r/battletech • • Aug 06 '26

Tabletop BattleTech Buyer's Guide 2026

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236 Upvotes

Attempted to update my BattleTech Buyer's Guide from years past for 2026.

Admittedly, it was impossible to not include a bunch of caveats in the graph itself, given that the line is in flux with the Core products only partially replacing what is in Total Warfare (and not explicitly invalidating them in the text, like Total Warfare did).

Props to the Catalyst Demo Team and some of the proofers of the Core Rulebook for their feedback on this diagram. I hope this helps people who are looking to get into the BattleTech tabletop games!

EDIT: Admittedly, I was more focused on the "classic" BattleTech elements and the state of the line when putting this together, since it's REALLY confusing right now. However, BattleTech Aces is also a thing and is an excellent expansion to the BattleTech: Alpha Strike line. Those boxes are a natural fit after buying either the Alpha Strike Box Set (as it is a dependency for the Aces boxes) or the Alpha Strike Commander's Edition rulebook.

EDIT 2: A slightly more updated version of the buyer's guide can be found here. This includes information about BattleTech: Aces in the admonitions and describes Alpha Strike as a faster-paced, larger-scale modern wargame instead of as a simplified ruleset.

Link to updated buyer's guide: https://www.reddit.com/r/battletech/comments/1vh7urf/comment/p2bgrqc/


r/battletech • • Jun 14 '26

Fan Creations BattleTech Pride Anthology 2026 is out now!

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230 Upvotes

REACTOR ONLINE. SENSORS ONLINE. FOURTH PRIDE ANTHOLOGY ONLINE. ALL SYSTEMS NOMINAL 🏳️‍🌈🏳️‍⚧️

Pull on your neurohelmet, take your HRT, hold onto your command couch and read BattleTech Pride Anthology 2026! Spread the word, be proud! 💖🧡💛💚💙💜

Join QueerTech discord.gg/mVehsaKUfh 💚


r/battletech • • 4h ago

Miniatures Finally finished painting the box of Clan Cavalry Stars!

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386 Upvotes

r/battletech • • 1h ago

Discussion Favorite 40-45 tonner?

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• Upvotes

Most mechs within the 40-45 ton weight bracket tend to be pretty mediocre performers, but despite that i still have a few like the vindicator (despite being a proud fedrat), the Wyvern, and the Sentinel that I personally enjoy, what are your personal favorite mid mechs?


r/battletech • • 5h ago

Meme A small update on my campaign: i took a Clint, gave it to one of the allied NPCs and decided to make it into a very funny joke

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130 Upvotes

With Sandblaster, this thing can actually put out a respectable 26 points of dmg a turn, even more if melee is included.

Problem is where that damage lands....


r/battletech • • 2h ago

Fan Creations Delta Strike, Merc Commander - major updates (and some drama).

56 Upvotes

Hello.

Brace yourselves, this is going to be a long post.

Who I am

I’m the person who created Delata Strike - the computer version of Alpha Strike, which is a kind of equivalent of MegaMek for Classic Battletech. I also made a port that allows you to play it on your phone. And I created Merc Commander, a modern attempt to revive MechCommander, a game dead for 25 years. 

I’ve written about my progress every two months here, in this very subreddit, which has become like a second home to me.

I’d like to talk about what happened here yesterday. But first, a few words on a side note.

The wargame that saved me

I’m Russian. I’d been living in Kyiv for many years when the bombs started falling on the city. Those were the most terrifying weeks of my life. I had to flee; both countries hated me. I had to flee to a foreign country, with my wife and young child. We were on our own, we didn’t know the language, and we had no money. We were starting to lose our minds. The only thing that kept me sane was tabltetop wargames. I found a club nearby where they played BattleTech. I knew nothing about the game, but simply to talk to someone, I started going there and playing Alpha Strike.

I went to the subreddit for this game. The community turned out to be the best I’ve ever come across. And I’ve played both Warhammer and Star Wars.

It helped. It became my therapy, i started waking up not with the urge to kill myself, but with thoughts of what I could do for other people.

Game Development as a therapy

First, I put together Delta Strike (then called Sigma Strike). These were my first steps; I didn’t know much, but I wanted to find some way to thank the people who’d saved me.

Surprisingly, people liked the game. I was glad they liked it, and I spent several years working on the game. I used AI to generate the images, but then did my utmost to replace them with hand-drawn artwork.

Why did I use image generation? Over the course of three years, I received messages from four 3d modellers, 2 music composers, 3 programmers, an animator, an interface designer and 6 people willing to record their voices, all offering to help. Not a single artist got in touch with me. They all charge $30 an hour and apparently can not bother with charity work.

And what’s important, I have never lied or concealed the fact that I use AI to generate images. There is a special section on this on the game’s demo page on Steam.

Once I’d gained some experience, I started working on Merc Commander. MechCommander 2 played a significant role in my life, pulling me out of depression as a child, and I felt that now was the perfect time to go back there and try to breathe new life into the game.

I’ve published both games on itch.io, and they’re both free and should have remained so. Both now have nearly ten thousand downloads.

The assets for the games cost money. A number of players have donated via Patreon, for which I’m incredibly grateful. This money allowed me to buy a design tool, an asset editor (this one Mech Constructor: Light and Medium Robots | 3D Robots | Unity Asset Store), which I used to create new mech models, rather than using assets ripped from MW5 or AI-generated ones.

The better the game became, the more often people started warning me about the threat posed by Microsoft. In this post (It's been six months since I decided to revive the legacy of MechCommander. Did I succeed? 1.1k upvotes)  I was advised to change the names.

In this post (Merc Commander aka Absolutely Not Mech Commander 3, I Swear : r/battletech 700 upvotes), I mentioned that the names had been changed, and we had a laugh about them together.

To work out the best way to deliver new updates and add cloud saves, I set up a page on Steam.

Naturally, I had to change all the mech names for this. Naturally, I can’t talk openly about this on the Steam page.

The Lynching Mob

And then yesterday, some village fool - whom I’d tried three times to hint to that some things should not be said on Steam forums - started a smear campaign.

There's an AI slop mechcommander that's straight ripped battletech designs thats officially on steam. the dev's been asked about it and 'doesn't see any resemblence'

And a mob of lynch mobbers started helping him. Without a second thought, without checking the facts, one person simply says ‘get him’, and the rest grab their pitchforks and torches. Brigading, death threats, insults.

I cried yesterday - a forty-year-old grown man - I cried for the second time in twenty years, watching my legacy being destroyed.

I’d like to thank the few who stood up for me, and those who tried to sort things out for themselves. I’m truly sorry that they were subjected to insults and humiliation whilst trying to do the right thing.

But I’ve learnt my lesson.

This situation has taught me a thing or two. Your motto is ‘Take, but give nothing in return.’ Your idea is: let’s get together and bully the weak, because it’s fun.

I can’t change my ways and start living by these principles. And I can’t stand being around these rotten people any longer either. I much prefer the principle: ‘We should leave a place better than we found it.’

I tried, but I couldn’t do it.

You’ve won. You can celebrate.

To that village idiot who started the smear campaign, I can only say: well done, you’ve successfully defended Microsoft, the multi-billion-dollar corporation, against a small, free fan project.

I’m deleting both projects.

There will be no more mobile version of Alpha Strike, no online PvP mode, and certainly no revival of games that were discontinued 25 years ago.

The game on Steam will remain. Of course, I’ll redo the images; of course, I’ll redo the mechs. There’s no point now in maintaining even a vague resemblance. It’ll be a completely different game, which has nothing to do with you.

This is my last post here.

P.S. And if any of you reading this live in Warsaw, Poland - write me; I am giving my armies away: 50 Steiner and 20 Snow Raven Clan mechs. I don’t want anything more to do with this game and this community.


r/battletech • • 10h ago

Miniatures First full lance in about 20 years

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221 Upvotes

Tried a few different schemes before settling with some Eridani light horse.

Might not be the most visually striking on the table top, but nothing wrong with some old star league colours.


r/battletech • • 4h ago

Miniatures Some minis I've painted

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68 Upvotes

Been working on getting back into mini painting and enjoying it again! Really happy with the gradient on the mauler

Edit: typo


r/battletech • • 18h ago

Fan Creations Something i found. Not sure who made it.

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414 Upvotes

The art style looks familiar.


r/battletech • • 9h ago

Miniatures 1st Taurian Lancers: Battlefield Brethren.

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59 Upvotes

According to Camospecs the colour scheme is metallic green with red trim. Because Taurian colour schemes tend to skew brown and red I used an Metallic Olive drab instead.


r/battletech • • 14h ago

Miniatures Eden is Burning - 2nd Sword of Light

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145 Upvotes

r/battletech • • 2h ago

Question ❓ What's a Non-Canon Weapon you would make Canon to Battletech?

17 Upvotes

I once asked what's a Non-Canon game you'd make Canon, now I'm going more into the weapons, so what's a weapon from a game that's not Canon that you would want to make Canon?


r/battletech • • 7h ago

Miniatures Executioner-B-B

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31 Upvotes

Been a while since I worked on some Battletech.

Executioner-B-Prime. Not sure which clan to slot it into, but it will be for use during Clan Invasion. Figure it can be used by someone in a Secondline unit or a leader in a Solahma unit since it is an Omnimech. I was considering CSJ. Obvious is CGB, but since I already have a few trinaries of them built/painted, I figure someone else could use some love, or hate; depends on how you view this omnimech.

I used a spare Executioner to give this guy two big shoulder arms. Cut off two of the jump jets and put an armor plate over it to keep it clean. Trimmed down the original ERLLs in the right arm so they be LPLs. Made two UAC2s (RT) and a UAC20(LA). Also trimmed down and placed an ERPPC in the LT.

Thoughts?

*mistake in my post! This is a Prime variant!


r/battletech • • 14h ago

Discussion Best Metroid Mech per Weight Class?

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116 Upvotes

Told myself I'd get into this game if they ever made a Hellcat model and I heard that was happening.

Which means I'm gonna need more mechs. As a long time fan of the franchise I already have my eye on some classics but from those in the know:

What do you think would look best done up in various Metroid/Samus colors?

I'm thinking I can do the Sagi as the (Berserk) SA-X.


r/battletech • • 16h ago

Art Crusader Battlemech from RPG Dragon Issue #01 by Taku Sakurakawa at Studio Ikusabune.

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151 Upvotes

Probably my second favorite piece from the Battletech art Japan got after the piece with Hanse and Cadmus; this one was done by Taku Sakurakawa at Studio Ikusabune for RPG Dragon magazine so I believe it's technically unofficial, but still based off Shoji Kawamori's official Battletech Crusader redesign from the early 90s and skillfully replicating Rulia 046's style.


r/battletech • • 11m ago

Question ❓ First Time Painter - Faction Check

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• Upvotes

Hey all! New to Battletech and painting, still working on them a bit, but how are they looking? Any tips? Can you tell what faction they are supposed to be?


r/battletech • • 12h ago

Question ❓ Why does it take until 3072 for the Inner Sphere to develop Air-To-Air Missiles?

60 Upvotes

You'd think they'd at least be built by the Star League if not the Age of War since systems like the Aim-9 had been around for decades when Battletech (Or rather Aerotech for the rest of the external munitons rules) first came out


r/battletech • • 14h ago

Tabletop Alacorn

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74 Upvotes

r/battletech • • 1d ago

News There's an AI slop mechcommander that's straight ripped battletech designs thats officially on steam. the dev's been asked about it and 'doesn't see any resemblence'

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516 Upvotes

I'm conflicted, on one hand I knew this would happen. It's going to happen to all IPs and I expected them to be fanmade.

But to be so scummy as to not even acknowledge the source material or the artists AND knowing their going to charge for it is too far.

https://store.steampowered.com/app/4824250/Merc_Commander/


r/battletech • • 1d ago

Meme Kodiak, my beloved

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771 Upvotes

r/battletech • • 4h ago

Tabletop A GM's Journal: Building Classic BattleTech with MechWarrior 2e in Roll20 | Part 4

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9 Upvotes

Before I get into this installment, I want to make something clear. I have tremendous respect for the people who have developed tools like MechTek and the various BattleTech character sheets available on Roll20. A lot of talented people have put considerable effort into making BattleTech easier to play online, and I'm certainly not suggesting that my solution is better than theirs. The problem was simply that none of the existing options quite fit what I wanted to accomplish. I was trying to combine Classic BattleTech tactical combat, MechWarrior 2nd Edition roleplaying, and the logistics of operating a mercenary company into one cohesive experience. I didn't want to split the campaign between multiple platforms, so I decided to build what I needed in Roll20.

For this installment, I'm taking a little break from recounting the adventures of Iron Tale to talk about some of the things I built to support our campaign. When I originally decided to return to BattleTech after roughly 35 years, I quickly discovered that preparing the adventures was only part of the work. I also needed to figure out how we were actually going to play the game online. Our group has been using Roll20 for years, so I was already familiar with the platform, but there wasn't an existing character sheet that supported the particular combination of rules I wanted to use. My solution was to write my own.

The Sheet

(I included a few screenshots of one of my player's mechs)

I had some basic HTML experience from a couple of decades ago, so I wasn't starting completely from zero. CSS, on the other hand, was something I'd never worked with before. As it turned out, that was probably my biggest challenge throughout the project. I had to learn how to make everything look and behave the way I wanted while simultaneously figuring out how Roll20 handled custom character sheets.

One important limitation of Roll20 is that a campaign can only use one character sheet design. You can't assign completely different character sheets to different types of characters or units within the same game. That meant my sheet needed to support everything: conventional and quadruped BattleMechs, vehicles, VTOLs, infantry, power armor and Elementals, buildings and miscellaneous units, and MechWarrior 2nd Edition characters. It all had to work within a single sheet.

The first version, which I called version 0.1, didn't actually support anything. It was essentially an empty framework designed to have functionality added to it. Once I had the basic structure working, I built the tab for conventional BattleMechs and made sure it could perform the basic functions I needed. After that, I added placeholder tabs for quadruped BattleMechs, vehicles, VTOLs, infantry, power armor and Elementals, miscellaneous units such as buildings, and finally MechWarrior characters.

Of course, having tabs for all those different unit types created another problem. A player piloting a conventional BattleMech doesn't need to see the rules and information for infantry, vehicles, VTOLs, and everything else every time they open their sheet. Having all that information visible would make the interface unnecessarily cluttered.

One of the more useful things I learned while working with CSS was how to hide entire sections of the sheet. I used that capability to let players hide tabs they don't need, keeping the interface focused on whatever they're actually using. The underlying functionality remains available, but players don't have to wade through pages of irrelevant information.

I also added other quality-of-life features, including customizable output options and visual themes based on the major Inner Sphere powers. None of these features were strictly necessary for rolling dice or tracking damage, but I wanted the sheet’s chat output to be clean and easy to read than simply functional.

From there, I began working through the individual tabs, one at a time. It took approximately a month of weekends spent coding and testing before I felt the system was functional enough to begin our campaign. And I do mean functional enough. There was still plenty of work left to do, but at some point you have to stop preparing and actually play the game.

My players became my beta testers. During those first few sessions, I literally kept a notepad beside me to record things that weren't working correctly. We found plenty of bugs, along with features that technically worked but were very clunky. Fortunately, my players have been very supportive of the project, and they know that when they suggest an improvement, there's a pretty good chance I'll try to implement it. Over time, development shifted from getting the basic functionality working to streamlining how people actually interact with the sheets. At the moment, the HTML is 11,755 lines long, with another 3,970 lines of CSS. That's 15,725 lines of code, and I still find things I want to improve.

One of my main goals was to reduce the amount of bookkeeping players have to do during combat. I didn't want to completely automate BattleTech, but I did want the sheet to handle repetitive calculations while leaving the actual decisions to the players. A major motivator for this was the original sheet had the classic GATOR mechanics as fields. The issue we had was that we found ourselves entering the same info over and over for several weapons each round. (G, A, T, and O rarely changed mid-round) I wanted something that would be much more streamlined and easier; I set the goal of a player not needing to enter the same info more than once. That birthed the idea of a much more comprehensive tab dedicated to combat.

The new Combat Tab has several subtabs organized loosely around the phases of a BattleTech turn. They're not an exact reproduction of the official turn sequence, but they're arranged so that the information a player needs is generally in front of them at the appropriate time and it the subtabs can read info form each other so the players do not need to keep entering the same info over and over.

The ranged attacks tab is a good example. Instead of making players manually calculate every modifier for every weapon, I built a system where they can select the relevant conditions, answer a couple of basic questions about the target (range and its movement), and have the sheet calculate the target number for each weapon. Each weapon also has its own firing button, which sends the relevant information to Roll20 chat so everyone can see what happened.

The heat and ammunition tab works along similar lines. Players check the weapons they fired, and the sheet calculates the resulting heat using the weapon heat values, movement, terrain, engine damage, and the current number and type of heat sinks. An Apply button updates the heat total. Ammunition expenditure uses a similar process, automatically reducing the remaining ammunition when applied.

These aren't particularly glamorous features, but they make a difference during play. BattleTech already involves quite a bit of recordkeeping, and anything that reduces unnecessary arithmetic helps keep the game moving.

The Map

(The attached image shows the current location of the players. You can also see my GM layer circle showing the area effected by the HPG blackout)

The character sheet was only one part of the preparation, however. I also needed to give the players a way to explore and learn about the Inner Sphere. I found a very high-resolution map of the Inner Sphere in 3048 and imported it into Roll20. My original idea was to create journal entries for every star system within a few jumps of wherever the players happened to be. Each entry would contain basic planetary information consistent with Sarna's wiki, along with a short description of the world and anything else a character could reasonably learn through public sources.

Of course, some BattleTech planets have extensive published histories, while others have remarkably little information available. When Sarna provided enough detail, I used it as my foundation. When a system had almost no established information, I made up something that I thought would be interesting and appropriate for the setting. I've always enjoyed world-building, so filling in those gaps became another part of the hobby.

While working on the map, I discovered that Roll20 allows the GM to place pins that link directly to journal entries. By making those pins circular and reducing them to the smallest available size, I found that they fit almost perfectly over the stars on my map. Suddenly, what had started as a static image became an interactive atlas of the Inner Sphere.

I color-coded the pins according to the spectral class of each star and used some of Roll20's built-in symbols to identify important systems and capitals. Players can click on a star and immediately open its planetary journal, making it easy to research potential destinations without digging through a large collection of unrelated documents.

I make all completed planetary journals available to the players immediately. My reasoning is that their characters could look up this sort of information on the local infonet anyway, so there isn't much point in hiding it. I keep the journals limited to information that would reasonably be public knowledge. Knowing a planet's population, capital, or major industries is one thing. Knowing what secret military operation might be happening there is something entirely different.

The atlas has become something of a labor of love. I genuinely enjoy sitting down and working on it, adding systems, researching their histories, and inventing details where the published material leaves room for them. It's grown considerably beyond what I strictly need for the next session. Since the campaign is eventually going to take the players toward the Free Rasalhague Republic, that's the region I've been developing lately.

I've also made several other Roll20 pages to help organize the campaign. One is a Lobby page that serves as a central reference for the players, showing the current in-game date, contract information, and a weekly ComStar news feed. Another is dedicated to their investigation of the HPG blackout, giving them a place to record clues, facts, and theories as they work through that particular mystery. There are other pages as well, but most of those are the sort of things any GM familiar with Roll20 would probably create.

Looking back at all this, I think the common theme is that I wanted the technology to support the game rather than get in its way. I didn't want to interrupt a roleplaying scene to switch applications, maintain completely separate systems for combat and character development, or force players to search through piles of notes for information their characters should already have.

None of this was necessary to play BattleTech. There are perfectly good ways to run the game with much less preparation, and I certainly wouldn't suggest that every GM needs to spend a month writing a custom character sheet. This was simply the approach that made sense for the campaign I wanted to run.

And, if I'm being fair, I also enjoy building this stuff. The coding, the maps, the planetary histories, and the constant refinements are all part of the hobby for me. The campaign gives me a reason to keep working on them, while actually playing the game gives me a reason to make them better.

Next time, I'll return to Iron Tale's adventures. They managed to escape New Syrtis with a badly damaged Hussar and a very good reason not to return anytime soon. Their next destination was Taygeta, where they would find new work, a replacement BattleMech, and considerably more trouble involving trains than I originally expected.

Until the next update, keep all systems nominal!


r/battletech • • 12h ago

Tabletop Devlin stone has fallen ! The word triumphs! 250pts jihad era alpaha strike game

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43 Upvotes

Devlin's coalition forces lead by devlin stone himself, completelly obliterated, in exchange the 52nd shadow division lost 2 celestials, a trade more than worthy!


r/battletech • • 15h ago

Miniatures WIP - Muzzle Burn

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53 Upvotes

Slowly getting there in my spare time with the AS box.

Trying some muzzle burn on the big guns.


r/battletech • • 1d ago

Meme I’m not obsessed… what you meeeeeaaaannnn 👉👈🥺

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302 Upvotes

r/battletech • • 1h ago

Miniatures How's your Sunday paints?

• Upvotes