
Out beyond the well-patrolled cores, where borders blur into the black, the pirates rule — raiders and bandit kings who strike undefended worlds, plunder shipping, and melt back into the Periphery before the militia can muster. Ragged, dangerous, and utterly free, they are BattleTech’s outlaws.
Piracy is the shadow that has haunted the frontier since the first jump routes were charted. From hidden bases in the deep Periphery and the lawless marches between the Great Houses, pirate bands prey on the weak and the isolated — sacking factory worlds, hijacking DropShips, and extorting tribute from planets no House army will trouble to defend. Some are little more than desperate raiders in salvaged, half-repaired machines; others have grown into genuine bandit kingdoms — the Tortuga Dominions, the Oberon Confederation, the Greater Valkyrate, and their like — realms that field real regiments and crown their own warlords. What unites them is the ethos of the take: a pirate force runs on stolen ‘Mechs and scavenged parts, a motley of obsolete Locusts and Stingers stiffened by whatever prize a lucky raid has delivered — an Inner Sphere heavy here, a captured Clan OmniMech there. That mismatched menace is their charm on the tabletop. A pirate command answers to no doctrine and no honor: it strikes from ambush, hits soft targets, and runs before the counterpunch lands. They make the perfect foil — and a gloriously unpredictable force to command in their own right. To field pirates is to embrace chaos: a scrappy, ruthless, characterful outfit that wins by cunning, speed, and sheer nerve.
Why command Pirates
Because they’re pure attitude — a ragtag warband of stolen and salvaged machines with no rules to hold you back. For players who love an underdog with a villain’s swagger, hit-and-run raids, and a lance where no two ‘Mechs match, pirates deliver outsized character and fight far above their scavenged weight.
Continue reading & collecting
The Periphery sourcebook and Field Manual: Periphery map the bandit kingdoms and their forces, while raiding-focused material and the Chaos Campaign / Hot Spots systems turn piracy into a full campaign of raids and reprisals. The Master Unit List builds a legal pirate force from salvage-era designs, and Force Packs field the mismatched machines that give a pirate band its menace.