Compare BattleTech Mercenary Collection prices across 50+ stores and find the best deal. Developed by Harebrained Schemes. Published by Paradox Interactive. Released on 4/24/2018. Available on PC. Genres: Action, Single Player, Multiplayer, Bird View, Strategy, Adventure.

A turn-based tactical mech game where running a mercenary company means sweating payroll as much as trigger pulls. The Mercenary Collection bundles the base game with all three expansions: Flashpoint, Urban Warfare, and Heavy Metal.

BattleTech is the kind of game that greets you with a spreadsheet and a repair bill before it lets you blow anything up. Developed by Harebrained Schemes and published by Paradox Interactive, it adapts the decades-old tabletop wargame into a turn-based tactical strategy title set in 3025, during the Succession Wars era. You run a lance of up to four BattleMechs across a procedurally contract-filled galaxy, chasing salvage and C-bills while a story about a deposed ruler named Kamea Arano slowly drags you into an interstellar civil war. The Mercenary Collection is the complete package: base game plus the Flashpoint, Urban Warfare, and Heavy Metal expansions, the last of which adds eight classic mech chassis and new weapon systems with their own tactical wrinkles. The strategic layer is where BattleTech earns its hours. Every C-bill is accounted for: pilot salaries, monthly mech maintenance, post-mission repairs, ship upgrades on the Argo, and jump transit costs across the star map. Missions pay out in cash and salvage, and you negotiate the split on every contract before you drop. Land a PPC shot through an enemy Highlander's center torso, strip the chassis for three parts, and suddenly your roster expands at zero cost. Miss a payroll cycle and you are fielding a half-repaired Jenner against a lance of Heavies. That tension between the battlefield and the ledger is the actual game. The four weapon categories, Ballistic, Energy, Missile, and Support, each carry real tradeoffs: autocannons hit hard but generate heat and eat ammo slots, LRM boats need a spotter, energy builds run hot but never run dry. Called Shots, Sensor Lock, Evasion stacks, weight-class initiative order: these are not decorative systems, they are the levers you pull every single turn. Now, the newcomer question. Yes, this game is dense. The UI front-loads a lot of information and missions average around 45 minutes each. But there is a correct order of operations. Start with Campaign mode, which functions as a paced tutorial that gates mission difficulty as you learn lance composition, heat management, and the salvage-money slider. Career mode, added post-launch, opens the full star map immediately and runs on a 1,200-day score clock, which is genuinely a late-game optimization puzzle in its own right. The difficulty settings are granular enough that a cautious player can tune payments to Generous and OpFor strength to Normal without any shame. The community Steam guide ecosystem is deep: lance theory, mechwarrior skill synergies, economics guides updated through the Heavy Metal patch. The AI is not brilliant, it tends toward predictable aggression and runs sub-optimal stock loadouts, but it consistently outnumbers you four-to-twelve on the battle map, which keeps pressure high regardless. The expansions matter. Flashpoint adds multi-mission mini-campaigns where you cannot repair or rearm between drops, which forces roster depth you can otherwise ignore. Urban Warfare introduces city maps with electronic warfare mechanics. Heavy Metal brings iconic chassis back to the pool and new weapon types that open additional build archetypes. The mod community on Nexus and the Paradox forums has also produced overhauls like BattleTech Advanced and RogueTech for players who clear the base game and want the systems pushed further. There is a two-player online skirmish mode as well, cross-platform, though the competitive scene is small. The weaknesses are real. Mission pacing is slow, particularly in the mid-game when every engagement runs long and the animation lock on weapon fire cannot be skipped fast enough. The campaign story resolves into a fairly linear climax after a wide-open opening stretch. And the base game's AI, on reflection, never fully closes the gap between difficult and interesting. What saves it is that the systems interact in ways that generate emergent situations no developer scripted: a rookie pilot in a borrowed Hunchback, three months of in-game salary already owed, holding a flank alone because your best mechwarrior is in the medbay after a stray PPC cored their cockpit. That is the BattleTech experience, and the Mercenary Collection gives you the fullest version of it available. Diego, Scout Team

BattleTech Mercenary Collection
ActionSingle PlayerMultiplayerBird ViewStrategyAdventure

BattleTech Mercenary Collection

Apr 24, 2018Harebrained SchemesParadox Interactive
GamerScout Says

A turn-based tactical mech game where running a mercenary company means sweating payroll as much as trigger pulls. The Mercenary Collection bundles the base game with all three expansions: Flashpoint, Urban Warfare, and Heavy Metal.

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About BattleTech Mercenary Collection

BattleTech is the kind of game that greets you with a spreadsheet and a repair bill before it lets you blow anything up. Developed by Harebrained Schemes and published by Paradox Interactive, it adapts the decades-old tabletop wargame into a turn-based tactical strategy title set in 3025, during the Succession Wars era. You run a lance of up to four BattleMechs across a procedurally contract-filled galaxy, chasing salvage and C-bills while a story about a deposed ruler named Kamea Arano slowly drags you into an interstellar civil war. The Mercenary Collection is the complete package: base game plus the Flashpoint, Urban Warfare, and Heavy Metal expansions, the last of which adds eight classic mech chassis and new weapon systems with their own tactical wrinkles. The strategic layer is where BattleTech earns its hours. Every C-bill is accounted for: pilot salaries, monthly mech maintenance, post-mission repairs, ship upgrades on the Argo, and jump transit costs across the star map. Missions pay out in cash and salvage, and you negotiate the split on every contract before you drop. Land a PPC shot through an enemy Highlander's center torso, strip the chassis for three parts, and suddenly your roster expands at zero cost. Miss a payroll cycle and you are fielding a half-repaired Jenner against a lance of Heavies. That tension between the battlefield and the ledger is the actual game. The four weapon categories, Ballistic, Energy, Missile, and Support, each carry real tradeoffs: autocannons hit hard but generate heat and eat ammo slots, LRM boats need a spotter, energy builds run hot but never run dry. Called Shots, Sensor Lock, Evasion stacks, weight-class initiative order: these are not decorative systems, they are the levers you pull every single turn. Now, the newcomer question. Yes, this game is dense. The UI front-loads a lot of information and missions average around 45 minutes each. But there is a correct order of operations. Start with Campaign mode, which functions as a paced tutorial that gates mission difficulty as you learn lance composition, heat management, and the salvage-money slider. Career mode, added post-launch, opens the full star map immediately and runs on a 1,200-day score clock, which is genuinely a late-game optimization puzzle in its own right. The difficulty settings are granular enough that a cautious player can tune payments to Generous and OpFor strength to Normal without any shame. The community Steam guide ecosystem is deep: lance theory, mechwarrior skill synergies, economics guides updated through the Heavy Metal patch. The AI is not brilliant, it tends toward predictable aggression and runs sub-optimal stock loadouts, but it consistently outnumbers you four-to-twelve on the battle map, which keeps pressure high regardless. The expansions matter. Flashpoint adds multi-mission mini-campaigns where you cannot repair or rearm between drops, which forces roster depth you can otherwise ignore. Urban Warfare introduces city maps with electronic warfare mechanics. Heavy Metal brings iconic chassis back to the pool and new weapon types that open additional build archetypes. The mod community on Nexus and the Paradox forums has also produced overhauls like BattleTech Advanced and RogueTech for players who clear the base game and want the systems pushed further. There is a two-player online skirmish mode as well, cross-platform, though the competitive scene is small. The weaknesses are real. Mission pacing is slow, particularly in the mid-game when every engagement runs long and the animation lock on weapon fire cannot be skipped fast enough. The campaign story resolves into a fairly linear climax after a wide-open opening stretch. And the base game's AI, on reflection, never fully closes the gap between difficult and interesting. What saves it is that the systems interact in ways that generate emergent situations no developer scripted: a rookie pilot in a borrowed Hunchback, three months of in-game salary already owed, holding a flank alone because your best mechwarrior is in the medbay after a stray PPC cored their cockpit. That is the BattleTech experience, and the Mercenary Collection gives you the fullest version of it available. Diego, Scout Team

Tags

steamTurn-Based TacticsMercenary ManagementMechLab CustomizationCareer ModeSalvage EconomyLance CompositionIronman ModeMod-FriendlyFlashpoint MissionsProcedural Contracts

System Requirements

Minimum

Memory
8 GB RAM
Storage
30 GB
Graphics
Nvidia® GeForce™ GTX 560 Ti or AMD® ATI Radeon™ HD 5870 (1 GB VRAM)
Processor
Intel® Core™ i3-2105 or AMD® Phenom™ II X3 720
System requirements
64-bit Windows 7

Recommended

Memory
16 GB RAM
Storage
30 GB
Graphics
Nvidia® GeForce™ GTX 670 or AMD® Radeon™ R9 285 (2 GB VRAM)
Processor
Intel® Core™ i5-4460 or AMD® FX-4300
System requirements
64-bit Windows 7

Reviews & Ratings

No ratings available

Game Info

Developer
Harebrained Schemes
Publisher
Paradox Interactive
Release Date
Apr 24, 2018

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