purchased. I’ve read a lot of novels as well, but I love the pure, crunchy, techy goodness that is a TRO or Recognition Guide.

Sean: Let’s get into your Sarna page. It says here your first contributions to BattleTech were to Ironwind Metals for the Vulture III and Thor II models. How does one even go about creating models for Ironwind? Is it like today with 3D modeling software or is it more old-school since these are pewter figures?

Matthew: I learned 3D modeling as a required one-credit course for my computer engineering degree at the beginning of college. This was 2008-2009 or so and 3D printing was barely a thing yet. But that class, combined with a weird summer internship where I was both working in CAD and writing code, in CAD, led me down a long journey of making BattleTech 3D models. I even tried teaching myself some techniques while modeling a Mad Cat at the internship. 

It’s… not pretty. 

Sean: It seems like it’s half a ‘Mech.

Matthew: I eventually finished it into what my friends commonly call the “Chibi-Cat”

Sean: Okay, I like chibi ‘Mechs. 

Matthew:  They say that everyone starts somewhere, and the Chibi-Cat was definitely my start. 

madcat285thscale

From there I did some more modeling, including my own version of a Manatee DropShip (from the aforementioned TRO: 3075), and then, right around the release of TRO: 3145: The Clans, I got images of the Vulture III and Thor II.  Being the big MechWarrior 4 and MWDA fan that I am, I know these two mechs are based on the MWDA versions of the ‘Mechs, which in turn were based on the MW4 versions of the ‘Mechs.  I jumped at the opportunity to model them for myself. Additionally, I knew Ironwind Metals was using 3D models for their minis, as this was around the time designs like the Dark Age Black Knight and the Ares tripods were released, so I knew that my models had potential. 

I also wanted to get my foot in the door, so I offered both models to IWM for free in an email to IWM president Mike Noe.  And private messages to Speck, the IWM admin. And general pestering. And while IWM opted not to use my Vulture III, and instead opted for a version closer to the MW4 art, they did ultimately go with my Thor II which was just hugely exciting. 

Sean: I see why that Mad Cat is considered the Chibi-Cat. Such tiny limbs! What other ‘Mech submissions did IWM accept? 

Matthew: Since 2014, I have had 21 accepted designs with Ironwind!  The Arion, Arctic Wolf II, Roadrunner, Pendragon, Centurion resculpt, and Centurion OmniMech.  A bunch of MechWarrior 4-based resculpts including the Cougar, Chimera, and Hellspawn.  I should really update my Sarna page with the full list.  My latest and greatest was the Mastodon, just released last month!

Sean:  Do you have a favorite IWM model that you created?

Matthew: It has to be the Catapult CPLT-C2, aka the Dark Age Catapult. Not the Catapult II, that’s a different ‘Mech.

CatapultC2Shadow

I love the MWDA mini and decided to buy one off of eBay to use as a 3D modeling reference. I knocked out the first draft in like four hours straight (very fast for a model for me). I eventually was able to get the model through IWM’s Fan Funding program and the mini ultimately was made! I really tried to take everything that was good with that MWDA figure and mold it into something a bit more believable for the BattleTech universe.  Heck, I even made some TRO-style art for it from my model.

That, admittedly, was made even after the IWM model was made and includes some extra detailing, but it’s essentially the same design nonetheless

Sean: Rockin’. Alright, next on your page, I see you’ve also submitted game stats that have been officially published in multiple places, including the Clan Recognition Guides and TRO 3150. Does this mean you’ve made ‘Mechs that are now part of BattleTech canon?

Matthew: So, I’ve always been one to play around in the MechLab and try my hand at designing some loadouts. During the designing of the Pendragon for IWM, I wanted to design a bodyguard, dual C3 master version of the ‘Mech. This was 2015 I am pretty sure. The CGL assistant art director at the time was our now fearless leader, Ray Arrastia, who introduced me to the then XTRO developer (now the full TRO developer) Johannes “Jymset” Heidler who has become my good friend and mentor in all things BattleTech. We massaged the design a bit and got it included in the New Tech section at the back of TRO: 3150, whose record sheets were FINALLY released earlier this year!

Anyways, ever since, Johannes has been getting my ideas on loadouts and several of my Omni configs made it into the Rec. Guides along with the Jenner IIC 5I made a list recently!

Sean: Maybe you’d be a good person to ask since I see you worked on a lot of the “II” ‘Mechs. now, I have no problem with the IICs since they seem like a logical evolution for classic ‘Mechs that stuck around within the Clans. But the II ‘Mechs never made much sense to me. How do you feel about ‘Mechs like the Thor II and Loki II, especially with respect to the recent Clan Recognition Guides and the latest variants for the original Thor and Loki that have now been published?

Since 2014, I have had 21 accepted designs with Ironwind!  The Arion, Arctic Wolf II, Roadrunner, Pendragon, Centurion resculpt, and Centurion OmniMech. My latest and greatest was the Mastodon, just released last month!

Matthew: So, let’s talk about how the IIs came about.  Particularly the Thor II, Loki II, Kodiak II, Arctic Wolf II, Vulture III, and Mad Cat III. The Dark Age Black Knight and Atlas S3/II kinda also apply here and I may be missing a few, to be honest.

We’ll use the Thor as our main example here. We’ve got the original 3050 artwork. That in turn inspired its look in MechWarrior 4, but due to art style and whatnot, quite a bit changed. Also with that change came a change in default weapons loadouts, likely due to game balance. That MW4 design was translated into the MWDA dossier load out, which was (somehow) translated from real BattleTech stats. From there, CGL devs created fresh loadoats and artwork based on the dossiers and the looks of the Dark Age miniature, resulting in the Thor II. The lineage was original TRO art -> MW4 art -> MWDA art -> sequel Mech art.

It’s convoluted, but in the end, it ultimately makes some sense.  And frankly, I love the looks of many of the II designs.

The T configs on the other hand were created so you could buy a mini from the Clan Invasion box and play it in the Dark Age and IlClan eras. Does it make a ton of sense? Nah. Does it just give us more toys to play with? Definitely. 

I say majorly, to each their own. I love me the Thor II and will gladly use the extra 3.5 tons of equipment to pummel your original Thor into the ground.

Loki II and Thor II

Sean:  Well, that’s a fair answer. But if the Thor II and Loki II are attempts to canonize the MW4 ‘Mechs (and also MWDA ‘Mechs), then why the Catapult II and Raven II?

Matthew: Catapult II is a direct pull from an original MWDA ‘Mech whilst the Raven II was a production model of the experimental Raven from XTRO: Liao, I believe. Both are interesting cases that don’t follow the pattern.

Sean: You were first writing technical readouts, but then you swapped to fiction writing, the first being The Last Flight of the Black Condor in Shrapnel #10. Was that a big switch for you or were you always looking to be a fiction writer?

I love me the Thor II and will gladly use the extra 3.5 tons of equipment to pummel your original Thor into the ground.

Matthew: So, I actually tried my hand at fiction writing first. I wrote a story that was going to be in BattleCorps but, well, it was bad. Very bad. I tried writing in the first person, thinking it would be easier, then I tried converting it to third person, unsuccessfully. Tenses are hard.

Then, a few years after that I wrote a really fun article on why Clan ER medium lasers are better than standard ER medium lasers over in the fan articles section of the official BattleTech forums. I was inspired by another article I read on those forums to do it as a college lecture. My background as an engineer combined with my bachelor’s and master’s degrees, I have sat through a LOT of lectures. It was a style I felt I could do really well with. 

After showing off my article on the forums to Phil Lee, the Shrapnel Managing Editor, he was interested in me writing more articles for Shrapnel I was very excited about doing.  After getting four of those under my belt, I decided to tackle Black Condor, which was a scenario and setting I had in my mind for years and years. Heroic band of misfits saving the day, and getting picked off one at a time. I’m not going to lie to you, it was inspired by the climax of Shrek 2. It’s embarrassingly true.

The writing was hard and had A LOT of edits from the editors. It almost didn’t pass muster. No Rest for the Accursed was much easier on a whole. Getting the hang of dialog was a change from the lecture style and I think that was the hardest thing to do.

Sean:  Hah, well if Shrek 2 inspired Black Condor, what inspired No Rest for the Accursed?

Matthew:  A random violin piece by Lindsey Stirling. I’m not joking. 

Sean: Oh, I have a friend who really likes her!

I decided to tackle The Last Flight of the Black Condor, which was a scenario and setting I had in my mind for years and years. Heroic band of misfits saving the day, and getting picked off one at a time. I’m not going to lie to you, it was inspired by the climax of Shrek 2. It’s embarrassingly true.

Matthew: My kids found a song of hers, “Roundtable Rivals,” and I definitely thought immediately of a Highlander IIC having a slugfest with an entire lance, and wins. I did change the music to bagpipes in the story, but the effect remained all the same.  You really need to read this story…

Sean: Welp, I’m grinding my way through Shrapnel since it’s my preferred method of getting BattleTech short stories. 

I have a question for one that’s not canon–Welcome to Nebula California. I’ve never heard of this, and the art on the Sarna page makes it look like it’s about ‘Mechs versus superheroes. Can you tell me more about that and what you contributed to this sourcebook?

Matthew: Oh wow. Yeah, I forgot about Welcome to Nebula California!  That one was a collaboration between myself and CGL’s top layout guy, David “Dak” Kerber. Dak had a bunch of art he needed to create and we collaborated on using some of my IWM designs and integrating them into throughout the book. I did some renders (especially the cover) and Dak colorized them. Some of the silhouettes throughout the book are also my renders blacked out as well

It was just a free April Fools product, during some of the darker times for CGL, but that was a fun project to work on.

Sean: But, like, it is ‘Mechs versus super-powered people?

Matthew: I believe so! There is even an image of a Superman-type character punching my Thor II.  I honestly didn’t fully read the book myself, but it is very typical of an April Fools projectYou’ve got the Disney Princess ‘Mechs, XTRO 1945, Escape from Castle Wulfensteiner, etc. 

Sean: I’m gonna have to pick up some of these. I’ll grab the Nebula Californa one first. Now let’s take a look at your first official design: the Kamisori Light Tank. Seems like a fine vehicle, if on the lighter side. What was your inspiration for this spry little guy?

Kamisori pencil sketch

Matthew: So, this was another of my many collaborations with Johannes (mentioned earlier!). He and I were conspiring to make an XTRO that never materialized, but there was a tank that was mentioned one-off in some online-only MWDA fiction. The Kamisori Light Tank that was mentioned was transporting some battle armor, and Johannes whipped up some stats. The stats that he provided me in 2016 and I did a really fast pencil sketch that eventually became the final Kamisori.

From there, I made a basic model that I updated a few times over the years, but then we pulled in another good friend and excellent CGL artist Dale Eadeh to provide art direction. We took it from this:

Kamisori Light Tank Initial Design

To this:

Kamisori Final

Sean: I got some big T-34 vibes from this guy.

Matthew: With rumble seats in the back for battle armor! Originally the design was a flat-bed like a pickup truck, but we changed to the externally facing seats to make it more obvious in its role as a battle armor taxi

Sean: With a touch of mobile fire support on the side. Let’s talk about what you’re up to these days. I hear you’re making terrain for BattleTech, is that right?

Matthew: Terrain under my own label, Cross Electric Designs, yes! I am also doing more writing for Shrapnel and another mini for IWM, but I can’t really talk about those right now. So yeah! Terrain!

Sean: Alright, then let’s focus on the thing you can talk about. When did you start Cross Electric Designs and what products do you have available?

Mathew: So, back to Dale Eadeh.Dale runs his own little terrain studio, called Hardware Studios.  Dale was looking for some more terrain to fill out his digital files shop and I initially declined his offer to get my stuff onto his site. About a year later, with inflation being a pain in my rear end, I decided, hey, let’s try this digital files thing. I already had some terrain that I had previously made for various reasons, some to support Dale and some just for my own fun. I also had my Manatee DropShip that I designed years and years ago, and I decided to spruce that up, with a little extra art direction from Dale as well. Beyond all this, I had two 3D printers already and decided, “Hey, let’s sell some physical product as well!” 

Muse Missile Turret

I launched Cross Electric in and around the spring/summer of 2022, with just a handful of products. The Beluga DropShip (renamed for obvious reasons), my Vengeance Palace Wall set (inspired by the palace map in MechWarrior 4: Vengeance), the Muse Turret (inspired by the Calliope Turret from MW4 as well), and a few other bits and bobbles. I even started selling some prints on BattleTech International Trade and Sell and they were all a hit, much more so than I really expected. 

I moved from selling on BTI: Trade and Sell to Aries Games and Minis and I have recently expanded to having my stuff at conventions through BV traders and selling through Fortress Minis and Games.  And I think I have something like 30 different products, with more on the way!

Sean: That all sounds pretty great! I remember hating those Calliope Turrets. They’d make a great addition to a BattleTech scenario. Are all those homegrown designs on the Aries Games site now?

Matthew: Pretty much everything is on Aries, Hardware, and Fortress, yeah! There are a few designs that are less popular or too large to sell viably that I sell only on Hardware Studios as files, but otherwise, everything is on those sites!

Double Mech Bay

Sean: You mentioned a few MW4 inspirations for these designs, but I’m seeing a lot of MechCommander here too–like the gas tanks, the Double ‘Mech Bay, the Factory Facility Alpha, and the AeroSpace Hanger. Was MechCommander a big inspiration for these designs?

Matthew: So, actually the Double Mech Bay and the Gas Tanks were both direct MW4 inspiration, to be honest. The Double Bay was featured in the final mission of Vengeance (and a few other places) and the fuel tanks were present throughout! I played MOST of MechCommander 2 back when it was released as freeware by Microsoft in 2010 or so, and I am sure those inspirations were definitely still there, but they weren’t in the front of my mind. The Factory was something that kinda took off as I learned what my style was. It’s something that really needs to be established for an artist.  What is your style? You can see it in the MWO style of Alex Iglesias or the Catalyst style of Anthony Scroggins, but every artist has their own way of making things. I really am trying to learn from other’s styles still. I like to make things chunky with a lot of shapes, very similar to MechWarrior 4′s style because, back then, big boxy shapes were easy to make within the graphics limitations of the day.  But you have so many other interesting sci-fi styles to hit upon that I really do try to draw from other sources, but somehow I typically devolve into my chunky style.

Sean: Ah, you never played the original MechCommander? I think you can find MechCommander Gold as a free download somewhere. Might need to make an emulator to play it, though.

The Beluga DropShip seems very MW4. And I think the Military Hover Barge is also from a MW4 mission where you have to defend a bunch of barges. Turrets all seem MW4 too. So we can safely say MW4 really was your jam. What was your favorite part of MW4 that you wish could come back in MechWarrior 5?

Matthew: Hmmmm… Probably a few things. And I’ll likely be referring to MWO for comparison because I played a lot more of that game than I have MW5.

beluga_dropship_1

First off, and I know this won’t happen, but I loved the joystick support for MW4.  Playing with a joystick to properly control your mech felt like the absolute right way to be piloting a ‘Mech and it was the one thing that just felt so wrong about MWO to me. The ‘Mechs don’t shake around as much because you need to provide some stability to the mouse pointer MechWarrior 4 has some fairly turbulent fast ‘Mechs. Pointing and clicking with a mouse on an enemy just didn’t have the same effect as lining up a shot with the joystick and pulling the trigger.

We’ve already talked about scale, so we’ll skip that topic as well…

I think so of the speed of MechWarrior 4 is missing from MW5/MWO. The weapons hit faster in MW4, given the lasers were all hitscan (instant laser beam that just hits or doesn’t hit) versus the beam approach that MWO uses. The ‘Mechs felt faster and more nimble. And, well, to go to scale, the smaller scale but the same ground speeds of mechs make MW4 feel faster as well. MWO/MW5 ‘Mechs can feel floaty rather than stompy at times.

I’ve got some new factories in the works, a mostly finished Shrapnel draft, and a Mech assignment from Ironwind Metals. So many cool projects!

Finally, I think it really comes down to art style and the eras.  You weren’t able to get hyperrealism in 2002 vs. 2019 and sometimes, MWO/MW5 just seems too detailed and too real.  It’s a weird thing to complain about, but it feels more Modern Warfare than Halo sometimes.

Sean: MWO lasers are also hitscan, but they might not feel like it because of internet issues and the game polling rate. And I agree, MWO/MW5 is definitely going for hyper-realism with a dash of tacticool. There’s a winch on the front of the Marauder in the MW5 splash screen, for example.

I don’t think it’s a bad aesthetic, but if the ‘Mechs are hyper-realistic, then everything should be, and occasionally you’ll find some terrain that doesn’t make sense or foliage that seems too big or too small. I still really like the look of MW5 overall, and think it’s the best-looking MechWarrior ever made. But there was over a decade between MW5 and MW4.

five-unit_star_display_stand_1

Matthew: Oh, I’m referring to the lasers being an instant shot versus a beam that lasts for half a second or so for the hitscan. An MW4 laser is a single spot with a single spot for damage.  MWO/MW5 has a nice little beam.

But honestly, we are arguing a difference in huge game design decisions between 2001 and 2019. MW4 is practically an arcade game these days.

Sean: True, and I definitely appreciate the arcade feel of MechWarrior 4. I played it a bunch back in the day. Arcade doesn’t mean bad! It’s all just a matter of game mechanics, and MW4 was very solid mechanically speaking.

Anyway, we’ve talked a lot here. Did you have any other topics you’d like to discuss? Any other upcoming projects you’d like to announce?

Matthew: Haha, we have indeed talked a lot!

I think I have covered most of what I want to talk about, but I always have new stuff that I am working on. I’ve got some new factories in the works, a mostly finished Shrapnel draft, and a ‘Mech assignment from Ironwind Metals. So many cool projects! I try and share my stuff on my Facebook page, but I’m not amazing at keeping it updated.  My wife is supposedly going to be giving me a hand in that regard soon, but no promises! 

Sean: Alright, then that covers it. Thanks for sitting down to chat!


Thanks again to Matthew Cross for taking the time to speak to me, and be sure to check back soon as I take a look at some of the models offered by Cross Electric Designs.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

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? 

Ukraine BattleTech 14

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.

Ukraine BattleTech 15

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. 

Ukraine BattleTech 3

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. 

Ukraine BattleTech 1

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. 

BattleTech Ukraine Army 5

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. 

Ukraine BattleTech 5

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. 

BattleTech Ukraine Army 4

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?

BattleTech Ukraine Army 6

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.

Ukraine BattleTech 2

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.

Ukraine BattleTech 12

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.

Ukraine BattleTech 13

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?

Ukraine BattleTech 16

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.

Ukraine BattleTech 7

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? 

BattleTech Ukraine Army 3

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.

Ukraine BattleTech 6

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. 

BattleTech Ukraine Army 7

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.

BattleTech Ukraine Army 2

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.

Ukraine BattleTech 11


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