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Reference

BattleTech Glossary

A field guide to the factions, technology, eras, and game terms of the BattleTech universe — your quick reference for the 31st century.

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Factions & Powers
Inner Sphere
The vast, settled core of human space surrounding Terra, divided among the Great Houses and contested for over a thousand years.
Great Houses
The five ruling dynasties of the Inner Sphere — Davion, Steiner, Marik, Liao, and Kurita — each commanding a Successor State.
House Davion
Rulers of the Federated Suns, known for elite armored cavalry and the New Avalon Institute of Science.
House Steiner
Rulers of the Lyran Commonwealth, a mercantile power famed for heavy and assault 'Mech formations.
House Marik
Rulers of the Free Worlds League, a fractious confederation of provinces in the spinward Inner Sphere.
House Liao
Rulers of the Capellan Confederation, masters of espionage, propaganda, and the Maskirovka intelligence service.
House Kurita
Rulers of the Draconis Combine, a militaristic society blending feudal honor with absolute loyalty to the Coordinator.
ComStar
The quasi-religious order that controls interstellar communication via the hyperpulse generator (HPG) network.
The Clans
Descendants of the Star League Defense Force who returned from exile with superior technology and a warrior caste society.
Periphery
The lawless, resource-rich frontier states beyond the borders of the Inner Sphere.
Mercenaries
Independent military units that hire out their services, the freelancers of the BattleTech universe.
Word of Blake
A fanatical ComStar splinter faction whose Jihad plunged the Inner Sphere into devastating war.
Units & Technology
BattleMech
A towering humanoid war machine, 20–100 tons, the dominant weapon system of the 31st century.
MechWarrior
The elite pilot who commands a BattleMech in battle.
OmniMech
An advanced Clan 'Mech with modular pod space, allowing rapid reconfiguration of weapons in the field.
Lance
An Inner Sphere tactical formation of four BattleMechs.
Star
A Clan tactical formation of five 'Mechs or other units.
Battle Value (BV)
A points system used to balance forces of differing capability for fair play.
Heat
Waste energy generated by movement and weapons fire; manage it with heat sinks or risk shutdown and ammo explosions.
PPC
Particle Projection Cannon — a powerful energy weapon firing a stream of charged particles.
Autocannon
A rapid-fire ballistic weapon (AC/2 through AC/20) trading range for raw damage.
Gauss Rifle
An electromagnetic mass driver delivering massive damage with almost no heat.
LRM / SRM
Long- and Short-Range Missiles — indirect and close-in missile systems fired in racks.
DropShip
A spacecraft that ferries 'Mechs and troops between planetary surface and orbit.
JumpShip
An interstellar vessel that travels between star systems via a Kearny-Fuchida (K-F) jump drive.
Aerospace Fighter
A dual-environment fighter operating in both atmosphere and space.
Eras of History
Age of War
The era of conflict among the emerging Great Houses prior to the formation of the Star League.
Star League
The golden age of a unified humanity (2571–2781) before its collapse into the Succession Wars.
Succession Wars
Centuries of total war among the Successor States that shattered technology and depopulated worlds.
Clan Invasion
The 3050s campaign in which the Clans surged toward Terra, upending Inner Sphere warfare.
FedCom Civil War
The early-3060s conflict that tore apart the Federated Commonwealth alliance.
The Jihad
The Word of Blake holy war (3067–3081) that engulfed the entire Inner Sphere.
Dark Age
The post-Jihad era following the collapse of the HPG network and the rise of new powers.
ilClan
The latest era, in which a single Clan claims the mantle of the Star League and the road to Terra.
Game Terms
Total Warfare
The core rulebook governing the Classic BattleTech tabletop game.
Alpha Strike
The fast-play ruleset for large-scale battles using simplified unit cards.
Record Sheet
The data sheet tracking a unit's armor, structure, weapons, and damage during play.
Tonnage
A unit's mass class, determining its speed, armor, and weapon capacity.
Technical Readout (TRO)
A sourcebook cataloging the 'Mechs, vehicles, and equipment of a given era.
Initiative
The roll determining which side moves and fires first each turn.
Critical Hit
Damage penetrating armor and internal structure to strike a component directly.
Salvage
Battlefield wreckage recovered and repaired — the lifeblood of mercenary commands.