// PERSISTENT-WORLD MECH COMBAT · PLAYS IN YOUR BROWSER //

FREEBIRTH

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

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34 BATTLEMECHSLIVE FACTION WARNO DOWNLOADDESKTOP & MOBILE
// EVERYTHING IN THE BOX //
ONE WAR, ALL OF IT
A WORLD THAT DOESN'T RESET
Every planet is one shared, always-on battlefield. Wrecks stay where they fell, bases change hands, and the pilots beside you are real people — or your own AI lance.
SALVAGE & REFIT
Strip weapons and whole chassis from the wreckage you make. Six rarity tiers, honest loot beacons, a Diablo-style paper-doll mech bay, and ammo you actually have to manage.
LIVING TERRAIN
Rivers, lakes, and ocean coasts flood your heat sinks but drag your legs. Forests break missile locks and sightlines. Hills, dunes, and mesas roll the ground under every biome — desert to arctic to jungle.
THE INNER SPHERE AT WAR
Great Houses, Clans, mercenaries, and pirates trade planets daily. War fronts rotate every day; a BOUNTY WORLD pays half again — the map is always giving you a reason to jump.
PVP & BLOOD MONEY
Faction wars decide who you can shoot — including other commanders. Player kills mint PvP Coins, the only way to buy the duel-circuit exclusives in the exchange.
COMMAND YOUR LANCE
AI wingmen fly your doctrine: wedge, battle line, pincer — or looted commands like Seek & Destroy and Scouting Screen that rewire how they hunt.
HERO MECHS & WARLORDS
Named bosses walk the frontier with guard lances and signature relics. Salvage their hero chassis and it keeps its trait — double-shot actuators, phantom baffles, a gyro that cannot be toppled.
ABILITIES & PROGRESSION
Jump jets, EMP pulses, Alpha Override — a three-branch ability tree with trainable ranks. Pilots earn levels and skills; your commander rank unlocks the deeper game.
GUIDED CAMPAIGNS
A field academy for rookies, instanced story missions with talking-head comms, and a chatty Ops Controller of your choosing on the radio when plans go sideways.
COMPANIES & LEADERBOARDS
Found a player Company under a Great House or fly independent — name it, design the logo and camo, level it for credit perks. A server-wide Battle Value board says who to fear.
AN ORIGINAL SOUNDTRACK
23 original generative tracks — synthwave patrols, wasteland westerns, war drums, trap-metal — that crossfade the moment contact starts. Plus a Doom-style announcer for your headshots.
AN ECONOMY WITH TEETH
Missions pay, salvage pays better — but the repair pad bills you per point of armor and every missile restocked. Earn it, spend it, feel it.
// KNOW THE MAP //
THE INNER SPHERE

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.

GALATEATHARKADOUTREACHLUTHIENRASALHAGUETUKAYYIDNEW AVALONATREUSSIANARC-ROYALCANOPUS IVTAURUSALPHERATZ
FEDERATED SUNSLYRAN COMMONWEALTHDRACONIS COMBINECAPELLAN CONFEDERATIONFREE WORLDS LEAGUEFREE RASALHAGUE REPUBLICFEDERATED COMMONWEALTHCOMSTAR
FS
FEDERATED SUNS
INNER SPHERE · CAPITAL: NEW AVALON

House Davion's realm — the Sun-and-Sword. Renowned cavalry doctrine, the AFFS combined-arms tradition, and the New Avalon Institute of Science.

LC
LYRAN COMMONWEALTH
INNER SPHERE · CAPITAL: THARKAD

Wealthy banking houses and assault-mech specialists. Lyran social generals prefer big, slow, and well-armored.

DC
DRACONIS COMBINE
INNER SPHERE · CAPITAL: LUTHIEN

The Dragon. Honor, discipline, and elite light-mech doctrine. Combine MechWarriors fight with the giri of true samurai.

CC
CAPELLAN CONFEDERATION
INNER SPHERE · CAPITAL: SIAN

House Liao's realm of maskirovka and Death Commandos. Smallest of the Successor States but unmatched in deception, infiltration, and political ruthlessness.

FW
FREE WORLDS LEAGUE
INNER SPHERE · CAPITAL: ATREUS

House Marik's patchwork parliament. The most populous Successor State — endlessly fractious, but fielding more BattleMech factories than any rival.

FR
FREE RASALHAGUE REPUBLIC
INNER SPHERE · CAPITAL: RASALHAGUE

A young Inner Sphere nation carved from Combine territory, now fighting for survival against the Clan invasion.

FC
FEDERATED COMMONWEALTH
INNER SPHERE · CAPITAL: GALATEA

The combined might of the Suns and the Commonwealth. Industrial juggernaut with the deepest mech bays in the Inner Sphere.

COMSTAR
INNER SPHERE · CAPITAL: TUKAYYID

The interstellar communications priesthood. Neutral by oath, but their Com Guards stopped the Clans at Tukayyid.

CW
CLAN WOLF
CLAN

Bloodname of Kerensky. The most pragmatic of the Crusader Clans. OmniMechs, Elementals, and zellbrigen honor — but Wolves will adapt to win.

JF
CLAN JADE FALCON
CLAN

Aggressive Crusader Clan with a reputation for ruthless speed. Falcon Guards strike first and ask zellbrigen questions later.

GB
CLAN GHOST BEAR
CLAN

Family-oriented Warden Clan that fights to protect, not conquer. Slow to anger; devastating when committed. Strong assault bias.

WD
WOLF'S DRAGOONS
MERCENARY · CAPITAL: OUTREACH

The Dragoons. The Inner Sphere's most feared mercenary command — mysterious origins, peerless training, and the best mechs Outreach can supply.

// THE INNER SPHERE IS THE MAP //
DESTINATIONS

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.

Solaris VII — The arena world where every commander starts — river valleys, militia patrols, and a crowd that remembers names.
SOLARIS VIITERRAN · THE GAME WORLD
The arena world where every commander starts — river valleys, militia patrols, and a crowd that remembers names.
Tharkad — Frozen lakes and coastlines under the Lyran crown. Cold sinks run sweet — everything cycles faster here.
THARKADARCTIC · LYRAN THRONEWORLD
Frozen lakes and coastlines under the Lyran crown. Cold sinks run sweet — everything cycles faster here.
Outreach — Dune seas and proving grounds. Wolf's Dragoons keep the Star League Proving Halls — and its vault — warm.
OUTREACHDESERT · MERCENAR​Y CAPITAL
Dune seas and proving grounds. Wolf's Dragoons keep the Star League Proving Halls — and its vault — warm.
Wolcott — Overgrown swamp-forest where missile locks die in the canopy. The Combine bled the Clans here.
WOLCOTTJUNGLE · DRACONIS COMBINE
Overgrown swamp-forest where missile locks die in the canopy. The Combine bled the Clans here.
Tukayyid — Ash fields over the battle that stopped the Clan invasion. The ComStar bunker still hums — heavily guarded.
TUKAYYIDVOLCANIC · COMSTAR PROXY GROUND
Ash fields over the battle that stopped the Clan invasion. The ComStar bunker still hums — heavily guarded.
// LIVE FROM THE SURFACE //
WEAPONS FREE
An LRM volley streaks across the river toward a bandit tank
LRM-20 volley in flight — every missile is its own projectile, rolling its own to-hit and its own hit location.
A bandit loses its right leg — wrecks burn where they fall
Section damage is real: legs blow off, wrecks burn where they fall, and everything they carried is yours to salvage.
// THE CATALOG — RENDERED IN-ENGINE //
EVERY MECH IN THE GAME

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.

LIGHT · 20–35 TONS
Commando COM-2D
COMMANDO
COM-2D · 25T
Razorback RZK-9S
RAZORBACK
RZK-9S · 30T
Uller Kit Fox Prime
ULLER
Kit Fox Prime · 30T
Owens OW-1
OWENS
OW-1 · 35T
Firestarter FS9-H
FIRESTARTER
FS9-H · 35T
Cougar COG Prime
COUGAR
COG Prime · 35T
Hollander II HLD-2B
HOLLANDER II
HLD-2B · 35T
Panther PNT-9R
PANTHER
PNT-9R · 35T
Jenner JR7-D
JENNER
JR7-D · 35T
Raven RVN-3L
RAVEN
RVN-3L · 35T
MEDIUM · 40–55 TONS
Vindicator VND-1R
VINDICATOR
VND-1R · 45T
Centurion CN9-A
CENTURION
CN9-A · 50T
Hunchback HBK-4G
HUNCHBACK
HBK-4G · 50T
Hunchback IIC HBK-IIC
HUNCHBACK IIC
HBK-IIC · 50T
Enforcer ENF-4R
ENFORCER
ENF-4R · 50T
Bushwacker BSW-X1
BUSHWACKER
BSW-X1 · 55T
HEAVY · 60–75 TONS
Argus AGS-1A
ARGUS
AGS-1A · 60T
Vulture Mad Dog Prime
VULTURE
Mad Dog Prime · 60T
Dragon DRG-1N
DRAGON
DRG-1N · 60T
Catapult CPLT-C1
CATAPULT
CPLT-C1 · 65T
Loki Hellbringer Prime
LOKI
Hellbringer Prime · 65T
Thor Summoner Prime
THOR
Summoner Prime · 70T
Mad Cat Timber Wolf Prime
MAD CAT
Timber Wolf Prime · 75T
Orion ON1-K
ORION
ON1-K · 75T
ASSAULT · 80–100 TONS
Zeus ZEU-6S
ZEUS
ZEU-6S · 80T
Awesome AWS-8Q
AWESOME
AWS-8Q · 80T
Victor VTR-9B
VICTOR
VTR-9B · 80T
Masakari Warhawk Prime
MASAKARI
Warhawk Prime · 85T
Stalker STK-3F
STALKER
STK-3F · 85T
Mauler MAL-1R
MAULER
MAL-1R · 90T
Mad Cat Mk II MAD-4A
MAD CAT MK II
MAD-4A · 90T
Blood Asp Prime
BLOOD ASP
Prime · 90T
Atlas AS7-D
ATLAS
AS7-D · 100T
Daishi Dire Wolf Prime
DAISHI
Dire Wolf Prime · 100T
Annihilator ANH-1A
ANNIHILATOR
ANH-1A · 100T
A lance in combat on a contested world
Terrain is a weapon: wade the river mid-fight and your flooded heat sinks cycle weapons half again as fast — while the current drags your legs. Rolling field orders guide every drop; extraction is never free.
YOUR MECH IS PREPPED ON THE PAD
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