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* DecompositeCharacter: The ''Crusader'' and ''Phoenix Hawk'' were originally based on VF-1A and S from ''Anime/SuperDimensionFortressMacross'' equipped with extra armor and boosters, respectively, but they're adapted as completely separate entities from their unadorned versions, the ''Stinger'' and ''Wasp''. Not only that, a more belated example occurred with the Destroid Tomahawk. While it was adapted into the ''Warhammer'' in the very first edition, the Tomahawk's concealed side torso-mounted missile launchers were left out, as they weren't visible in most illustrations. These were later added to the ''Battleaxe'', a 'Mech from the Star League era Saud to be a forerunner of the ''Warhammer''.

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* DecompositeCharacter: The ''Crusader'' and ''Phoenix Hawk'' were originally based on VF-1A and S from ''Anime/SuperDimensionFortressMacross'' equipped with extra armor and boosters, respectively, but they're adapted as completely separate entities from their unadorned versions, the ''Stinger'' and ''Wasp''. Not only that, a more belated example occurred with the Destroid Tomahawk. While it was adapted into the ''Warhammer'' in the very first edition, the Tomahawk's concealed side torso-mounted missile launchers were left out, as they weren't visible in most illustrations. These were later added to the ''Battleaxe'', a 'Mech from the Star League era Saud said to be a forerunner of the ''Warhammer''.
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* DecompositeCharacter: The ''Crusader'' and ''Phoenix Hawk'' were originally based on VF-1A and S from ''Anime/SuperDimensionFortressMacross'' equipped with extra armor and boosters, respectively, but they're adapted as completely separate entities from their unadorned versions, the ''Stinger'' and ''Wasp''. Not only that, a more belated example occurred with the Destroid Tomahawk. While it was adapted into the ''Warhammer'' in the very first edition, the Tomahawk's concealed side torso-mounted missile launchers were left out, as they weren't visible in most illustrations. These were later added to the ''Battleaxe'', a 'Mech from the Star League era Saud to be a forerunner of the ''Warhammer''.
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* DivergentCharacterEvolution: There are at least five different mechs based on the [[Anime/SuperdimensionFortressMacross VF-1]], all of which have undergone considerable alterations from each other, even before the designs had to be changed for legal reasons.

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* DivergentCharacterEvolution: There are at least five different mechs based on the [[Anime/SuperdimensionFortressMacross VF-1]], all of which have undergone considerable alterations from each other, even before the designs had to be changed for legal reasons. A similar, though subtler thing happens to several of the mechs based on ones from ''Anime/FangOfTheSunDougram''. While the Roundfacer and Bigfoot were depicted as being similar in size and capabilities to the title mech, the Griffin's default loadout is that of a LongRangeFighter to differentiate it from Dougram's counterpart, the Shadow Hawk, which is ''Battletech'''s quintessential JackOfAllStats. The Bigfoot, meanwhile, is re-imagined as the gigantic Battlemaster, which is two weight classes larger.
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* DivergentCharacterEvolution: There are at least five different mechs based on the [[Anime/SuperdimensionFortressMacross VF-1]], all of which have undergone considerable alterations from each other, even before the designs had to be changed for legal reasons.
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* ArchEnemy: Dozens of cases here. If two factions have shared a border for any length of time they probably hate each other.

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* ArchEnemy: Dozens of cases here. If two or even three factions have shared a border for any length of time they probably hate each other.
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** As of "Decision on Pandora", Grayson Death Carlyle's ''Marauder'' has officially become one, as Ronan was gifted his great-grandfather's 'mech by his parents. Ronan starts using it in his capacity as the leader of the newly-reconstituted Gray Death Legion. He is well aware of the history inherent in the machine, and the first time the [=PPCs=] are fired in combat is treated both in story and in the narration as a moment of awesome.
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* DifficultButAwesome: Land-Air Mechs (or [=LAMs=]) tend to have some painful tradeoffs in durability and loadout flexibility due to the structural needs of their transforming capabilities, and usually have less armor or firepower than other battlemechs of equal tonnage. Using [=LAMs=] effectively requires you to keep them out of anything resembling a fair fight, make allowances for regular refuelling, and ideally requires a very large theater of operations that they can stretch their wings and fly for. However, if you apply them well, they become an absolute menace on a strategic level, as they can quickly lift off and break away from unfavorable fights and constantly reposition on the battlefield to menace exposed artillery, unguarded flanks, or supply lines, constantly picking away at enemy weakspots with hit-and-run raids that force the enemy to commit more defenses to their backlines and away from the front, slowing them down and weakening their combat positions.
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* ExplosiveOverclocking:
** The Myomer Accelerator Aignal Circuitry (MASC for short), which will allow a 'Mech equipped with it to run faster than it normally could at a risk of suffering critical leg hits that goes up the longer it is used. The Supercharger works similarly (and can stack its effects with that of the MASC), but risks damaging the engine instead. And of course, [=BattleMechs=] not generously supplied with 'heat sinks' risk building up [[OverHeating significant internal heat levels]] from simply moving about and using their weapons too often, which progressively impedes their performance and can in extreme cases lead to automatic emergency shutdowns, ammunition explosions, or microfusion core meltdowns. Triple Strength Myomers work as a LimitBreak, as their increased strength only applies when the battlemech is nearing dangerous levels of heat; one lucky [[KillItWithFire Inferno missile]] could send the heat spiraling out of control, resulting in a shutdown or internal ammo explosion (a Very Bad Thing).
** There's also an optional rule that allows a player to overcharge a [[EnergyWeapon PPC]]. This gives them extra damage but instantly ruins the weapon, possibly causing it to explode as well. In the same vein, standard and light [=PPCs=] come with built-in field inhibitors that prevent feedback from the weapon, but impose a minimum range on the weapon. Disabling it ignores the to-hit modifier for minimum range, but brings the risk of feedback and weapon destruction if the target is too far away.
** Also, quick-charging a Kearny-Fuchida drive. (This is seen more usually in [[Franchise/BattleTechExpandedUniverse the fiction]], but the game has suitably advanced-level rules for the situation if it ever should come up in play.) Normally a [=JumpShip=] will leisurely unfurl a high-tech solar sail and use the energy from that to recharge its drive core over the course of a week or so, but in a pinch and with enough fuel it's theoretically possible to use its fusion power plant to do the job much faster. The reason this is generally considered a DangerousForbiddenTechnique is that said core is both incredibly sensitive and ''huge'' (most [=JumpShips=] are just a small bit of "extra starship" wrapped around theirs, in fact), so pushing its limits can cause anything from initially unnoticeable defects that will come back to bite the ship sometime in the future to more immediate charge loss and even fatal misjumps from which the ship fails to emerge in one piece or even at all.
*** The Lithium-Fusion Battery allows a second jump safely by storing another charge. However, it has its own variant; with both charges dumped in, a few minor tweaks to the drive allow a Jump of up to 900 light years instead of 30. The problem is, not only are the fatal malfunctions more likely, both the drive and the battery are only good for scrap afterwards.
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** Conventional infantry platoons are filled with {{One Hit Point Wonder}}s, each point of damage kills one trooper (some weapons may be more or less efficient at this). The more soldiers are in the platoon, the more hits it can acheive and thus the more damage it can do, but the whole platoon is not destroyed until the very last soldier dies.

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** Conventional infantry platoons are filled with {{One Hit Point Wonder}}s, each point of damage kills one trooper (some weapons may be more or less efficient at this). The more soldiers are in the platoon, the more hits it can acheive achieve and thus the more damage it can do, but the whole platoon is not destroyed until the very last soldier dies.
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dewicking disambiguation page


** Many of the more iconic 'Mechs are ridiculously impractical. For example, the Mad-Cat/Timberwolf (the one with two beam arms and big missile launcher shoulders - currently the page image) is, pound for pound, one of the absolute best Heavy 'Mechs that you can get, with an [=OmniMech=] design that makes it versatile, an array of weapons that makes it deadly at any potential range (in its default configuration), and a price tag that makes it completely ridiculous to afford. The Timberwolf has a cost of 24 million C-Bills. An Atlas (the ''other'' iconic Mech, with a skull-like face design) has a cost of a little over 9.5 million C-Bills, and is almost as powerful as a Timberwolf (sacrificing some versatility for firepower). Meaning you can buy two Atlas 'Mechs for the price of one Timberwolf. This is emblematic of Clan 'Mechs. Of course, being the Clans, their 'Mechs and technology are not typically for sale on the open market. . . until the mid-late [=3060s=], when [[ProudMerchantRace Clan Diamond Shark]] [[JustForPun smells money in the water]][[note]]Though the Diamond Sharks had to step pretty lightly to avoid the other Clans taking umbrage at the selling of cutting-edge Clan military technology to what was still more-or-less the enemy[[/note]].

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** Many of the more iconic 'Mechs are ridiculously impractical. For example, the Mad-Cat/Timberwolf (the one with two beam arms and big missile launcher shoulders - currently the page image) is, pound for pound, one of the absolute best Heavy 'Mechs that you can get, with an [=OmniMech=] design that makes it versatile, an array of weapons that makes it deadly at any potential range (in its default configuration), and a price tag that makes it completely ridiculous to afford. The Timberwolf has a cost of 24 million C-Bills. An Atlas (the ''other'' iconic Mech, with a skull-like face design) has a cost of a little over 9.5 million C-Bills, and is almost as powerful as a Timberwolf (sacrificing some versatility for firepower). Meaning you can buy two Atlas 'Mechs for the price of one Timberwolf. This is emblematic of Clan 'Mechs. Of course, being the Clans, their 'Mechs and technology are not typically for sale on the open market. . . until the mid-late [=3060s=], when [[ProudMerchantRace Clan Diamond Shark]] [[JustForPun smells money in the water]][[note]]Though water[[note]]Though the Diamond Sharks had to step pretty lightly to avoid the other Clans taking umbrage at the selling of cutting-edge Clan military technology to what was still more-or-less the enemy[[/note]].
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* FasterThanLightTravel: Of the "Jump" variety, using a Kearny-Fuchida (K-F) Drive. Ships that do this are called [=JumpShips=]. [=BattleTech=] has one of the ''slowest'' [=FTL=] systems in Science Fiction. 30 light years at a jump, but then around a week to recharge. it would take about 9 months for one ship to travel from one end of the Inner Sphere to the other.

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* FasterThanLightTravel: Of the "Jump" variety, using a Kearny-Fuchida (K-F) Drive. Ships that do this are called [=JumpShips=]. [=BattleTech=] has one of the ''slowest'' [=FTL=] systems in Science Fiction. 30 light years at a jump, but then around a week to recharge. it would take about 9 months for one ship to travel from one end of the Inner Sphere to the other. Though as [[https://bg.battletech.com/forums/index.php/topic,82455.0.html this thread]] notes, ''[=BattleTech=]'' actually compares pretty favorably to ''Franchise/StarTrek''. A K-F drive takes a week to recharge, but covers up to 30 lightyears in an instant when it has a full charge. A ''Star Trek'' ship at warp 6 covers 2.4 light-years per day, meaning it takes 12.5 days to cross 30 light-years, which [=JumpShips=] can do an average of once a week. Recharging times vary greatly based on the stars your traveling to, so actual numbers might vary.
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* FounderOfTheKingdom: Nicholas Kerensky, the creator of the Clan's social and governmental structure, is revered by all Clanners as "The Founder". His famous father, Aleksandr Kerensky, is even move revered and remmebered as "The Great Father" of the Clans. His remains were preserved aboard his old flagship, the SLS ''[=McKenna's=] Pride'' orbiting the Clan capital world Strana Mechty as a monument to the Exodus (at least until the Wars of Reaving).

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* FounderOfTheKingdom: Nicholas Kerensky, the creator of the Clan's social and governmental structure, is revered by all Clanners as "The Founder". His famous father, Aleksandr Kerensky, is even move more revered and remmebered remembered as "The Great Father" of the Clans. His remains were preserved aboard his old flagship, the SLS ''[=McKenna's=] Pride'' orbiting the Clan capital world Strana Mechty as a monument to the Exodus (at least until the Wars of Reaving).
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** Any weapon that gets over ten damage starts to stray into this territory, due to being being exceptionally heavy, taking up several critical clots, extremely high heat, extremely low ammo-per-ton, or a combination of the above. The Clan ERPPC weighs only six tons, takes only two critical slots, and does fifteen damage. . . for the price of fifteen heat (for reference, if a 'Mech's heat reachs 30, it's automatic shutdown)[[note]]You'll need eight double heat sinks to absorb this heat, so the ''actual'' weight of an ERPPC plus what it needs to be used effectively is ''fourteen'' tons and ''eighteen'' critical slots[[/note]]. Comparatively, a Clan Ultra [=Autocannon/20=] does 20 damage for 7 heat (40 for 14 if you rapid-fire it and risk it jamming and becoming useless for the rest of the game), weighs ''twelve'' tons, takes ''eight'' crit slots, and gets only 5 shots per ton of ammo (and has not quite half the range of the ERPPC). [=LRM-15=], [=LRM-20=], and [=SRM-6=] launchers are comparatively forgiving in terms of weight, heat, slots, and ammo. . . but there's no guarantee every missile fired will hit, and thus that you'll get the weapon's full damage potential every time you fire it.

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** Any weapon that gets over ten damage starts to stray into this territory, due to being being exceptionally heavy, taking up several critical clots, slots, extremely high heat, extremely low ammo-per-ton, or a combination of the above. The Clan ERPPC weighs only six tons, takes only two critical slots, and does fifteen damage. . . for the price of fifteen heat (for reference, if a 'Mech's heat reachs 30, it's automatic shutdown)[[note]]You'll need eight double heat sinks to absorb this heat, so the ''actual'' weight of an ERPPC plus what it needs to be used effectively is ''fourteen'' tons and ''eighteen'' critical slots[[/note]]. Comparatively, a Clan Ultra [=Autocannon/20=] does 20 damage for 7 heat (40 for 14 if you rapid-fire it and risk it jamming and becoming useless for the rest of the game), weighs ''twelve'' tons, takes ''eight'' crit slots, and gets only 5 shots per ton of ammo (and has not quite half the range of the ERPPC). [=LRM-15=], [=LRM-20=], and [=SRM-6=] launchers are comparatively forgiving in terms of weight, heat, slots, and ammo. . . but there's no guarantee every missile fired will hit, and thus that you'll get the weapon's full damage potential every time you fire it.

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* TheFederation: The Federated Suns, and Lyran Commonwealth. However, while both are largely free societies, both are ruled by autocrats. The Federated Suns has a partially democratic congress, however. The Lyran Commonwealth also has a parliament with some power. Both states do have democratic governments at the planetary and local levels as well, for the most part.

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* TheFederation: TheFederation:
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The Federated Suns, and Lyran Commonwealth. However, while both are largely free societies, both are ruled by autocrats. The Federated Suns has a partially democratic congress, however. The Lyran Commonwealth also has a parliament with some power. Both states do have democratic governments at the planetary and local levels as well, for the most part.



* FictionalGenevaConventions: The [[http://www.sarna.net/wiki/Ares_Conventions Ares Conventions]], and its spiritual successor the Honours of War, are perhaps the most exhaustive examples ever written. The former cleaves close to this trope in being intended for humanitarian purposes, the latter are more a case of pragmatism in the face of total societial collapse and boil down to "don't break [[LostTechnology shit that's hard to replace]]." This obviously means damaging the remaining faster-than-light Jumpships gets ''everyone'' pissed at you, but pretty much any piece of technology more advanced than a microwave oven can be ransomed -- along with the guy who owns it; at any time during a battle, a Mechwarrior can offer to yield with the full expectation of his opponents ransoming him and his Battlemech to his faction, and can usually expect the offer to be accepted. Same with space fighters and dropships; no-one wants to wreck operational technology. It also protects spaceports, industrial areas and power plants. The Conventions are known and acknowledged even at the civilian level because civilian populations and agricultural areas are implied to be part and parcel of those sites as they're the local source of trained workers to ''run and maintain'' them -- especially because a lot of the expertise is passed down through families. This means that most [=WMDs=] are also banned, because biosphere damage that kills too much of a planet's population is likely to demolish all technological civilization on the planet, rendering it all but worthless unless someone brings in megatons of hardware and people to rebuild it from scratch. However, the resulting AdventureFriendlyWorld clearly demonstrates the HardTruthAesop at the trope's heart; the Conventions ''legalized'' warfare, and made it so simple and cheap that nations waged war for resources and territory almost ''constantly.''

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* FictionalGenevaConventions: FictionalGenevaConventions:
**
The [[http://www.sarna.net/wiki/Ares_Conventions Ares Conventions]], and its spiritual successor the Honours of War, are perhaps the most exhaustive examples ever written. The former cleaves close to this trope in being intended for humanitarian purposes, the latter are more a case of pragmatism in the face of total societial collapse and boil down to "don't break [[LostTechnology shit that's hard to replace]]." This obviously means damaging the remaining faster-than-light Jumpships gets ''everyone'' pissed at you, but pretty much any piece of technology more advanced than a microwave oven can be ransomed -- along with the guy who owns it; at any time during a battle, a Mechwarrior can offer to yield with the full expectation of his opponents ransoming him and his Battlemech to his faction, and can usually expect the offer to be accepted. Same with space fighters and dropships; no-one wants to wreck operational technology. It also protects spaceports, industrial areas and power plants. The Conventions are known and acknowledged even at the civilian level because civilian populations and agricultural areas are implied to be part and parcel of those sites as they're the local source of trained workers to ''run and maintain'' them -- especially because a lot of the expertise is passed down through families. This means that most [=WMDs=] are also banned, because biosphere damage that kills too much of a planet's population is likely to demolish all technological civilization on the planet, rendering it all but worthless unless someone brings in megatons of hardware and people to rebuild it from scratch. However, the resulting AdventureFriendlyWorld clearly demonstrates the HardTruthAesop at the trope's heart; the Conventions ''legalized'' warfare, and made it so simple and cheap that nations waged war for resources and territory almost ''constantly.''



* {{Foreshadowing}}: The [[PrivateMilitaryContractors Wolf's Dragoons]] sourcebook openly speculates that the mercenary unit is actually a scouting party for the return of Alexander Kerensky's Star League Defense Forces.

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* {{Foreshadowing}}: {{Foreshadowing}}:
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The [[PrivateMilitaryContractors Wolf's Dragoons]] sourcebook openly speculates that the mercenary unit is actually a scouting party for the return of Alexander Kerensky's Star League Defense Forces.



* FreeLoveFuture: The Magistracy of Canopus has legalized prostitution (and sex tourism is a substantial part of their tourism and entertainment industry, which basically sustains their entire economy) and is pretty liberal when it comes to sex of any sort.

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* FreeLoveFuture: FrankenVehicle: "[=FrankenMechs=]" are [=BattleMechs=] that have been jury-rigged from the parts of two or more 'Mechs. They became somewhat common during the Succession Wars due to supply problems and the destruction of factories. Some even ended up becoming standardized and marketed as new models such as the Merlin and Cataphract.
* FreeLoveFuture:
**
The Magistracy of Canopus has legalized prostitution (and sex tourism is a substantial part of their tourism and entertainment industry, which basically sustains their entire economy) and is pretty liberal when it comes to sex of any sort.

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