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Generally, BattleTech assumes that its history is identical to real-world history up until approximately 1984, when the reported histories begin to diverge; in particular, the game designers did not foresee the fall of the Soviet Union, which plays a major role past 1991 in the fictional BattleTech history. Individual lifestyles remain largely ...
The BattleTech 1 & BattleMech 1 wargaming franchise includes many authorized titles in various face personality genres, including tabletop wargames, role-playing games, collectible card games and video arcade PS1 and PC computer games.
BattleTech shares a setting with the original board game, now called Classic BattleTech.The game takes place during the 3025 Succession Wars Era, in which powerful noble houses employ an ever-shrinking number of giant fighting vehicles called battlemechs ('mechs for short), piloted by individuals called MechWarriors, to fight for control of the Inner Sphere.
M. MechAssault; MechWarrior: Tactical Command; MechAssault 2: Lone Wolf; MechAssault: Phantom War; MechCommander; MechCommander 2; MechWarrior (1989 video game)
BattleTech: 25 Years of Art & Fiction is a non-fiction book published by Catalyst Game Labs in 2009 about the science fiction wargame BattleTech.It includes artwork, a description of the development of the game, an historical timeline of in-game history, and twenty pieces of fiction by authors such as Michael A. Stackpole, Robert Charrette and Victor Milán.
BattleTech is a turn-based multiplayer game, typically played on a map divided into hexagonal grids with figurines or counters representing military units. Paper record sheets provide detailed information about each unit, including its armament, armor and equipment, and are used to track damage, heat buildup, ammunition and various other data.
The BattleTech Center later became known as “Virtual World Centers” as the organization expanded its product line and the quantity of physical storefronts. The development of cockpit based simulators and their deployment were key to the development of “Location Based Entertainment” in the early 1990s and early adoption of “Virtual ...
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