Intro to (and Status) of Battletech

Since doing a search showed there are actually quite a few fellow fans on the boards, I thought I’d write here what’s up with the license, for those of you who fell out of touch. For those of you who don’t know, Battletech is an indepth, turn-based tabletop game of war-strategy set against a sci-fi backdrop of new dark-age driven by intense, nationalistic warfare and political intrigue among humanity in the 31st century (no aliens or sentient robots!). It spawned a succesful series of sci-fi novels, as well as many video and computer games, a short-lived cartoon show (ugh, butone of the first to prominantly use CG-animation sequences), Models, Miniatures, and many other paraphernalia. Anything Mechwarrior, Mechcommander, Mechassault (ugh, the bastard-child), or basically anything esle with “Mech” in the title is based on Battletech.

Back in the mid-90’s, FASA (the smallish Chicago company that made the line) got caught up in a lawsuit filed by Harmony Gold, owners of distribution rights within North America for big-name anime series Macross (and creators of that hack-job bastardization Robotech, which spliced Macross with two other old, well-loved anime series). Seems that many of the oldest, most classic Battlemechs (2-4 story tall robots piloted by people, these are the main tools of war in the story) actually were (very closely) based on images of Macross designs. Now, as a fan of Japanese Manga and Anime, in my experience most companies are pretty lax about their copyrights as long as other people using them acknowledge who created them (see the widely succesful Dojinshi, basically fan-comic, industry), so it’s unlikely Macross’ creators would have started this anyways.
But, HG is owned by Playmates, a large toy company that recently had issues with FASA when they pulled the plug on the Battletech cartoon series (responding to low ratings and a movement by BT-fans to end the show), and thus killed off the toy-line before it ever really had a chance at success. Guess who bankrolled HG’s lawyers?

FASA was forced to shut down business for a while because of this, and only got back underway after agreeing to never use their derivative images again. During this time, one of FASA’s founding members, and the creator of Battletech, Jordan Weisman, left to start a new company, Wizkids Games, who would eventually launch Mage Knight, a fantasy wargame using painted miniatures with dial-bases that reveal info about the unit and can be twisted to change said info as the unit takes damage (NO PEN AND PAPER), as well as a Super-Hero themed game of the same type named Hero Clix, which uses actual, licensed heroes (even DC vs Marvel!). FASA then began to rapidly introduce as many new series as they were already make (another 3 besides Shadowrun, Battletech, and Earthdawn: Crucible, VOR, and Crimson Skies), as well as creating their own computer-game company after finally dissolving relations with Activision over their refusal to more closely follow Battletech with their famous Mechwarrior computer game series. This rapid over-expansion led to financial problems, and not long after it became apparent FASA was going out of business.

During this time, FASA tried to win back author and long-time license-development collaborator Michael A. Stackpole (who had quit writing for them when their publisher wouldn’t pay his royalties, and he began to fill his schedule with Star Wars novels and even more important; increasing chances to publish his own original stories) to write a final trilogy. He wrote an outline, and agreed to let someone else write the actual novel. Loren L. Coleman, another long-time series writer/developer took on the task, and the trilogy was published (albeit as separate books, not a set; Patriots and Tyrants , Storms of Fate , and End Game ).

While Coleman was writing these, Weisman’s Wizkids Games made an offer to pick up the rights for Battletech and Shadowrun. He wanted to use a revised version of Mage Knight’s system for a new Battletech game, which would jump ~80 forward in the fiction (to simplify writing new stories, as they had written themselves into a corner), and would be marketed under the most reckonized name: Mechwarrior. This is extremely good by the way (the only downside is you can no longer edit and create your own units!).

Microsoft bought out their development studio FASA Interactive, and made it FASA Studios (who make some AWESOME games for X-box and PC). Unfortunately, MS also bought Crimson Skies (which they license to Wizkids, who makes a “Clix” game of it), and the electronic publishing rights for Battletech and Shadowrun, so anything on the computer or for videogames either has to be made by them, or get their go-ahead. At least Wizkids still holds the Intellectual Property rights for BT and SR, so MS can’t bastardize them without their acceptance.

Weisman licensed out continued production of the Battletech line of products, as well as development of new Classic Battletech products (as they are called) to FanPro, a german table-top game company who had been a long-term affiliate of FASA, translating their products for release there (Battletech was big in Canada and the UK, Shadowrun was BIG in Germany). FanPro had been looking to expand into the US to sell their original games here, and hired whatever FASA employees weren’t already with Wizkids or leaving the table-top gaming industry. Their new CBT line is EXCELLENT, by the way.

As an ode to old-school fans, one of FanPro’s first big releases was BT: Technical Readout: Project Phoenix. Like other TRO’s it was a listing of the stats and fiction behind new combat units, with art (really good art, think TRO’s 3060 and 3067). However, PP (grow up!) is an ode to the old fans, bringing back the Unseen (as they became known after the lawsuit) with new looks that capture the feel and style of the old, but are wholly original. Now players could once again play their Warhammers, Marauders, Riflemen, etc.

Wizkids immediately used these new images to incorporate these classics into their MW game, and miniatures for use with BT quickly became available.

Today, Wizkids, FanPro, FASA Studio and more are keeping BT alive and Kicking, with new products of every kind, including a continued line of Novels under the Mechwarrior name, featuring the limited return of Micahel A. Stackpole (a mjor play in MW’s development, he got to write the first new novel, Ghost War ) and all the other old favorite authors (Coleman, Thurston, Pardoe, to name a few). While FanPro is not looking to continue the CBT series of novels, there is a fangroup you can join which features regular updates of short-stories and serials written by all the favorite writers and more, called Battlecorps. Also, don’t miss HeavyMetal Labs, a one-man operation whose excellent (and officially licensed) computer-program game-aids are now even used by FanPro themselves to design new units and so on.

Here’s looking forward to what is yet to come!

OH, MY, GOD!

I can’t believe I thought I could get away with posting that without thouroughly re-reading it for spelling and grammar errors.

Oh, and sorry for the lgenth :o

I think I actually played the game once. It was more fun to just read the manuals.

I’m just happy with my Project Phoenix technical manual.

As you might notice, I mentioned the Project Phoenix in the OP. Yeah, as a long-time fan and die-hard Marauder enthusiast (not to mention the Battlemaster), so seeing it back in the game was a real delight!

Hey, what do you think of the new Goliath and Scorpion? I honestly think that they are both major improvements over the old designs.

However, I remain somewhat disappointed with how Quads are represented in gameplay, because there never seems to be a good enough justification for the loss of critical spaces. Screw better armor on the 2nd set of limbs, you can’t afford to lose Front legs the way a biped can still fight or at least retreat with his arms gone. And the BMR’s (1) side-step rules and instant get-up-from-fall (without a piloting skill roll) thing are neat, but to me they have the ring of an apologist’s lame attempt to justify a problem even they can see.

1.) Battletech Master Rules

I used to play a whole lot of Battle Tech many years ago. In 1999 I put all 30+ of my painted miniatures plus all the books up for sale on eBay and ended up making a pretty penny. I just can’t play the game using the classic rules on a regular basis these days. It takes a long time to play if you have more then one mech to control and even longer if you decide to add in infantry and non-mech vehicles. I’m hoping they’ll make a more streamlined version of the game one of these days.

Marc

I was a big fan, in the 80’s & 90’s.

One of the best tabletops ever.

Oh, BTW, who did the Illos for the Successor State Manuals?

This update: One, I should’ve mentioned it in the main body of the text, but the new, streamlined version of the game I mentioned in the OP is named Mechwarrior, with various subtitles appended to it to denote the rules edition it uses. The Mechwarrior RPG has been renamed Classic Battletech: Role-Playing Game (CBT:RPG)
MGibson, MW uses pre-painted miniatures with “combat dials;” a two-part base that has a slot through which you see a series of numbers on the lower part. These are the stats you need for the unit. As it takes damage, you twist the base, and the stats change accordingly. Mech’s track heat through a tumbler mounted on the dial (usually behind the left foot), which displays modifiers for the other stats. This eliminates the need for pen(cil) and paper.
The game inherently makes heavy use of infantry and vehicles, whose abilities have been expanded to make them fit into the game better (in the story, there’s been about 80 years of peace, and few actual Battlemechs remain, more often you see Industrial and Agricultural 'mechs modified to carry weapons). It also uses a measuring tape and dice (which comes with the starter set), and that’s it. You can use whatever you like for terrain, or even use the old mapsheets (the sizing is more or less right).
With streamlined rules, and simplified stat-tracking, most games only take between 30 minutes and an hour to play. It was created by the man who created Battletech itself, Jordan Weisman. The only downside is that it takes away the ability to design your own units.

If you want the link, go here; Wizkids Games: Mechwarrior site

Hey, Bosda, lemme look that up and I’ll get back to you on the artists later tonight.

What I want to know is if there’s going to be a Mechwarrior 5 computer game, and when. MW4 was staggeringly good.

Not exactly B-tech related, but I hope to work with Fanpro to put out Shadowrun 4 one of these days, along with series of adventures (to show off a different style of adventure creation) and the favorite rule books, (one for the cyberware-lovers, mercs, mages, etc.). We already have a vast, vast amount of material.

My friend and I played the tabletop game. I also liked WizKids Battletech:Dark Ages. The whole ‘command’ system was really neat- you could only do so many actions per turn (if you didn’t want to get penalized) and this forced you to be very careful about how you grouped and maneuvered your units.

I liked making custom mechs in the original game. This was to find some way to optmize various things. What was particularly fun was building a mech with 1 medium laser, that had a walk speed of 10 hexes and could jump 10 hexes. Gave it double heat sinks, and when it would jump, according to the to-hit rules, it would become virtually impossible to hit. (you’d need to roll a 14 with 2D6 just to hit it :smiley: )

Bosda I’m assuming by Successor State Manuals you mean the Field Manuals, and not an earlier sourcebook. So here’s my question, I have the entire FM collection, and I can post them if you want, but there are about 15 artists per book, and the artists involved change from one book to the next. So, do you want me to list them all, or just the cover artists, or what?

Awaiting your reply

PS. Jim Nelson was Art director (and one of the main artists) for all but the following; Federated Suns, Lyran Alliance, and Periphery, which were Fred Hooper, and Mercenaries: Revised, which was led by Randal Bills.

correction, 10-20 artists per book.

The big color illos, in the middle, showing uniforms, etc.

With ethe clicky game, can you do things like blow off limbs?

When we played we had a 2 minute turn limit. I wrote a program that did the timing and also diplayed the to hit / to be hit modifiers (you had to do terrain manually)

Brian

Ethilrist If you wanna know about the MW pc games, check out FASA Studios. They made MW4, and if anyone does 5 it’ll be them. I haven’t heard anything about it yet, but considering how succesful the series is, I’m sure they’ll make it. Maybe at the upcoming E3 they might say something?

smiling bandit, are you already part of the team, or are you saying you would like to be? I didn’t quite understand your post. If you wanna work on it, but aren’t already on, best hurry up and contact them, they’ve been working on 4th edition for a while now. Either way, best of luck!

N9IWP, no you can’t, it abtracts the placement of weapons and such out of gameplay. Instead each 'mech has an attack value (think base gun skill/melee attack value), primary weapon value, and secondary weapon value. The weapon values are how many clicks of damage weapons do, and the symbols on the upper part of the dial (next to the open-slot) will indicate what kind of weapon (energy or ballistic) it is. Special equipment like streak missiles, etc., are represented by colored squares or circles around the numbers, which refer to listings on a reference card in the starter pack that explains their rules. As you take damage the stats decline to show loss of effectiveness. It’s different and a lot more abstract, but still really fun. Wizkids has a really good explanation of how it works (with pictures pointing the stuff out on a photo of a real dial) right there on their website (see my earlier reply)

Bosda, Okay, cool, I’ll write those up for you!

Thanks for everyone providing this info.

I’ve heard of no official news regarding a new mechwarrior game, however plenty of mods can be found.

http://www.battletechmodproductions.com/

And this is the one that has me drooling…

http://mts.battletechmodproductions.com/

Just chiming in to say “great post”!

I’m nowhere near the BattleTech geeks you guys are, but I’ve always loved this stuff. Never played any of the table top games or read the books though. My first exposure (other than Robotech toons as a tot) was to the LAN based arcade games back in '93ish. This place in Chicago had about 30 fully enclosed pods with fully functional consoles and controllers. You would network in with teams of friends in adjacent pods and take on the opposing teams. The screens were panoramic and the sound was intense. When you were done you got a printout of your statistics and a summary of the battle. Great fun, I don’t remember what it was branded under though. I always liked the Loki Mechs :).

Besides that I dabbled in MechWarrior 4 for the PC but never got to deep into it due to my schedule, and I lost track of the genre when it got so balkanized.

Would love to see all these disparate “worlds” come together into a good consistent realm similar to what Lucas has done with Star Wars. Putting out great games, books (and movies!?!) that were under one consistent, unified vision.

Mostly I just want a bitchin XBox 360 game where I can pretend to climb into a HD/DTS battle from inside a Mech.

About that time ('93-I would have been 16-17), some of my buddies and I several times went to what they called Battletech on North Pier downtown. They were all really good at it and destroyed me really fast and I always left feeling overwhelmed by the sound and controls and screens and never getting the hang of it. It wasn’t really my scene anyway.

It also cost a fortune, too. The printouts were sweet, tho.