If I’ve been quiet on this blog for a while, it’s because I’ve been filling my hours with a lot of RPG design: D&D, A5E, Pathfinder, and, increasingly, Draw Steel (I’ve been doing freelance work on the game back from when it was MCDM RPG). And now it’s official! I’m starting a job as Draw Steel line developer at MCDM. I’m incredibly proud that this amazing company is letting me play with their toys.
I have tons and tons of praise for MCDM that I basically can’t say now, because as a MCDM company man it will seem like I’m praising myself. But I will allow myself this: MCDM is an exemplar of ethical conduct in the hobby space, which is tremendously important to me. And everyone who works there (myself excluded) are geniuses: the more I work with each of them, the more awed I am. I’m lucky to land here, and excited to invent a lot of crazy new stuff together. Let’s draw steel!
When the gods withdrew from the world it was no particular impediment to organized religion. To the contrary, priests could now make whatever pronouncements or demands they wanted without fear of divine contradiction or rebuke. The populace, worried at what the loss of the gods' favor might portend for the future, were eager for any message than offered hope or a path to the gods' return. In this period, the power of the temples increased, but so did conflict between them and various self-proclaimed prophets and spiritual teachers.
This situation didn't last, thanks to the devastation of the Demon Wars and the invasion by the demons' monstrous allies. Human civilization was devastated, and cities became isolated. The society that had sustained and supported the temples and the priesthoods faltered, and once again faith in the gods was shown to be no protection against calamity.
The priests and temples remain, though, particularly in the major city-states. The gods are real, after all, and no one expects them to return to a world that doesn't honor them or keep their ritual observances. Certain rituals, too, perform an important civic function and rulers rely on their observance to perpetuate their legitimacy.
In the smaller villages and hinterlands, though, the temples and shrines were mostly abandoned, the priests fleeing to the cities or killed in the conflict along with much of the rest of the population. As time passed, and these regions became (somewhat) safer, the common folk returned, but the priests often didn't.
Into this void strode another form of clergy. Those who, without official blessing or ordination, were able to wield a portion of divine power. They roam from village to village performing spiritual important services. They officiate marriages and civic ceremonies and conduct community rituals at festivals. They mediate between villagers and the spirits or the dead and perform exorcisms when necessary. Joining with other adventuring sorts, they also kill monsters threatening the people. These individuals are often called "Shepherds." They are the most common representatives of the absent gods encountered outside of the city-states.
Shepherd is the name used by the Nimble rpg for its "mostly cleric, but some druid concepts" class. It seemed a good as name as any to use here.
MooglyCAL2026 Block 7 is a mesmerizing block by Michele Costa of Stitch & Hustle! The Crashing Waves Blanket Square delivers texture and lots of color possibilities for all skill levels! Get all the details for this free crochet along, and the free pattern link below! Disclaimer: This post includes affiliate links; materials provided by Local […]
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2No fooling! April is here, and that means it’s time for another Crochet and Catch Up on Moogly! Bring whatever you’re working on and settle in for a relaxed, welcoming reprieve with fellow crocheters. I’ll be sharing what’s been happening behind the scenes, chatting about current projects and what’s coming next, and answering your crochet […]
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0Tales of Atan-Thu are told to frighten both the bold and the meek alike. Necromancer without peer. Merciless tyrant of Zahal Keep. His evil stretched across the land like a malignant shadow. Though long dead, his legend persists. Ancient texts speak of a vast sepulcher hidden deep in the Dhar Voromal Mountains, where Atan-Thu and his immeasurable wealth and artifacts of power were entombed. But rumors hint that Atan-Thu yet survives, sustained by his dark necromancy. Protected by hideous guardians and diabolical traps, he waits for the very brave or the very foolish to enter his lair. Do you dare venture into his ancient crypt and explore this testament to Atan-Thu’s power, malice, and madness?
This 68 page adventure uses about twenty two pages to describe about seventy rooms in a tomb/puzzle/challenge dungeon. Long-winded tomb of horrors, at levels 6-8, with impossible puzzles and overpowered opponents.
I knew I was trouble upon first cracking it open. Triple column. Small font. You are free, brothers and sisters, of the constraints of the print publishing world! You can make your product 6,000 pages long! Because it’s a PDF and no one gonna buy the print copy anyway. And if they are then they REALLY want to so you don’t have to cram your product in to some artificial page count constraint.
Lets see here … background information about scary dude, history b lah blah blah, overland area that briefly describes some large general regions with no real mention or support of overlands play, small village generically described with no import … more background information. Bulshit bullshit bullshit, madness and horror throw-away rules cause dungeon is so scary, bullshit bullshit bullshit … Ok, the dungeon starts after ten pages of padding.
Room two: You’ve got seven stone heads. Three face inward from the west wall, three from the east, and a seventh looms at the north end of the hall. Two doors, the one you came in and another one on the far side. The doors are immune to physical damage and are wizard locked at level 18. At the base of each stone head is a small bowl and in the center of the room seven orbs float above a seven pointed star, each inlaid with a different symbol. You put the orbs in correct bowl and the door unlocks. First failure and the doors lock. Second and ichor streams in to the room. Third and everyone takes 3d6 damage per round until you get it right. There are no hints. The symbols on the orbs? There are no corresponding symbols anywhere. It’s the second room of the dungeon (in a line until it opens up later), you’ve learned nothing yet. It is truly random. You’ve level 6-8. How much divination do you truly have?
Did I mention that there’s a level 7 undead dude running around, with dimension door and a wand of lightning bolts? He’s doing hit and runs on your party. Oh, yeah, there are four of them, one in each quadrant of the dungeon. How the room with NINE 8HD AC2 dudes to fight? For your level 6-8’s. At one point you’re potentially attacked by 1d6 wights per turn. Which is fun except you auto-turn those at level 7 and turn on, what, a 4, at level six?
My point here is that this was not playtested. At all. I suspect the designer doesn’t even play D&D. I don’t see how you can and come up with this stuff. No one playtested room two. It can’t be. I don’t see how anyone is living through it. A party of six level eight clerics who filled their spell slots with divinations? Let’s see, from 1e (sorry, My kool aid stained 1e is at hand, not OSE…) that’s 3 3 3 3 2 spells at level eight. That’s three Augery and two Divination per cleric, or eighteen Augury and twelve Divinations. For room two that’s … a seven factorial? About 5,000 combinations?
But, hey man, the treasure rooms has about 16k in gold and a ring with one wish. So, it was the friends we made along that was the real treasure!
Man, fuck this fucking shit!
Worthless fucking garbage.
Did you try? What is the definition of trying? There are words on a page. Someone used a professional map making tool to make the dungeon map. It looks nice. But it clearly wasn’t playtested. And I’m not even sure there’s a basic understanding of what a level six (or eight …) character is capable of. Rocks fall. Everybody dies.All of that fucking preamble bullshit is worthless. All of that appendix shit is worthless. The use of fucking italics is garbage. Long read-aloud is fucking garbage. No fucking treasure. Overpowered fucking combats. I’m supposed to believe that this was lovingly handcrafted?! Backstory in the fucking dungeon rooms.
There is a nice bit. The dungeon map is in four quadrants. A mat surrounds three of them. That’s a nice touch, a little flavor and challenge to leverage for the party. Those 1d6 weights shows up for every 100 feet traveled on it.
Sometimes I come across dungeons that could serve as platonic examples of what NOT to do. This is one of them. Looky there at that cover. And the layout inside. Pretty fucking nice. But I will take a handwritten scrawl over this shit any day of the week. This is the chinese box. Emulation rather than understanding.
I’m sure someone, somewhere, is making a bundle cranking this shit out at Kickstarter. “Look! Just like the olden days! “ Indeed. Fuck nostalgia. And fucking reading shit. D&D is for playing. A high 2E dungeon. Is there a worse insult?
This is $9 at DriveThru. The preview is twelve pages, You get to see the map, which is nice, but otherwise it’s just the generic padding shit and little dungeon overview bit. Shitty preview. It needs to show some encounters so we can understand what the core of the writing is about before we make a purchasing decision.
As part of the excitement for the upcoming Puerto Rico Comic Con, which I posted about yesterday, and all the gaming goodness that is happening there, I learned of a project for a system-agnostic TTRPG supplement being created by a very talented local artist in Puerto Rico, Eliana Falcón-Dvorsky, who posted about the project in the Puerto Rico Role Players Discord Server, and I was immediately curious. Eliana was tremendously kind, replying to my questions, sharing details about art and the upcoming gaming project, and gracefully answering the interview I am sharing with you below.
Who is Eliana Falcón-Dvorsky?
I am a writer and artist born, raised, and living in Puerto Rico. I eat, breathe, and obsessively think about storytelling and character writing, frankly. My main publication work is my own webcomic, Cosmic Fish, which I write and draw. I’ve also worked as a colorist and editor for Somos Arte’s La Borinqueña, and as an art director, storyboard artist, and character designer for Dakiti Productions’ animated adaptation of Rockolandia. I’m also a huge anthropology, gardening, and cooking nerd, so it’s not all art, haha!
How would you describe your art?
I tend to have two distinct styles, and some people know me either for one or the other, rarely both. I’m usually known in larger circles for my “cute art” and the application of a lot of Puerto Rican folklore and criticism of our sociopolitical situations in my work. For my closer social circle, they know me as a bit of a darker writer and artist, constantly exploring complicated themes with as much nuance and empathy as I can. So, there’s an interesting dichotomy in my work that I think tends to cross over once in a while due to overlapping themes or design choices, but only now am I a little brave enough to finally start showing all sides of my work.
How did you discover tabletop role-playing games?
I used to RP a lot with friends back in the forum days and early days of Skype and Discord, so the transition has been pretty natural, honestly. After Hurricane Maria, I was looking for a bit of a distraction while everything in real life was descending into chaos. Back then, I lived in a rural area in PR. We didn’t have running water for 5 months, electricity for 8, and I’d be driving over debris, flooded bridges, and broken roads that were ready to collapse for about a year. I lost a few family members, either directly or indirectly, in the aftermath of the storm. Tabletop suddenly became an interesting and welcoming hobby I could play with others in person, without needing electricity or being online. The group didn’t work out, sadly, but it opened the door for me to play different games and plenty of homebrew systems with my online friends once I managed to get back online.
What games do you like to play?
I’m definitely a very RP-oriented kind of player because of my past, and I focus a lot on balancing player-dynamics in the groups I’m in. In my DMing, I tend to prioritize the player’s narrative goals and themes, finding ways to challenge them as writers (all of us are writers and artists) or to help them explore something they’ve never had a chance to before. I’m a storyteller first, but I always try to find a group that looks for a nice balance of play/combat systems and RP to be able to challenge myself. For a long time, I played homebrew systems designed by a friend of mine from Australia. And for a while, it was very liberating because of the diverse classes my friend’s system focused on, which I felt many mainstream systems lacked. It was after that we began expanding to other systems like Daggerheart and Blades in the Dark. I tried getting into Triangle Agency, but it didn’t click. I’ve tried getting back to D&D, but Baldur’s Gate 3 is currently the only way I’ve been able to play it since 2017.
What are you currently playing?
I’ve been playing the same weekly Blades in the Dark campaign for almost 2 years now. We play it on Discord, so we try to get our RP and character moments in written RP during the week and then play a heist or session on the weekend. It’s worked for the most part, but admittedly, we’re very invested in the drama hahaha. It’s been really fun, and it’s been fantastic to work with a team that goes over lines and veils and other table etiquette that I wish were a bit more common locally. I think for a game like BitD, communication and these tools are very important.
What would you like to play?
I think after two years of Blades in the Dark, I’d like to explore brighter settings, not necessarily simple, but I could go for a theme set in a forest or someplace more diverse. I’d like to try a longer Daggerheart campaign or The Quiet Year. I’d love to play Eat the Reich, which I got during a Kickstarter campaign, but I haven’t had the chance yet. If not, my girlfriend is the one with a long list of different systems and games, so I tend to follow whatever she’s vibing with.
What are you working on (that you can tell us about)?
Right now, I’m juggling a few personal projects, trying to see where I can fit their output. I’d love to go back to Cosmic Fish even if it’s not as consistent as I could before; I have a horror comic set in Puerto Rico that I’d love to start, a children’s book that’s been in the over for a while now, but I also really want to expand my first TTRPG worldbuilding module, Arcton: From Ingala to the Wastes. So, I have a lot of diverse projects in the works!
Tell me about your project, Arcton: From Ingala to the Wastes? What is it about?
Arcton has been a setting I’ve been using on and off for about 7 years or so. It started as a response to how I would fix WotC’s Thay and a few other issues I have with the worldbuilding of that setting as a whole, and it slowly began evolving into its own thing. Because the system it was built on was one of the discontinued homebrew designs made by my friend from Australia, the book is currently more of a system-agnostic worldbuilding module that offers tools and inspiration rather than concrete stats.
Arcton is a northern nation founded by eight liches after they succeeded in their revolution and “ascended”. Each lich runs a region and uses the Officers (or living servants) to gather citizens, bring them back as enslaved undead, and force them to work in mines or their armies. However, the story is about the citizens, about the history, the context, and what role YOU can play in it.
The first book is an overview that explores worldbuilding, history, flora, fauna, and some NPCs, and offers the necessary tools to inspire DMs and players in their campaigns. With the rise and normalization of thoughtless and effortless AI slop, I’m really hoping this book inspires people to read and to add their own take to my work, create their own interpretation, and try to build something of their own without a machine, no better than an undead, to do the thinking and working for them. I think anyone can be a storyteller, and TTRPG’s popularity is proof of it. I want more human stories! The book is a tool by creatives for creatives, and it really tries to cover as much anthropological background and art as I can in 106 pages.
The goal is to then release supplementary books covering 2-3 regions per volume. These will offer maps, details, biographies, lists of encounters and items, NPCs, story hooks, and enemies for each region. Some might change genres, from a government conspiracy drama to a murder mystery set in a nomadic town, to even an adventure story about finding a library of forbidden knowledge, adding more inspiration to a craft sparked by creativity.
I understand you will have it available at the Puerto Rico Comic Con. Where can people find you there?
YES! My main focus is still my comic, Cosmic Fish, but I will be at 115-E in artist alley, at the rightmost end of the hallway. I’ll also be selling plenty of TTRPG stickers and goodies. The comic my girlfriend and I work on, named Weekend at Benny’s, will also be available, and it takes place near Arcton.
What other ways can people get Arcton: From Ingala to the Wastes, and support your other projects?
From May 7th to May 28th, Arcton: From Ingala to the Wastes will be available on Backerkit as part of Pockettopia. The goal is to help the book become widely accessible for a limited time. I’d also like to try to unlock bonus items for you to use in games, including character/NPC and item cards, setting prompts, tables, and hopefully help fund the next book that covers Ingala and Fraye, my recommended suggestions for first-time explorers.
Thank you, Eliana, for participating in this interview. If you are in Puerto Rico, be sure to visit her at PRCC; if not, be on the lookout for her Backerkit project. You can follow it via this link: Arcton: From Ingala to the Wastes.
As a bonus, when you follow the project, you get access to a 19-page preview of the material. I am blown away by these 19 pages alone. I used some art from the Backerkit preview page in the post, but there is more art in the preview. I love the heraldry, the symbols, the full-page art. Beautiful! The setting seems very imaginative, and I really want to learn more. Make sure you check it out.
No Funkadelics appear in this adventure.
[…] Lately, the witch owls are squabbling about whether to move on to new hunting grounds, or remain to continue preying on travellers. The owls comprise two factions, led by witch owls named Horned Hextus and Nightshade.
This eleven page adventure uses 3.5 pages to present seven locations in and around a small forest temple. It is too small for the gameplay it wants to encourage (intrigue) so instead we;re just gonna have one titanic battle. The formatting is BADLY confusing.
I like the art style in this. All of it, I think. Nicely evocative. So, remember, I said something nice.
I hate this. Do I hate it? Maybe not hate. It’s disappointing to see something fail so hard at what it’s trying to do. Like, so hard that I hate the failure. And the environment that surrounds it to generate it.
There’s this temple in the woods. The chick priestess there makes swords for people. And has no guards so a group of six Witch Owls move in and take over and start eating her memory. And they ambush people coming to the temple and eat their memories and use their shadows as guards. And they have two factions who disagree on what to do, one group wanting to stay and one group wanting to leave.
No level range to be found anywhere, on the cover, in the adventure, in the description. 2-3, I’d guess, based on everyone inside having 2HD. The hooks are the same lame-o getting hired/go find quest-gover nonsense that every adventure has.
I don’t really know where to begin with this. It’s small. Seven rooms and only four of them are interior as in inside the temple. Of those four, which are right on top of each other (there’s no fucking scale on the fucking map! Which means its a fucking art piece and not a fucking map.) The two factions are right next to each other. Three owls and some shadows in one room and three owls and some shadows in the next room. Literally right on top of each other. How do you do faction play like that? “Frank is next door, go stab him. And by ext next door I mean you can see him, 20’ away, right there. Go stab him,” “HEY! I CAN HEAR YOU ASSHOLE! I” STANDING RIGHT HERE!” All six owls, both factions, in two rooms. Why have factions? Why give the owls motivations and wants and pretend that you can appeal to them? Why not just stuff all six in one room? The map/environment is so close in that it doesn’t make sense. At all. If you want some owl intrigue then you need a larger map. You need to put different owls in different places. Divide up all six, give them some shaky allegiances. Put in some dangerous areas not related to the owls. THEN you can play factions and seek things out for one owl and appeal to a different ones sensibilities and so on. It’s clear, with the whole faction thing and the different owls wanting different things, that this is the concept that the designer wanted. And, yet, we got all six owls in two rooms like, I don’t know, twenty feet apart from each other? With no order of battle? The concept, as implemented, is a failure.
And then there’s the writing and formatting. “A strange river of weird aspect” is how room one, a river starts. What does strange mean? It has a waxed moustache, all Poirot style? What does weird aspect mean? Those are conclusions. A well written description will cause the players to think “hmmm, that strange”, but you don’t use those words to describe things because they don’t actually describe anything. I’m down with twisting the english language, stealing words, making up words, using words out of their normal usage, anything, really, to get across a meaning, a vibe of the location in question. But you can’t use weird or strange; those don’t actually describe anything.
As for formatting … something weird is going on. I’m going to copy in a section of the main room description of one of the rooms. I’m not cherry picking they are all have the same issue. But, also, I’m not sure if what I want to talk about it going to come through in this copy/paste: “A stone portico (cracked slabs, spotted with purple guano) holds a promenade of statuary columns (heavily eroded almost smooth, stag and deer headed shapes) leading to carved steps and columns supporting a wide doorway.” The bolding here, I don’t know, it seems, noun-like? Are we just bolding nouns? Features? They are not followed up on elsewhere. And then the mini-description in the parens. I think we can all see what the INTENT was with this. To provide a little more description of those features. But I don’t think this works AT ALL. I think it’s a confusing mess. Either I’m having a stroke (I AM out of velo 9’s. And gin. And coke. And coffee.) or this is a just a muddled mess of a description with the parens, bolding and so on. It’s too much, I think, competing for our attention, including the word usage. It reminds me for al the world of those adventures that try to use color-shaded boxes to color code every section and paragraph of an adventure and in the end their attempts to bring clarity just result in a big ugly confusing mess that you want to burn instead of reading. And its STILL hard to find out which rooms have monsters in them!
There were supposed to be factions. But the place is too small for that. There’s no real interactivity here, once you rid yourself of any possibility of factions. Just long room descriptions with things overly described for no reason.
Someone had an idea. This parliament of owls thing, with factions and birds nests and how that works with deer people and witch owls and so on. I would assert, though, that in spite of all of the additional words, it never got beyond, as a concept or in implementation, what I just typed up there to describe it.
This is Pay What You Want at DriveThru with a suggested price of $2. Good eight page preview.
https://www.drivethrurpg.com/en/product/558919/parliament-of-owls?src=newest_recent?1892600
I pitched the idea that I have been kicking around to my players after the last session, and they were into it. So into it they have already began thinking about characters, despite the fact we were going to play a module for a month or so while I got prepared! Still though, I'm glad to have the enthusiasm. Everybody seems interested enough in Nimble, too, which is the system we plan to use over 5e.
Anyway, there interest made me go ahead this weekend and get down in writing things I had been kicking around regarding races/ancestries in the game.
Darklings: These will be the Tiefling stand-ins. They are mutants essentially, born to human parents exposed to the tainted mana emanating from the demons' side of the Terminator or from Shadow cysts.
Dwarves: Spontaneously generated from the spilled ichor of a fallen titan. Like your usual Dwarf but given this is a setting with ancient Magitech, they have a inclination for that. In fact, there's a rumor a cabal of dwarves is trying to create a machine god to run the cosmos more efficiently that either the titans or gods did.
Elves: Like your typical elves really, though I think longer lived that the D&D standard. Dark elves (the name has nothing to do with coloration) are likely holdout titan-partisans.
Halflings: Svelter than the D&D standard, mostly like the half-foots (feet?) in Dungeon Meshi in appearance. Like in the 4e "lore," they will be a nomadic people, either in big wagons or barges.
Meks: Mechanicals. They were created as servants and soldiers by the now-fallen Magitech Empire of Alphanion, but have developed more independence over the centuries. They reproduce via Mothernodes, ancient pieces of Magitech sometimes found in Alphanion ruins. They take the place of the Warforged, but broader in conception. The Steam Men of Hunt's Jaekelian novels, Mattie from Sedia's The Alchemy of Stone, and the droids in Star Wars are also influences.
Myrclawr: Cat people of the anime/manga variety. They are also a created species from the Age of the Wizard-Kings.
There’s going to be a massive tabletop presence at the Puerto Rico Comic Con (PRCC) this year, happening from April 3rd to the 5th at the Puerto Rico Convention Center.
It figures this is the year I won’t be able to make it! We have a family vacation to a beach house planned for that weekend, and my son has been looking forward to it for weeks. Fatherhood absolutely trumps all other plans. But just because I won’t be there doesn’t mean the rest of the local gaming community shouldn’t go all out, or that folks off the island can’t support the creators showing up.
Running Friday through Sunday, PRCC is hosting a dedicated tabletop event called the Dungeon Experience. It’s going to feature trading card games, board games, TTRPG demos, and more. Planeta Meeple and the Cardboard Cave Podcast are both participating. The folks at Planeta Meeple aren’t just acquaintances; they’re good friends who do a ton of active work to promote and support the tabletop community here in Puerto Rico. If you are going to the con, please visit and support them. If you aren’t going, give their socials a follow.
You should also look out for Keiggy, a local artist and member of Dungeons & Dragons Puerto Rico. She will be over at table 232 in Artist Alley, selling her handmade, reusable D&D character sheets and doing portrait commissions. Check out her work!
Our friends at Titan Games will also have a massive setup right by Entrance B at booth 1307. They always carry a huge selection of tabletop gear, including a great spread of role-playing games, so make sure to stop by their booth.
These are just a few of the friends and creators I know will be setting up shop, but I’m sure there are plenty more. In fact, there is one specific project I want to highlight in detail, but I’m saving that for tomorrow’s post!
Who did I miss? Who else has tabletop projects at PRCC this year? Let me know in the comments so I can help spread the word.
Para Bellum Wargames, the developer and publisher of the fantasy Regimental Miniature Wargame “Conquest: The Last Argument of Kings” and updated Skirmish system “Conquest: First Blood” releases a completely new Model for the Nords in April. The Einherjar defeated the Jotnar and earned their undying fealty when Angbjorn, the Bear, defeated Alvaldi, the Shaman King of the Ice Jotunn. While this saga has been told and retold, embellished by every generation to make the victor more glorious and the defeated more wretched, few understand just how close the duel was or how much was at stake.
“This model includes bonus pieces for our gamers to allow their creativity to unfold…” says Stavros Halkias, Founder and Creative Director. “Depicting the climax of that famous duel, Winter’s End lets you field Alvaldi (as an Ice Jotnar) and 2 Angjorns (as a Konungyr or Blooded) one may be used individually in battle and the other depicting him mid leap in the thick of the action!”
Sold as a set of 3 miniatures, fans can create this model in any number of ways, with pre-cut spaces for magnets for gamers to recreate the flying effect pictured, on their gaming table. Each box will include two separate head molds as well allowing for custom creation. The Winter’s End Founder’s Exclusive plays as an Ice Jotnar in game and is considered an alternate pose or upgraded model for in game action. This is a limited edition of 990 pieces, each sequentially numbered.
The Nords Winter’s End is available for Pre-Order now at an SRP of USD 175.99 /EU 159.99. This will be released on April 30th worldwide, while numbered supplies last. A very limited quantity will debut at Adepticon where we are launching this edition in booth 1202.
CATALYST GAME LABS’ BATTLETECH REFIT & REDEPLOYMENT
Catalyst Game Labs refits the seminal BattleTech IP with two new box sets and a rulebook for redeployment in August, and available at the Gen Con Game Fair 2026. The same game and universe you’ve loved for four decades receives its best-yet presentation of art, fiction, miniatures and rules.
For the first time in more than thirty years, a new BattleTech Starter Box, Core Box and Core Rulebook were developed simultaneously for a joint release in August 2026. In preparation for this refit, Catalyst ran the largest public playtest in BattleTech’s four-decade history, ensuring all revisions to our game of heavy metal mayhem were well-honed and battle-tested.
While rules changes were made to improve the tabletop experience, this is not a new edition of BattleTech. As always, BattleTech remains remarkably the same as when it first appeared in 1985’s Second Edition boxed set.
Starter Box
The Starter Box builds off of the success of the Beginner Box and Essentials, but ups the ante. As a starting point for new players, it eases novice MechWarriors into the BattleTech game as smoothly as ever. But now, the reverse of each half-page record sheet offers a taste of the exciting equipment and rules that the full BattleTech game brings to your table. The box includes two fan-favorite, ilClan-era BattleMechs: the dogged Hammerhead and the brutal Kontio!
Core Box
Likewise, the new Core Box uses the bestselling A Game of Armored Combat boxed set as the foundation to construct an immersive, fun experience. A highlight of the new Core Box is the Sagas lore booklet. This brand-new primer opens the doors to the BattleTech universe with a series of gorgeous, all-new art pieces, but also guides players through choosing a faction, a style of play, and more. The eight high-quality, ready-to-play miniatures included in the box represent a cross-section of more than thirty years of beloved BattleTech lore. They include the Hollander and Rakshasa that first appeared in Technical Readout: 3055; the Solitaire from Technical Readout: 3067; the Uziel and Mad Cat Mk II that premiered in the MechWarrior 4: Vengeance computer game; the Vulture Mk IV Prime that first hit game tables as part of MechWarrior: Dark Age; and the Regent and Eris from the new ilClan Era Recognition Guides.
Core Rulebook
Building on the critical and commercial success of the BattleMech Manual, a half-year of public playtesting brought forth the most cohesive, approachable, and dynamic set of rules for BattleTech ever: the new Core Rulebook. Thanks to the support of the Catalyst Demo Team Agents and the wider BattleTech community, the Core Rulebook also contains a comprehensive
Missions section: a shared, fundamental framework allowing players to easily create a huge variety of BattleTech games. This flexible toolbox allows for everything from quick pick-up games to epic clashes, and makes it easy for anyone—from the newest players to grizzled veterans—to build a force, choose a mission, grab some miniatures and start rolling dice!
Core Rules Changes
After six months, five playtest packets, and thousands of hours of playtesting, we’ve finalized the BattleTech Core Rules Changes document, which you can find here, alongside a review and reflection on this process from developer Keith Hann. We can’t thank our fabulous, worldwide community enough for their expertise, enthusiasm, and time as we developed this new rulebook and box sets. Thank you!
As always, existing BattleTech mapsheets, Technical Readouts, and all models remain fully compatible with the new Core Rulebook. Additionally, of the thousands of ’Mech record sheet variants published over the past forty years, less than .05% required a small tweak (just those for units which have Watchdog CEWS or Bombast Lasers). Odds are that you’ll never see an existing record sheet that’s not fully compatible.
As usual, Catalyst is attending AdeptiCon 2026 in force! In addition to our plethora of games, we’ll have a diorama showing off the new BFM: Volcanic map, along with all of the new models found in the Starter Box and Core Box! We’ll also have samples of both boxes in our display cases, along with a complete sample of Aces: Snowblind, our next Alpha Strike cooperative campaign box, currently at the printers. Stop by the Grand Ballroom, snap photos, ask us questions and play some BattleTech!
For those not attending, we’ll be livestreaming throughout the show. Be sure to catch our first segment, at 10 a.m. CST, where we’ll extensively cover the details of this announcement, answer questions, and more. Check out all of the excitement
youtube.com/@catalyst-game-labs.
Leap into the Action!
BattleTech remains one of the best-selling tabletop miniatures games in the hobby, with well over 10 million plastic miniatures sold in the last eight years. This refit and redeployment of the new Starter Box, Core Box, and Core Rulebook celebrates the seminal BattleTech universe, while making it easier than ever to leap into the action. Whether you’ve been here the whole time, you’re coming back to the game for the first time in decades, or picking it up for the very first time, fabulous, narrative-driven games await you on the battlefields of the Inner Sphere!