What Is BattleTech?
A practitioner’s guide to the franchise, by BattleTech novelist Jason Schmetzer.
BattleTech is a military science fiction franchise built around tactical combat between giant piloted war machines called BattleMechs. FASA Corporation launched it as a tabletop wargame in 1984, and it has since expanded into novels, video games, role-playing games, and a collected universe of lore spanning more than a thousand years of fictional history. Catalyst Game Labs publishes the tabletop game today under license from Topps, which owns the trademark. For the full ownership history (from FASA through WizKids and Topps to Fanatics), see Who Owns BattleTech ?
I have been writing BattleTech fiction professionally for more than twenty years. I have authored novels, novellas, sourcebook fiction, and served as editor of Shrapnel, the franchise’s official fiction magazine. What follows is not a wiki overview. It is a practitioner’s introduction to the franchise: what it is, how its pieces fit together, and where to start if you want to get into it.
What Type of Game Is BattleTech ?
BattleTech is a tabletop miniatures wargame played on hex-grid maps with detailed rules for movement, weapons fire, heat management, and damage tracking. Two or more players command lances (groups of four) of BattleMechs and fight tactical engagements using two six-sided dice. Each ‘Mech has a paper record sheet tracking its weapons, armor, ammunition, and critical systems. The game rewards positioning, target selection, and heat management over raw luck. Players coming from other tabletop wargames (particularly Warhammer 40,000) will find a very different game here; the BattleTech vs Warhammer 40K comparison breaks down the differences in cost, scale, and complexity.
The tabletop game comes in two main rulesets. BattleTech: A Game of Armored Combat is the classic hex-and-record-sheet experience, where individual weapons and hit locations matter. Alpha Strike is a streamlined version designed for larger battles, consolidating weapons into range brackets and using simplified unit cards instead of full record sheets. Both are valid entry points; the choice depends on whether you want granular detail or faster play with more ‘Mechs on the table. For a detailed breakdown of how the two rulesets differ, see Alpha Strike vs Classic BattleTech.
Beyond the wargame, BattleTech includes a role-playing game (currently MechWarrior: Destiny ), more than one hundred thirty published novels and novellas, and a series of video games stretching from 1988’s The Crescent Hawk’s Inception through 2024’s MechWarrior 5: Clans . For a complete guide to every BattleTech video game and how each one connects to the fiction, see the BattleTech video games guide. The franchise is not a single product. It is an ecosystem where the tabletop game, the fiction, and the video games all share one continuous timeline and setting.
The BattleTech Universe
The BattleTech universe is set primarily in the thirty-first and thirty-second centuries. Humanity has colonized thousands of worlds across a region of space called the Inner Sphere. Interstellar travel depends on JumpShips (vessels that can instantaneously cross up to thirty light-years) and DropShips (spacecraft that carry people and cargo between JumpShips and planetary surfaces). Communication across interstellar distances relies on HPG (Hyper-Pulse Generator) stations, which transmit data in bursts rather than in real time.
The original Star League, a galaxy-spanning government, collapsed in 2781 after a civil war. Its fall plunged the Inner Sphere into centuries of conflict known as the Succession Wars. Five Great Houses (Steiner, Davion, Liao, Marik, and Kurita) carved out Successor States and fought over the remnants. Technology declined. Factories were destroyed. The ability to build advanced weapons and equipment was lost for generations.
In 3049, the Clans invaded the Inner Sphere. These were the descendants of the original Star League army, who had fled known space centuries earlier and built a new society organized around martial excellence and genetic breeding programs. The Clan Invasion split the franchise’s timeline in half and introduced technology, factions, and conflicts that still drive the setting today. For a full breakdown of that era, the Clan Invasion guide covers everything from the invasion corridor to the Battle of Tukayyid.
The timeline has continued to advance through the FedCom Civil War, the Word of Blake Jihad, the Dark Age, and the current ilClan era, in which Clan Wolf has seized Terra and declared itself ruler of a new Star League. Unlike many long-running franchises, BattleTech has never rebooted its timeline. Every event published since 1984 exists in one continuous canon.
The BattleTech eras explained page walks through each era individually. The factions explained page covers every Great House and major player.
Are MechWarrior and BattleTech the Same Thing?
MechWarrior and BattleTech share the same universe but refer to different products. BattleTech is the tabletop wargame and the franchise name. MechWarrior is the brand used for the role-playing game and the video game series. A MechWarrior is also the in-universe title for a BattleMech pilot.
The distinction matters because someone searching for "MechWarrior" may be looking for the video games ( MechWarrior 5: Mercenaries , MechWarrior 5: Clans , MechWarrior Online ), the RPG ( MechWarrior: Destiny ), or the setting itself. All of these exist within the BattleTech universe. The lore, factions, timeline, and ‘Mechs are shared across every product line. The full breakdown of how MechWarrior and BattleTech relate covers the history and the product-line distinctions.
What Is BattleTech Based On?
BattleTech was inspired by Japanese mecha anime, specifically the giant robot designs from series like Macross , Dougram , and Crusher Joe . FASA Corporation licensed mecha models from a company called Twentieth Century Imports in 1984 and built the original game around them. Jordan Weisman and L. Ross Babcock III designed the game, combining mecha aesthetics with Western wargaming mechanics and a feudal interstellar political setting.
The anime connection created a famous legal problem. Some of the original ‘Mech designs were too close to their anime sources, and a series of lawsuits in the 1990s forced FASA to stop depicting those designs (the "Unseen" era). A 2017 settlement largely resolved the issue, and redesigned versions of those classic ‘Mechs are now back in the game. The franchise’s visual identity has long since moved beyond anime influence toward a grittier, more industrial style. For the full story of the anime connection, the Unseen dispute, and the real-world influences on the setting, see What Is BattleTech Based On?
The setting itself draws from feudal European history, the Roman Empire’s collapse, and Cold War geopolitics. The Succession Wars parallel the European Dark Ages: a fallen centralized government, successor states fighting over territory, and centuries of technological regression. Nicholas Kerensky’s Clans echo Spartan militarism crossed with selective breeding programs. None of this is subtle, and it does not need to be. The setting works because the political tensions are specific enough to drive stories and tabletop scenarios without requiring a PhD to follow.
BattleTech Fiction: The Novel Line
The BattleTech novel line is one of the largest in licensed fiction, with more than one hundred thirty titles published since 1986. The first novel, Decision at Thunder Rift by William H. Keith, Jr., introduced the Gray Death Legion and established a template that the line has followed since: military fiction grounded in specific characters, units, and conflicts, with the larger political landscape providing stakes.
The novels are organized by era rather than by a single continuous reading order. The Succession Wars novels (1986 through the early 1990s) cover the feudal conflicts between the Great Houses. The Clan Invasion novels (beginning with Michael A. Stackpole’s Blood of Kerensky trilogy in 1989) introduced an entirely new kind of antagonist. The Civil War, Jihad, Dark Age, and ilClan eras each have their own body of fiction.
Having worked on both novels and sourcebook fiction for Catalyst, I can tell you the fiction line operates under tighter continuity constraints than most readers expect. A novel manuscript goes through continuity review against the sourcebook record before publication. If a unit is garrisoned on a specific world in a specific year according to the sourcebooks, the novel cannot contradict that. The canonical timeline is not background flavor. It is the framework every author writes within.
For new readers, the two most common entry points are the Gray Death Legion trilogy (William H. Keith, Jr.) and the Blood of Kerensky trilogy (Michael A. Stackpole). Both are accessible without prior knowledge and introduce core elements of the setting through strong character work and clear plotting. The best BattleTech novels page ranks the full catalog, and the reading order lays out the complete era-by-era sequence.
BattleTech Beginner Guide: How to Get Started
The entry point depends on whether you want to play the tabletop game, read the fiction, play the video games, or absorb the lore. This section serves as a *BattleTech* beginner guide across all four paths. The complete guide to getting into BattleTech covers every entry point with product recommendations.
Tabletop game: The BattleTech Beginner Box is designed for players with zero experience. It includes simplified rules, two plastic ‘Mech miniatures, a map, and a short fiction piece that introduces the setting. A Game of Armored Combat is the next step up, with full rules, eight miniatures, and record sheets. Both are available through game stores and online retailers.
Fiction: Start with Decision at Thunder Rift (Succession Wars entry) or Lethal Heritage (Clan Invasion entry). Both are standalone enough to orient a new reader. From there, the BattleTech books for beginners page maps out the options.
Video games: MechWarrior 5: Mercenaries (2019) puts you in the cockpit of a BattleMech and lets you build a mercenary company in the Succession Wars era. MechWarrior 5: Clans (2024) covers the Clan Invasion from the Clan perspective. The 2018 BattleTech PC game by Harebrained Schemes is a turn-based tactical game closer in spirit to the tabletop experience. For a side-by-side comparison of the video games and what each one does best, see BattleTech vs MechWarrior 5.
Lore: The BattleTech lore guide on this site is built for readers who want to understand the setting without reading a wiki. Sarna.net is the community wiki and the most thorough reference for specific details.
My BattleTech Fiction
I have published novels, novellas, and anthologies across multiple eras of the BattleTech timeline. Here are three titles that give a sense of the range.
Gray Death Rising is an ilClan-era anthology (set in 3152) that rebuilds the Gray Death Legion from scratch. Ronan and Isobel Carlyle, descendants of the original Legion’s founders, are cashiered soldiers who turn a salvage yard into a mercenary unit out of desperation. Readers who grew up with the original Gray Death trilogy have called it a satisfying return to the unit’s roots, with the same ground-level military tension that defined the Keith novels.

Embers of War is set at the opening of the Word of Blake Jihad in 3067. The Stealthy Tiger mercenaries are stationed on the planet Hall when the Word of Blake moves to absorb it into its Protectorate. It works as a standalone entry into the Jihad era, and readers consistently note the ground-level combat and the pacing.
Blood Will Tell is set in 3148 to 3149, during the collapse of the Republic of the Sphere. Danai Liao-Centrella must convince Chancellor Daoshen Liao to end a losing war with House Davion and prepare for a greater threat. Readers praise the character work and the political tension between Capellan ambition and strategic reality.
You can browse the rest of my published work on my BattleTech books page.
| Way In | Best For | Start Here |
|---|---|---|
| Tabletop game | Players who want hex-and-dice tactical combat | BattleTech Beginner Box or A Game of Armored Combat |
| Fiction (Succession Wars) | Readers who want a standalone military sci-fi entry point | Decision at Thunder Rift by William H. Keith, Jr. |
| Fiction (Clan Invasion) | Readers who want the franchise’s most famous storyline | Lethal Heritage by Michael A. Stackpole |
| Video games | Players who want cockpit-level ‘Mech combat | MechWarrior 5: Mercenaries or MechWarrior 5: Clans |
| Lore | Readers who want to understand the setting before committing | Lore guide on this site or Sarna.net |
What type of game is BattleTech?
BattleTech is a tabletop miniatures wargame played on hex-grid maps. Players command lances of BattleMechs in tactical combat using two six-sided dice, paper record sheets, and detailed rules for movement, weapons fire, and heat management. It also exists as a video game franchise and a role-playing game.
Is BattleTech based on Robotech?
BattleTech was inspired by Japanese mecha anime including Macross (the source material for Robotech), Dougram, and Crusher Joe. FASA licensed mecha designs from these properties in 1984. Lawsuits over those designs led to the Unseen era in the 1990s, but a 2017 settlement resolved most of the legal issues.
When was BattleTech created?
BattleTech was created in 1984 by Jordan Weisman and L. Ross Babcock III at FASA Corporation in Chicago. The original game was called BattleDroids but was renamed after Lucasfilm claimed rights to the term “droid.”
Who owns BattleTech?
The BattleTech trademark is owned by Topps. Catalyst Game Labs publishes the tabletop game and fiction under license from Topps. Microsoft Gaming holds the video game rights. The franchise has passed through FASA Corporation (1984 to 2001), WizKids (2001 to 2003), and Topps (2003 to present).
Is BattleTech still popular?
BattleTech is in the middle of a significant resurgence. Catalyst Game Labs’ Kickstarter campaigns for Clan Invasion (2020) and Mercenaries (2023) raised millions of dollars. MechWarrior 5: Clans launched in 2024. New novels are published regularly, and the tabletop community is larger now than at any point since the 1990s.
How many BattleTech books are there?
There are more than one hundred thirty official BattleTech novels and novellas, published from 1986 to the present. The line also includes anthologies, sourcebooks, and short fiction. New titles continue to be published by Catalyst Game Labs.