Drop onto a living battlefield — rivers, forests, mountains, and fortified bases. Salvage what you kill. Build the lance that carries your name.
▶ PLAY NOW — FREE











Sixty star systems, carved up between six Great Houses, the invading Clans, and the mercenary companies who fight for whoever pays. Every dot below is a real world in the game — jump there, take its contracts, and tilt the war.
House Davion's realm — the Sun-and-Sword. Renowned cavalry doctrine, the AFFS combined-arms tradition, and the New Avalon Institute of Science.
Wealthy banking houses and assault-mech specialists. Lyran social generals prefer big, slow, and well-armored.
The Dragon. Honor, discipline, and elite light-mech doctrine. Combine MechWarriors fight with the giri of true samurai.
House Liao's realm of maskirovka and Death Commandos. Smallest of the Successor States but unmatched in deception, infiltration, and political ruthlessness.
House Marik's patchwork parliament. The most populous Successor State — endlessly fractious, but fielding more BattleMech factories than any rival.
A young Inner Sphere nation carved from Combine territory, now fighting for survival against the Clan invasion.
The combined might of the Suns and the Commonwealth. Industrial juggernaut with the deepest mech bays in the Inner Sphere.
The interstellar communications priesthood. Neutral by oath, but their Com Guards stopped the Clans at Tukayyid.
Bloodname of Kerensky. The most pragmatic of the Crusader Clans. OmniMechs, Elementals, and zellbrigen honor — but Wolves will adapt to win.
Aggressive Crusader Clan with a reputation for ruthless speed. Falcon Guards strike first and ask zellbrigen questions later.
Family-oriented Warden Clan that fights to protect, not conquer. Slow to anger; devastating when committed. Strong assault bias.
The Dragoons. The Inner Sphere's most feared mercenary command — mysterious origins, peerless training, and the best mechs Outreach can supply.
Forty-seven star systems across six biomes, each a persistent world with its own danger rating, factories, and front lines. A few carryStar League history — and the SLDF strongholds that guard it.







Thirty-four BattleMechs from 25-ton scouts to 100-ton assaultmonsters — every one flyable, paintable, and refittable. And every commander starts BENEATH all of them, in a surplus tank: your first mech is earned with mission pay and salvage. The climb is the game. Tap any mech for its spec sheet.



































