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BattleTech 'Mercenaries' Kickstarter - Gen Con 2025 Transcripts (pg. 76)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Lieutenant General





Florence, KY

From Facebook, size comparison of the 4" Timber Wolf from the Mercenaries Kickstarter and the C-scale BattleTech Gothic Atlas.
[Thumb - C vs C.jpg]

This message was edited 1 time. Last update was at 2025/08/06 00:55:59


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Maddening Mutant Boss of Chaos





Albany, NY

Is that a final product? Those mold lines make it look like injection-molded hard plastic and assembled, not solid PVC.

   
Made in us
Lieutenant General





Florence, KY

Lorcan Nagle wrote:
Thursday

Interview with Quincy from Quincy's Tavern

Interview with Tommy Rice (The Lok/Partha Wars)

Interview with Jordan Wiseman (FASA co-founder, Adventure Forge)

Interview with Jason from XP Network

Interview with Jodi Black from Pinnacle

Interview with Chris Lowry from Piranha Games

Chris got into BattleTech from the tabletop, he recalls reading TRO 3025 in Boy Scouts.
The MechWarrior computer games were important to him growing up
He joined PGI in the MechWarrior Online days
His first narrative design was in MW5 Mercs: Legends of the Kestrel Rangers
He did narrative work on MW 5 Clans: Ghost Bear Flash Storm
Before PGI, he’d been working in videogames for about 10 years, his biggest title prior to that was Cityville on facebook. He worked on some Marvel mobile games in the pre-Disney years like Ultimate Alliance 2.
He started in PGI as a balance analyst for MWO, then worked as a system analyst, doing a lot of design around stuff like the markets in MW5, and then to narrative design with the MW5Mercs DLC
When developing MW5, they had an aim to bring things back to the beginning given how long it had been since there had been a BattleTech computer game.
While Mercs was built as a sandbox, Clans was more about the rich narrative of the BattleTech universe, getting you involved with characters from the novels and the setting overall.
They don’t work with CGL directly on story, and they tend to adapt the fiction to the game because what works in the novel or tabletop game won’t necessarily work in a video game.
Even when they directly adapt events from the novels, they work to keep it accessible to new fans
MW5 Clans: Ghost Bear Flashstorm added Elementals, and had characters such as Theodore Kurita, Aletha Kabrinski, Bjorn Jorgensson and Ulric Kerensky as characters in the narrative
They’re adding the Shadow Hawk IIc to MWO in August
MW5 Mercs: Shadow of Kerensky is a new DLC, which introduces the Clans to Mercs and progresses the story into the Clan invasion. Out in September
They’re still rendering the cinematics for Shadow of Kerensky, so there’s just promo art right now
It’s their largest expansion yet, more will be announced at Gamescon

Gothic chat with Randall Bills and Marco Mazzoni

Gothic started two and a half years ago, they were heading towards the 40th anniversary and Loren suggested doing an alternate universe.
Randall wasn’t on-board at first but over the course of an extended discussion with Loren, Ray and Aaron he came around to it.
While 40K was definitely an influence, other games in the same school of thought like Warmachine and Malifaux were part of the mix.
Given the dark nature of the setting, they decided Herb “king of the Jihad” Beas was the perfect fit to helm that side of the product
Marco wasn’t the first choice for art direction (Randall says he wasn’t familiar with Marco’s portfolio enough and admitted that if he had been, he would have been a lock-in), they looked at different options who didn’t work out. Anthony Scroggins was way too busy and they started looking at other in-house options.
Marco’s history in computer games gave him a lot of experience taking designs and changing their aesthetic. The Atlas redesign was one of the first things he did.
The next Continuum box will be Rockets and Rayguns, and the matching of art with setting is moving very well, even faster than it did with Gothic
A big question with a product with this is how far do you push, and how close to you keep to the setting. Some stuff Randall felt was really out there but Brynn said to him they just looked like pirates or Solaris Gladiators.
The abominations were designed first, and then the mechs were designed with Abominations in mind, spikes and armoured joints to protect vulnerable parts of the mechs, for example.
They followed the Harry Turtledove idea for alternate history where there’s a pivotal moment that changes things. In Gothic it’s biotech going out of control. The Abominations are engineered creatures that can be controlled, with weapons and armour grafted to their bodies.
The game is straight-up classic BattleTech, with the Abominations added. Randall described them as part infantry,part protomech, part battlearmour
Marco pulled a lot from Gothic architecture, ribbed shapes and so on, justified as protection. They had a design they described as a walking castle at one point! They had an Atlas abomination! Once Marco and Randall were happy with a design it was shared with Ray, Brent and Loren who’d give their feedback and then Marco would revise with Randall before sharing further again.
Randall said it’s been his best experience developing art for a product since OG Leviathans with Doug Chaffee.
The Gothic Product line is:
-Gothic Box set
--Rulebook
---Universe book
---Double-wide, double-sided map sheet
----One side is a gothiced up urban scene
----The other side is trench warfare
---Premium record sheets, 2 variants per mech plus abominations and blank abomination sheets
---Waterslide decals. Marco designed the mins to each have a space for a decal
---8 minis
----Phoenix Hawk
----UrbanMech
----Firestarter
----Scorpion
----Marauder
----Rifleman
----King Crab
----Atlas
-----The Atlas has five alternate heads, back tabards and bas-relief decorations to customise to your faction
---Poster-sized Map of the Human Sphere with a recognition/scale guide on the back
---Pilot cards
---Alpha Strike cards
---BSP cards for the abominations
---Counters for abominations
---Building counters
---Short story
-Salvage boxes
--Contains the 8 minis from the Gothic box
---If you pull an Atlas it will be pre-assembed as one of the five faction variants, the option parts won’t be in the box.
-C-scale Atlas
--C-Scale is the new CGL name for 1/110 scale mech minis. So the Atlas is in the same scale as the Kickstarter Mad Cat, they’re talking about doing one a year now, a mix of regular and continuum designs.
--It contains the same option parts as the regular-scale Atlas
Marco did most of the art and some of the design elements as well
Right as the box was going to print, Marco sent some front and back images of each faction Atlas and Randall insisted they be included in the universe book
Randall put his thumb on the scale to ensure the Atlas on the cover is the Kuritan version
People often say to Randall that they give some faction too much screen time. He points out that his favourite factions are the Nova Cats, Blood Spirits and Draconis Combine. Two of them are dead and one gets beat up on all the time, so you might not want your favourite faction to be his
Randall is still working on his Nova Cat novel, it’s been “a heck of a two years” between the world tour and all the games he’s been working on.
Aces has a chance to be transformative, it has a change to bring in a whole new type of player
This was Marco’s first Gencon!
Big Red: Did you do this to upstage my Gothic video? Yes. They sent out advance copies to Red, GMG and a few other streamers and bloggers and those reviews have been coming out recently.
Two years ago Randall leaked a list of upcoming minis and a lot of the deadlines have been blown. This was more due to Aces which blew the production schedule out of the water.
Randall thinks the Nightsky might be one of the most “blown up” designs, but it’s still recognisable as a Nightsky
Gothic is sitting in the warehouse, it should be out in September with the C-Scale Atlas following a little later
When will the digital copy of TRO: 3025 Commemorative edition? Physical is out in September so PDF should be too. The redesign load for that book also caused delays to the minis production schedule. Ray had the idea for the book in April and it was all hands on deck to get it done for Gencon
The Chippewa is Randall’s favourite Aerospace redesign
MSRP for 3035 Commemorative is $40, even though it’s around 250 pages.
Randall got to meet Duane Loose during the production of 3025 Commemorative, and it was one of the few things he geeked out about at this point in his career. He wrote a piece for the book about the art evolution
Are there any new rules in Gothic except for the Abominations? Just some existing advanced and experimental tech weapons like the blazers. But they might push the boundaries further next time.
What mech did Randall wish was Gothiced but wasn’t? The Puma/Adder, his son Kenyon fell in love with the mech while playing MW 5: Clans
Randall bigged up the narrative content in MW5: Clans, said that it’s essentially a BattleTech movie even as we might never get one.
Will there be more products for Gothic? Maybe. The 3D models for the abominations are built, but scale is an issue with the smallest ones, think the detail issues with the Inner Sphere BattleArmour minis. If they can solve those they’ll probably do the Abominations in plastic, and maybe a Clan plastic set.
There are some 3D printed abominations in the display cabinet
What Goth bands would the Gothic factions listen to? Randall thinks that would be fun, Marco was wearing a Skinny Puppy shirt and threw out Endless Dynasty and Sisters of Mercy as bands
Will we get tanks and aircraft? Yes
The Epona? It’s in an upcoming Hell’s Horses pack

Quincy and Mike Richie play a board game

Interview with Rena from Renegade Studios

Interview with Steve Kenson (staff designer, former shadowrun and BattleTech writer), Troy Hewitt (Community manager),Alex Thomas (Mutants and Masterminds line developer) from Green Ronin

Interview with Rob from R. Talsorian Games

Shadowrun Developer’s game with Aaron Dykstra, Rem Alternis, Jordan Wiseman, Tom Dowd, Mike Mulvihill, Jason Hardy and RJ Thomas


Lorcan Nagle wrote:
Friday!

Good morning Gencon with B.Dave Walters, Thor Knai and Beth The Bard

Partha Wars chat with Randall, Tommy Rice, B.Dave Walters and Thor Knai


Around 2014 Josh was regularly playing X-Wing, and one of the organisers mentioned it’d be cool if they had a campaign game with a GM to play the OPFOR and Josh was thinking “who wants to play the OPFOR? Can we automate this?” A few people had played around with the concept.
He had injured his knee and was stuck not able to get around that much, looked at the various other attempts to automate and put together Heroes of the Aturi Cluster. A 17-mission campaign with automated Imperial forces and pilot improvement for the Rebel player.
From there he got a meeting with Wizkids which lead to Star Trek Alliance, a three-box trilogy using the same concepts for Attack Wing.
By that time he was working at Lynnvander and they got the rights to make Snap Ships alliance, which also has automation
During Covid, Randall and Brynn decided to take the downtime to become masters of game design. Randall stuck his neck out and just started mailing people to ask for game samples because they couldn’t trade at cons. They ended up playing over 100 minis games, one of which Alliance. He said that most automation options were meh. Like if a game says 2-4 players “and you can go to 5” you know it’s not fun with 5 players
When Randall first reached out to Lynnvander to collaborate they were already working on Snap Ships. Randall recognised something similar could be done with Alpha Strike.
Lynnvander suggested doing little packs and Randall said “no no no, that’s not what I want”
Tommy and Randall had a bunch of conversations before Josh even knew they were talking about it.
Loren had to be sold on the idea, conversely Randall had to be sold on Gothic and the Continuum boxes.
Randall talked about how he wanted box sets, new minis, campaigns set in the new settings. Loren told him to “stop asking for ponies”
The prior games Josh developed uses a bespoke movement system with templates, but Alpha Strike is more freeform. With the other games once you pick your target it’s straightforward to have an optimum move.
The Aces cards has three columns for behaviour which are decided on based on conditions, and they in turn determine target, movement and attack for the turn.
They’ve almost completely scrapped and redone the system since the open playtest during the Mercs Kickstarter campaign (which was version 4 or so). Josh has some examples of cards which changed through the various iterations.
A military friend of Josh talked about how it should be based on contact priority, this helped prevent light mechs from being baited into overextending.
At this point they had a deck that can run a mech. But they wanted a narrative box set because it’s so important to BattleTech.
Josh wasn’t aware of this when he begun but he’s fully sold on it. He’s done so much research into the setting now that he knows more than some 30+ year veterans he plays with. He started reading Warrior and the Gray Death Trilogy, and then jumped to the Dark Age and backfilled the Clan Invasion, Civil War etc.
Josh began to think about how do you have a commander in charge of the force to give the game some personality. So they made a commander deck. The Aces cards have colour-coded priority, red, yellow and blue, and the commander card shows how you determine which criteria select these priorities. The Commander also can have special rules that can override other elements of Aces.
You can swap out a different commander and it’ll play the same scenario differently.
They got a spreadsheet of all the units in the MUL and Josh searched out units on the extremes of stats to see what ones break the Aces system or come close to. Like units with TMM 0 will never want to move unless you build in an exception
Randall was hoping to have the first box out a year ago, but production issues, shipping, and life all got in the way. Randall thinks the final version is worth the wait.
Randall thinks the co-op play is very engaging and it’ll help bring players who don’t like competitive play into the universe and the game.
Chris talked about how in a one on one game, a new player is going to be intimidated if they’re facing a 30-year veteran. But if it’s co-op that veteran is a mentor instead.
The campaign book has 22 missions, and the average campaign should be 7 missions.
The campaign book has a guided tutorial to bring players through the game
They showed off the new terrain in the box - 3D hills, rivers and canyons/ditches.
Other boxes planned:
-Snowblind: Ghost Bear Civil War. Mercs get dropped onto a backwater world in the Rasalhague Dominion and end up in the middle of the conflict. -Josh described it as the path to hell being paved with good intentions.
-Wrath and Reprisal, set on the Andurien/Capellan novel, described as Mercenary’s Star in reverse. The players are garrisoning an Andurien world facing an insurgency.
-Controlled Burn. Set on the Snow Raven/Davion border, the players are fighting a holding action against the Ravens who’ve just hopped across the border. This set will use terrain and biome similar to the Fungal Crevasse map from the Alien Worlds set
For minis production, they followed the same format as the Alpha Strike box where there are two brand new mechs, but Alpha Strike does so well as a combined arms game, so they planned to put cardboard vehicle tokens in the box, and then went “no, plastic tanks” so they swapped out one new mech for two Fulcrums.
The Kraken 3 is the “chase” mini in the set. Not only does it look great but it’s also disgusting in-game.
Every box will have 8-9 minis along the same pattern
They just wrapped fiction on Snowblind
The new plastic minis for Snowblind are the Rime Otter and the Viking IIc
Scouring Sands is printing now. They were incredibly close to having copies at Gencon but it didn’t work out
It’ll hopefully be on boats by the end of August, aiming for November/Black Friday release.

Gothic Aces playthrough with B.Dave Walters, Mike Ciaravella. Jesse Kay (Mech7 GM), Paul Clarkson (Focht’s Network director), Chris Lowry and Josh Derksen
Objective is that there are two disabled Maxim hovertanks, the players have to get base to base with the maxims with no enemy also in base-to-base, pick up cargo and then retreat off-board
The players controlled the Gothic mechs, Josh and Jesse used the Aces decks to control the Mech7
Mike shouted out the Demo Team - over 150 agents working the con (they planned for around 100), and mentioned Focht’s Network, Wolfnet and CamoSpecs Online, all of which are affiliated groups to the Demo Team now
Some of the player mechs were new variants, notably the Phoenix Hawk with a sword, SRM rack and four medium lasers
The game was a narrow victory for the players - both sides secured an objective, but they players got more kills


Quincy and Mike Richie play a board game

Industry pros panel with Loren Coleman, Mike Webb (Wizkids), Paul Alexander Butler (Owner of Games and Stuff, co-owner of Free RPG day), John Ritter (former Kickstarter, runs consulting company called Very Creative Name), Meredith Placko (former CEO Steve Jackson Games, CEO of Turbo Dork paints and accessories)

Interview with Chris Birch (owner) and Ben (Lead writer and design director) at Modiphius

Interview with Suzanne Sheldon, “master of fireworks”, essentially head of marketing at Restoration Games

Fiction panel with John Helfers, Michael Ciaravella, Michael Stackpole, Phil Lee, Bryan Young
BattleTech is 41 years old. Why did you want to start writing, and what keeps bringing you back
Mike Stackpole: It was the mid-late 80s when he started, Dragonlance had just shown that RPG tie-in fiction worked and everyone was trying to catch up. He shared samples of his then-unpublished novel to FASA, they sent him some BattleTech material and asked him to write a trilogy in nine months. He said “of course”. He was still shopping around his first novel so this was his first work under contract. The setting excited him, the political setup especially interested him due to his history degree.
Bryan: He approached John to write Shadowrun and was told they were full up, how about BattleTech? He’d been introduced to BattleTech via the SNES game in the 90s, so it was familiar enough to him. He got more into it as he began reading the material. He loves the challenge of writing in the shared universe, finding spaces to tell stories that interest and compel him while furthering or not hindering the goals of the developers.
Phil had been writing original fiction for many years, he always wanted to be a published author. He decided to take a shot writing BattleTech fiction, submitted to Battlecorps and Jason Schemtzer published it. He sent in another one which got picked up as well. 18 months later Jason asked him to help with editing, he recognised that Phil had a good eye for storytelling. Phil ended up editing Herb and Ben’s sourcebook material as well in short order.
Mike Ciaravella had a similar story. He sent in a bunch of stories that were rejected, “started buying John dinners” and ended up with a duology. John joked that it was Jason Schmetzer who was rejecting him, put the blame where it’s due! The Warrior Trilogy was his entry point, he loved the mix of politics and drama and action.
John was introduced to Loren via Jean Rabie. BattleCorps still existed at that point, he ended up proofreading but the work he ended up closer to editing. Loren called him up asking how much his fee would be to edit a Shadowrun anthology, and it ballooned since then.
What’s coming up in the BattleTech universe?
Catastrophe Unlimited, the third novella in Stackpole’s HBS BattleTech tie-in books is out electronically now. Print compilation after the 4th is out
The Longest Day, Jason Schmetzer Battlecorps serial based on a battle in the Clan invasion is just out
The Longest Road, upcoming Jason Hansa story about a Dark Age character John didn’t want to spoil. It picks them up after a long pause and gives them sort of a coda.
An all-Gothic Shrapnel special
Outfoxed, a full-length Fox Patrol novel, out before the holiday season
Silent Assets, the first Silent Reapers novel by Daniel Isberner has been translated from German and is out in December
Next year they’re moving to six novels a year
Wars of Reaving Trilogy finishing up soon
Ghosts of Timkovichi by Bryan Young, taking the Ghost Dogs into the Hinterlands out next year
Snow Raven novel by Mike Ciaravella “when he finishes it”
4-part Ghost Bear novella series by Bryan Young adding detail to their civil war due out between late 2025 and early 2026
Graphic novel scripts are in, they discussed the art with Eldon Cowgur at the con
What’s been keeping Phil going on the Free Worlds League books
He fell into writing the FWL while writing a sourcebook, he forgets which one. Everyone was pitching to write for different factions and he was the only one to pick the League, so he got them by default. When they were developing Shattered Fortress, there were plot points he felt would make good novellas. As he thought about it more they needed novel length, he went to John and asked about expanding the scope and he agreed. He likes how the League is a dysfunctional family, and the Inner Sphere in miniature.
Bryan’s got a few lines going - Fox Patrol, the Clans, the Graphic novel, what’s been inspiring him and catching his attention?
He really likes exploring different corners of the universe. Like he never thought the Fox Patrol would explode as they did. Exploring the Sudeten Falcons as they fight for survival and adapting has been really satisfying as he doesn’t feel there’s been a lot of fiction about how the Clans changed over their century in the Inner Sphere. He feels the cultural change elements are real science fiction and he hopes that people enjoy reading as much as he enjoys writing it
What continues to inspire Mike Stackploe?
When he wrote the Warrior trilogy, everything was still entropic and they realised that had to change if they wanted the game to last. They worked that into the trilogy and then 20-year update, when they had the first writer’s summit. Since then the game’s had a bit of Stackpole’s DNA in it and it makes it very special to him. He’s got a lot of landscape to play on and room to explore characters. When you’re writing novels, everything you’re doing is trying to break a character and there’s so many characters to apply pressure to. Some of them will succeed and some will implode in interesting ways
How has being at the helm of BattleTech during the renaissance for John?
In the mid-late 2000s fiction was at its lowest point, John believed writers were doing full novels on-spec when Loren wanted to start bringing the story forward. The first step of this was A Bonfire of Worlds, it was very amphibious, got most of what they wanted and gave them a way forward. John wanted to start doing original stories which the fans loves, and when they got Legends on the go it gave them the financial base to bring the backlist up to date and move forward on a regular basis. It’s been challenging and humbling at the same time.
To Mike Ciaravella, how does he feel bringing the story forward
He’d been recommended the BattleTech novels back in the day for the politics and Space Opera elements, not even the Mechs. He talked about how Bryan creates amazing characters but he prefers to show the whole scheme from different perspectives, and taking characters who’ve laid fallow for a bit, He feels it’s very humbling to be able to bring pivotal characters forward
Mike Stackpole: The setting, writers and audience have matured to the point that we can do an awful lot in the setting. When they were starting out there was no place for units that are small and fun. It’s fascinating for him how the new writers who’ve come up with the universe looking to explore more. He feels pressure now to push things further because he can’t let these whippersnappers show him up
John: Some elements of the FASA era were a little one-dimensional, such as humour. He’s always wanted to bring that forward and loves how there’s a lot of funny stuff in Shrapnel, like the Ace Darwin stories, the wry comedy of the Death Kangaroos, or some elements of Fox Patrol’s found family being earnest, engaging and amusing all at the same time. It’s not just military SF any more, it’s the human condition
Mike Stackpole: It’s moving from military science fiction to science fiction. We can have stories not focusing on grand political stuff, more how people are dealing with things, satire and “all that fun stuff”
Mike Ciraravella: And we’ve got stuff like the cookbook, the romance novel, The Art of War and they’re selling very well. The fanbase has inspired them
John: This is why we’re all excited for the graphic novel. There’s been comics before. He’s read some of them… they’re interesting. This is an attempt to do BattleTech the graphic storytelling the right way. BattleTech deserves it and is built for it and he thinks it’s going to be terrific and hopefully pay off in a big way and lead to more bigger things.
What message do you want to give to prospective writers and fans?
John, he loves to interact with fans, and say thank you for playing the game, for reading the fiction, for keeping it going.
Phil: It’s humbling how often people come up to him and say they love Shrapnel. They’re doing an all-Gothic issue in October. Next year issue 25 will be double-sized
Bryan: One of the big things is fundamentals. Learn how to tell a good story and part of that is reading good stories. Take classes, find a community that will help you tell a good story. Talk to writers, get excited about storytelling. And Shrapnel has the open door for submitting stuff. People don’t realise how rare it is that franchises as big as BattleTech to have an open door like Shrapnel
Mike Stackpole: Writing is something you have to do. You have to sit down and write, and you have to read critically. Take notes, break it apart, see what someone else is doing. If you read Shrapnel and if you like three and dislike two stories say, figure out what you like and dislike in each one. Figure out how to do things to make people like or hate characters. Approach it as a job you want.
Mike Ciaravella: If you want to write, write. You can have the best of intentions but you need to write. Also keep the faith, it’s easy to get distracted but if you love what you do, you can keep focus and get inspired.
John: Everyone around the table has surprised him at least once. At least one story in each issue of Shrapnel surprises him. He loves that the question of “how many times can you write big stompy robots” has yet to be answered.

Shadowrun Anarchy 2.0 playthrough with Rem Alternis, B. Dave Walters, Thor Knai, Tommy Rice, Tyler Buckner (director of crowdfunding for Rem Alternis Productions, and Amber (Georgia film worker, art director for the geek forge, played Shadowrun on Gencon TV with Rem in the past)


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Lieutenant General





Florence, KY

From the Unicorn Company Podcast YouTube channel, pics of the prototype models from the upcoming Kurita ForcePacks starting at the 7:47 mark.



'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
 
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