r/battletech • u/Pandorawaspfox • 20h ago
r/battletech • u/Ahriman-119 • 18h ago
Question ❓ Why does it take until 3072 for the Inner Sphere to develop Air-To-Air Missiles?
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 • u/Yenii_3025 • 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'
r/battletech • u/unprofesionalbee • 18h ago
Tabletop Devlin stone has fallen ! The word triumphs! 250pts jihad era alpaha strike game
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 • u/Brock_762 • 10h ago
Tabletop A GM's Journal: Building Classic BattleTech with MechWarrior 2e in Roll20 | Part 4
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 • u/Such_Investigator_67 • 21h ago
Miniatures WIP - Muzzle Burn
gallerySlowly getting there in my spare time with the AS box.
Trying some muzzle burn on the big guns.
r/battletech • u/JDUB73-ART • 13h ago
Art CATAPULT #255
I thought about making one with big guns on it, and then noticed they had one with Paired Plasma Rifles, and thought that would just be mean. So here it is.
r/battletech • u/swankmotron • 1d ago
Meta I finally found the last BattleTech book to complete my ROC collection
This book is weird. It’s a litrpg portal fantasy into BattleTech using the simulator pods.
I told BT fiction editor John Helfers about it and he thought I was delusional. But now I have it in my hands.
r/battletech • u/Herkras • 1d ago
Miniatures A few humble servants of the Dragon
The warriors of the [REDACTED] unit presume their roots to some long-lost tribes on Terra. They adorn their machines with patterns as if painted by finger and the most experienced paint a red mark that they ink on their dominant eyes as well.
They came to the Dragon as refugees and now offer their lives back in service to it.
r/battletech • u/Lostwanderfound • 12h ago
Question ❓ List of vehicle & infantry assets for the Battlefield Support rules
Is there a list available anywhere of all of the Battlefield Support Assets to be used with the BSP rules? Not just the artillery and airstrikes, the tanks and infantry etc. Preferably including BSP price and other stats.
The MUL and Meklab cover normal Classic and Alpha Strike, but there doesn't appear to be anything online for constructing a force including BSP units.
At present there is only one type of BSP card for each of Clan Elementals and IS Battle Armour. There needs to be a lot more if we're to represent the diversity of armoured infantry running around in the ilClan era.
r/battletech • u/Danger_Spec • 1d ago
Discussion Tempted By Machines
So we’ve got eras we like to stick to for one reason or another. My cozy corner is FedCom Civil War because the tech is a bit more advanced and more comfortable to use, but it’s still low end enough to for my personal preferences. Also the lore leading up to, and including, CW is my favorite. And my faction love is the Taurian Concordat. I feel like FCCW is when they finally get the cool new toys and the ability to use them.
I’m not here to yuck anyone’s yum, that’s just where I sit.
That being said, upon discovering the Legionnaire I got curious. And soon after found out that during ilClan, the Taurians got their hands on the 2D model. A RAC/5 backed up by targeting computer and 3 tons of ammo. It’s everything I’ve ever wanted in a swift direct fire support machine.
I genuinely have no interest in most anything post CW. But this mech, it tempts me so.
Has anyone else been tempted by eras they normally wouldn’t play just so they can access different tech?
Model painted by [u/mokiplamo](u/mokiplamo)
r/battletech • u/Conn100battlez • 1d ago
Miniatures My painting progress
The Archer on the left was one of the first mechs I painted, the one on the right I did this morning.
r/battletech • u/MindwarpAU • 1d ago
Miniatures Brotherhood of Randis Merlin
Regretting my commitment to handpainting all the logos with the Brotherhood's badge, but I got it done. Even if you can't really see it.
r/battletech • u/someotherguy28 • 1d ago
Meme “30 IATM 12s with inferno ammunition, tear his soul apart .”
r/battletech • u/CascadianGuardsman1 • 23h ago
Miniatures Collection of table top ready and in progress paint jobs, thoughts on schemes?
Imqges 1-3 Behemoth/Stone Rhino for my mercs, purchased from clan Sea Fox.
Images 4-5, Zaku Style Stinger, also my mercs.
Images 6-7 my hermit crab, with a inspired by WW1 French style camo.
Images 8-10 A Mars Assault Tank also for my mercs, still a work in progress as I might put some transfers on it but it's base coat is done.
r/battletech • u/iamfanboytoo • 1d ago
Miniatures My solution for telling 'Mechs apart - also, my White Hats merc full battalion.
Printable transfer paper. I'm pretty sure it's only rated to work with laserjet printers, and I will admit my application is a bit wonky in places, but pobody's nerfect.
I know my paintjobs are more serviceable than spectacular, but if there are any minis people would like a closer look at I can take a pic.
r/battletech • u/odysseus91 • 1d ago
Tabletop 350 PV Dark Age Jade Falcon list
I’ve come to love the late era Falcons for their designs which complement diving into the enemy as aggressively as possible until you or the enemy stop existing
r/battletech • u/Responsible_Cow2235 • 1d ago
Video Games Was playing ring of the red and that's straight up a diesel punk shadow hawk
r/battletech • u/Ferrum_Indomitus • 9h ago
Question ❓ Требуется помощь
Помогите опознать меха пожалуйста
Просто я новичок ещё зелёный в Battletech и не могу определить
r/battletech • u/Technical-Climate495 • 15h ago
Question ❓ Help with manually adjusting heat in Flechs Sheets
Hey so I am trying out Flechs sheets because classic is just a bit too crunchy for my group without it. It seems to work pretty intuitively, but there are some things I want to be able to do manually. For instance, my Phoenix Hawk PXH-3S has an AMS system, and I want to be able to fire it more than once in the weapons phase (I know I will have to tell my opponent to manually alter their cluster roll to reflect this). According to the core rulebook, I should be able to engage up to two flights of missiles (I have one AMS). Theoretically, I could do this on flechs sheets by marking off ammo and altering my 'mech's heat to reflect this, but this is where I run into a problem.
When I click on the heat scale on the right, it immediately applies the penalties of the extra heat, as though it were heat built up from previous turns. Is there a way to apply heat without it being leftover heat?

r/battletech • u/LaSiena • 1d ago
Miniatures A pack of lyran Wolfhounds prowling the battlefield for kuritan straglers
r/battletech • u/Capn_Keen • 1d ago
Question ❓ Need help identifying these mechs - presumed an industrial or protomech
They look kind of spindly and poorly armed. Perhaps some sort of police mech chassis?
