"Strap in, watch your heat sinks — and prove your bloodline deserves this 'Mech."
Catalyst's newest BattleTech roleplaying game (2020), built on the narrative Cue System. The core roll is simple — 2d6 + attribute + skill against an opposed roll — with Plot Points, roleplaying cues and streamlined 'Mech combat with hit locations, heat and criticals layered on top. Characters can jump straight into Total Warfare or Alpha Strike battles. The crunchier A Time of War is still in print for simulation fans, and Catalyst announced a third, in-between RPG in 2025.
The year is 3025, the tail end of the Third Succession War. Five Great Houses carve up the Inner Sphere; ComStar runs interstellar communications and keeps its own secrets; mercenaries like Wolf's Dragoons fight for whoever pays in C-Bills. Play a Kurita samurai, an arena duelist on Solaris VII, an aerospace pilot or an intelligence agent. An appendix covers the Clan Invasion era (3050).
One roll for everything
2d6 + attribute + skill against the GM's opposed roll. The same dice as tabletop BattleTech, so veterans have nothing to relearn.
Cue System
Short prompts on the character sheet and in the scene guide who narrates what. Plot Points buy critical hits, battlefield support or a safe ejection.
Lighter 'Mech combat
No hex maps or step-by-step bookkeeping, but it keeps the essentials: weapon groups, hit locations, heat, critical hits and pilot ejection.
Bridge to the tabletop
A dedicated chapter moves your pilots into Total Warfare or Alpha Strike battles and back again, with consequences, fame and contract payouts.
Open in Session Zero to let every player vote and see the results.
