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News for 08/06/2010

MECHWARRIOR 5 (Re-Boot) On the Horizon

It Appears that MechWarrior 5 is getting Closer to it's much anticipated release.

(We call it Re-Boot..because the Story Time-Line is moving back to near the Beginning of 3015 which was during the Third Succession War and where the original MW game came in to play)

Mechwarrior 4 Re-Released (Updated) for FREE


Released to the Public Free as a Appetizer while waiting for the release of MechWarrior 5.

MechWarrior 4 Mercenaries Free Re-Lease:

MechWarrior 4 FREE Release is MechWarrior 4 Mercenaries, with all the Mech4 series Content including MechWarriors 4 Vengence and Blacknight Content. The New Compiled Version is Completely free. This version requires MEKTEK.NET's MTX User Interface to install and update. The Entire program is Downloadable through the MTX Program, including auto updates. Original Versions of the game already installed will not always update or be seen by the interface , so a new full online install is recommended. The Game Plays well on Windows 7 and provides many more maps and details than were available with any one offering of the game previously. The MTX User Interface allows for Community Chat and Setting up online matches. The MYX Interface is currently clunky at best and still under development by usable. Good thing you Don't need the Interface to play the game..which runs great "out of the box" on Windows 7. also proivides limited Tech support and patches for previous games to run on Windows XP, Vista, and Windows 7, like Netmech for DOS and MechWarrior 2 and 3.

You can get more information on MechWarrior 4 Free Release, Downloads and patches from:

About MechWarrior

  • About The PC/Console MechWarrior Game Series
  • About The BattleTech Universe
  • About the Creators of The Franchise



This FREE Mod for Crysis has been reluctantly given permission from Microsoft to be released to the General Public. The Developers of this Mod are in no way Directly Connected to any of the Copyright Holders for Battletech, MechWarrior, or Their Respective interests and Franchises.

Developer(s) Wandering Samurai Studios
License Freeware
Engine CryEngine 2
Version Beta 0.3.2
Platform(s) Microsoft Windows
Release date(s) June 12, 2010
Genre(s) Vehicular combat
Game Modification
Mode(s) Multiplayer (only)
Rating(s) N/A
Media : Online

System requirements:

Intel Pentium 4 (2.8GHZ for XP ; 3.0GHZ for Vista);
1 GB RAM for XP ; 1.5 GB RAM for Vista;
DirectX 9.0c;

Full version of Crysis (The final version will require the full version of Crysis Warhead)
Input methods Keyboard, mouse, and Joystick (optional)

MECHWARRIOR : Living Legends:
Mechwarrior: Living Legends is a fan-created multiplayer mod, based in the Battletech universe, and using CryEngine 2 as its engine. It is one of the few mods to have been sanctioned by Microsoft. On December the 26th, an open beta was released via BitTorrent.

Mechwarrior: Living Legends is based in the Battletech universe and began as a mod for Quake Wars. However, for a number of reasons, the team decided to switch to Crysis and continue development on the CryEngine 2. Not long after the switch, German Crysis developer Crytek announced that the team would be one of only four to receive the Crysis Software Development Kit (SDK) in advance. The mod team has said that the final version of Mechwarrior: Living Legends will support Crysis Warhead.

Official website:
ModBD page:

Assault 1 :Battletech

Assault 1 : Battletech is an attempt by to create a streamlined online Battle match game based on the original Mechwarrior Games that can run on WindowsXP,Vista, and win7, and other platforms.

More information can be found at:">

MechWarrior Patches and Mods

Technical Support, patches and Maps for netMech (DOS), MechWarrior 2, 3, and 4 are available in the forums on's website at

MekTek has always been a premeire source for Map Paks for MechWarrior Releases.

Microsoft's Gaming Site has limited information on patches available for later releases of the MechWarrior series before they disolved Fasa Interactive, Inc's developement team on the Mech Series.The pages are still up, but that is more likely because they just have not cleaned house lately, or are trying to divert attention away from the comparably small amount of titles available from Microsoft for the PC. After launching the X-Box Console Microsoft basically dumped all pc Game title developement in an effort to Polarize the industry towards sales of thier console game systems

Microsoft Game Studios

Net BattleTech(nbt) and Net Battletech - Hard Core (nbt-hc)
Has a long history in supporting onine mechwarrior matchmaking and gaming. Together with MekTek they provide map paks and support for the MechWarrior Public.

NBT was primary in the growth and sustaining the MECHWARRIOR following by providing an impressive array of Online support, Matchmaking Servers, and Strict Control of Matches ("Drops") and Game Environment in line with the Storyline, History, and Honor system developed by BattleTech and it's associated Published Boooks and Docuamtnation. Net BattleTech fame and growth started after Mechwarrior 3 was released with a tcpip networking component allowing direct network connections, in game over the internet, making Jay Cotton's Kali tcip protocol linking from an spx based Novell/Lantastic LAN system somewhat obsolete.

NetBattletech Links:
NetBattleTech League
NetBattleTech Hardcore (nbt-hc)
NetBattleTech Classic
NetBattleTech Solaris
NetBattleTech HPG Uplink

Technical Resources
Phoenix Creation - Host company for the NBT-HardCore website and database.
GigAve - Provides hosting and servers for the NBT-Servers.
Unit Roster Automation - Roster Integration System and SOAP interface (BassPlayer)
MekTek - Unofficial MekDev Team. Provides expansions and maps to MW4:Mercs.
FASA Studios - Official Developer of MW4:Mercs.
Microsoft - Official Publisher of MW4:Mercs

(1995) MECHNET! , Jay Cotton, and the Kali Network:
Worth Mentioning: When games first became interactive between computers they relied on the only lan network stack available which at the time was SPX. SPX was the orginal Novell or Lantastic Networking protocol in the late 80's and very early 90's. Windows at that time did not have any internal networking support at all, and most people did not have any high speed access to the internet. You could dial a friend if you both had Lantastic spx installed and play games like Doom or Wolfenstien, but playing more than 2 people was limited to Bulletin boards that had some version of a game connector that linked phones lines together like the old (Dos) Major BBS Gallacticom system running the Game Connection addon. Up to 8 players could connect in this way, definately not multi-player. Sometime in the early 90's Microsoft, BLizzard and others created online gaming networks that required a monthly fee to play your game. with the advent of tcpip they started producing games that could only be played on the internet using their service. In retalliation a fine young programmer in Georgia created a server interface and user program that did not require a monthly fee, but was supported by hometown ISP's and a one time $20 fee for the user to support developement. The KALI server network was born. Kali imeadiately became the premeire and more desired choice for users to connect ALL their networkable games together on one large matchmaking game interface without regard to which publisher produced the game itself. Kali supports over 400 games and launches you into a match in the game without loading screens or splash screens. In the late 90's Jay Cotton sold and the Kali intellectual property to a third party. The third party's interest diverted the original purpose of the in attempt to use it to make money. This ultimately failed in Bankruptcy, and after a few years Mr. Jay Cotton was able to re-aquire Kali/net through the Courts. The fee free Kali Network continues even today But mainly supports the older favorites as Companies such as Sony and Blizzard now create games that use proprietory connection schemes that can only use their service. Microsoft Game Studios is pretty much Dormant for PC based applications and puts more effort in their X-Box connect propreitory network. MECHNET! (this web-site's host) started it's beginnings as a registered KALI server specifically hosting players of Fasa's MechWarrior 2 NETMECH (Dos) for internet play. MECHNET! aquired the Domain and to host the server on it's T-1 internet connection provided by the Dialup ISP that owned it. MECHNET! Kali server and the website was host to a large faction in the online Mechwarrior NETMECH kali player base called FREE WORLDS LEAGUE. MECHNET! Kali would generally see around 400 players "Drop" into battle on thier server any given night and was known as one of the fastest and more reliable Kali servers to play on. As in all things the Free Worlds League changed leadership, direction , and servers. This was about the same time KAli was sold to a third party and basically died.
Eventually MECHNET! grew into a Gaming Center and became MECHNET GaMING NETWORK,Inc. , Supporting many game titles. After Fasa Interactive was disbanded by Microsoft and the Mechwarrior Genre started to die off, the Game Center MECHNET! was changed to HEROESGAMING to better describe what they are. (More and more, younger people had never heard of MECHWARRIOR and could not relate to the game center name.). Though the Kali server is no longer in use, MECHNET! and it's domains still awaiting the re-birth of the Genre.

About the MECHWARRIOR Series

MechWarrior is the title of a series of computer and video games set in the fictional universe of BattleTech


1 Games
2 Gameplay
3 Graphics
4 In-universe timeline
5 Live-action film
6 See also
7 External links

In these games, players (Mech Warriors) take control of a single BattleMech and combat other BattleMechs, tanks, infantry, and more, from within the cockpit of their machine. A third-person alternate view is available in Mechwarrior versions 2, 3 and 4. Both MechWarrior 2 and MechWarrior 3 were Origins Award winners, taking Best Fantasy or Science Fiction Computer Game 1995 and Best Action Computer Game 1999 respectively.

The game play of MechWarrior is slightly different from titles such as Armored Core in that you do not have the option to change out pieces of a mech. Instead, you choose a classification of mech to equip, and are then given the option to change out weapons and armor as you would in a first person shooter. You then have the option to equip your weapon choices to one of six "groups". It is these weapons groups that are used during game play. Individual weapons can be fired independent of a group, however, this requires the use of a menu.

In the past, Mechwarrior games have had high resolution graphics for it's time, particularly Mechwarrior 2. All Mechwarrior Games have been at the cutting edge at the time of release, however newest ones (2001) do not have particularly high graphics for 2010 standards. There have been several modifications to the game (NBT-HardCore, NetMech IV, HDP pack and the Mektek Mekpaks) which, in addition to adding many new mechs and weapons, greatly increase the graphic detail of the game.

(Note that MechWarrior 5 has not been released at the time of this writting) The only exception to this is Mechwarrior Living Legends which is a modification of Crysis set in the Battletech/Mechwarrior universe. This does have cutting-edge graphics.

In-universe timeline
MechWarrior/MechWarrior5 (reboot) takes place at the end of the Third Succession War.

MechWarrior 2, Ghost Bear's Legacy, and Mercenaries deal with the events soon before, during, and soon after the Clan Invasion of the Inner Sphere.

MechWarrior 3 and Mech Commander are concerned with different parts of "Operation Bulldog", the combined Inner Sphere counterattack against the Clans, targeted at the Smoke Jaguars.

MechWarrior 4, its expansions, and Mech Commander 2 deal with the Federated Commonwealth Civil War.

See our Timeline Link for more about the BattleTech Timeline.

Live-action film
Electric Entertainment, a Hollywood production company founded by Dean Devlin, currently holds the option to produce a feature film based on the MechWarrior universe. In 2003, Devlin approached Paramount to pitch the project but failed to receive funding. The project is currently in development hell.

See also:
MechWarrior Living Legends

External links
Evolution of the MechWarrior Games :
Virtual World Entertainment :
Netbattletech hardcore :

The BattleTech Timeline

The following is an abridged history of events in the fictional universe of BattleTech. Originally conceived in the early 1980s as a backstory for the franchise's tabletop wargame, it has been expanded considerably by material in numerous sourcebooks and other game-related publications, as well as a series of more than 100 novels, an animated television series, and various other authorized sources.


1 Overview
2 Early history
3 Era of colonization
4 The Age of War
5 The formation of the Star League
6 The Amaris Coup
7 The Exodus
8 The Succession Wars
8.1 The First Succession War
8.2 The Second Succession War
8.3 The Third Succession War
8.4 The Fourth Succession War
9 Andurien War of Secession
10 The Ronin War
11 The War of 3039
12 The Clan Invasion
13 Joshua Reprisals
14 Refusal War
15 Star League Reborn
15.1 Operation Bulldog
15.2 Operation Serpent
16 Capellan-St. Ives War
17 FedCom Civil War
18 Word of Blake Jihad
19 Era of Devlin Stone
20 Dark Age
21 The Major players
21.1 The Star League
21.2 ComStar/Word of Blake
21.3 The Successor States
21.4 The Periphery States <>br> 21.5 The Clans

The fictional events of the BattleTech universe constitute a future history that describes the course of humanity from modern times until the mid 32nd century. It can also be considered an alternate history distinct from our own, since its point of divergence from the real world occurs in the past; this is not the focus of the series, though, and is more the result of real-world history overtaking the early years of the BattleTech timeline.

Given its central theme of military conflict, the events of the BattleTech universe can be classed as a military history, albeit a fictional one. Incessant wars are the backdrop of most BattleTech stories and historical happenings, the majority of which concern individuals in the military rather than civilian sectors. Equally important to BattleTech history are politics and technology.

Early history:
The earliest events distinct to the BattleTech universe occur after the end of the Cold War and the collapse of the Soviet Union. The United States, Europe and Japan announced in 1994 their intention to jointly construct an orbiting industrial facility named Crippen Station, which was successfully launched eleven years later. A 1997 coup d'état by hard-line communists restored a militant, Soviet-style government in Russia and sparked a "Second Cold War" with NATO that lasted until the start of peaceful reforms under premier Oleg Tikonov in 2005. The republic crumbled in 2011, igniting a civil war that drew in NATO and saw the successful use of the Western Orbital Defense Network (WODeN), successor to the earlier SDI, to intercept a preemptive Russian missile attack against western targets. The war ended with a Western Alliance victory in 2014.

Beginning with the establishment of the Alliance Space Command in 2016, humanity began moving out into the solar system. The first lunar settlement was established in December 2016, and the first manned mission to Mars launched the following year. The advent of fusion power in 2020 led to the first fusion-powered interplanetary spacecraft, the AS Columbia, which launched from Crippen Station on October 12, 2027. Colonies were soon established on Mars and the Moon, and automated probes launched to neighboring star systems which returned evidence by 2050 of nearby habitable worlds.

By the beginning of the 22nd century the Western Alliance had grown to become the Terran Alliance, and despite discontent from some of its poorer constituents pursued an agenda of rapid technological development. Faster-than-light travel, the theories of which were first postulated by Thomas Kearny and Takayoshi Fuchida in the early 21st century, were realized on September 3, 2107 with the successful voyage of the first FTL spacecraft, the TAS Pathfinder, which made a 12-light year jump to the Tau Ceti star system.

Era of colonization:
Beginning with the establishment of the first extra-solar colony on New Earth (Tau Ceti IV) in 2116, a wave of colonization began that continued for centuries. By 2235, some 600 colonies had been established within 120 light years of Earth, but the difficulties maintaining authority over such far-flung worlds sparked the first rebellion against the Terran Alliance. Known as the "Outer Reaches Rebellion" and led by the colony world of Denebola, it precipitated the downfall of the Alliance Parliament's Expansionist Party and swept the Liberal Party into power. The Liberals announced that the Alliance would withdraw to a thirty light-year radius (or two-jump) sphere surrounding Earth, thus granting the outer colonies independence. Numerous small kingdoms rapidly formed, most of which quickly conquered or merged with their neighbors leaving a handful of larger nations.

Political corruption and instability, and the economic strain of supporting its colonies, eroded support for the Terran Alliance, and in 2314 it descended into civil war. The Alliance Global Militia under the direction of Navy Admiral James McKenna imposed an end to the conflict in 2315, dissolved the Parliament, and established in its place the Terran Hegemony, with McKenna elected as its first Director-General the following year. During McKenna's 23-year tenure the Hegemony sought to reassert its authority over the outer colonies, but though achieving some early successes the effort was ultimately a failure and galvanized resistance to the Hegemony; McKenna's successor, cousin Michael Cameron, concentrated on establishing more peaceful international relations.

One of Cameron's most lasting legacies was a system of aristocratic rule, originally based on individual achievement but later conferred by heredity, which he introduced in 2351. The ranks of nobility created by his Peer List led to the formation of numerous feudal ruling families and was the foundation of many of the Great Houses of later centuries.

The Age of War:
The fledgling nations that earlier had fought to resist Hegemony aggression began in the mid-24th century to turn against each other. A territorial dispute between the Capellan Confederation and the Free Worlds League in 2398 escalated into open hostilities (the First Andurien War), which in turn prompted "land grabs" and efforts at territorial expansion by the surrounding states. By the end of the century the "Age of War" had begun in earnest and violent combat raged between the forces of nearly all the major nations, including the Hegemony and states in the Periphery. The near-annihilation of the population of the Capellan world of Tintavel in 2412 exemplified the vicious excesses of the age, and led later that year to the adoption by all the major nations of the Ares Conventions. The conventions imposed strict prohibitions on how and where war could be waged and what constituted legitimate targets, discouraged orbital bombardment, and also outlawed the use of most nuclear and biological weapons. However, though intended to limit civilian casualties and prevent atrocities like those on Tintavel, the conventions also inadvertently institutionalized war as a means of settling disputes and ushered in an era of near-constant warfare.

Emerging from the new military restrictions set by the Ares Conventions, large robotic war machines known as BattleMechs were developed by the Terran Hegemony in 2439 and first used in combat against the Draconis Combine in 2443. Both powerful and intimidating, BattleMechs drew attention away from space combat and onto the ground, and remained the most high-profile military units throughout all subsequent of BattleTech history. The design secrets of the BattleMech were stolen during a raid by Lyran Commonwealth commandos on a Terran 'Mech factory and subsequently spread by trade and conquest to all the other Great Houses. With the major combatants exhausted, the Age of War wound down in the mid-26th century.

The formation of the Star League:
Near the ending of the Age of War, Ian Cameron led the formation of the Star League with help of the Free Worlds League and the Capellan Confederation. Then after the two supporting states, the future Star League gained the willing support of the Houses, Ian Cameron formed the Star League. The formation of the Star League in 2571 led almost immediately into The Reunification War. The attempt to force the periphery states into the League lasted for twenty long years. This fighting would impact the history of those realms for the next several hundred years.

The Amaris Coup:
In the mid 28th century the current First Lord of the Star League died suddenly and tragically in an accident; Richard Cameron, then still a boy and unready to rule, was thrust onto the throne. Commanding General Aleksandr Kerensky was appointed as regent of the Star League. The Star League Council, composed of the five Great House Lords, saw themselves as the true rulers of the Star League. Upon reaching maturity, the son of the deceased First Lord sent out edicts limiting the house armies, while also placing higher taxes on the Periphery states. This started the Border War, occupying much of the League forces with quelling civil unrest. Taking advantage of this unrest, Stefan Amaris (the leader of the Rim Worlds Republic) first became a personal friend of the First Lord, then Amaris killed all of the Cameron family—even the First Lord himself—and claimed the title. This was truly the beginning of the end for the Star League. The Amaris Coup touched off thirteen years of fighting as the Star League Defense Force fought its way from the Periphery to Terra. General Alexander Kerensky's effort to remove the usurper claimed nearly three quarters of the SLDF. Still suffering from recent battles and unable to hold back the Houses and the coming darkness, Kerensky began an exile of all willing troops to leave known space, thus leaving the way open for the Succession Wars.

The Exodus:
Following the defeat of the Amaris Coup, General Kerensky attempted to reestablish the Star League, but the council lords stripped him of his title of Protector of the Realm, both because they feared his power and they coveted the position as First Lord for themselves. The only thing the bickering council could agree upon was to charge Jerome Blake with restoring the HPG network that allowed the planets to communicate with their interstellar neighbors. Soon enough, each of the lords returned to their capitals and declared him or herself First Lord. They then began to wage war to see who was worthy of the position. Kerensky, seeing the battles between the Houses as only the beginning, left with approximately 80% of the Star League forces.

The Succession Wars:
The Terran Hegemony, ruled by House Cameron, was at the center of the Inner Sphere, ruling a rough sphere centered around Terra. Clockwise around that, there was House Kurita's Draconis Combine, House Davion's Federated Suns, House Liao's Capellan Confederation, House Marik's Free Worlds League, and House Steiner's Lyran Commonwealth. These nations may have remained fairly stable, but they were incessantly at each other's throats, seeking every advantage they could find on the fields of battle. The five of the great houses, excluding the Terran Hegemony, almost immediately embarked upon the greatest war in human history. Snatching up the rulerless planets formerly of the Terran Hegemony, and fighting each other for supremacy, the Inner Sphere devolved into the First Succession War. The fires of this war wreaked havoc on human civilization, and lowered the technology level of the Inner Sphere drastically with actions such as orbital bombardments, nuclear weapons, the destruction of JumpShips, factories, and killing scientists.

The First Succession War:
Being the most brutal of the Succession Wars, the 1st War did the most to send humanity hurtling backwards technologically. Eventually, the First Succession War ended in an exhausted stalemate after 35 years of war, only to resume in the Second Succession War less than a decade later. The most notable event of this war was the Kentares Massacre, in which Combine forces killed almost all of the denizens of the Federated Suns' planet Kentares IV. This action demoralized the Combine's bushido-minded warriors and galvanized the Federated Suns' war effort that enabled them to push the invading Combine back to the border.

The Second Succession War:
The Second Succession War lasted another 34 years, further destroying the now-irreplaceable base of Star League technology, and resumed in the Third War a mere two years later. The Second Succession War had no distinct events beyond being of such a long period of destruction, almost making it unnoteworthy.

The Third Succession War:
The Third War lasted for over 150 more years, on and off. Because the Successor States no longer had the knowledge to produce or repair high-tech equipment that allowed them to communicate with and travel amongst the stars, the total war of the first two Succession Wars ended in an unspoken agreement that approximated a return to the Ares Conventions. No longer were JumpShips, automated factories, or water-purification plants destroyed. Instead, they were fought over in set-piece engagements and the losers simply consoled themselves with the hope that they would re-take the planet later. Moreover, large offensives were no longer the order of the day. The Successor States' militaries were depleted in every sense, so they switched to a pattern that was closer to raids than assaults. With whole generations being raised, fighting, and dying during this era, constant warfare became the norm and true peace seemed a dream.

By the end of the Third War in 3025, any remaining vestiges of the Star League in the Inner Sphere were dust on the winds of history. By the end of the war, most nations were essentially being ruled by a modern version of the feudal system of government, with thrones inherited and passed down generation to generation.

The latter days of the Third Succession War was the first setting in which players played BattleTech.

The Fourth Succession War:
In 3022, the Lyran Archon, Katrina Steiner, sent out a proposal for peace and alliance to the other Houses, who until then had been fighting on all fronts for essentially the entirety of their post-Star League history. Three of the Houses (Kurita, Liao, Marik) reacted suspiciously, but the First Prince of the Federated Suns, Hanse Davion, responded favorably and the two sides eventually agreed to an alliance. Within a few years, the terms had been set - Hanse would marry Katrina's daughter Melissa, and their two nations would merge into the Federated Commonwealth when one of Hanse and Melissa's children took the throne - until then, they would merely be allies. After this alliance was announced, ComStar brokered the Concord of Kapteyn, a shaky alliance between the three other Successor States.

In 3028, all five Successor Lords met on Terra, for the first time since the fall of the Star League, at the marriage of Hanse and Melissa. However, they were in for a surprise. At the reception, while the bride and groom were exchanging gifts, Hanse gave his immortal line "My dear... I give you the Capellan Confederation!", stupefying the head of the Confederation, Maximilian Liao, who was one of the Successor Lords present. Thus began the Fourth Succession War. FedSuns units began to systematically dismantle the Capellan Confederation, as Lyran forces and a few elite mercenary regiments held off the other two prongs of the Marik-Kurita-Liao alliance that had been formed in the wake of the announced Steiner-Davion marriage. However, ComStar, alarmed at the course of events, faked a FedSuns attack on one of its HPGs, and placed the FedSuns under Interdiction, cutting off all communications services. At this point, the attack began to falter, as long-range communications and attack coordination became nearly impossible, although the Capellans were still unable to force back the FedSuns. After a few more months of war, the two sides agreed to an uneasy truce, and the Interdiction was lifted.

With the end of the Fourth Succession War a long stream of short but violent wars sprang up across the Inner Sphere due to public outcry, opportunistic leaders, and even the want of freedom from oppression. There would be no major fighting until the later invasion by the Clans.

During this time period a momentous discovery had been made. The mercenary unit Gray Death Legion discovered a functional Star League-era memory core on the planet Helm in the Free Worlds League in 3028. The Grey Death Legion made the unheard of gesture of freely and openly giving a copy of the memory core to all the great houses instead of keeping it to themselves. This trigged a technological renaissance. After a few decades, Star League weaponry and systems started to become available again, and 'Mech technology eventually advanced back to near the point it had been three hundred years earlier. And it was just in time. The rediscovered technology gave the FedSuns-Lyran alliance, with their technological and numerical advantage, supremacy over the other Successor States.

In the real world, FASA decided to skip ahead in the plot from 3030 to 3050 in order to allow for the technological renaissance to take hold. This allowed them to fulfill their goal of sparking an in-universe arms race that allowed them to introduce new equipment into the tabletop war game.

Andurien War of Secession:
Following the FWL Civil War, the Duchy of Andurien, in alliance with the Magistracy of Canopus, seceded from the Free Worlds League and proceeded to attack the "weakened" Capellan Confederation. Following several massive defeats, the war was reversed by a remarkable display of the will to survive, and the Capellans retook most of their fallen worlds. After this reversal, the Canopians pulled out and with the war the Duchy was fighting against the Free Worlds League taxing Duchy forces to their limit, the Confederation used their Warrior Houses to return the border to pre-war lines.

The Free Worlds League underwent many changes as Captain-General Janos Marik and his heir Duggan were assassinated by their cousin Duncan Marik. Duncan prosecuted the war to reclaim Andurien somewhat successfully, but he alienated many members of Parliament in doing so. The dissatisfaction was manifested when Janos' son Thomas (who was presumed dead in the same blast that killed his father) reappeared and many MPs wanted to replace Duncan with him. Duncan died in an assault on a fortified Andurien position, which cleared the way for Thomas to take over. He used the shock of his reappearance and his relative popularity to get many laws passed that centralized power in the Captain-General in a way that it never had been before. Thomas was soon able to return the rebellious Duchy to League authority, though it would be decades before he allowed them to regain any autonomous authority.

The Ronin War:
The Rasalhague Military District became home to a secession movement from the moment that the Rasalhague Principality was conquered by the Draconis Combine. The Lyran Commonwealth used this Mimir organization to its advantage during the Fourth Succession War, but failed in granting the Rasalhagians their independence. The Combine, under the leadership of Gunji-no-Kanrei (Deputy for Military Affairs) Theodore Kurita, granted the Rasalhagians their independence. This had three advantages for the Combine. First this would force the Lyrans into granting the Rasalhague worlds their independence that they had conquered, since it was that same promise that the Lyrans used to get the Rasalhagians on their side. Thus, they must give away all of their territorial gains of the Fourth Succession War. Secondly creating a peaceful buffer state with the nascent Federated Commonwealth that covered approximately three-fourths of the Combine border. Finally, because ComStar preferred weak and divided nations as they can be easily manipulated, ComStar provided aid. With the aid being given to the Combine in rebuilding their military from the Fourth Succession War, ComStar provided them with advanced technology, in the form of Star League Technology to aid them in future wars.

Despite the myriad advantages, this move was seen as an unsatisfactory decision to many of the warriors of the Combine, including the warlord of the Combine's Rasalhague military district and a disaffected scion of the Kurita family. These warriors disobeyed orders and stayed in the newly created Free Rasalhague Republic to wage war against the former Combine planets almost immediately. The war got its name by the fact that the warriors disobeying the Coordinator were branded as "Ronin." The fighting was not just between the Combine, Rasalhague, and the Ronin. Even the commonwealth had problems with a rogue baron wishing not to give planets of the Commonwealth to another nation. In the end this short but fierce fight was the birth of the FRR, just like the invasion of the Clans would be its death.

This war also saw the new Rasalhagians nation forced to hire mercenaries to defend itself, since it had no armed forces of its own yet. The fledgling nation was unversed in contracting mercenaries, so many of the hired soldiers were able to use loopholes in their contracts to escape actual combat. This led to a negative sentiment toward mercenaries from Rasalhagians that ranged from mild contempt to undying hatred.[2]

The War of 3039:
The War of 3039 was the second war in which the LCAF and AFFS would ally. Delayed by bureaucracy and logistical problems, as well as the Skye Crisis, which allowed the Combine to prepare for the war. Many other factors also affected the war effort, such as the fact that the two nations had only a decade to work together and were not able to fully integrate yet. In addition, a cache of Star League-era 'Mechs was given to the DCMS by ComStar, and several elite regiments helped formed and trained by Wolf's Dragoons fought for the Combine forces. In the end, it was a feint by Theodore Kurita that led Hanse Davion to believe his military was stronger than it was that convinced Davion to cease his offensive.

Unlike in the Fourth Succession War, the two nations had some time to integrate their commands, but since only having a decade and a single war where both sides had fought and won together with little interaction would not help the allies in the upcoming war. Though the war, originally planned to happen in less than a few years, turned into a decade as military planners realized that attacking the Draconis Combine would require deception on such an unmanageable scale to conceal troop movements. Unlike the Capellans the Combine leader was not as paranoid of who was planning their certain demise and realized that the recently formed Federated Commonwealth could be the only true threat the Combine's future. Unbeknownst to ComStar and the Draconis Combine, during the Fourth Succession War a series of devices called Black Boxes, essential in defeating the communication interdiction against the Federated Commonwealth imposed by ComStar during the fourth war, were to be used by FedCom troops to coordinate troop movements but were not. This would have provided a tactical advantage to FedCom troops but was not utilized to their fullest potential as military strategists essentially ignored their usefulness and used the faster HyperPulse Generators owned by ComStar. This allowed ComStar to warn the DC military to the threat. Unfortunately during the war several of these devices were captured by DC forces and used against FedCom troops.

The Clan Invasion:
Main article: The Clan Invasion:
In August of 3049, the Inner Sphere began to hear of mysterious invaders using advanced technology, beyond that of even the Star League, in the reaches coreward of the Free Rasalhague Republic. Small periphery realms disappeared from contact and mercenary units were annihilated (including a detachment from the elite Kell Hounds). In March of 3050, the invaders struck at the Inner Sphere proper. The invaders, known as the Clans, cut a swathe through the Lyran half of the Federated Commonwealth and Draconis Combine and absolutely devastated the Free Rasalhague Republic. Using their technological superiority and impressive combat prowess, over a hundred planets fell in the first year. Four Clans rolled into the Inner Sphere that year. Clans Wolf, Jade Falcon, Smoke Jaguar, and Ghost Bear. While some counterattacks succeeded, they failed to stop their advance.

It took the suicide attack of Kapten Tyra Miraborg, a pilot in the Free Rasalhague Republic's KungsArme, to do what entire regiments had failed: stop the Clan advance. Her suicide attack with her Shilone AeroSpace Fighter hit the bridge of the Clan flagship, killing ilKhan Leo Showers instantly. Under Clan law, a new ilKhan could only be selected on the Clan homeworld of Strana Mechty, which was almost a year's travel time from the location of the Clan forces in the Inner Sphere. So, for more than a year, the Clans halted their invasion as their individual leaders returned to their home planets to regroup and select a new ilKhan, and then returned to continue with the invasion. This allowed the nations of the Inner Sphere some much-needed time to recuperate and plan for the expected resumption of the invasion, and it was time that they used to great effect. Aside from ending their conflicts and uniting against the threat, they also gained valuable insights into the nature of the Clans. The leader of Wolf's Dragoons revealed that his mercenary unit was, in fact, a reconnaissance mission sent by the Clan leaders, and explained the history of the Clans to the leaders of the Inner Sphere.

On the Dragoon's homeworld of Outreach, the leaders of the Inner Sphere (and their heirs) trained to work together against the Clan threat. When the invasion finally resumed under former Wolf Khan Ulric Kerensky, the forces of the Inner Sphere were much better prepared to combat them. Ulric activated two reserve Clans, the Steel Vipers and Nova Cats, though this was as much to cause strife within the Clan Occupation Zones as it was to aid the invasion by pairing them up with hated rivals, the Jade Falcons and the Smoke Jaguars.

The spirit of cooperation that had been forged on Outreach bore fruit when Prince Hanse Davion sent Wolf's Dragoons and the Kell Hounds to the Combine's capital, Luthien, upon hearing of an imminent assault upon the system. With the help of the FedCom mercenaries, the Combine was able to repulse the joint Jaguar-Nova Cat assault. Despite the limited victories the Inner Sphere forces were able to win, however, the true turning point in the war came when ComStar learned of the Clans' goal: Terra.

Terra, the cradle of civilization and only holding of ComStar, was the goal of each of the Clans. Whichever Clan captured Terra would become the ilClan, the supreme Clan. Until then, ComStar had been covertly aiding the Clans through their Precentor Martial, Anastasius Focht. It was only when Primus Myndo Waterly met with the ilKhan that she discovered their intentions. Since neither side wanted to damage the birthplace of humanity, they agreed to fight a proxy battle on the Rasalhagian world of Tukayyid. If the Clans won, then ComStar would grant them Terra and become the Clans' administrative arm in the Inner Sphere. If ComStar won, then no Clan could advance beyond Tukayyid for fifteen years.

For the battle, Ulric activated the third reserve, Clan Diamond Shark. Focht threw almost the entirety of the ComGuard at the Clans on Tukayyid. ComStar acted as the defender in the battle, and each Clan had to conquer two cities from the ComGuard forces to be successful. The battle started on May 1, 3052. Focht exploited a weakness in Clan strategy. The Clans favored quick battles between small forces, so the ComGuard dug in for a protracted campaign. At the same time, Primus Waterly initiated Operation Scorpion, which depended upon a complete, Sphere-wide communications blackout to force all the Inner Sphere leaders to bow to ComStar. Ultimately, Clan Wolf was the only clan to complete their objectives, though the Ghost Bears and Jade Falcons managed to take one of their objectives, forcing a draw. The Falcons reached a draw because their destruction of many ComGuard units by the Falcons Guard, the Ghost Bears by their taking of one of their objectives. Which meant that the ComGuard was victorious, though at a stupendous cost. Once the battle ended five days later and Focht learned of Waterly's duplicity, Focht assassinated her and placed a known (to him) Combine spy in her place. Thus, the Clan Invasion ended.

3052 saw other upheavals as Chancellor Romano Liao assassinated Justin Allard and then was in turn assassinated by his wife, her own sister, Candace, and Prince Hanse Davion died of a heart attack upon learning of the betrothal of Romano's heir Sun-Tzu to Thomas Marik's illegitimate daughter, Isis. Within ComStar, Focht and Primus Sharilar Mori's efforts to reform ComStar of its pseudo-religious trappings led to a backlash from Precentor Atreus Demona Aziz. Aziz led a splinter faction to the Free Worlds League known as the Word of Blake and received protection for Thomas Marik, who had been a member of the Order.

In 3055, Archon Melissa Steiner was assassinated by her daughter, though the blame was laid at the feet of her son Victor, who succeeded her and officially inaugurated the Federated Commonwealth as its first Archon-Prince.

Joshua Reprisals:
On Outreach in 3052, Prince Hanse Davion had convinced Thomas Marik to retool his factories to provide refit kits with Star League-era technology for sale to the Federated Commonwealth and Draconis Combine. Marik initially refused, but had to relent when Davion offered Marik's son Joshua, who suffered from leukemia, a chance to recover with the help of treatment at the New Avalon Institute of Science. Hanse had also prepared a plan to institute a double for the boy and, thus, place a pawn in the succession of the Free Worlds League. Hanse died, but the plan lived on.

When Joshua died of his leukemia in 3057, Archon-Prince Victor instituted the plan, though he simply wanted the refit packages to continue coming, and he apparently had no intention of having the double become Captain-General. A Capellan spy learned of the deception, and Chancellor Sun-Tzu Liao told Thomas Marik. The duo then launched Operation Guerrero, whose objective was to reclaim the worlds lost to the Federated Commonwealth in the Fourth Succession War. The invasion succeeded beyond their wildest dreams.

Because of the poor handling of an abortive succession by the Isle of Skye from the Commonwealth, Victor's popularity was extremely low in the Lyran half of the nation. In fact, it was so bad Victor retreated to the former Suns capital of New Avalon and left his sister Katherine as his regent on the Lyran capital of Tharkad. The power-hungry Katherine used her brother's duplicity and the invasion as a pretext to enact Emergency War Powers and secede the Lyran half of the realm from the Federated Commonwealth. She was soon thereafter ratified as Archon by the Estates General. She gave Thomas Marik all the worlds the Free Worlds League had lost during the Fourth Succession War and called for all traditionally Lyran units to retreat to the pre-4th War border. Thus, most of the units defending the Sarna March returned to the newly-christened Lyran Alliance. This action used many of the JumpShips alloted to the region, so Archon-Prince Victor was unable to reinforce the worlds the Lyrans vacated.

Because the Free Worlds League thus achieved its objective, Thomas Marik pulled his forces out of the invasion, though he did allow the Capellan Confederation to purchase the contracts of many mercenary units. Sun-Tzu had activated guerrillas on many of the worlds the Commonwealth had conquered from his realm, but he lacked the military force to pacify those worlds because of the League's pullout. The Lyrans had retreated and the FedCom was unable to move troops to the region because it lacked the transport capacity, so the Sarna March became a no-man's land that was dubbed the Chaos March. In this vacuum, many local leaders formed minor states, though just as many worlds were plagued by internecine fighting between groups that supported various factions. In some places, Draconis Combine troops were inserted under the auspices of peacekeepers, even further confusing the situation. To add insult to injury, Word of Blake conquered Terra from ComStar in 3058, and the two factions fought running battles between each other for control of the HPGs on various Chaos March worlds.

Refusal War:
In 3057, the Crusader faction of the Clans gained enough clout to bring trumped-up charges of genocide against ilKhan Ulric Kerensky. The Grand Council stripped Ulric of his title, but, as was his right, Ulric declared a Trial of Refusal. While most expected him to defend his actions personally, he instead instigated a war between Clan Jade Falcon and Clan Wolf. Ulric knew that the other Clans wanted to renew the invasion, so he planned to severely weaken the strongest Crusader Clan to the point that it would not be able to break the Truce of Tukayyid. His plan was successful, although he died in the last fight through the duplicity of Falcon saKhan Vandervahn Chistu, who violated Clan honor by using himself as bait for an ambush. Hence Ulric was found guilty (though the point was moot). Vandervahn Chistu's actions, however, were to have later implications on his attempt to absorb Clan Wolf and the leadership of Clan Jade Falcon. Upon the defeat of Clan Wolf, Elias Crichell, Khan of Jade Falcon was elected ilKhan of the Grand Council. The Falcons attempted to absorb the remaining Wolves, who were guilty by association along with Ulric.

A core of Clan Wolf still retained its independence however, in the form of Clan Wolf-in-Exile. At the very beginning of the Trial of Refusal, Ulric had sent the strongest contingent of Wolves under the command of then-saKhan Phelan Ward to the Lyran Alliance to help defend against the Falcons in case his plan did fail. Following Ulric's death, these Wolves became Clan Wolf-in-Exile. An effort to destroy the exiles was immediately attempted by the Falcons, but Phelan and his Wolves defeated them with the help of the Kell Hounds mercenary regiment, weakening Jade Falcon to the point that any further military action on their part might neuter their forces entirely.

Although the Wolves had technically lost the Trial, Ulric's plan was a success, despite his death. The war between the two Clans was so brutal and damaging that it came close to crippling the Falcons' military, so they absorbed the remnants of Clan Wolf. Initially, nobody opposed this until Vlad was rescued from his downed 'Mech. He was present at the fight between Ulric and Vandervahn, had witnessed the death of Ulric as well as other 'Mechs carrying long-range missiles, so he knew the truth of the matter. Vlad declared a Trial of Refusal against the absorption. He won this fight and killed Chistu in single combat. Since all of Clan Wolf, by virtue of having defended Ulric, was guilty of genocide, Falcon Khan Elias Crichell split off the Wolves as Clan Jade Wolf. Vlad was incensed by this name, but bided his time. He quickly thereafter earned his bloodname and was elected Khan Vladimir Ward.

Under Ward's able leadership, his Clan slowly built its strength again. Before this was done though, Vlad showed that he had learned Clan politics. Through the use of political manipulation, he initiated a challenge that Elias Crichell simply could not refuse: he called into question Crichell's status as a warrior. The aging Elias Crichell was no match for Vladimir who was in his prime, and Vlad killed him in a one-sided, hand-to-hand battle on the floor of the Grand Council. This gave him the political clout he needed to rename his Clan "Clan Wolf," though he made it clear that this was a new Clan and not the same Clan Wolf that fought next to ilKhan Ulric.

With the revenge against those responsible for the near destruction of Clan Wolf and the treacherous murder of Ulric Kerensky dead, Vlad turned his attention to rebuilding Clan Wolf. Wolf-in-Exile however, remained in the Inner Sphere, retaining their independence, and following the wishes of their deceased Khan Ulric. The result was that two forms of Clan Wolf now existed independently of each other, the Exiles retaining the original spirit of the Clan and defending the Inner Sphere, and Vlad's Crusader Wolves preparing to invade it.

Star League Reborn:
In 3058, Clan Jade Falcon launched an invasion of the Lyran Alliance that was eventually beaten back by a multi-national force under the command of Archon-Prince Victor Steiner-Davion. The cooperation fostered during the Battle of Coventry led the Inner Sphere leaders to complete the Clans' objective for them and resurrect the Star League. The Star League was composed of the Federated Commonwealth, Draconis Combine, Free Rasalhague Republic, Lyran Alliance, Free Worlds League, Capellan Confederation, and St. Ives Compact; with ComStar serving as a non-voting member.

While the Star League Defense Force would take time to build up, some of the military forces of the member-states rotated into service under the Star League banner, and they took part in many conflicts.

Operation Bulldog:
In order to provide legitimacy to the New Star League, the Council decided to launch an invasion against the Clans and to utterly destroy one of them. They chose Clan Smoke Jaguar, partly because a defector gave them the path to the Jaguars' capital world of Huntress but also as retribution for the many atrocities inflicted upon the Inner Sphere by Clan Smoke Jaguar.

Led by Anastasius Focht and Victor Steiner-Davion, Operation Bulldog was the first half of the Star League's invasion. The SLDF forces, which included members of Clan Wolf-in-Exile as well as every member-state and many mercenaries, were startlingly successful in their assault. Unbeknownst to them, other Clans were maneuvering against the Smoke Jaguars, so no help was forthcoming. In addition, the Jaguars were gearing up for a new offensive, so they were caught off-guard by a full-scale invasion. In a war that seemed too easy, the Jaguars were forced out of the Inner Sphere, sending shattered units home to Clan space.

Operation Serpent:
SLDF units under the command of FedCom Marshal of the Armies Morgan Hasek-Davion moved in secret to the Smoke Jaguar capital of Huntress. Though Hasek-Davion was assassinated before the force reached Huntress, the Eridani Light Horse's General Ariana Winston was able to take Huntress. Then the remnants of the Smoke Jaguars' Inner Sphere force returned home. The Jags fought a fierce battle to retake their homeworld, but the Inner Sphere forces were saved by a task force composed of some of the most elite units the Inner Sphere had to offer under the command of Prince Victor.

Victor then led his force to Strana Mechty, the Clan capital. There, he initiated a Trial of Refusal against the Clan Invasion. Despite the questionable legality of such a challenge, the Clans accepted and the Crusader Clans fought against Victor's force. The Star League task force was successful, and the Clan Invasion was over. Despite this, Wolf Khan Vlad Ward abstained in the voting to accept Victor's challenge, so he claimed that the Trial's results did not apply to the Wolves. Victor led his forces against the last remaining remnant of the Smoke Jaguars, including ilKhan Lincoln Osis, and defeated them, thus completing the annihilation of the Clan.

Capellan-St. Ives War:
The St. Ives Commonality had split from the Capellan Confederation with the aid of the FedSuns after the Fourth Succession War and formed the St. Ives Compact. Following his election as First Lord, Sun-Tzu Liao used his position to order SLDF troops into action to aid his House troops in the reintegration of the wayward state back into his nation by 3061.

FedCom Civil War:
When Prince Victor returned from Clan space, he found that Archon Katherine (who preferred to be known as Katrina) had usurped the regency of their little sister, Yvonne Steiner-Davion. Though he was initially against fighting her, Victor was compelled to take control of a rebellion that was going forward with or without him when Arthur Steiner-Davion was apparently assassinated.

The war had three sides: the forces loyal to Katherine (Loyalists), the men and women who followed Victor (Allies), and the neutral citizens that saw neither side as being better or preferred to latch on to regional loyalties. Soon, there were only two sides as Katherine saw all those who did not support her as the enemy.

The war touched every Successor State in some way. The Lyran Alliance and Federated Commonwealth bore the brunt of the devastation as units from both sides attempted to crush the other. Forces from the Federated Commonwealth's Draconis March attacked the Draconis Combine, and then suffered under their counterattack. Thomas Marik's sister Kristen, who was the commander of the mercenary Kristen's Krushers, was killed during the war when overzealous Lyran commanders attacked the neutral unit. When her half-brother Thomas did nothing to save her, her brother-in-law Marshall Jeremy Brett of Tamarind attacked the Lyran world of Arcadia, though it failed to save any Marik who was serving with the unit and Thomas gave it back at the end of the war. The Capellans loaned Victor's best friend Kai Allard-Liao and some of his 1st St. Ives Lancers to the Allied forces during the war, though a Capellan Warrior House conquered the important industrial world of Tikonov from the Federated Suns as the war ground down.

With forces fighting from one end of the sundered Federated Commonwealth to the other, and mercenaries in between, navigating the military and political waters presented several challenges. Eventually, the war ended with the Allies successful and Katherine was sent into exile among Clan Wolf. Victor returned to ComStar as Precentor Martial, and named his brother Peter as Lyran Archon and his sister Yvonne as Prince-Regent for her then-unconceived child.

In the real world, FASA announced that it was shutting down during the FedCom Civil War storyline. They finished the line and WizKids announced that they had purchased the BattleTech intellectual property. They then announced that they would be jumping the timeline 60 years into the future to launch MechWarrior: Dark Age. They believed that this move would give them the opportunity to attract new players without forcing them to read over a dozen novels for them to be able to understand the events that were taking place.

They then licensed part of BattleTech to Fantasy Productions (FanPro), a Germany-based company which has licensed the ability to publish products for the original tabletop wargame and publish sourcebooks (but not novels) set before 3130. They rebranded their products as Classic BattleTech in order to differentiate it from both the original FASA material and from WizKids' products. InMediaRes has since licensed the ability to publish new fiction set in the Classic BattleTech timeline on In January 2007, they also published their first print anthology.

The Word of Blake Jihad:
At the Whitting Conference of 3064, the Free Worlds League nominated Word of Blake for membership in the Star League. A radical sect of Blakists known as the Sixth of June believed that this was their path to power. Their hopes were dashed, however, when the 3067 conference resulted in the collapse of the Star League as the Capellan Confederation, Lyran Alliance, and Federated Suns all removed their support. The angry Blakists' attempt to force the recalcitrant nations back into the League resulted in a war that engulfed every major faction. The Jihad represented a return to total war in a way that even the FedCom Civil War did not match as the Word used orbital bombardments and nuclear and biological weapons, and wantonly attacked civilian targets.

They were able to corral most leaders on their capitals, forcing regional leaders to take a more active role. They also disabled the HPG network, further complicating the attempts of sovereigns to control their countries. In addition, they were able to foster wars between many neighboring states by manipulating these regional leaders. The most stunning success was in the Free Worlds League, where the nation actually broke into its constituent parts.

The Jihad wreaked untold havoc on the Inner Sphere as military units were smashed, factories annihilated, people slaughtered, and whole planets wiped out. This apocalyptic war was finally stopped in 3081 when Devlin Stone led a coalition of forces to victory over the Blakists on Terra.

Era of Devlin Stone:
Stone used the exhaustion the Jihad caused to convince the war-weary Successor States to allow him to create his own nation around Terra. The Republic of the Sphere was founded in 3081 and Stone took over many of the most hotly contested worlds in an attempt to let peace have a chance. This peace was a mere illusion, however, as the Capellan Crusades against the Republic proved in the 3090s.

A few other small conflicts took place. The Federated Suns played a prominent role in some of these, including seizing the Capellan commonality capital of Victoria and creating a buffer state between the Draconis March and the Draconis Combine.

These events provided the filler for the events between the end of the FASA story and the beginning of WizKids'. As such, information is sketchy on purpose so as not to steal too much of FanPro's thunder.

Dark Age
In the early 3130s, attacks perpetrated by an unknown agent or agents disabled the HPG network. Theories as to who did this abound, but there are no confirmations. This event caused long-buried hatred to flare up as everybody pointed fingers. This reached a fever pitch in the Republic of the Sphere as old hostilities came back to the fore, and many people and leaders began to identify with their old nations. Over half a dozen factions popped up, proclaiming a desire to have a Clan or neighboring nation rule them instead. Some nations, like the Draconis Combine and Capellan Confederation and even Clan Jade Falcon did try to take advantage of the chaos, while the Federated Suns instead chose to ally with the Republic.

This situation was complicated for the Republic when they were faced with information of a plot led by its Senate against the military government. This civil war flared up at an inopportune moment as many Inner Sphere leaders were on Terra, though the FedSuns alliance helped the Exarch defeat the Senate loyalists on Terra.

With the Republic being carved up by a Senate Alliance and foreign powers, newly-elected Exarch Jonah Levin announced Fortress Republic. He withdrew most Republic forces to within the boundaries of Prefecture X, the interior region. He declared that this border was to remain inviolate and that the Republic would use everything at its disposal to keep it as such. In the meantime, other forces remained outside of the Fortress to try and keep Republican worlds and citizens safe for the eventual return of the Republic proper.

The Major players:

The Star League:
Over the course of fifteen years, from 2556 to 2571, Cameron managed to sign deals with the other five Houses to establish an organization known as the Star League. Headed by House Cameron, though with the other five Houses given a place on the ruling Council, the organization promised an end to inter-House war (as well as some massive incentives to sign on to the deal, ranging from military support to technological aid). However, Cameron was as much power-hungry as visionary, and he was therefore not content to be the universally accepted leader of the bulk of humanity. When the Star League had finally been assembled in 2571, among his first actions was attempting to get the lesser nations of the Periphery into the Star League. When requests and negotiation failed, he moved to trade sanctions, and when those failed, the Reunification War began. Thought by the Star League powers to be a war that would cost little, it actually took over twenty years to pacify the last of the Periphery holdouts, as well as unthinkably large losses to the Star League Defense Forces and the various House armies and navies. However, the Star League was by far the more powerful of the sides, and their victory was probably inevitable, despite the heavy losses they suffered to win. When the Tauran Concordat's last bastion of defense (a heavily mined nebula that wreaked havoc on SLDF navies for years) finally fell in 2596, the Reunification War was over and Ian Cameron had achieved his dream of reuniting the whole of humanity under one banner, as it had been united during the early days of the Terran Alliance.

During the nearly two hundred years that the Star League endured and relative peace reigned, technology bloomed. 'Mech and WarShip technology continued to advance at a rapid pace, and the first HyperPulse Generator(HPG) went online in 2630, providing humans a way to communicate between planets without the need for moving JumpShips to transmit messages. The golden era of the Star League would, however, come to an end in a way few expected.

In 2767, following a series of rebellions in the Periphery that drew the bulk of the SLDF forces away from the central areas of the Star League, Stefan Amaris of the Rim Worlds Republic, supposed friend of First Lord Richard Cameron, assassinated the entire Cameron family and proclaimed himself new First Lord. The SLDF, under the command of Aleksandr Kerensky, regrouped quickly, drove inwards, and liberated the entire Inner Sphere from Amaris' clutches in a long and bloody 13-year war, culminating in the conquest of Terra. However, the SLDF, having been massively depleted in this war, no longer had the strength to hold the fractious Houses together, and eventually abandoned the Inner Sphere entirely in the great Exodus of the entire SLDF to the deep Periphery, not to be heard from again for three hundred years.

ComStar/Word of Blake:
ComStar is the successor to the Star League's Ministry of Communications, and runs all of the Inner Sphere's HPGs, maintaining essential communications between every pair of star systems. Formed by Jerome Blake, the last Minister of Communications, after the fall of the Star League, ComStar has slowly morphed into an organization as much religious as practical, believing in everything from the need to pray to the machines they run to an eventual apocalypse that would engulf the Inner Sphere even more thoroughly than the fall of the Star League and the ensuing Succession Wars. Early in the First War, ComStar occupied Terra and has preserved it as both neutral ground and headquarters since. As well as their obvious communications duties, ComStar is also the Inner Sphere's most important bank and money-mover, runs the Explorer Corps to catalogue the deep periphery, runs the Mercenary Review and Bonding Commission, and keeps a massive force of over seventy regiments of Star League-era 'Mechs, the Com Guards, and the only fleet of space going WarShips hidden in case of a future crisis.

The Successor States:
After the fall of the Star League and the Exodus of the SLDF, the five great houses' respective leaders claimed to lead the Star League, with no formal directive of succession as the Cameron family was unable to produce an heir. This caused the houses to wage war to see who would be the heir to the throne. With most of the Star League forces gone what was left was forces loyal to the houses that they were either formed at, stationed, or even the case in a rare circumstances still believed in the ways of the Star League, still flying the banner of the Star League, only dealing with the houses as a nicety to survive

The Periphery States:
The outcast, unwanted, rebellious, the periphery consists of most rag tag group people ever to exist. Most Periphery States have a low level of technology, with only the largest approaching the early 30th century tech base.

The Clans:
While Kerensky's warriors may not have been heard from in the Inner Sphere, they certainly continued to exist. Though the year-long Exodus and a number of internal rebellions took their toll, remnants of the SLDF survived, and began to thrive seven hundred light-years from the Inner Sphere. After Kerensky died in 2801, leadership fell to his son Nicholas, who began to reforge the SLDF into the Clans. Nicholas split his last loyal cadre of warriors into twenty Clans, each named after an animal thought to embody an important trait to a warrior. Leading the Clans to victory over another rebellion, Kerensky established the rule of the Clans. After Annihilating one of the Clans for daring to rebel against him and claim freedom from Clan structure, the new order established itself effectively. Warriors were valued over civilians, genetically-engineered warriors were valued over their naturally born counterparts (truebirths and freebirths, respectively), and honor and military prowess were valued above all else. The system may not have been ideal, but it allowed survival in the face of hostile environments, and gave rise to an astonishing amount of military potential.

For two hundred years, the Clans were content to develop and fight on their own, independent from any other humans. During this time they developed everything from powered battle armor to genetics programs and artificial wombs for their trueborn warriors, to incredibly advanced military technology, far beyond that possessed by humans even in the heyday of the Star League. However, one issue began to bubble to the surface by the end of the 30th century, and that issue changed the history of the Clans and the Inner Sphere forever thereafter. It all started with a message Aleksandr Kerensky had sent out to the Exodus fleet after the first rebellion, telling the SLDF remnants that it was their duty to endure and to one day return to the Inner Sphere. The Clans split two ways on the issue - there were the Crusaders, who believed it was their duty to reconquer the Inner Sphere and re-establish the Star League that had fallen centuries ago, and there were the Wardens, who believed that it had been more of an inspirational ideal than a literal order, and that if they were to return one day it would be to protect humans from an outside threat, not to conquer them all. At the beginning of the debate, the Wardens were dominant, but by about 3000, the Crusader faction began to dominate. Desperate to stave off invading, the Warden-minded Clan Wolf pushed for a compromise - they would send an old group of Star League 'Mechs to scout the Inner Sphere by disguising themselves as a mercenary group. The so-called Dragoon Compromise (the group's name was the Wolf's Dragoons) worked well for a time, though eventually reports from the Dragoons started to dry up mysteriously. Though no one knew it at the time, the leader of Clan Wolf had ordered the Dragoons to prepare the Inner Sphere for the coming invasion, and prepare they did.

The Clans


1 History
2 List of clans
2.1 Clan Blood Spirit
2.2 Clan Burrock
2.3 Clan Cloud Cobra
2.4 Clan Coyote
2.5 Clan Diamond Shark
2.6 Clan Fire Mandrill
2.7 Clan Ghost Bear
2.8 Clan Goliath Scorpion
2.9 Clan Hell's Horses
2.10 Clan Ice Hellion
2.11 Clan Jade Falcon
2.12 Clan Jade Wolf
2.13 Clan Mongoose
2.14 Clan Nova Cat
2.15 Clan Sea Fox
2.16 Clan Smoke Jaguar
2.17 Clan Snow Raven
2.18 Clan Star Adder
2.19 Clan Steel Viper
2.20 Clan Widowmaker
2.21 Clan Wolf
2.22 Clan Wolf-in-Exile
2.23 Clan Wolverine
2.23.1 Minnesota Tribe

3 Ranks
3.1 The origin of the Stars
3.2 Ranks and Units
3.3 Clan Council
3.4 Other Ranks

The background fictional story of the Clans begins with the build-up to the 1st Succession War. Rather than chose sides to determine who should lead the Star League, Star League Army General Aleksandr Kerensky instead chooses to depart the Inner Sphere, taking with him most of the Star League Army and their families beyond the borders of known space.

Five marginally habitable worlds were discovered, called the Pentagon Worlds. Kerensky settles on these worlds with the refugees to found a society. The long journey to these planets is called 'The Exodus'.

The new colony worlds possessed too many soldiers so General Kerensky decided to discharge most of the military personnel from the army. General Kerensky decided to set up a series of challenges and war-games between the soldiers with the top performers kept on as professional military personnel and the rest were discharged as civilians.

The Clan planet known as Strana Mechty ("Land of Dreams" in Russian) is introduced to the fiction as Nicholas' base while building up a force able to subdue the Pentagon Worlds. When ready, he returned with 800 of his best warriors and 600 civilian families and retook the wartorn Pentagon worlds. It is prior to retaking the worlds that he decided to forge all the people into the clans, dividing the 800 warriors evenly amongst the 20 clans, each warrior becoming the progenitor of a bloodname.

To summarize the history of the Clans between their birth and the current state of the fiction; three clans were Absorbed (Widowmaker, Mongoose, Burrock), two were Annihilated (Wolverine and Smoke Jaguar), one was Abjured (Nova Cat), another was split in two (Wolf), and two eventually merged with Inner Sphere nations (Ghost Bear and Snow Raven, respectively).

List of clans:
Clan Blood Spirit
One of the smallest of Clans; isolationist for the most part.

Clan Burrock
Principal enemies of the Clan Blood Spirits. The Burrocks were Absorbed by Clan Star Adder in 3058, when it became known that the Khans of the Burrocks had been secretly dealing with members of the Bandit (Dark) Caste for nearly a century. The Burrock Absorption was interrupted by an unexpected invasion by the enraged Blood Spirits, resulting in severe casualties to all three Clans involved.

Clan Cloud Cobra
Known as being highly religious in nature. Their warrior monks are noted for having an affinity for aerospace fighting forces equal or superior to their ground force, of which nearly all BattleMechs are jump capable. They are also a mild Warden clan in their leadership, although their warriors are evenly distributed between both Warden and Crusader philosophy. It was this clan that invented the Slyph battle armor for their Elemental infantry, a power armor with limited flight capability to supplement their BattleMech force.

Clan Coyote
A tradition minded Warden Clan bearing cultural stylings of the ancient Terran Native Americans, the Coyotes are among the most powerful of Clans, having exclusive control of five worlds and partial control of many others in the Kerensky Cluster. Inventors of the OmniMech (among other things), Coyote scientists are renowned for their brilliance. Today, they are once again rising to power in the Grand Council. Proven combat veterans abound in this Clan, which remains one step ahead of all other Clans in terms of new technology. Coyote is renowned for having the most rigorous training program of all Clans, aside from the fanatical Blood Spirits. Coyote is influential in the Grand Council. Kerensky's own nephew foretold of this at the first Grand Council five years after the great Exodus. Coyote Mech pilots ritually drink Coyote Blood before a battle. The Coyotes are sworn enemies of Clan Star Adder.

Clan Diamond Shark
Clan Diamond Shark is the only clan to ever change its Kerensky-given name. Originally called Sea Fox after a marine mammal, the Sea Fox was wiped nearly to extinction by a vicious, genetically engineered predator purposely introduced to the ecosystem by Clan Snow Raven to disgrace them. This prompted the clan to alter their name to that of the predator, the Diamond Shark. They were a reserve Clan during the invasion and only captured one Inner Sphere world, Nyserta, before being defeated on Tukayyid. Nyserta was then lost to the Ghost Bears, leading to a renewal of Warden sentiments in the Clan leadership. This Clan is mercantile in its dealings, an intermediary between many Clans and promoter of scientific and mercantile breakthroughs. Clan Diamond Shark changed its name back to Sea Fox in 3100.

Clan Fire Mandrill
A fractured Crusader clan. The Fire Mandrills are divided into a number of Kindraa (Kindred Associations) based upon Bloodnames. Unlike the Cloud Cobras, this factionalism has cost the Fire Mandrills much and are often hard-pressed to deal with outsiders due to their internal strife. The Kindraas are: Kindraa Sainze, Kindraa Faraday-Tanaga, Kindraa Payne-Beyl-Grant, Kindraa Mattila-Carrol and Kindraa Mick-Kreese-Kline.

Clan Ghost Bear
Powerful Clansmen, the Ghost Bears are known for their conservative nature and their strong sense of family. They joined the original Clan invasion in 3050 and seized some fourteen worlds from the Free Rasalhague Republic and Draconis Combine. They won a minor victory against the ComGuards at the Battle of Tukayyid and bode their time since. During the Great Refusal on Strana Mechty, the Ghost Bears abandoned their Crusader beliefs and embraced the Warden Faction, leading them out of the Trial of Refusal being waged by the Inner Sphere. They subsequently relocated to the Inner Sphere, after nearly being completely wiped out during their major war with Clan Smoke Jaguar. They are a now a permanent feature of the Inner Sphere and are abhorred by the rest of the Clans, who view them as traitors to Kerensky. Currently they have merged with the InnerSphere faction Free Rasalhague Republic to form the Rasalhague Dominion. It was the first true merger between a Clan and an Inner Sphere nation where the citizens treat the Clan Warrior caste as the rulers but the ruling warriors give free rein to their Rasalhague citizens. The Ghost Bear Khan holds the main power and there is a Prince voted by the people to control all matters concerning the population. In 3103, the Ghost Bear Dominion was renamed the Rasalhague Dominion, ruled by the Dominion Council.

Clan Goliath Scorpion
Staunch Wardens, the Goliath Scorpions value precision over brute force, while believing strongly in visions and quests. They take Necrosia, based on the venom of the Goliath scorpion to aid in these visions. This Clan believes in looking to the past in order to rebuild the Star League, piece by piece. They are fiercely devoted to Clan Wolf. Many claim within the Clans if not for their visions and quests they would be an extremely powerful force to be reckoned with. Their unique organizational scheme within their touman (even more detailed than the Jade Falcons) and knowledge of the old Star League Defense Force strategy and tactics would make them a well-oiled engine of destruction. It was this clan that invented power armor for infantry. Early designs were based on underwater mining suits. Clan Wolf then perfected these early designs, and combined with genetically engineered super infantry led to the production of the Elemental. The Elemental is still the single most prominent Battle Armor for the Clans.

Clan Hell's Horses
A mixed Clan led by Crusaders, but with a large Warden makeup, the Hell's Horses are unusual for their heavy use of conventional (non-'Mech) forces and their beliefs favoring men over machines. Passionate and brave, the Hell's Horses succeeded where others thought they would fail. Their toleration of freeborns is a rarity among the Clans, especially among Crusaders. Though they did not participate in the invasion, they were given three worlds by Clan Wolf along their border with the Ghost Bears, the Hell's Horses sworn enemies. The Hell's Horses attempted to invade the Ghost Bear Dominion while the Bears were busy fighting the Draconis Combine. The retaliation cost the Hell's Horses much, the three worlds given to them were lost and the Hell's Horses had to pull back from the Inner Sphere. After a tentative peace with the Ghost Bears, the Hell's Horses launched a successful invasion of Wolf and Jade Falcon occupation zones. Their plan to transplant their entire population, much like the Ghost Bear's shift was discovered and eventually led to the Clan civil war that separated the Inner Sphere Clans from their homeworld brethren.

Clan Ice Hellion
A fierce Crusader Clan renowned for their swift assaults, Clan Ice Hellion often grasps for prizes beyond their reach. Nearly destroyed twice by civil war, the Clan has never been as unified as their brothers. After failing to win a place in the invasion and having been defeated in the Great Refusal on Strana Mechty, some push for a return to the Inner Sphere while others wish to expand their holdings in Clan Space. The Ice Hellions attempted a foray into the Inner Sphere but were beaten off.

Clan Jade Falcon
For more details on this topic, see Clan Jade Falcon. The strictly traditionalist Crusaders of Clan Jade Falcon have long resented and been envious of Clan Wolf for their strength, holdings, and (most of all) possession of the coveted Kerensky Bloodname. The Jade Falcons participated in the initial invasion and seized many Lyran worlds from the Federated Commonwealth. Achieving a draw with the ComGuards on Tukayyid, they schemed and plotted to undo the Truce. They were nearly destroyed by their Refusal War with the Wolves in an attempt to do just that. They lost many warriors and both of their Khans in subsequent politicking. Their new Khan launched a daring strike at Coventry in the Lyran Alliance and managed to restore the Jade Falcons' strength by winning possession of other Crusader units in the Harvest Trials. The Jade Falcons beat the Com Guards during the Great Refusal on Strana Mechty and then pushed the Steel Vipers out of their Occupation Zone; after that, they seized (and lost) several more Lyran worlds during the FedCom Civil War. They still eye Terra and have not given up all hope of claiming it. In 3132, seeing an opportunity caused by the collapse of the HPG network, the Falcons have made an incursion into the Republic of the Sphere.

Clan Jade Wolf A short-lived Clan, the Jade Wolves existed briefly between the Absorption War between the Wolves and Jade Falcons, and when Khan Vlad Ward returned his Clan to full active status as the Wolves.

Clan Mongoose
The Mongoose home planet of Shadow was also where the clan's name originated. The name was adopted from the animal that killed the dangerous Venom Worms which were a great threat to humans, and as such endeared the mongoose to the clan. No longer in existence. Absorbed by Clan Smoke Jaguar for attempting to use their words of Nicholas Kerensky to sidestep a Grand Council ruling that ran against them and to justify their actions and defend actions considered by their fellow Clans to be "un-clanlike" Being then deemed unfit to rule, by the Grand Council, the Council called a Trial of Absorption. Already weakened by a conflict with the Star Adders, Clan Mongoose fell before the Smoke Jaguars. The Smoke Jaguars refused to take any of the defeated Clan's genetic legacies but they were acquired by the Cloud Cobra. Approximately 11 genetic legacies were acquired by Cloud Cobra, but the exact number cannot be confirmed due to the disarray Clan Mongoose was left in after the Trial of Absorption by the Smoke Jaguars. This also left the Bloodnames of Clan Mongoose in the hands of Clan Cloud Cobra, although insufficient records have prevented the exact identification of Clan Mongoose legacies to the present day.

Clan Nova Cat
A Warden Clan, the Nova Cats are known for their mystic ways and are governed by visions. They ignored such visions when they joined the attack on the Inner Sphere and shared the Smoke Jaguars invasion corridor. They were defeated on Luthien, then on Tukayyid. This caused the Nova Cats to heed a new vision that encouraged them to join with the Draconis Combine and the Inner Sphere against the Smoke Jaguars. They joined with the new Star League in driving the Jaguars out of the Inner Sphere and joined them again on Strana Mechty during the Great Refusal. For this, they were Abjured by the other Clans and forced to leave Clan Space under fire and resettled in the Irece Prefecture of the Draconis Combine. The abjuration often shrouds the Nova Cats' previous fame as excellent marksmen (they often competed with the Goliath Scorpions to see what Clan had the best sharpshooters), and as the developers of the Extended-Range Laser technology used by all Clans.

Clan Sea Fox
Original name of clan Diamond Shark. Clan Sea Fox and Clan Snow Raven had a falling out, and in response Clan Snow Raven created the Diamond Shark, a predator designed solely to hunt and kill the Sea Foxes in Strana Mechty's oceans. After most of the Sea Foxes had been killed, Clan Sea Fox petitioned the council to change its name to Clan Diamond Shark. Several Sea Foxes were preserved by the Clan and placed on other worlds, where they flourished. As a result, Clan Diamond Shark has recently changed its name back to Clan Sea Fox in 3100. Clan Diamond Shark has since its inception relied heavily on its Merchant caste, giving them more power than most clans. Though many believe them to be weak because of their democratic attitudes to their lower castes, the Diamond Sharks maintain one of the largest and most elite militaries among the clans. After the Jihad, the Diamond Sharks were forced to move to the Inner Sphere along with many of its fellow Clans, changing its name back to Sea Fox. Having few worlds of their own, Clan Sea Fox is a nomad trader Clan who all reside on giant ArcShips and CargoShips roaming throughout space. It is rumored that Clan Sea Fox has a relationship with the Minnesota Tribe.

Clan Smoke Jaguar
Clan Smoke Jaguar is easily the most violent and aggressive of all the Clans. They are, however, not as brash and headstrong as Clan Jade Falcon; they are quicker to battle, but are also quicker to think before acting. This made a deadly combination, and Clan Smoke Jaguar was quite a strong Clan, however Clan Smoke Jaguar didn't have the immensity of the larger Clans or the autonomy of Clan Ghost Bear to support its claim. As such, Clan Smoke Jaguar was dangerous in combat, but never a serious contender for the Il-Clan (ruling Clan).

During the Clan invasion from the years 3050 to 3052, the Smoke Jaguars suffered from instances of insurrection in their rear areas. The Draconis Combine was their area of operation, and the Combine citizens often rose up against the arrogant and hostile Smoke Jaguars in open rebellion on captured planets. This culminated in the infamous destruction of the city of Edo on the planet of Turtle Bay by bombardment from orbiting Smoke Jaguar warships. Adding to this problem was the planet Wolcott, which the Smoke Jaguars had promised never to attack again if defeated in their first attempt, which they were. Wolcott became a base of operations for attacks in the Smoke Jaguar rear areas and supply lines by Combine troops.

After the Clan defeat on Tukkayid, offensive attacks on the Inner Sphere stopped for 15 years. During this time the Inner Sphere formed a new Star League and went on the offensive. They specifically targeted the Smoke Jaguars both in the Inner Sphere (Operation Bulldog), and also attacked their holdings in the Clan home worlds (Operation Serpent). Their goal was to wipe out the Smoke Jaguars to the last warrior. They were successful, and a final battle on the Clan capital world of Strana Mechty halted the Clan invasion of the Inner Sphere permanently. The Smoke Jaguar home world of Huntress was also successfully attacked, and the Smoke Jaguars are now a dead clan.

Clan Snow Raven
Founded by Stephen McKenna (a distant relative of the famous James McKenna who hailed from the Terran Hegemony), the Snow Ravens are a complicated Clan that have taken a unique path due to several catastrophes in their early history. Famed for their heavy use of naval assets as well as their conniving and efficient nature, the Snow Raven Clan, despite being mistrusted and misunderstood by other Clans has nonetheless risen to power as one of the more powerful Clans in the past decade. Post-Jihad, the Snow Ravens merged with the Outworlds Alliance government, forming the Raven Alliance.

Clan Star Adder
Considered to be one of the most powerful Home Clans (a Clan that did not participate in the Inner Sphere Invasion), the Star Adders can now also be considered to be among the most powerful of all the Clans, rivaling even an Invading Clan like Jade Falcon or Ghost Bear and even surpassing Clan Wolf in terms of raw military power, thanks largely to their relatively easy absorption of Clan Burrock. However, despite essentially having the strength of two Clans at their disposal, the Star Adders are still considered to be somewhat lacking when compared to an Invading Clan in terms of raw materials and industrial potential since they can only rely on their Clan Homeworlds holdings while the Invading Clans have the vast resources of their conquered Inner Sphere worlds to draw upon. After suffering defeat and being forced to relinquish control of several Clan Coyote held worlds, the Star Adders have sworn a Blood Debt against them. While the Star Adders espouse a Crusader philosophy, they stress the need for inter-Clan cooperation and a tolerant attitude for freeborns that is more commonly found among Warden clans. Strategists rather than tacticians, the Star Adders are unusual for their meticulous nature, though their successes speak for themselves. With their Absorption of the Burrocks, they gained an incredible boon as other Clans were falling in size and stature.

Clan Steel Viper
A perplexing Clan that is overall considered Warden, but is home to some of the staunchest Crusaders and anti-freeborn warriors in the Clans. They have a brutal training course almost on par with Clan Coyote, but its warriors are somewhat less tactically intelligent, due to the Coyotes dominance of Clan Bloodlines. Steel Vipers held a belief that the Star League will be re-established through cooperation with the Great Houses. Regardless of this, they participated in the invasion force, shared the Jade Falcon's invasion corridor, and were defeated on Tukayyid. They were eventually forced out of the Inner Sphere all together by the Jade Falcons.

Clan Widowmaker
Once absorbed by Clan Wolf for a brutal crackdown on dissenting merchants that proved their inability to rule. During their Trial of Refusal against the Absorption, the Widowmaker Khan slew ilKhan Nicholas Kerensky, which lead to a grueling trial of Absorption that spelled the end of the Widowmakers.

Clan Wolf
The chosen Clan of Kerensky, the pre-Refusal War Wolves had always been a dominant force in the Clans since their beginning. They Annihilated the Wolverines, Absorbed the Widowmakers, and proved themselves expert warriors. They also perfected the Elemental body armor. They led the Wardens in the Grand Council and were the only Clan to oppose the Invasion in 3050. Although they lost a Trial of Refusal against the motion to invade the Inner Sphere, they participated in it nonetheless and soon outdid all other Clans in seizing more worlds and at a faster pace than any other Clan. A major motive for this is the belief that it would be better for the people in the invasion route to live under benevolent Clan Wolf rule than under the brutality of any of the other invading Clans who look down upon the people they would conquer. In effect the Wolves believe they were saving the people they conquer from a worse fate.

Their holdings were mostly taken from the Free Rasalhague Republic and the Lyran half of the Federated Commonwealth. Their capture of Rasalhague cemented their leadership in the Invasion and after the original ilKhan died, senior Wolf Khan Ulric Kerensky replaced him. It was Kerensky who orchestrated the Trial of Tukayyid and Clan Wolf was one of only two Clans to prevail, the other being Clan Ghost Bear who were awarded a "marginal" victory. Nevertheless, the Wolves were the ones who helped convince the other clans to adhere to the terms when the Trial was lost. They all but destroyed themselves in preventing the Jade Falcons from breaking the truce by instigating a Trial of Refusal (of a scale never before seen outside of a Trial of Annihilation against an entire Clan that this particular Trial of Refusal would be forever referred to as the "Refusal War") against the Jade Falcons. As a result of this war, the Wolves were split into two factions, the Crusader Wolves led by Vlad Ward and the Warden Wolves led, into self-imposed exile, by Phelan Kell. The latter left Clan controlled space and went to Arc-Royal in the Lyran Alliance and guarded the border against any Clan incursions. The other Wolves remained, despite an initially successful Jade Falcon attempt to Absorb them that was effectively made moot with the creation of the Jade Wolves, an offshoot of Clan Jade Falcon made up of captured Wolf warriors who were "absorbed" into the Jade Falcons. The Jade Wolves later changed their name by dropping the "Jade" part and simply going by "Wolf", effectively usurping the name of the original or pre-Refusal War Clan Wolf. These Crusader Wolves rebuilt their strength and have declared themselves one of two Crusader Clan not bound by the Crusader's defeat during the Great Refusal. Once the Fifteen-Year Truce of Tukayyid expires in May of 3067, the Wolves will be on the prowl once more. As with the original incarnation of Clan Wolf, the Crusader Wolves consider the planet Tamar as their capital. It was the scouring of Tamar that made the Clans realize that they too would come under attack by the Word of Blake fanatics and had to fight back. During the Jihad the Wolves leapt across Jade Falcon borders to assist worlds under attack.

Clan Wolf-in-Exile
The Warden faction of Clan Wolf was led into the Inner Sphere by then-saKhan Phelan Ward during the Refusal War with Clan Jade Falcon. After this break-away faction of Wolves were Abjured by the Grand Council, Khan Phelan Ward lost his Bloodright to the Ward surname. However, thanks to one of his final acts as ilKhan, Ulric Kerensky created a new Bloodname Kell. Clan Wolf-in-Exile settled on Phelan's original homeworld of Arc-Royal where his father, Morgan Kell, was the Grand Duke. Clan Wolf-in-Exile provided a strong defense for the newly-formed Arc Royal Defense Cordon against future Clan Jade Falcon incursions, most notably fighting alongside Lyran Alliance troops during the FedCom Civil War. During the Jihad the Wolf-in-Exile forces took in Wolf's Dragoons whose home planet, Outreach, was annihilated by the Blakists.

Clan Wolverine
The democratic Wolverines were Annihilated early in the history of the Clans, in an incident stemming from a disputed Brian Cache. Khan Sarah McEvedy's father had commanded the 331st Royal BattleMech Division of Terra, whose 'mechs were in the cache, and felt that she was entitled to them. The Council instead awarded them to the Widowmakers. After being defeated in a Trial of Refusal, the Wolverines were publicly censured when they attempted to seize the cache anyway. Directly challenging the justice of the decision in a Council session, the Wolverines quickly escalated to a personal challenge to the authority of Nicholas Kerensky himself, and then seceded from the clans altogether. During the early fighting, they used a nuclear weapon to destroy a Snow Raven genetic repository. In response, the council voted to Annihilate them.

After a bloody conflict between the Widowmakers and the Wolves for the honor of conducting the Annihilation, the Wolves won. The Wolverines, who had apparently been preparing for a third Exodus for some time, attempted to escape from clan space altogether, while the Wolves pursued. The Wolves lost most of their attacking force, but the Wolverines were destroyed altogether, with saKhan Hallis killed by Kerensky himself. All buildings belonging to the Wolverines were destroyed, warriors (of any clan) with Wolverine DNA were executed, and Wolverine civilians were forcibly sterilized.

Minnesota Tribe
The Minnesota Tribe is a semi-mythical entity that may be the remnants of the Annihilated Clan Wolverine that raid sites in the Inner Sphere for necessities. The fact that many of Wolverine's civilians and second-line troops were unaccounted for after its annihilation is considered suggestive. The Clan Wolverine insignia has also been sighted on the raiding group's 'Mechs. Minnesota Tribe has appeared only a handful of times in the Inner Sphere and is believed to reside beyond the Periphery.

A partially decoded message from an unknown source suggests that the remnants of Clan Wolverine had joined to Comstar, indicating that the Explorer Corps vessel Outbound Light had not discovered the Clan Homeworlds by accident, and that the they had a hand in the World of Blake Jihad. At this time, the veracity of this message has yet to be determined.[2]


The origin of the Stars
Nicholas Kerensky decided to do away with the old military rankings and organized the Clan military using units called Stars. Because (at least in Kerensky’s culture) normal stars are usually drawn with five points, the military Stars would consist of five units called Points.

The Points would be designated the numbers 1 to 5 and ranked on superiority, with 5 being lowest and 1 being highest. Point 1 is the most superior of the Points and hence the Point Commander of Point 1 is usually the Star Commander.

The strength and size of Points differ depending on the units that it is made of. A Point is either 1 ‘Mech, 2 Tanks, 2 Aerospace Fighters, 5 Protomechs, 5 Elementals/Battle-armored Infantry, 25 standard foot infantry, or can mean a section or work-crew on a Navy vessel. Hence a Star is either 5 'Mechs, 10 tanks, 10 Aerospace Fighters, 25 Protomechs, 25 Elementals, or 125 infantry.

Ranks and Units
Ranks and the units they can command:
Point Commander Point Varies
Star Commander Star 5 Points
Nova 1 ‘Mech Star and 1 Elemental Star
Star Captain Binary 2 Stars and/or Novas
Trinary 3 Stars and/or Novas
Super Nova 2 ‘Mech Stars and 2 Elemental Stars
Star Colonel Cluster 4-5 Binaries, Trinaries and/or Super Novas
Galaxy Commander Galaxy 3-5 Clusters

Clan Navy Ranks Rank Role:
Point Commander Commands a section or a work crew on a vessel
Star Commander An executive officer or a department head on a vessel
Star Captain Commands a dropship or a jumpship
Star Commodore Equivalent to a Star Colonel, commands a squadron of dropships or jumpships, or a single warship
Star Admiral Equivalent to a Galaxy Commander, commands either a major warship, or a star of warships

In Clan Coyote and Clan Hell’s horses, commanders of a Nova have the rank Nova commander, which is one rank higher than Star commander; and commanders of a Super nova have the rank Nova captain, which one rank higher than Star captain.

The rank the warrior holds is used as their title unless they hold the lowest rank (for example, Star Commander Zane). If they are warriors, they have a title denoting their sub-caste. E.g. a warrior who pilots a vehicle will be called ‘crewman’, and aerospace pilot will be called ‘pilot’ and so-on (for example, MechWarrior Aidan). Since the lowest MechWarriors are Point commanders, they have the title of MechWarrior instead of Point commander even though they have a Point commander rank.

Clan Council
Military command higher than Galaxy commander rests with the clan council. Each caste of a clan is governed by a caste council. The warrior caste council is also the clan council which rules the entire affairs of the clan and clan law. This council is self elected and is almost always made up of Bloodnamed warriors.

When the clan requires military action above the small scale skirmishes that are Trials of Possession, the clan council becomes a Kurultai (War Council) and it elects from within a council member to become a Khan. The Khan (though having much more influence) can’t interfere with clan laws/society; that is still in the hands of the council. He/she is however commander of the entire clan’s military assets, including the touman (see below), and becomes the top of the military hierarchy that doesn’t exist without a Khan.

The first act of the Khan is to select a saKhan (junior Khan) from amongst the clan council members. The saKhan’s duties aren’t specifically defined. He/she is the second in command, performing any duties the Khan requires (like bidding or leading a campaign) but can’t do him/herself and enjoys a heightened status within clan society. The official term for the senior Khan of a clan is kaKhan, though this is rarely used (Khan with no prefix usually means the senior Khan).

When the clans face a time of crisis or all need to coordinate their efforts towards a common objective, each clan forms a Kurultai and the Khans from each clan then form a Grand kurultai. The Grand kurultai then internally elects a Khan to become the ilKhan who serves as an arbiter between Clans during the time of crisis, acting with the power of the Grand Council. The ilKhan enjoys wide-ranging but not absolute power, as he answers to the Grand Council. The ilKhan may not interfere with matters that are internal to a specific Clan. When the Martial code is in effect, however, the ilKhan may operate virtually unhindered.

Other Ranks
Each clan has one of each of the following:

The Loremaster is the keeper of Clan laws and history. The position is honorable and politically powerful. The Loremaster plays key role in inquiries and trials, where he is often assigned the role of Advocate or Interrogator. To determine who replaces a retired or deceased Loremaster, candidates engage in a one-on-one melee elimination tournament. The winner then sits a 'Forum of Law' where he/she is asked questions about Clan Law and Lore. If he passes he becomes the next Loremaster. If he fails the second place winner sits the Forum of Law and so on until one passes the Forum.

The Oathmaster is a counterpart to the Loremaster in Clan tradition. That position is similar to that of an Inner Sphere sergeant-at-arms, but it carries a greater degree of respect. The Oathmaster administers all oaths, and the Loremaster records them. The position of Oathmaster is usually held by the oldest Bloodnamed warrior in a Clan (if he or she desired the honor), and is one of the few positions not decided by combat.

Mercenary Units

Mercenaries are an important part of the BattleTech fictional universe; the Inner Sphere and Periphery have many private military companies.

As the various mercenary factions are independent and competing businesses, it is quite rare for them to work as a faction together. Nonetheless, some of the companies are quite powerful and their actions have influenced the history of the known universe.


1 Employment
2 Companies
3 Locations

4 Famous mercenaries:
4.1 Bannson's Raiders

4.2 Eridani Light Horse
4.2.1 Media

4.3 Gray Death Legion

4.4 Kell Hounds
4.4.1 Formation and Early Years
4.4.2 Morgan Kell's "Defection"
4.4.3 3029 (Fourth Succession War) to 3049 (the Coming of the Clans)
4.4.4 Coming of the Clans

4.5 McCarron's Armored Cavalry

4.6 Northwind Highlanders
4.6.1 History
4.6.2 MechWarrior: Dark Age Update
4.6.3 Novels

4.7 Snord's Irregulars
4.7.1 Inception
4.7.2 Freebirth
4.7.3 Leavings
4.7.4 Collection and War
4.7.5 Snords' Fall
4.7.6 Enter the Clans
4.7.7 Camelot Command
4.7.8 Peace
4.7.9 3058
4.7.10 Troop Movement

4.8 Team Banzai

4.9 Waco's Rangers
4.9.1 The Beginning
4.9.2 Blood Feud
4.9.3 Building
4.9.4 Exodus of House Liao
4.9.5 House Kurita
4.9.6 Meeting of the Widow
4.9.7 Into Steiner
4.9.8 Structure of the Rangers
4.9.9 End

4.10 Wolf's Dragoons

Employing a mercenary command has always been subject to many varying requirements depending on employer, ranging from simple agreement to complex prerequisites and discussions just to begin talks on a contract. However there are a few requirements that are common across the Inner Sphere and Periphery:

Combat Actions - Will the mercenary command follow the Rules of War and limit their attacks to armed combatants? Will they avoid attacking civilians? Have they ever used and would they consider WMDs?

Employers - Every employer knows mercenaries are soldiers for hire, but some nations view mercenaries critically, especially if they have worked for the Word of Blake, the Free Worlds League, or the Draconis Combine.

Rating - The independent Mercenary Review and Bonding Commission rates units based on the quality of their personnel, their equipment and experience. Higher ratings attract higher rates of pay and more favourable terms in contract negotiations.

Mercenary companies vary in size from very small platoons or lance-sized units up to forces comprising multiple regiments with supporting warships and large weapons backed by arms-manufacturers and the like.

Attitudes differ among mercenary companies. Some like to live in the spotlight, actively pursuing battle, whether for fame or for money, such as Ace Darwin's Whipits, the Bad Dreams, the Black Heart Roses, Blanc's Coyotes, Black Omen, the Fighting Shamrocks, etc. Others prefer to avoid the limelight, like Vinson's Vigilantes, the Broadstreet Bullies, Black Angus’s Boys, Clifton's Rangers, The Furies, Heavyhell Raisers, the Hsien Hotheads, etc. Still more serve the wishes and commands of tyrants.

Important planets for mercenaries include Outreach and Galatea. Though not as famous as these places, run-down mercs and guns-for-hire can also be found lurking down dark alleyways, waiting for their next pay check.

Famous mercenaries
Among the most famous mercenary groups are:
Bannson's Raiders
In the MechWarrior: Dark Age setting of the BattleTech universe, Bannson's Raiders, led by CEO Jacob Bannson, are a private army created to defend the interests of the Bannson Universal Unlimited corporation. They recently ended a grand alliance with House Liao, since Jacob Bannson declared that the marriage between his relative and the Liao leader never happened.

Bannson’s Raiders are opportunists, masking their greed for power behind a façade of helping the common man of the Rimward Prefecture.

LOCAL LEADER: Jacob Bannson
QUOTE: “Either we work together, or you don’t work at all.”
Jacob Bannson is a pragmatist, sure that Devlin Stone will never return and that the Republic he left behind is only interested in holding on to power. He is also one of the richest men in the Republic, but his lack of noble blood leads the nobility and even the Senate to consistently thwart his ambitions. This has made Jacob Bannson brooding and bitter. Now, with communications gone and others making their bids for control, he seems ready to indulge his own thirst for power while paying back the nobility for all the offenses (real or imagined) they have committed against him.

Bannson, a charismatic leader, has roused the commoners to his cause and attracted many warriors to follow him, whether accomplished MechWarriors or street thugs. He seems to believe that if the other factions would only listen to him, they would realize he is the logical person to lead them to a better tomorrow. His efforts are certainly aided by the inexhaustible funds that he uses to grease the wheels.

One might think that Bannson’s opportunistic nature would make him an easy target, but, while his followers may be out for whatever they can get, Bannson seems to have a very clear agenda. Though each move may seem random, it is in reality a precise step meant to advance a well-planned objective.

ELITE UNIT: The Scourge
MOTTO: “Never Retreat.”

Originally the private “security force” for Bannson and his corporate empire, with the fall of darkness he has revealed their true nature: a large, well-trained military force.

However, though Bannson has the resources to train this force and provide them with new, well-maintained equipment, he has not been able to acquire the latest military technology due to his commoner status and his lack of ties to the Republic’s military.

Nevertheless, the Scourge have proved their worth and dedication to Bannson and his cause, helped by the fact that the unit keeps all of its salvage: Bannson does not take it to equip any of his other units. Moreover, any ’Mech that a MechWarrior captures on the field becomes his personal property. That is the kind of incentive that most men will gladly kill or be killed for.

VETERAN UNIT: Band of Five
MOTTO: “’Mech or Dagger, Dead Is Dead.”

The Band of Five have quickly become one of the most feared units in the various splinter factions emerging in the ruins of the Republic.

Though they have nowhere near the training or equipment of the other factions, they have a brutality and savagery about them that manifests in their willingness to do anything to achieve victory. Whether on the battlefield or off, whether through traps, ambushes, assassinations, intimidations, hostage taking — only winning matters.

Although they are more a gang or a band of thugs than a true military unit, they usually get the job done. The other faction leaders have attempted to brand them renegades and have accused them of numerous atrocities, but the Band of Five have survived intact. After all, with every side vying for control on numerous worlds, results are what matters — and the Band of Five provide those results in spades.

GREEN UNIT: Wyld’s Jokers
MOTTO: “Of Course We’re Insane.”

The Wyld’s Jokers — named after their “esteemed” leader Geoff “Crazyman” Wyld — are a rag-tag group that formed during the period of violence following the loss of the HPG communication grid. Culled from the fringes of Republic society, it is filled with solitary men and women who enjoyed the peace and prosperity of the Republic but wanted a taste of the rough-and-tumble life the orderly Republic did not generally provide. Trappers, traders, hunters, prospectors, freebooters — anyone with the ability to scrap it out in the toughest situations or even go it alone to accomplish their objectives.

Though each has declared loyalty to Bannson’s cause, Jacob knows that most of them owe allegiance only to themselves. But they are also loyal to the handsome bounty he pays them on the successful completion of each mission, and that kind of loyalty Bannson trusts.

Generally speaking, they are no good in a stand-up fight; their lack of formal military training makes their destruction almost a foregone conclusion in a head-to-head battle. But their strange assortment of skills means that regardless of what Bannson may need done, Wyld’s Jokers has someone who can fit the bill.

Eridani Light Horse
The Eridani Light Horse is a fictitious mercenary group in the science fiction universe of Battletech. They're featured in the games Mechwarrior 3 and Mechwarrior 3: Pirate's Moon.

"We, the Eridani Light Horse, chose not to travel with General Kerensky on his Exodus. Instead, we stood in silent attention as he and his armada of ships departed, for we knew in that moment one era of history had ended and another had begun. We honour him and his beliefs to this day with the black ring around our insignia and by flying our banner always at half-mast. We will always speak the name of the General with respect for we have stood for these hundreds of years since his departure in defense of the Inner Sphere, awaiting a return to the glory of the Star League."

"We remained in the Inner Sphere to defend our homes and loved ones, as we had always done and will continue to do. Though we honour the name Kerensky, we will not stand by and allow his corrupt descendants to defile all he stood for, no matter how loudly they shout his name with reverence."

-Excerpt from Mechwarrior 3 Supplemental Information

Media The Eridani Light Horse has been featured in multiple texts and games. They include:

Dagger Point, a novel detailing the events on Milos.
Mechwarrior 3, a PC game telling of the events just following the capture of Huntress.
Mechwarrior 3: Pirate's Moon, an expansion to the aforementioned game detailing a conflict between the ELH and Periphery Pirates.

Gray Death Legion
The Gray Death Legion is a fictional mercenary company. It exists within the fictional BattleTech Universe, appearing in seven novels within the series as well as having their own game source book, more than any of the other fictional mercenary regiments within the Battletech universe.

In the BattleTech novels the Gray Death legion is known throughout the Inner Sphere for their use of original tactics and anti-mech infantry. They are the creators of the Gray Death Battle Armor and known for their longstanding loyalty to House Steiner. The Gray Death Legion found a Star League memory core on Helm. Copies of the Gray Death memory core, as it would come to be known, were distributed throughout the Successor States in an effort to promote recovering lost technology.

1 Early history
2 Personalities
2.1 Grayson Death Carlyle
2.2 Lori Kalmar Carlyle
2.3 Davis McCall
2.4 Ramage
2.5 Alex Caryle
3 Gray Death Legion Novels

Early history
The Gray Death Legion was formed on the planet Trell I by Grayson Death Carlyle, a mercenary apprentice who had used inventive tactics in order to keep the planet from being used as a beachhead for a Draconis Combine invasion of Lyran Commonwealth space. He formed and trained a militia unit called the Trellwan Lancers to combat Combine forces. After forcing Duke Ricol and the Combine forces to flee, Carlyle reformed the Lancers into the Gray Death Legion mercenary unit.

The Legion headed for the mercenary planet Galatea in order to bolster their forces and find work. The Legion negotiated a contract under which the Legion would be required to act as a training cadre to the planet Verthandi's rebel army. They ran the Draconis Combine blockade, only to be trapped on Verthandi until they could win their way home. Grayson Death Caryle eventually took de facto command of the Verthandi rebel forces due to his greater experience and superior equipment. The Gray Death Legion made many raids against the Draconis Combine forces which culminated in an attack on the Combine-held capital city. With the help of Lyran Commonwealth forces summoned by the Gray Death Legion's jumpship, Verthandi was liberated from the Draconis Combine.

Almost immediately following these events, a representative from the Duke of Irian and the Free Worlds League signed the Legion to its service. As part of their contract the Gray Death Legion was given the planet Helm as a holding. The Legion fought against the Capellan Confederation for their employers. When ComStar discovered a Star League storehouse on Helm, they feared that the Legion would discover the memory core and threaten ComStar's monopoly on lost Star League technology. ComStar operatives set up a plot in cooperation with a rogue faction of the Free Worlds League to discredit the Legion and frame them for war crimes. The Free Worlds faction, led by the Duke of Irian, wished to use the "new" technology to wrest control of the Free Worlds League from Janos Marik. The Gray Death Legion landed on Helm too late to save their families, but held off the Duke's forces, found the storehouse and evacuated much of the technology and the Helm memory core offworld.

Grayson Death Carlyle
Founder of the mercenary command known as the Gray Death Legion, forged from the remainders of his father's mercenary unit, Carlyle's Commandos, which was destroyed in a treacherous sneak attack by periphery bandits in a scheme engineered by Hassid Ricol, the Red Duke. Known for his innovative battlefield tactics. Also his exceptional use of anti-BattleMech infantry. In 3028, on the eve of the Fourth Succession War, Carlyle's Gray Death Legion discovered the Helm Star League Library Core on planet Helm in the Free Worlds League. Died in 3065 of cancer. He was married to Lori Kalmar-Carlyle, his second in command, who also died in 3065. They had one child, Alexander Carlyle.

Lori Kalmar Carlyle
Lori Kalmar first meet Grayson when he had cornered her and threatened her with inferno SRM laucher. Later to become NCO of the Grey Death Legion and wife of Grayson Death Carlyle.

Gray Death Legion Novels
Decision at Thunder Rift
Mercenary's Star
The Price of Glory
Blood of Heroes
Tactics of Duty
Operation Excalibur
The Dying Time

The Kell Hounds
The Kell Hounds are a fictional mercenary unit from the BattleTech Universe. They are named for their founders Morgan and Patrick Kell.

The First Regiment is named "The Wild Hunters" with battalion names "the Dragon Dogs", "the Wild Dogs", and "the Mutts". The Second Regiment is named "The Scrapping Pack" with battalion names "the Greyhounds", "the Wolfhounds", and "the Junkyard Dogs". The insignia for the First Battalion is a black leash and broken dog collar studded with spikes, and the insignia for the Second Regiment is a large black hound in mid-leap, half-framed by a red star.

Formation and Early Years
Morgan and Patrick Kell formed the regiment on Galatea in 3010 with a fighter wing, two BattleMech battalions and a third battalion of Jump Infantry. Their early career (and formation) are detailed in the 1988 FASA book of the same name which also gives details of some of the personalities of the early Regiment. Between 3011 and 3029 they worked for the Lyran Commonwealth, Federated Suns and Free Worlds League, working twice for the Federated Suns and Lyran Commonwealth. Most of these involved facing the Draconis Combine except their pirate hunting commission in the Free Worlds League Periphery.

Morgan Kell's "Defection"
After a major battle with Yorinaga Kurita in 3016, Morgan Kell left the Kell Hounds and broke the regiment down to a single combined arms battalion under his brother's command. Morgan, meanwhile, exiled himself to a religious retreat. The unit remained in this state until 3027, largely kept alive by Daniel Allard, Seamus Fitzpatrick and Richard O'Cieran, when Patrick Kell was killed rescuing Melissa Steiner by Yorinaga Kurita and his new unit, the Genyosha. Patrick Kell's death brought Morgan back to the unit and he brought the force back up to regimental strength.

3029 (Fourth Succession War) to 3049 (the Coming of the Clans)
The Fourth Succession War saw the Kell Hounds face and defeat Yorinaga Kurita again and at the end of the battle Kurita committed seppuku and his son joined the Hounds. The Kell Hounds bounced back from this battle and went on to form a third 'Mech battalion for the first time in their history on the Kell homeworld of Arc-Royal. In this time Morgan Kell had children by IVF resulting in Phelan Kell and Caitlen Kell with Salome Ward. Dan Allard also married Morgan's mysterious daughter Megan Kell. In this time the Kell Hounds also fought for the Free Worlds League against the Capellan Confederation and once more for the Federated Suns against the Draconis Combine.

In 3040 Katrina Steiner died and bequeathed Morgan Kell enough money to raise a second regiment of Kell Hounds, with one commanded by Dan Allard and the other by Scott Bradley as lieutenant colonels. The 3040s saw service to the Lyran Commonwealth while Patrick's son Christian Kell joined the unit in 3042 while Phelan Kell was expelled from the elite Lyran academy the Nagelring in 3048 and began to serve as a member of the Second Regiment's scout lance, bandit hunting in the Periphery.

Coming of the Clans
The Kell Hounds were one of the first organised (as opposed to bandit) forces to encounter the Clans, more particularly Clan Wolf. Phelan Kell was among the missing (presumed dead until after the Battle of Tukayyid where he fought with the Wolves). The Kell Hounds fought the Clans on Twycross and Luthien, with Wolf's Dragoons. During a lull in the early fighting, they managed to rebuild their numbers and start to incorporate the Clan technology.

In the years immediately after the Clan invasion, the Kell Hounds pioneered a system of "farming" smaller mercenary units to supply veteran warriors to their ranks. They also lost Salome Ward, wife of Morgan Kell, to the bomb that assassinated Archon Melissa Steiner-Davion and were engaged in the destruction of a "bandit" clan force jointly with Clan Wolf forces.

McCarron's Armored Cavalry
McCarron's Armored Cavalry was integrated into the military of House Liao in the 3060s.

Northwind Highlanders
The Northwind Highlanders are an esteemed mercenary group in the BattleTech universe, with a rich history traced back to their Scottish origins.

While serving with House Liao's Capellan Confederation, their homeworld of Northwind was captured by House Davion's Federated Suns during the Second Succession War. Liao used stories of Davion atrocities to cement their loyalty. During the Fourth Succession War, they reached a negotiated deal with Davion to return to Northwind in December 3028. They arrived just as the planet was about to fall to the Draconis Combine. Under Davion, their four regiments were rebuilt to full strength. They had the First Kearny battle standard presented to them by Omi Kurita before launching an attack on Clan Smoke Jaguar in 3058.

During the Second Star League, Members of the Northwind Highlanders (and residents on Northwind itself), remembering their heritage of being descended from the Blackwatch of the First Star League, joined the newly recreated Blackwatch

Later, in the MechWarrior: Dark Age universe, the Northwind Highlanders, led by Countess Tara Campbell, are a part of the Republic of the Sphere and fight to protect it from internal and external foes. The Highlanders are made of three groups. The green unit is the Republican Guards, the veteran unit is the Northwind Fusiliers, and the elite unit is the First Kearny.

MechWarrior: Dark Age Update
The Introduction of the Highlanders describes them as the main military force presiding in Prefecture III, even though this is a SOP (Standard Operating Procedure) of the Republic Armed Forces. Clearly factionalism has even affected the forces of the Republic of the Sphere.

Prefect Tara Campbell, leader of the new Northwind Highlanders, is a stout defender of the Republic of the Sphere and its founder Devlin Stone, stating “In the name of Devlin Stone, we will survive.”

As Legate of Northwind, prior to the current troubles began, Countess Campbell soon became Prefect when the former prefect, Katana Tormark, left to create her own faction, the Dragon’s Fury. She was horrified by how quickly such a person could betray the Republic of the Sphere and how this showed that many had forgotten all they did for their prosperity and protection. Moreover, they seem to have forgotten Devlin Stone and the high ideals he espoused.

Her disgust is compounded toward the other leaders in the Prefecture, who should be setting an example, not letting their avarice lead them astray. Her particular target is ex-Prefect Katana Tormark, whom Tara served under in the past and respected for years. When offered a knighthood in the Republic of the Sphere, Campbell was torn between hero worship and horror. Campbell herself has no real ambition for personal power, convinced that only she can keep the republic and her prefecture from sliding into anarchy. She has thus stepped up to fill Katana’s shoes as Prefect. Countess Campbell has now called upon all who remain loyal to the memory of Devlin Stone and the Republic to stand against the falling darkness.

Using the Republic Army forces in the immediate Prefectures as her base, Campbell began expanding her troops via volunteers and militia forces. She has been biding her time until larger elements of the Republic’s army can be mobilized and assist her in holding together the Great Experiment.

ELITE UNIT: First Kearny
MOTTO: “Our Legacy Is Our Sword.”

The First Kearny Highlanders are the heirs of a military tradition that stretches back more than fifteen centuries — a history unmatched by any other Inner Sphere regiment currently in service. From the first Scottish regiments raised in the seventeenth century, through Humanity’s expansion to the stars in the twenty-second century, through their reincarnation as the Kearny Highlanders on Northwind in the twenty-fourth century, through the centuries of Succession Wars and through today, no unit is more respected for its battlefield prowess or tradition of excellence.

At the time of the Word of Blake Jihad, the Highlanders fielded five full regiments. Only three partial regiments survived that crucible, and when swords turned to ploughshares during the demilitarization and formation of the Republic, all but the First Kearny were decommissioned.

Though peace and prosperity have ruled for two generations, the men and women of the First Kearny have maintained their expertise through gruelling training and a devotion to their legacy. More important, they have sworn an oath that never again will they allow a catastrophe like the Jihad to occur. If ever the Word of Blake rears its head again, they have vowed to see to its immediate destruction.

VETERAN UNIT: Northwind Fusiliers
MOTTO: “A New Tradition”

The Northwind Fusiliers were commissioned soon after the communications grid was lost and rumours of war began to circulate. Although they were originally intended only as a home guard for Northwind, Tara Campbell has deployed them on numerous worlds in her effort to hold the Republic together.

Like the Republican Guards, the Northwind Fusiliers are a relatively new unit. Unlike the Guards, however, not only is the entire officers’ corps taken from the First Kearny, but most of its members are descended from the decommissioned Second Kearny and Northwind Hussars regiments as well. As a result, though the men and women of the Fusiliers had not actively engaged in combat or formal training before the blackout, most of them had kept up the military traditions of their forefathers as weekend warriors. Well-versed in the theories of warfare, they transformed the Fusiliers from a wet-behind-the-ears green unit into a solid line regiment much more quickly than Campbell had believed possible.

GREEN UNIT: Republican Guards
MOTTO: “For the Republic”

The Republican Guards are in essence a citizen’s militia. When Tara Campbell assumed the post of Prefect, she quickly realized that many of the forces formerly at the Prefect’s disposal had sided with various leaders, and fighting had already broken out in the Prefecture.

Realizing she had no choice, she put out a call to every able-bodied man and woman who was willing to fight for the ideals of Devlin Stone and the Republic, which had given them so much peace and prosperity over the past several decades. She received a torrent of responses, with many people simply booking passage on the next DropShip to Northwind, landing on her doorstep with nothing but the clothes on their backs and an old rifle that had been gathering dust in their grandparents’ house for years.

This dedication has served them well, but regardless of their passion for the cause of the Republic, they are a militia formed from people who recently were tending children and desk jobs.

Highlander Gambit
Impetus of War
A Silence in the Heavens
Truth and Shadows
Service for the Dead
Flight of the Falcon
Blood of the Isle

Snord's Irregulars:
Snord's Irregulars is a mercenary force in the popular sci-fi universe BattleTech owned by WizKids Games Inc.

Khan Kerlin Ward of Clan Wolf knew that the Clans would one day move to fulfil what the Crusaders felt was their destiny, to invade the Inner Sphere and re-establish the Star League. Khan Ward felt that the timing was not right, and that the mission of the Crusading Clans was not proper.

When the Great Debate came to a head within the Grand Council of the Clans, Khan Ward offered a compromise. He proposed that five regiments of warriors be sent into the Inner Sphere to gather intelligence and to test the mettle of its forces.

Equipped with retro-fitted technology and posing as mercenaries, they would be able to learn the strengths and weaknesses of the Inner Sphere governments. For Khan Ward, it was a gamble, designed to buy the Inner Sphere time. For the Inner Sphere, it was the birth of a legend, the coming of Wolf's Dragoons.

For the most part, the Dragoons were freebirth warriors, considered inferior by the Clans to the genetically born truebirths. Clan Wolf had a large number of freebirth warriors, more than enough to form the five regiments of Wolf's Dragoons. It was a good way to discard troublemakers and those freebirths who would not conform to the rigid dictates of Clan society.

One of these was Cranston, a warrior who took the surname of Snord as part of his cover for the mission. A strong freebirth warrior of exceptional fighting ability, Cranston clearly was uncomfortable within Clan society.

Born the only child of a Merchant Caste family, he worked hard to earn a position in the Warrior Caste's lower levels. He was vastly skilled in combat, yet he often balked at Clan rules and traditions. Snord was fascinated with the Star League, and his constant study of the government, military, and artifacts from that era bothered many of his fellow warriors.

To the relief of many, Cranston was given orders to accompany Jaime and Joshua Wolf on their mission. Jaime Wolf both admired and disliked the misfit. He felt that the warrior had great prowess in combat, but was sure that Cranston's non-conforming attitude was destined to cause trouble.

Striking a last blow for eccentricity, Cranston insisted that his young daughter Rhonda be attached to the mission. Such father/child relationships among the Warrior Caste were rare, and many considered these relationships to be abominations. However, despite her father's unorthodox approach to training and warfare, Rhonda grew up to be a skilled MechWarrior in her own right.

After considerable deliberation, Jaime met with Cranston and devised a plan to make use of his unique talents and abilities. While Wolf's Dragoons would begin their Inner Sphere service with House Davion.

Cranston and a smaller team would approach House Steiner and gain service there, forming their own mercenary unit. This unit would be composed mostly of Inner Sphere natives, and would act as additional eyes and ears for the Dragoons.

In particular, they were to search for buried treasure. The Star League Defense Forces had left behind hundreds of hidden military bases. The Exodus fleet had maintained records of where many complexes and caches were hidden, but many other records had been lost during the more violent years of the Clans' formation. Most of these bases, known and unknown, had been discovered by the warring houses, but the Wolf brothers were sure that others still existed undiscovered.

After Wolf's Dragoons appeared in the Inner Sphere on 11 April 3005, Cranston Snord was with them, commanding a battalion of BattleMechs in the Epsilon Regiment. Following Colonel Wolf's orders, Cranston devised an excuse for Wolf to dismiss him from the Dragoons. In Jaime Wolf's own words, "I'm giving you enough rope to hang yourself, so do it right."

An opportunity presented itself in the raid on Halloran in early 3006. Cranston Snord ordered his battalion to attack a Liao outpost for the sole purpose of recovering a rare meerschaum pipe collection. His action infuriated the other warriors of the Dragoons, and provided sufficient grounds for his ouster.

Jaime Wolf publicly berated the MechWarrior and angrily discharged him from the Dragoons. With one strike, Cranston had proven himself a skilled warrior, given birth to tales of his eccentricity, and added to the reputation of Wolf's Dragoons as an elite mercenary unit.

Collection and War
Adopting the guise of a fanatical collector, Snord began the meandering journey that would lead to a bar on Crossing and the legendary poker game of 3007, where he won his first independent unit.

This time, Cranston continued to pursue the mission Colonel Wolf had given him. His year's research indicated that several undiscovered Star League caches were located near the Lyran Commonwealth/Free Worlds League border. His transfer of the Irregulars to this border gave him ready access to the scouting and research information he was likely to need.

Over the years, Cranston Snord's Irregulars continued actions against the Free Worlds League, earning the hatred of that state, and finding their share of rare antiques and Star League era BattleMechs, which they cached under their museum on Clinton. Weathering a Free Worlds League raid which destroyed their museum and captured their treasures.

Snords' Fall
In seeming contrast to his youthful energy, Cranston Snord suffered a severe heart attack in the spring of 3034. Later that same year, Jake Walmar, still suffering from wounds he received during the Fourth Succession War, retired from active duty to become librarian of the Irregulars' museum on Clinton.

Winston Nearon also stepped down from the ranks, devoting much of his time to helping Cranston recover and to refinishing and repairing his vast collection of weaponry. The heart attack forced Snord to use a cane.

His days in the cockpit of a BattleMech were slipping away. Several other original Irregulars, including Clame McDonald and John Malvinson, mustered out the following year. They were replaced by MechWarriors Rhonda recruited through her contacts in the LCAF.

In keeping with the tradition her father established, Rhonda enlisted only the boldest and most interesting warriors for the ranks of the Irregulars.

Enter the Clans
Within two weeks of the Clans' first verified contact with the Inner Sphere, Jaime Wolf met with Cranston and Rhonda to discuss whether the Dragoons and the Irregulars would help protect the Inner Sphere or fulfil their mission.

He personally conveyed to them the recall order issued by the Grand Council of the Clans. Both Cranston and Rhonda refused to acknowledge the order, claiming more loyalty to the Inner Sphere than to their heritage in the Clan.

The location of lost Star League facilities and other information Snord had uncovered in the past 40 years was communicated across Wolfnet, and many of the old bunkers and complexes were refitted and revitalized by Dragoon operatives for use in the upcoming war.

As the weeks passed, it became painfully clear that the Clans would continue their push deep into the Federated Commonwealth, Rasalhague, and the Draconis Combine, riding a wave of death and destruction. As the Clan Jade Falcons pressed forward into the Commonwealth, the front line approached the Dark Nebula.

A Star League naval base had for centuries been rumoured to be hidden in the Dark nebula. Cranston and Jake Walmar had found several references to such a base, but had never uncovered coordinates for the rumoured facility.

As Cranston continued to study the maps, he realized that if the facility existed, it would offer an excellent base for a counterattack against the flank of the Clans' offensive. Cranston and Jake travelled to the libraries on Derf and Wotan, known for their archives of Star League atlases and star charts.

Although they did not locate the coordinates for the base, they did learn that the SLDF had set up a special astronomical survey station on the northern continent of the planet Apollo. After gaining the information they needed on Apollo, the Irregulars set off to find Camelot Command in the Dark Nebula.

Camelot Command
As Rhonda leaned over the reconnaissance tech's shoulder, the Harrier arrived in a small system. A red dwarf star eerily shrouded in a haze of flowing stellar dust, provided dim light. The tech located a small, rotating planetoid with only a scant atmosphere clinging to its surface.

Magnifying a visual scan, Rhonda saw it was black and pitted with the scars of time. Stark white lines of concrete etched its surface. Aged turrets poked up from the surface. On its eastern horizon she saw a massive port, large enough to dry-dock one of the Clan's old Black Lion class battleships.

As the Harrier approached, she recognized a 100-meter-long Cameron Star painted on the concrete equator.

As the Jade Falcon forces approached, following them from Apollo, Rhonda prepared her defenses, whittling down the Clan forces until Star Colonel Damon, bloody and beaten, conceded victory to the Irregulars and turned over the remaining Jade Falcon warriors and equipment, declared as isorla for the battle.

Following the truce of Tukayyid, Colonel Rhonda Snord requested permission from the Federated Commonwealth on several occasions to launch raids into the Clan Jade Falcon occupation zone, but the Commonwealth has so far refused.

Instead, the Federated Commonwealth asked the Irregulars to split their forces, leaving half on Camelot and stationing one battalion on Edasich to defend that world's fusion reactor manufacturing facility.

Semi-retired Cranston Snord also led a lance of Irregulars back to Clinton, the unit's former base. Rhonda Snord finds the unit's current status as garrison forces frustrating, but has so far managed to wait patiently for a more exciting assignment.

Camelot Command remains a fortified Inner Sphere outpost in the middle of Clan territory, much like Wolcott in the Clan Smoke Jaguar occupation zone. Though its small size limits anti-Clan activity staged from it to minor raiding, the station resupplies countless guerrilla activities in the Jade Falcon occupation zone.

Recent, widespread rumours claim that Snord's Irregulars are attempting to recruit warriors among Clan solahma refugees and elements of the Bandit Caste. Colonel Snord denies the rumours but admits to making contacts in the Clan occupation zone on worlds controlled by both Clans Jade Falcon and Steel Viper. Wolfnet believes that this contact amounts to simple intelligence gathering for another raid Colonel Snord intends to propose.

The current political tensions threatening Federated Commonwealth unity propose to sorely test the Irregular's strong, long-established ties to the Lyran Commonwealth.

Though both Snords feel fiercely loyal to their long-time employers, Snord's Irregulars possess a keen understanding of the Clan threat, matched only by Wolf's Dragoons. Having renounced their Clan ties, they may decide that their ultimate duty to protect the entire Inner Sphere from that threat outweighs any debt they owe to any given political faction.

Not much has changed for the Irregulars. With the Refusal War having sapped the strength of Clan Jade Falcon, the Clan's concerns are in rebuilding, not pursuing what it considers to be a band of pirates. Once that Clan has recovered, however, Rhonda Snord's Irregulars is bound to be at the top of Clan Jade Falcon and Marthe Pryde's hit list.

In the meantime, Rhonda Snord will be training her unit and continuing to make contacts in the Clan occupation zone on worlds controlled by both Clans Jade Falcon and Steel Viper. The Irregulars are eager to gain a chance to finally strike back at Clan Jade Falcon and commence raids on their possessions in the Inner Sphere.

Again, it is believed that this contact amounts to simple intelligence gathering for another raid Rhonda Snord intends to propose to her employer. With the current weakened state of the Jade Falcons, Snord is likelier than ever to strike at the Clan.

Troop Movement
Reorganized after the Jade Falcon raid on Camelot Command in 3051, Snord's Irregulars currently maintain a rotating troop assignment. In order to more easily integrate her Jade Falcon bondsmen, Rhonda Snord changed her unit's structure from Inner Sphere companies to Clan Clusters and Trinaries.

The First Cluster and Binary Bravo of the Second Cluster, roughly equivalent to a battalion and a company, are stationed on Camelot Command in the Dark Nebula.

The remaining three Trinaries of the Second Cluster, comprising the original three companies of Irregulars and their support platoons commanded by Colonel Rhonda Snord, protect Federated Commonwealth assets on Edasich.

Rhonda rotates her forces to coincide with the irregularly scheduled Federated Commonwealth supply runs into the Dark Nebula, making it impossible for the Clans to discover what forces defend Camelot at any given time.

Waco's Rangers
Waco Rangers are a mercenary force in the popular sci-fi universe BattleTech owned by WizKids Games Inc.

The Beginning
In 31st Century, Captain Wayne Waco of the soon-to-be disbanded 1st Tau Ceti Rangers resigned his commission from House Liao and recruited 15 down-and-out MechWarriors to form a mercenary company called the Waco Rangers. This warriors being of run down and out of work quality. Oddly enough Liao was their first employer, and the Rangers were soon on the front line, attempting to stem a Davion advance.

Blood Feud
While on New Aragon in 3008, the Waco Rangers were strung out on picket duty for McCormack's Fusiliers, awaiting the assault of Wolf's Dragoons. Incidentally, the attack by Wolf's Dragoon's was unexpectedly quick, and the Dragoons trapped Captain Waco's only son, Lieutenant John Waco, in the El Diablo Pass. With no substantial evidence, no one is sure what happened next, but some observers later reported that no less than a lance of BattleMechs surrounded John Waco's Stinger and systematically tore it apart. Then the Young Waco ejected, but the Dragoon 'Mechs pursued him, and one crushed the MechWarrior under its foot.

Although those reports were never verified after the Liao forces retreated off New Aragon, Wayne Waco and his men swore a Death Oath to show no mercy to any member of Wolf's Dragoons and to refuse to work for an employer that employs that unit. To this day, every recruit of the Waco Rangers must take this oath, and all Ranger contracts specifically state that their contract is null and void if their employer also hires Wolf's Dragoons.

Some years later, the story of this Death Oath would reach Colonel Jaime Wolf, commander of the Dragoons. While denying any outright cruelty to Wayne Waco's son, Wolf reportedly said, "Fine, fine, another merc to test. I just hope we eventually meet up with the Waco Grangers, or Rangers, or whoever they are."

During the next four years, the Waco Rangers grew rapidly and became known as a unit of misfits. MechWarriors who had left their old units could find a new start in the Rangers with few questions asked. Only needing some degree of skill and a BattleMech, regardless of its condition. If a dispossessed MechWarrior was talented enough, Waco would give the mercenary one of the unit's spare Mechs.

With Waco's Tech staff soon developing a reputation as miracle workers for restoring the unit's dilapidated Mechs. By 3010, the Waco Rangers were one of the most reliable mercenary units in the service of House Liao. As such, it was constantly jumping into one trouble spot to another. Notable among these skirmishes was the defense the planet Thomas against House Davion's 42nd Avalon Hussars regiment in 3011. The Avalon Hussars assaulted the planet en masse, making them easy prey for Waco's hit and-run tactics. By the time Liao reinforcements arrived, forcing the Davion regiment to retreat off-planet, Waco's techs had recovered nearly 30 nearly intact enemy BattleMechs.

Soon the unit was battalion sized, and Captain Waco gave himself promotion to Major. After replacing battle losses, the Rangers still had acquired enough BattleMechs to add two companies to their unit. Within a year, the Waco Rangers would reach two full battalions.

Exodus of House Liao
By mid-3011, Lieutenant Colonel Waco discovered that Maximilian Liao had hired the hated Wolf's Dragoons. Angered by this breach of contract, the Waco Rangers raided Liao's supply bases on Korion and departed Capellan space. Maximilian Liao, feeling justified in hiring any mercenary unit he wished, was outraged. According to the contract, however, Liao was supposed to have given the Rangers advance notice of his intention to hire Wolf's Dragoons so that they could leave Liao's employ officially. Thus, the Waco Rangers gained a large number of spare parts, and Liao was left cursing the peculiarities of mercenaries.

With its fame spreading throughout the Successor States, the Waco Rangers attracted more and more MechWarriors to the unit. As most of its numbers either had no family or were outcasts, the Rangers developed into one big family; As a result they did not mind that some of their pay went toward repairing or rebuilding their rides, it was still in the family.

House Kurita
In 3014, after extensive training and refurbishment, the Rangers negotiated a contract with the Draconis Combine.

For its first mission, Kurita ordered the unit to raid the planet Sara, which was defended by the 3rd Ceti Hussars. As soon as the raiders jumped in-system, their air lances diverted the defending fighters away from the descending Dropships. However, three Davion fighters did delay Noble's Battalion's Overlord Class Dropship, and Keller's company landed without the support of the assault battalion.

As a result, the Hussars battered the company until the Unions arrived, bringing five companies to Keller's aid. The Ceti Hussars fell back to higher ground, far away from the Rangers' drop zone. After securing the landing area, the Rangers began a search-and-destroy campaign, which culminated in a Davion retreat into the dense forests of Mara.

However, upon hearing reports of Davion reinforcements arriving in the system, Colonel Waco ordered a withdrawal. The Rangers were able to carry out all their disabled Mechs and six assorted vehicles of the Ceti Hussars, in addition to tons of supplies and spare parts. Just within two decades, the Waco Rangers were nearly at regimental strength.

Instead of splintering the unit into companies to several planets at once, Colonel Waco insisted on keeping his unit together. Few planets could repel Waco's regiment, and the Rangers always managed to escape before enemy reinforcements could arrive. House Kurita employed the unit mostly in objective raids and offensive campaigns.

Meeting of the Widow
In February of 3021, Colonel Waco and his men landed on New Wessex, a Kurita forward base and staging area, for a few months' rest and repair. While enjoying their vacation, Waco heard that Wolf's Dragoons' Black Widow Company, now hirelings of House Steiner, had infiltrated the forest called Harlow Wood on the planet, from where they were harassing an entire regiment of Kurita regulars.

As the Rangers were dispersed all over the world, the colonel assembled only a company of available, uninjured and sober MechWarriors. He immediately led the company in a two-day march to the command post of the 20th Draconis Regiment.

When Waco and his men arrived, the regimental commander, Brigadier Jinjo Yamashiga, had split his regiment into lances, which were conducting a massive sweep of the entire woods to find the Black Widows' base camp. Unfortunately, the Widows were decimating the lances. 18 out of the 27 Kurita lances had been battered, although the Brigadier forbade the Rangers from participating in the battle.

Waco studied topographical maps to find the Widow's most probable dropship rendezvous point, and then led his 'Mechs to that area. His hunch was correct, but came too late. Waco's company could only trade long-range fire with the Black Widows' Dropships as the latter lifted off. Cheated of his revenge, Colonel Waco sent a scathing report of the Brigadier's incompetence to the Draconis Combine High Command. Brigadier Yamashiga committed suicide one month later.

Into Steiner
In 3023, House Kurita informed Colonel Waco of its intention to hire Wolf's Dragoons. Accordingly, Colonel Waco let his contract with the Combine expire and signed up with House Steiner, the Successor State recently vacated by Wolf's Dragoons.

While conducting objective raids for the Lyran Commonwealth, just as they did for their former clients, Colonel Waco tried to discover the location of the Dragoons, but had no success. Then, in mid-3024, his scouts reported that a battalion of Wolf's Dragoons was stationed on the planet Hyperion. Waco immediately decided to organize an assault on the planet.

The Rangers' initial drop and advance went well, and Noble's Assault Battalion seized Ahsiz, the planet's capital, with no opposition. After an unsuccessful search for the Dragoons, Kelly's and Keller's Battalions also entered Ahsiz. However, Wolf's Dragoons soon appeared, and with no fewer than two regiments; the Rangers had stumbled upon one of Wolf's main staging areas. Against these superior numbers, Waco was forced to order a withdrawal, as the Rangers embarked on their Dropships.

Colonel Waco joined Yuri's Special Operations Company to defend the unit against the advancing Dragoons. The resulting fire fight destroyed over half of Yuri's Company, but also cost the Dragoons ten 'Mechs. Colonel Waco's laser-scarred Battlemaster was the last to board a Dropship, as it was occupied with blasting a Banshee into tin foil.

Still Waco intended to have it out with the Dragoons as soon as possible. Operating as a deep-penetration unit, the Waco Rangers gave House Kurita many headaches. The Draconis Combine was forced to detach both the 4th Benjamin Regulars and the 7th Sword of Light Regiment from the front lines to protect supply bases deep inside Kurita territory. The Rangers' fame spread even more, but it would never be a glamour unit such as Wolf's Dragoons. In some MechWarrior circles, it is known as "The Waco Junkers", a name that has caused many broken jaws in planet-side bars.

Structure of the Rangers
The Waco Rangers were structured for optimum results while conducting deep-penetration raids, for missions such as picket duty or reconnaissance. Certain 'Mechs were temporarily reassigned to form special lances.

Noble's Battalion was the Rangers' main striking unit. It usually attacks in a V-formation, with Noble's Company in the front and Henry's and Romy's Companies behind and on either side. Kelly's Battalion was the secondary assault force and handles most of the unit's mop-up operations. Occasionally, Colonel Waco uses the battalion as his primary strike force so that no one in the battalion can grumble about always getting the dirty jobs. Presently, Kelly's Battalion is the regiment's weakest unit, as its losses in the Battle of Hyperion have yet to be replaced.

Keller's Battalion contained the least experienced MechWarriors in the Rangers. Considered the regiments reserve force, it supports the drive of either battalion. The Technical Support Group had a long tradition of creating BattleMechs from piles of debris. Although most 'Mechs in the Rangers are not gleaming pieces of machinery, almost all operate with optimum efficiency. Like most mercenary units, they lacked sufficient spare parts, and thus could not field all their 'Mechs. As a result, many of the Rangers' raids centred around capturing equipment rather than attacking enemies. It is not unusual for a tech to weep with joy upon discovering a case of XP32M circuit boards in an enemy supply cache. The Waco Rangers standard was made up of an outlined five-pointed star. The inner star is red and blue and is divided by a white band and centred with a white W.

When he first organized the Rangers, Waco created a new rank, MechWarrior Sergeant. This MechWarrior acts as the lance's second-in-command, and assumes command when the lance commander is injured or unavailable. Thus, the loss of its commander in battle will not totally demoralize a lance.

The Waco Rangers met their end in the opening phases of the Jihad, when they sold out to the Word of Blake and fought as part of a Renegade Merc battlegroup that attacked Harlech. The Rangers took heavy losses, culminating in a final battle between Colonel Waco and a company of Ranger Mechs, and Jaime Wolf and a lance of Dragoons. The Dragoons carried the day, killing Colonel Waco, but at the cost of Jaime Wolf's life. This prompted the Dragoons to initiate "Condition Feral," a no-mercy order that led to any surviving Waco Ranger mechwarriors being killed on sight.

The Inner Sphere

In the fictional BattleTech universe, the Successor States (named such due to their being the "Successors" of the Star League) are the major military powers of the Inner Sphere, each governed by one of the Great Houses. Each Successor State has its own culture and customs.


1 The Great Houses of the Successor States
1.1 House Davion
1.1.1 Notable characters
1.2 House Kurita
1.2.1 Notable characters
1.3 House Liao
1.3.1 Notable characters
1.4 House Marik
1.4.1 Notable characters
1.5 House Steiner
1.5.1 Notable Characters
1.6 House Steiner-Davion
1.6.1 Notable characters

Other Powers:
2 ComStar
2.1 Notable characters
3 Word of Blake
4 Mercenaries

4.1 Notable characters

The Great Houses of the Successor States
House Davion
(Federated Suns and Federated Commonwealth)

(Strongly influenced by: Western and Central Europe Cultures.)

Capital world: New Avalon.
Applicable pejorative: Fedrat, Davies.

The Federated Suns is an interstellar nation set within the fictional BattleTech game universe introduced by FASA Corporation in the 1980s. The Federated Suns have been ruled by the Davion Family, or House Davion, since the nation's founding in 2317.

The planet New Avalon was first colonized in the first two decades of the 23rd century by quota from volunteers in various Western and Central European nations. The Federated Suns was founded in 2317 by Lucien Davion, Prime Minister of New Avalon, when he negotiated a mutual defense and assistance agreement, known as the Crucis Pact, with 20 nearby star systems. Lucien became the federation's first president and New Avalon its capital. A member of the Davion family has led the Federated Suns in unbroken succession for the past 700 years. Presently on the throne is Yvonne Steiner-Davion, Youngest sister to the former ruler, Victor Steiner-Davion, Both are children of Hanse Davion and Melissa Steiner, whose marriage effectively sealed the Federated Suns' alliance with the Lyran Commonwealth. The Federated Suns claim approximately 400 inhabited star systems under its aegis, nearly double the number of worlds controlled at the beginning of the Succession Wars. In addition, uncounted other worlds are claimed and exploited by Davion forces.

Much of House Davion's growth over the past 200 years has taken place at the expense of Liao's Capellan Confederation. This was particularly true at the end of the Fourth Succession War, when the Federated Suns took more than 100 worlds from House Liao.

An even more serious enemy to the Federated Suns has been the Draconis Combine, ruled by House Kurita, which nearly succeeded in conquering the Davion realm during the First Succession War. By forging an alliance with the Lyran Commonwealth in 3022, Davion forced Kurita to spread its 'Mech resources along two frontiers, leaving many worlds thinly defended. Prior to the Fourth Succession War, Davion forces were able to exploit this vulnerability, seizing the Combine worlds of Tancredi II and Galatea, as well as Star League storehouses at Galtor and Rowe, while losing very few units themselves. With the outbreak of war, however, the Federated Commonwealth had to rearrange its priorities. By the end of the Fourth War, House Kurita had managed to seize 15 worlds, including Galtor, along its border with House Davion.

Surprisingly, the Clan threat has done much to destroy the traditional Davion-Kurita rivalry. There is even rumor of a love affair between Victor Steiner-Davion and Theodore Kurita's daughter, Omi Kurita, although official sources consistently deny the connection. It is known that Victor Davion led a mission to a Clan-held world to rescue Theodore Kurita's son, Hohiro Kurita (the younger). With the Clan threat diminishing for a time, tensions will no doubt resurface. Clashes, at least minor ones, between Davion and Kurita forces will recur.

It should be noted that in most (if not all) BattleTech computer games, House Davion is portrayed as being the "good faction" and acting with the most heroism and nobility. In MechCommander, the player assumes the role of the commander of Zulu company from the Federated Commonwealth's First Davion Guards, and the planet Port Arthur must be taken back from the Clan Smoke Jaguar. The player also takes on a similar role in the game's expansion. In MechCommander 2, the player eventually works with House Davion to liberate Carver V and its inhabitants from Houses Steiner and Liao, who desire dominion over the planet. In MechWarrior 3 and its subsequent expansion, the player (usually going only by the name of "Lance Leader") leads a lance of 'Mechs under the Eridani Light Horse in a plan to destroy Clan Smoke Jaguar. In MechWarrior 4: Vengeance, the protagonist is Ian Dresari, the ducal heir of Kentares IV (a Davion planet at the time), who seeks vengeance against House Steiner for killing his family and forcefully taking their leadership. Finally, in MechWarrior 4: Mercenaries, the player has the option to take missions from House Davion, culminating in a mission where the player works with Peter Steiner-Davion to liberate the planet of Tharkad from Nondi Steiner.

Notable characters
Hanse Davion
Victor Steiner-Davion
Morgan Hasek-Davion
Jackson Davion

House Kurita
(Draconis Combine - Strongly influenced by Japanese Culture)
Capital world: Luthien.

Applicable Pejoratives: Drac, Snake.

(The Free Rasalhague Republic (FRR) was once part of the Draconis Combine.)

In the fictional BattleTech universe, House Kurita is the ruling family of the fearsome Draconis Combine. The only Great House that proclaims unabashedly its right to rule all of the Inner Sphere, House Kurita has dominated the Draconis Combine since its founding in 2319. Its progenitor was Shiro Kurita, the first Coordinator of the Draconis Combine. The current Lord of House Kurita is Coordinator Theodore Kurita, who succeeded his father Takashi Kurita in 3054. House Kurita has had a long history of antagonism with and aggression against its neighbors. Though its official symbol is the serpentine Chinese dragon, humorist Homer Kellogi thought the octopus a more appropriate symbol, since House Kurita's tentacles are everywhere. Though driven by an archaic sense of honor spelled out in the Dictum Honorium, House Kurita is not above using subterfuge and guile to further its goals.

A massive tome comprising many volumes, the Dictum Honorium would require several lifetimes to master. It spells out in fine detail the code of conduct for all citizens of the Draconis Combine, from the Coordinator to his Samurai to the lowest Unproductive. Due to its length and general impenetrability, few manage to read more than a few pages, and the Dictum has little actual effect on daily life. Several passages, such as the special rules allowing the taking (instead of summary execution) of prisoners of war valuable to military intelligence and ransom are kept secret from the public.

Notable characters
Hohiro Kurita
Omiko Kurita
Theodore Kurita
Yorinaga Kurita

House Liao
(Capellan Confederation - Strongly influenced by Chinese culture.)

Capital world: Sian.

Applicable pejorative. Cappies.

The Capellan Confederation has long been considered the “underdogs” of the Inner Sphere, known for mentally unstable leaders that are often violently oppressive towards their own people and great military losses in each succession war leading them to a shadow of their former size.

However in more recent years the Capellan Confederation has strengthened incredibly under the leadership of Sun-Tzu Liao. Often manipulative but the best leader the empire has seen in years, the Confederation has a strong alliance with the Free Worlds League resulting in rapid technological increase as well a social reformation among the people (Known as Xin Sheng) restoring their pride. This cumulated in the Confederation re-taking a pocket of territory on the Davion border known as the St. Ives Compact which revolted with Federated Commonwealth help in the Fourth Succession War, during Sun-Tzu’s grandfather’s rule.

More recently the confederation has gained strong alliances with both major Periphery factions on it’s borders, giving it access to the rear guard of both the Free Worlds League and Federated Commonwealth (Federated Suns in the post civil war era), as well as strong – but technologically inferior – military allies. This leaves the Confederation as one of the strongest factions in the post-civil war classic period.

Notable characters
Maximillian Liao
Romano Liao
Sun-Tzu Liao
Kali Liao

House Marik
(Free Worlds League)
(Multicultural, with strong European, American, and Indian overtones.)
Capital world: Atreus.

The Free Worlds League is notable as the first Successor State founded in the Inner Sphere. While their history is wracked with many vicious civil wars and tensions along the Liao border – much of the League’s territory there originally having belonged to the Capellan Confederation – the dawn of the Clan invasion changed their role in the galaxy considerably as one of the two untouched nations and – until Operation Serpent – neutral faction in the war.

This turned the Free Worlds League into an economic powerhouse, supplying materials ranging from food to ‘mechs, to other factions in need; often trading for advanced Clan technology. During this time the split between the Word of Blake and Comstar impacted the League as well, making them the first house to remove Comstar for interstellar communications in favor of the Blakists.

The Free Worlds League has a strong emphasis on combined arms tactics, with almost all of their regiments featuring a large number of infantry, armor and aerospace assets as well as one of the largest navies in the Inner Sphere. The focus on ‘mechs however does exist within their elite regiments that make up the Knights of the Inner Sphere in an effort to return to Star League tradition of minimizing loss of life by reducing war to just a handful of combatants. Near the end of 3067, the Free Worlds League had a space navy that greatly outpaced those of the other Successor States.

After the Word of Blake Jihad, the Free Worlds League dissolved and is now a defunct power.

In Mech warrior Dark Age Jessica Marik reforms the Free Worlds League.

Notable characters
Thomas Marik

House Steiner
(Lyran Alliance, Lyran Commonwealth and Federated Commonwealth)
(Greatly influenced by Scandinavian, Irish and German culture.)

Capital world: Tharkad.

The pre-civil war Lyran Commonwealth was considered the Inner Sphere’s greatest economic power. While as much involved with the Succession Wars as every other state, their focus had historically been on defense and border skirmishes more than invasion. The only enemy to challenge the Lyran Commonwealth frequently is the Draconis Combine, which no doubt helped lead to the creation of the Federated Commonwealth in later years, when the Lyran Commonwealth merged with the Federated Suns.

The Lyran Commonwealth is also classically known for inept military commanders, who gain their status through social settings and favors rather than training and skill – often hailing from rich families. This has been known as a crippling factor for the Successor State, as their equipment and technology easily outpaced their rivals in the first three Succession Wars. The trend of poor commanders continued into the Federated Commonwealth era and continued into the civil war, doubtlessly leading to their eventual defeat.

Notable Characters
Katrina Steiner
Frederick Steiner
Melissa Steiner
Katherine Steiner-Davion

Two great Houses Merge:(but it doesn't last)

House Steiner-Davion
(Federated Commonwealth)

The Federated Commonwealth came into being with the marriage of Hanse Davion and Melissa Steiner, joining the Federated Suns and the Lyran Commonwealth into what was the most powerful of the Successor States.

The union lasted only 20 years when unrest caused by the Clan invasion and the assassination of Melissa Steiner-Davion enabled Melissa and Hanse's second child Katherine Steiner-Davion to seize much of the former Lyran Commonwealth from her brother, Victor Steiner-Davion's control. Katherine went on to stage a coup against her younger sister, Yvonne Steiner-Davion and took control of the former Federated Suns half of the Commonwealth while Victor was off fighting Clan Smoke Jaguar. This led to a civil war which raged for five years before Victor's allied forces successfully defeated Katherine and her supporters.

Rather than try to reforge the union of the two nations, Victor opted to aid the healing process by returning both nations to their prior separate constitutions and abdicating as Archon-Prince in favor of his surviving younger siblings; Archon Peter Steiner-Davion and Regent Yvonne Steiner-Davion.

Capital worlds, Tharkad and New Avalon.

Notable characters
Victor Steiner-Davion
Katherine Steiner-Davion
Arthur Steiner-Davion
Peter Steiner-Davion
Yvonne Steiner-Davion

Non Successor-State Powers of Influence:

While not strictly being one of the Successor States, ComStar is politically influential, as it maintains a monopoly over the HyperPulse Generators which are crucial to interstellar communication; the threat of a communications blackout makes ComStar a significant power within the Inner Sphere. ComStar itself is composed of quasi-mystical technicians who tend the HPG arrays. They profess to be neutral to the politics of the Inner Sphere. Jerome Blake is something of a religious figure to ComStar; oaths such as "By the blessed Blake" or epithets such as "Blake's Blood!" are not uncommon. Jerome Blake was the original founder of ComStar, after the Star League fell, and is considered by those within ComStar to be the savior of the Inner Sphere.

Capital, and only world, Terra (Earth).

The story of ComStar is heavily influenced by Isaac Asimov's Foundation books.

Notable characters
Anastasius Focht
Jerome Blake
Julian Tiepolo
Myndo Waterly

Word of Blake
The Word of Blake was once part of ComStar, but splintered from the order due to a difference in beliefs. It was founded by Demona Aziz, then Precentor of Atreus. Created after the death of Primus Myndo Waterly and the Battle of Tukkayid that halted the Clan invasion, it at first received support and refuge from the Free Worlds League, who employed them to control their hyperpulse communications network. However, it launched an invasion of Inner-Sphere territory, and eventually captured Terra from ComStar in 3058. Ultimately, and after the Clan invasion and the FedCom civil war of 3067, when the Star League was disbanded in 3067 the Word of Blake launched a jihad against the rest of the Inner Sphere, The opening of the Jihad included an attack by allegedly rogue mercenary units on the Wolf's Dragoons homeworld of Outreach as well as assaults on Tharkad, New Avalon and Luthien as well as several other important worlds. The goal of the Word of Blake Jihad was an extension of the original plans of Comstar's founder Jerome Blake, called Operation Silver Shield, to capture some of the Terran Hegemony worlds and hold them under Comstar's control.

However, resistance began to grow when Professor David Lear and the Republic of the Sphere's future founder, Devlin Stone, escaped from a Word of Blake reeducation camp and organised a local resistance movement that destroyed Word of Blake forces on Kittery. Soon, the resistance developed into a widespread organization that was joined by ComStar, the Successor States, the Clans, and the mercenary unit Wolf's Dragoons, and, thence united, succeeding in pushing the Word of Blake back until their final defeat on Terra in 3081.

Also not truly a Successor State, mercenaries play a large role in the Inner Sphere, and some of the larger groups have considerable political and military influence, such as the Kell Hounds, the Wolf's Dragoons, and the Gray Death Legion.

Notable characters
Jaime Wolf
Morgan Kell
Phelan Kell

Links and Resources

About BattleTech

BattleTech is a wargaming and science fiction franchise launched by FASA Corporation in 1984, acquired by WizKids in 2000, and owned since 2003 by Topps. The series began with FASA's debut of the board game BattleTech (originally named BattleDroids) by Jordan Weisman and L. Ross Babcock III and has since grown to include numerous expansions to the original game, several computer and video games, a collectible card game, a series of more than 100 novels, an animated television series and more.


1 Overview
1.1 Original game
1.2 Boardgame
1.3 Expansions
1.4 Spin-off games
1.5 Virtual World Entertainment
1.6 Beyond gaming

2 The BattleTech universe
2.1 History
2.2 Technology
2.3 Political entities
2.3.1 Terra
2.3.2 The Inner Sphere
2.3.3 The Periphery
2.3.4 The Clans
2.3.5 Mercenaries
3 Miscellaneous
4 See also
5 References
6 6.1 Official sites
6.2 Online multi-player sites
6.3 Animated series
6.4 References


Original Game:
Chicago-based FASA Corporation's original, 1984 BattleTech game focuses on enormous robotic, semi-humanoid battle machines called BattleDroids. Their name was changed to BattleMechs in the second edition because George Lucas and Lucasfilm claimed the rights to the term "droid". The visual design of the earliest line of BattleMechs were taken from Macross and other anime, including many signature images. In later years FASA abandoned these images, and it was common speculation by fans that the decision was the result of a lawsuit brought against them by Playmates and Harmony Gold [USA] over the use of said images. No official broke the silence until 2007, after FASA had sold the BattleTech intellectual property to WizKids Games. Under license from them, the Classic BattleTech line developer for Fantasy Productions, Randall N. Bills explained that FASA had sued Playmates over the use of images owned by FASA, but received no compensation, even though Playmates was ordered to stop using the images in question. After realizing how the use of licensed images made them vulnerable to lawsuits and afraid that such a suit would bankrupt the company, FASA made the decision to only use images owned by them and them alone. The BattleMechs taken from the various anime sources were then considered "Unseen". When Fantasy Productions licensed the property, these "Unseen" images were expanded to include all art produced "out-of-house" – that is, whose copyrights resided with the creators, not the company. Catalyst Game Labs has continued this practice. On 24 June 2009, Catalyst Game Labs announced that they had secured the rights to the "unseen"; as a result, art depicting the original 'Mechs absent from publications for over a decade, can be legally used again. An update on 11 Aug. 2009 has placed the unseen restriction on several designs once again. This update affects only the designs whose images originated from Macross. Designs whose images originated from other anime such as Dougram and Crusher Joe are unaffected by this change and are still no longer considered unseen.

At its most basic, the game of BattleTech is played on a map sheet composed of hexagon-shaped terrain tiles. The combat units are 30 foot tall humanoid armored combat units called BattleMechs, powered by fusion reactors, armed with lasers, particle projection cannons, autocannons, and both short and long range missiles. Typically these are represented on the game board by two-inch-tall miniature figurines that the players can paint to their own specifications, although older publications such as the 1st edition included small scale plastic models originally created for the Macross TV series, and the 2nd edition boxed set included small cardboard pictures (front and back images) that were set in rubber bases to represent the units. The game is played in turns, with each turn composed of multiple stages. During each stage players alternate back and forth playing the game. The stages are initiative, movement, attack declaration, attacks, physical attacks, and end phase. Winning initiative actually means the winning player moves second, advantageous because the player can react to the movements and attack declarations of the losing player.

Heat buildup is a major limiting factor of the game, and overheating a unit can have many negative affects such as penalties to weapon accuracy, slower movement, or even detonation of any ammunition carried by the Mech.

Armor is tracked by body location of the mech, such as arms, legs, and multiple torso locations. Combat generally involves a slow attrition of damage over multiple turns of the game.

The game's popularity spawned several variants and expansions to the core system, including CityTech which fleshed out urban operations, infantry and vehicle combat, AeroTech which focused on air- and space-based operations, and BattleSpace which detailed large spacecraft combat. FASA also published numerous sourcebooks that featured specifications for new combat units that players could select from. However, despite the large number of such pre-designed BattleMechs, vehicles, aerospace units and other military hardware, the creators also established a system of custom design rules, enabling players to generate their own units and field them in combat. This engineering aspect of the game, itself expanded by several design and technology sourcebooks, has proven to be enduringly popular and may explain BattleTech's longevity.

FASA launched two additional systems to complement the core game: BattleTroops, an infantry combat system, and BattleForce, a large-scale combat simulator governing the actions of grouped BattleTech units. The Succession Wars, a board game released in 1987, is one of only two purely strategic titles of the series (the other being "The Stars At War" from the Combat Operations book). The Succession Wars is played on a political star map, with players trying to capture regions of space.

Recent years have seen a trend of consolidating the expansions into the core products, beginning under FASA's aegis and continued by both FanPro and Catalyst Game Labs. Of the current set of core rules, Total Warfare includes elements originating in CityTech and AeroTech 2 (itself a consolidation of AeroTech and BattleSpace), while Tactical Operations consolidates Maximum Tech Rules and adds new rules for Advance/Experimental weapons & equipment, Strategic Operations includes advance Aerospace rules which include usage of large aerospace units (Jumpships/Warships/Space Stations/Fighter Squadrons) which is remaining half AeroTech 2 left out of Total Warfare as well revised version of BattleForce, and Interstellar Operations is slated to introduce rules to control Clans/Succession Houses/Empires to conquer the Inner Sphere or Clan Space.

Spin-off games
The BattleTech franchise first extended beyond the tabletop wargame format with the release of MechWarrior, a role-playing game in which players portray BattleMech pilots or other characters in the 31st century. The RPG system has been republished in several editions and expanded by various sourcebooks and supplements. In 1996, FASA also introduced the BattleTech Collectible Card Game, a CCG developed by Wizards of the Coast, creators of the popular Magic: The Gathering.

WizKids, the owners of the BattleTech franchise since 2001, introduced a collectable miniatures-based variant of the classic tabletop game called MechWarrior: Dark Age in 2002[10] (later renamed MechWarrior: Age of Destruction). The game incorporates WizKids' "Clix System", a means of tracking the combat statistics and abilities of each figure by turning a dial in its base. WizKid's was closed by Topp's in 2009.

BattleMechs, the hulking flagship units of the franchise, made a natural subject for computer emulation, and so in 1988 Infocom released a PC based RPG called BattleTech: The Crescent Hawk's Inception, which took place in the canonized BattleTech story universe. It was later followed up with a sequel, BattleTech: The Crescent Hawk's Revenge in 1990. Both games were reasonably well received, although aside from storyline continuity the second game held few similarities to its predecessor.

The first pure simulation of BattleMech combat, however, was released for computers in 1989. Entitled MechWarrior and published by Activision, the single-player game gave users the opportunity to pilot a range of 'Mechs and engage in combat against computer-controlled opponents. Sequels MechWarrior 2 (1995), MechWarrior 3 (1999) and MechWarrior 4 (2000) created progressively finer and more engaging simulations. The most recent commercial game is MechWarrior 4: Mercenaries (2002) and the most recent developments have been in fan based modding. 'Mekpaks' for Mechwarrior 4 Mercenaries made by Mektek have been released, adding new Weapons, Mechs and graphics. A high Definition pack has been released for Mekpaks 2 and 3 by Mechstorm. Recently a group has been modding Crysis for the release of a BattleTech game known as MechWarrior Living Legends and the first public beta was released on December 26, 2009. A possible MechWarrior 5 was being produced, though it lingered in development for about a year and was eventually canceled. Currently Smith & Tinker own the MechWarrior Electronic franchise. As of July 9, it has been confirmed the franchise will be rebooted. Further trailers of MechWarrior Reboot have been released and it has been confirmed that the timeline will be reset to around 3015, several years before the start of the Fourth Succession War. Unfortunately it seems that the legal troubles which originally plagued FASA due to the similarities between Battletech mechs and those in Robotech/Macross have returned to cause some troubles for Piranha Games and there is now some doubt as to whether the game will be completed.

The franchise saw its first online-dedicated game with Multiplayer BattleTech: EGA in 1992, which was followed by Multiplayer Battletech: Solaris in 1996. 1994 saw the series' first console original title, the simply titled BattleTech for the Sega Genesis. Other notable titles include the MechCommander series for the PC (MechCommander in 1998 and MechCommander 2 in 2001) and the MechAssault series (MechAssault and MechAssault 2: Lone Wolf in 2002 and 2004, respectively, for the Xbox, and MechAssault: Phantom War in 2006 for the Nintendo DS).

Virtual World Entertainment
The BattleTech creators' goal of creating an immersive BattleMech simulation came to fruition in 1990 with the opening of the first BattleTech Center at the North Pier Mall in Chicago. The BattleTech Center featured 16 networked, full-sized cockpits or "pods" that resembled a fully functional BattleMech cockpit with over 80 separate controls. Each player selected a 'Mech to pilot into combat against up to seven other human players in the other cockpits.

Virtual World Entertainment, the company that managed the centers, later opened many other Virtual World centers around the world. It eventually merged with FASA Interactive Technologies (FIT) to form Virtual World Entertainment Group (VWEG) to better capitalize on various FASA properties. In 1999, Microsoft Corporation purchased VWEG to integrate FIT into Microsoft Game Studios and sold VWE. VWE continues to develop and support the current BattleTech VR platform called the Tesla II system, featuring BattleTech: Firestorm.

Beyond gaming:
The popularity of the BattleTech games and the fictional universe they inhabit has led to a number of related projects in other areas. The most active of these is a line of popular science fiction novels, with more than 100 titles published to date. The novels are set in both the Classic BattleTech era (mid-3000s) and the Dark Age era (3130s). The original BattleTech novels were produced between 1986 until 2002; the Dark Age era Novels were produced from 2002 to early 2008. An online writing project named BattleCorps also produces novelettes set in various eras of the BattleTech universe.

In July 2008 it was announced that both the Classic BattleTech and MechWarrior book lines would resume by the end of 2008.

BattleTech: The Animated Series, a 13-episode television cartoon show produced by Saban Entertainment, aired on Fox in late 1994. Plots centered around Major Adam Steiner and his First Somerset Strikers, and their conflict with Clan Jade Falcon.

Electric Entertainment, a company under contract to Paramount Studios, has leased the rights to produce a motion picture based on the BattleTech universe, but development has been slow and little is known about the project's status.

Comic Strips While fan fics are a regular part of the Battletech Universe, the game has also spawned two unofficial Web comics.
The first of which is All My Hexes (, a weekly comedy situation in which mechs are the characters, created by Ezra Mann of Really Pathetic Productions and the other is Miniature Rules (, which was inspired by All My Hexes.

The BattleTech universe
A detailed timeline stretching from the late 20th century to the mid-32nd describes humanity's technological, social and political development and spread through space both in broad historical terms and through accounts of the lives of individuals who experienced and shaped that history.

Individual people remain largely unchanged from those of modern times, due in part to stretches of protracted interplanetary warfare during which technological progress slowed or even reversed. Cultural, political and social conventions vary considerably between worlds, but feudalism is wide spread, with many states ruled by hereditary lords and other nobility, below which are numerous social classes.

A key feature of the BattleTech universe is the absence of non-human intelligent life. Despite one or two isolated encounters in novels, mankind is the only sentient species, making the incessant warfare among humanity's feudal empires seem a more realistic and direct extension of the past and present.

Above all, the central theme of BattleTech is conflict, something to be expected given the franchise's wargaming core. Interstellar and civil wars, planetary battles, factionalization and infighting, as well as institutionalized combat in the shape of arena contests and duelling, form the grist of both novelized fiction and game backstories.

BattleTech's fictional history covers the approximately 1150 years from the end of the 20th century to the middle of the 32nd. Most works in the series are set during the early to middle decades of the 31st century, though a few publications concern earlier ages, including a technical readout describing 2750s-era technology. MechWarrior: Dark Ages and its related novels take place in the mid 3100s.

The level of technology evident in BattleTech is an unusual blend of the highly futuristic and the nearly modern. Radically advanced tech like faster-than-light interstellar travel and superluminal communication mix with seemingly anachronistic technologies as internal combustion engines, projectile weapons and artillery. Artificial intelligence, nanotechnology, androids, and many other staples of future fiction are generally absent or downplayed. Incessant warfare is generally blamed for the uneven advancement, the destruction of industry and institutes of learning over the centuries of warfare having resulted in the loss of much technology and knowledge. As rivalries and conflicts have dragged on, the most common advanced technologies - used to gain military advantage - are redeveloped for the battlefield. Because the BattleTech universe reached a pinnacle of scientific achievement before it collapsed in strife, there is an element of LosTech that is sometimes used as a tool in fiction and/or gameplay to add new dimensions to the storyline. LosTech represents designs and occasionally implementations of technological advances that were at some point achieved, but believed to have been lost over the ages. LosTech is frequently found in Star League-era caches, the locations of which have been forgotten or have been made inaccessible for various reasons. When designs and schematics are found, the most common source are old ComStar locations, as their organization held the majority of the most powerful and best-maintained computer systems.

Political entities:
BattleTech's universe is governed by numerous interstellar human governments that vie for supremacy. Described below are the major areas into which these factions fall.


Terra is the homeworld of mankind (no longer commonly called Earth, although this name is very occasionally used) and former capital of the Star League. Many planets around Terra were rendered uninhabitable during the first two Succession Wars, and surviving planets suffer from the damage even centuries later. Several dozen of these worlds, in what came to be known as the Chaos March, briefly gained their independence between 3057 and 3081. Historically, whichever faction controlled Terra has held more political power than any single Great House. Several groups have held Terra, including the Terran Alliance, Terran Hegemony, ComStar, Word of Blake, and Republic of the Sphere; most of these nations fought bitter struggles upon Terra, scarring the world.

The Inner Sphere
The Inner Sphere, heart of the BattleTech Universe, contains all worlds within 500 light-years of Terra. It is dominated by five "Great Houses": House Davion, House Liao, House Marik, House Steiner and House Kurita. (The term "Inner Sphere" sometimes refers to these houses collectively). The leader of each Great House claims to be the rightful successor to the rule of the Star League, and so their nations are known as the Successor States.

There are few other significant nations in the Inner Sphere. The St. Ives Compact was a short-lived state that broke away from the Capellan Confederation after the Fourth Succession War, and was reabsorbed following a brief war in 3062. The Free Rasalhague Republic was created in 3034 by a deal between the Draconis Combine and the Lyran Commonwealth. It rivaled the Capellan Confederation for size, but by 3052 it had been almost entirely conquered by the Clans; in the 3070s, much of it was incorporated into the Ghost Bear Dominion (which is known as the Rasalhague Dominion by 3130).

The Periphery
The space surrounding the Inner Sphere contains a number of independent nations, known collectively as the Periphery. The largest of these nations (the Outworlds Alliance, Taurian Concordat, Magistracy of Canopus, and Rim Worlds Republic) predate the Star League and rival the Successor States themselves in size, but are inferior economically and militarily. More moderately sized nations, such as the Marian Hegemony or Bandit Kingdoms, also lie near the Inner Sphere. The Periphery contains countless other independent nations, many consisting of a single star system each and rarely playing a significant role in Inner Sphere politics. The mostly uncharted space beyond the nearby Periphery states is known as the Deep Periphery and contains numerous pirate havens and lost Star League colonies.

The Clans
BattleMechs on the cover of The Legend of the Jade Phoenix by Robert Thurston. Art by Fred Gambino.During the Fall of the aforementioned Star League, the Star League Defense Force exiled itself and eventually settled in the Deep Periphery. They reformed into the Clans, a warrior-centric caste society relying on genetic manipulation and artificial birth. The four strongest of these Clans returned to the Inner Sphere as would-be conquerors in 3049, were reinforced by three more Clans a year later, and were joined in the late 3060s by another two. Of the original twenty Clans, by 3067 three were absorbed, two were annihilated, two fragmented, two defected, and one was abjured. The Clan Occupation Zones together occupy a region roughly equivalent to one of the Successor States.

The Inner Sphere is home to many private military companies. Some of them are quite powerful, and their actions have influenced the history of the known universe. Among the most famous mercenary groups are the Wolf's Dragoons, Eridani Light Horse, Kell Hounds, Northwind Highlanders, Gray Death Legion, and McCarron's Armored Cavalry.

BattleTech has won three Origins Awards and its various expansions and spin-offs have won several more.
Many of the novels and sourcebooks incorporate pop-culture references, in names and places. Anime and manga seem to be a popular source of names for minor characters, as does true history.

FASA, the company that produced BattleTech, sued Playmates for trademark infringement for using several mecha designs that FASA developed for their BattleTech game for their Exosquad toyline. The resulting counter suit from Playmates targeted mecha images taken from Macross and other anime series used in Battletech. The related lawsuits were settled and later products of BattleTech do not use the designs, henceforth known as the "unseen", under contention. In the Japanese edition of BattleTech, all of these designs were redesigned by Studio Nue, creator of Macross. On 24 June 2009, Catalyst Game Labs, the current license holders, announced that they had secured the rights to the "unseen" pictures; as a result, art depicting the original 'Mechs (which have been called the "bedrock" of BattleTech) can be used again. An update On 11 Aug. 2009 has placed the unseen restriction on several designs once again. This update affects only the designs whose images originated from Macross/Robotech. Designs from other anime remain unaffected by this new change.

Clute, John; Nicholls, Peter, eds (1995) [1993]. "Games and Sports". The Encyclopedia of Science Fiction. technical editor, John Grant; contributing editor, Brian Stableford (2nd ed.). New York: St. Martin's Griffin. p. 466. ISBN 0-312-09618-6.

"...many visions of a corrupt future society forsee the return of bloody games in the Roman tradition... The BattleTech shared-world series (see also Robert Thurston) moves the formula on to a galactic stage."

Reed, Philip (2007). "BattleTech". in Lowder, James. Hobby Games: The 100 Best. Green Ronin Publishing. pp. 24–27. ISBN 978-1-932442-96-0

Weisman, Jordan; L. Ross Babcock III (1984). Basic BattleDroids. Chicago: FASA Corporation.

Harmony Gold U.S.A. and Playmates Toys v. FASA Corporation and Virtual World Entertainment, 95 2972 (U.S. District Court for the Northern District of Illinois, Eastern Division 1996-06-12).

Record Sheets: Phoenix Upgrades. BattleCorps. 2006. pp. 1–2.

WizKids Games

Bills, Randall N.; et al. (2007). "A Brief History of the Inner Sphere". Inner Sphere at a Glance. Classic BattleTech. Lake Stevens, WA: Catalyst Game Labs (inMediaRes Productions). ISBN 978-0-9792047-3-9.

Hess, Clare W.; et al. (1989). Donna Ippolito. ed. Technical Readout: 2750 (Corrected Second Printing ed.). Chicago: FASA Corporation. ISBN 1-55560-089-1.

"WizKids: MechWarrior". Retrieved 2007-12-09. "Combat Equipment"
"Technical Readout: Vehicle Annex"
"The Legend of the Jade Phoenix Trilogy"
"Mercenaries Supplemental"
"Mercenaries Supplemental II"

Official sites:
Classic BattleTech:
Catalyst Game Labs, Official Publisher of Classic BattleTech and Shadowrun

Iron Wind Metals, official manufacturer of Classic BattleTech miniatures

HeavyMetal Software, official software for Classic BattleTech

BattleCorps, official fiction and game material for Classic BattleTech

Virtual World Entertainment The maker of the full size BattleTech VR Simulator, BattleTech: Firestorm

Online multi-player sites:
BattleTech: The Frontier Lands, a text-based, real-time version of the BattleTech board game.

BattleTech 3065, a real-time, multi-player combat simulation site.

Battletech-Mercenaries, A Play-by-Forum or Play-by-Email website based on the history of Classic BattleTech.

Neveron , a free, massively-multiplayer strategy/combat game using technology and large amounts of rule sets from the BattleTech universe.

Invasion3042, a free, real-time MMO strategy game based on the BattleTech board game.

MegaMekNET, a free MMO implementation of the BattleTech board game.

MekWars: The Shack , a free, historical campaign server using MegaMek.

Animated series:
BattleTech at the Internet Movie Database
BattleTech at
BattleTech: The Animated Series

BattleTechWiki at
MechForce.US BattleTech RPG resource site
Japanese Battletech at Gears Online
Solaris7 Battletech RPG/Fan-Fiction resource site
Patrick's Battletech Archive
Chaos March BattleTech Archive Classic BattleTech Resource and terrain (Spanish Language)

About the Founders

Jordan Weisman is an American game designer, author, and serial entrepreneur who has founded four major game design companies, each in a different game genre and segment of the industry.

1 Biography
2 Design credits
3 References
4 External links


Weisman graduated from Francis W. Parker High School, in Chicago, Illinois. He went to the Merchant Marine Academy and briefly attended University of Illinois at Chicago, before leaving school to pursue his business interests.

In 1980 Weisman founded role playing game publisher FASA Corporation (short for the Freedonia Aeronautics & Space Administration, named after the fictional country in the Marx Brothers film Duck Soup) with partner L. Ross Babcock. After starting out producing supplements for the pen and paper role-playing game Traveller. FASA later produced the successful BattleTech and Shadowrun franchises.

With funding from FASA and from a Japanese investor, Jordan founded Environmental Simulations Project — later re-named Virtual Worlds Entertainment — in 1990, the company that produced the BattleTech Centers. Working with Incredible Technologies, VWE created the world's first immersive networked location-based virtual reality gaming centers. VWE was a critical, though not a commercial success.

In 1995, Weisman founded FASA Interactive to personally take over the development and production of the hit MechWarrior PC games. The franchise is one of the top-selling PC games of all time, with sales of over 9 million units worldwide. In 1999, Microsoft acquired FASA Interactive and moved the 40-person development team to Redmond, Washington. As part of the deal Weisman became Creative Director for Microsoft's entertainment division.

In 2000, he founded WizKids, which produced the games Mage Knight, Heroclix, and Pirates of the Spanish Main. WizKids grew rapidly and went from start-up to over $30M in annual sales in just two years. The company focused on miniature figure games that use a combat dial (also invented by Weisman) and are easy to learn for younger players. WizKids was sold to Topps in 2004.
Topps Discontinued WizKid's in late 2009.

Whilst working at Microsoft, Weisman developed the alternative reality game, "The Beast", to promote the Steven Spielberg film A.I.

In 2003 he founded 42 Entertainment, a design company in the new field of the alternate reality game or ARG's. 42 has created multiple ARG's, including, "I Love Bees" to promote the Xbox game Halo 2, and "Year Zero" to promote the Nine Inch Nails album of the same name.

In 2006 his Cathy's Book, a novel with interactive elements co-written by Sean Stewart and illustrated by Cathy Brigg appeared from Running Press.

In 2007 Weisman founded Smith & Tinker (named after the characters in The Wizard of Oz). Smith & Tinker has licensed the electronic entertainment rights to Crimson Skies, Shadowrun, MechWarrior and other FASA properties that had belonged to Microsoft.

The same year Weisman co-founded the start-up Fyreball with Pete Parsons (formally of Bungie Studios and currently serves on the Board of Advisors along with Ed Fries). The company is now operating under the name Meteor Solutions.

On May 27, 2009 Weisman's Smith & Tinker announced their first game had been released to public beta. Nanovor is an online battle game targeted to 7 - 12 year olds. In support of the game, Smith & Tinker is releasing episodic cartoons, graphic novels, comic books, figurines and more.

On June 9, 2009 Weisman and J.C. Hutchins released Personal Effects: Dark Art (Griffin). On the same day Weisman along with Russ Bullock announced that the MechWarrior franchise would be seeing a relaunch.

Jordan is currently an Adjunct Professor in the Interactive Media Division at the USC School of Cinema-Television.

Design credits
Weisman's design credits in paper RPG game design include:
Aerotech 2, Revised Ed. (BattleTech) (2004)
MechWarrior: Dark Age (2002)
Earthdawn (1993)
Shadowrun (1989)
MechWarrior: The Battletech Role Playing Game (1986)
Star Trek III: Starship Combat Game Box Set (1984)

He also served as production manager and/or graphic designer on a long series of titles, and is co-author with Sean Stewart of Cathy's Book, a young-adult novel with ARG components.

Virtual World Entertainment

Battletech Centers are commercial virtual entertainment venues that feature multiplayer virtual combat in the fictional BattleTech universe. The games are played in fully enclosed cockpits with multiple screens, joysticks, and rudder pedals. The centers were initially created and operated by Virtual World Entertainment, LLC. Today, the gaming cockpits can now be found in various sites around the United States.

The first BattleTech Center opened in Chicago in 1990, with others in Yokohama following in August 1992 and Tokyo in 1993. Eventually 26 such facilities were built and included other game types and more elaborate operations. These new locations were called 'Virtual World'. Each Virtual World site featured at least 16 networked "pods" designed in part by Frog Design. By 1993, patrons could compete against players in other centers across the country. "Red Planet" was the first non-BattleTech game added, and involved racing through the mining tunnels of Mars using vectored thrust mining hover-crafts. However, rapid advances in arcade games and online games meant that the Japanese Centers began closing in 1995, and by 2000 no BattleTech Centers remained operational in Japan.

In 1996, Virtual World Entertainment and FASA Interactive Technologies and became wholly owned subsidiaries of Virtual World Entertainment Group (VWEG). In 1999, Microsoft Corporation purchased VWEG, sold VWE to a group headed by VWEG's former CFO, James Garbarini, and integrated FASA Interactive into the Microsoft Game Studios division. In 2005, all interest in VWE was sold to Nickolas 'PropWash' Smith and the principal offices were moved from Chicago to Kalamazoo, MI.

In November 2005, MechCorps Entertainment, LLC, in Houston, Texas, USA opened is doors to the public with eight Tesla II pods. They acquired another four pods in 2007, and hosted the 2007 National BattleTech Invitational in September 2007 with all twelve pods operational. MechCorps decided to refit four Tesla II pods and take the BattleTech Center experience on the road in 2008. Gaming, Sci-Fi and Anime conventions (OwlCon, ChimaeraCon and MechaCon) in the south-central US were introduced to MechCorps' Mobile Armor Division. They acquired an additional four pods in 2009 and are preparing them for the 2009 tour of the Mechcorps' Mobile Armor Division which will include stops in more states across the US.

In 2006, hardcore players in Japan purchased 4 Tesla pods from the US, and began to put together an 'unofficial' Virtual World Center in Tokyo. Despite many key components becoming 'Lostech' and their spare parts no longer available in market, the 4 pods are now semi-operational, though no commercial operation has resumed yet.

Fasa/Fasa Interactive

FASA Corporation:
Industry Wargaming
Role-playing games
Fate : Closed
Successor WizKids, Inc.
Founded 1980
Defunct 2001
Headquarters Chicago, Illinois, U.S.
Key people Jordan Weisman, L. Ross Babcock
Products BattleTech , Shadowrun, Renegade Legion, Star Trek.

FASA Corporation was an American publisher of role-playing games, wargames and boardgames between 1980 and 2001. Originally the name FASA was an acronym for "Freedonian Aeronautics and Space Administration", a joking allusion to the Marx Brothers film Duck Soup. This tongue-in-cheek attitude was carried over in humorous self-references in its games. For example, in Shadowrun, a tactical nuclear device was detonated near FASA's offices at 1026 W. Van Buren St in Chicago, Illinois.

FASA first appeared as a Traveller licensee, producing supplements for that GDW role-playing game, especially the work of the Keith Brothers. The company went on to establish itself as major gaming company with the publication of the first licensed Star Trek RPG, then several successful original games. Noteworthy lines included BattleTech and Shadowrun. Their Star Trek role-playing supplements and tactical ship game enjoyed popularity outside the wargaming community since, at the time, official descriptions of the Star Trek universe were not common, and the gaming supplements offered details fans craved. The highly successful BattleTech line led to a series of video games, some of the first virtual reality gaming suites, called Virtual World (created by a subdivision of the company known at the time of development as ESP, an acronym for "Extremely Secret Project") and a Saturday-morning animated TV series.

1 Notable games
2 History
3 Current status and intellectual property

Notable games

BattleTech (MechWarrior)
Crimson Skies
Crucible: Conquest of the Final Realm
Doctor Who
Renegade Legion
Star Trek
VOR the Maelstrom

FASA Corporation was founded by Jordan Weisman and L. Ross Babcock III in 1980 with a starting capital of $350. The two were fellow gamers at the United States Merchant Marine Academy. Mort Weisman, Jordan's father, joined the company in 1985 to lead the company's operational management having sold his book publishing business, Swallow Press. Under the new commercial direction and with the Mort's capital injection, the company diversified into books and miniature figures. After consulting their UK distributor, Chart Hobby Distributors, FASA licensed the manufacture of its BattleTech figurines to Miniature Figurines (also known as Minifigs). FASA would later acquire the US figures manufacturer Ral Partha, which was the US manufacturer of Minifigs. While Mort ran the paper and metal based sides of the business, the company's founders focused on the development of computer-based games. They were particularly interested in virtual reality (particularly the BattleTech Centers / Virtual World) but also developed desktop computer games. When Microsoft acquired the FASA Interactive subsidiary, Babcock went with that company. After the sale of Virtual World, Jordan turned his attention to the founding of a new games venture called WizKids.

Current status and intellectual property
FASA unexpectedly ceased active operations on April 30, 2001, but still exists as a corporation holding intellectual property rights, which it licenses to other publishers. Contrary to popular belief, the company did not go bankrupt. Allegedly the owners decided to quit while the company was still financially sound in a market they perceived as going downhill. Mort Weisman had been talking of retirement for some years and his confidence in the future of the paper-based games business was low. He considered the intellectual property of FASA to be of high value but did not wish to continue working as he had been for the last decade or more. Unwilling to wrestle with the complexities of dividing up the going concern, the owners issued a press release on January 25, 2001 announcing the immediate closure of the business.

The BattleTech and Shadowrun properties were sold to WizKids, who in turn licensed their publication to FanPro LLC and then to Catalyst Game Labs. The Earthdawn license was sold to WizKids, and then back to FASA. Living Room Games published Earthdawn (Second Edition) while RedBrick Limited is the current license holder for new material. Crimson Skies was originally developed by Zipper Interactive under the FASA Interactive brand in late 2000 and used under license by FASA; FASA Interactive had been purchased by Microsoft, so rights to Crimson Skies stayed with Microsoft. Rights to the miniatures game VOR the Maelstrom reverted to the designer Mike "Skuzzy" Nielsen, but it has not been republished in any form due partly to legal difficulties. Microsoft officially closed the FASA team in the company's gaming division on September 12, 2007.

On December 6, 2007, FASA founder Jordan Weisman announced that his new venture, Smith & Tinker, had licensed the electronic gaming rights to MechWarrior, Shadowrun, and Crimson Skies from Microsoft. On April 28, 2008 Mike "Skuzzy" Nielsen announced plans to create Vor 2.0.

The Books

More than one hundred full-length BattleTech or MechWarrior science fiction novels have been published by FASA Corporation and later ROC, and have been translated into at least fifteen languages. The novels take place in the fictional BattleTech universe of the 31st and 32nd centuries and can be considered space opera.

The first official BattleTech novel was William H. Keith's Decision at Thunder Rift (1986); the last from FASA was Loren L. Coleman's Endgame (2002) which resolved plot lines and character arcs from many previous works.

With the demise of FASA Corporation in 2001, publishing of the original BattleTech novel series came to an end. When WizKids acquired the rights to the future of the BattleTech Franchise (re-christened as MechWarrior), the decision was made to resurrect the novel franchise. WizKids approached several of the established BattleTech authors including Randall N. Bills and Michael A. Stackpole. Eventually it was decided to re-launch the book series along with the new miniatures game as "MechWarrior: Dark Age".

Subsequent publications jump ahead chronologically to the 32-century MechWarrior: Dark Age setting, beginning with Michael A. Stackpole's Ghost War (2002) and ending with Kevin Killiany's To Ride the Chimera (2008).

The closure in 2008 of WizKids delayed the release of further novels.

Catalyst Game Labs received the rights to publish both Classic and Dark Age book lines and has scheduled new works to resume in the fall of 2009. The Dark Age-era series, originally known as Mechwarrior: Dark Age, has been renamed Battletech: Dark Age.

Publication History

For the series launch in late 2002, Penguin Group was originally contracted to publish the novels as paperbacks under its Roc imprint. The last ROC published novel was released February 2008.

In June 2008, Catalyst Game Labs announced that they had acquired the right to publish novels set in the BattleTech universe, including both new material for both Classic-era BattleTech, as well as MechWarrior. The first Catalyst published MechWarrior novel will be A Bonfire of Worlds by Steven Mohan, Jr, and was originally to be released in November 2008. On November 8, it was announced that the book would delayed to early 2009 to allow for optimal retail positioning.[4] On March 31, 2009, Catalyst again revised the release date of the new novels to be Fall 2009, and also announced that Mechwarrior:Dark Age is being renamed to BattleTech: Dark Age to unify the brand under the BattleTech name. Furthermore, Catalyst announced that A Bonfire of Worlds would become available, at no additional cost, to subscribers at a rate of one chapter every two weeks.[5] On November 26, 2009, Catalyst officially added A Bonfire of Worlds to its 'Projected First Quarter 2010 Releases', effectively pushing the release back for the 3rd time. Catalyst also released a 'sell sheet' for the novel which includes full details. The release of the sell sheet is the first time full publication details for the novel have become available, and mark a new milestone towards publication of the novel.

The series is set at least 60 years after the last Classic-era novel (Loren L. Coleman's Endgame) with starting year being 3132 A.D., and although several prominent Classic-era characters appear (most notably, Victor Steiner-Davion), the "Dark Age" revolves around a new roster of dramatis persona. Although most of the original Classic-era factions appear in some form, many of the novels revolve around The Republic of the Sphere, a new faction centered on Terra (Earth).

As of June 2008 the MechWarrior: Dark Age Comprises 30 novels, beginning with Michael A. Stackpole's Ghost War. The most recent novel as of June 2008 is Kevin Killiany's To Ride The Chimera. Classic BattleTech authors returning for the new series include Stackpole, Coleman, Randal N. Bills, and Blaine Lee Pardoe.

The Board Game


At its most basic, the game of BattleTech is played on a map sheet composed of hexagon-shaped terrain tiles. The combat units are 30 foot tall humanoid armored combat units called BattleMechs, powered by fusion reactors, armed with lasers, particle projection cannons, autocannons, and both short and long range missiles. Typically these are represented on the game board by two-inch-tall miniature figurines that the players can paint to their own specifications, although older publications such as the 1st edition included small scale plastic models originally created for the Macross TV series, and the 2nd edition boxed set included small cardboard pictures (front and back images) that were set in rubber bases to represent the units. The game is played in turns, with each turn composed of multiple stages. During each stage players alternate back and forth playing the game. The stages are initiative, movement, attack declaration, attacks, physical attacks, and end phase. Winning initiative actually means the winning player moves second, advantageous because the player can react to the movements and attack declarations of the losing player.

Heat buildup is a major limiting factor of the game, and overheating a unit can have many negative affects such as penalties to weapon accuracy, slower movement, or even detonation of any ammunition carried by the Mech.

Armor is tracked by body location of the mech, such as arms, legs, and multiple torso locations. Combat generally involves a slow attrition of damage over multiple turns of the game.

The Collectible Card Game

BattleTech Designer Richard Garfield
Publisher Wizards of the Coast
Players 2+
Age range 10+
Playing time Approx 20 min
Random chance Some
Skills required:
Card playing
Basic Reading Ability

The BattleTech Collectible Card Game is a collectible card game set in the BattleTech universe developed by Wizards of the Coast (WotC) for FASA using the same style of gameplay and card distribution as WotC's Magic: The Gathering. Its production ran from 1996 through 2001. The BattleTech CCG featured BattleMechs, characters, and technology from the original board game, with new artwork done by various artists. Currently, the BattleTech CCG is no longer in print.

The goal of the game is to make your opponent run out of cards from his or her stockpile (deck of cards). The one without any cards left, loses the game. The most basic way of achieving this, is to attack your enemy's stockpile with mechs and other units.

Each player will need a deck with a maximum of 60 cards. Those decks can consist of any combination of cards the player desires, although when playing with official FASA rules, choosing cards for your deck will be limited, e.g. only cards from one faction/clan. The right assortment of cards can prove vital to victory and is mostly linked to certain tactics.


1 Turn Sequence
2 Card Types
3 References
Turn Sequence
The turn sequence is divided into 6 phases, played in the following order.
6.End of turn

During the deploy phase, you will use special command cards (Command Resource) to buy off the costs of units and other command cards like pilots, political personalities and structures. Once they are paid for, they are put into play (deploy) and can be used to attack your opponents or gain tactical advantages. While attacking certain targets during a mission, your units can be aided by mission cards (which may be played as an instant) that give them the edge in fighting your enemy and his or her units.

Card Types:
Unit; including mechs, battlesuits and vehicles

Command; including land, structures and pilots

Mission; aka instants

An unofficial BattleTech CCG card database stil exists BattleTech Collectible Card Game at BoardGameGeek.

MechWarriors : The Movie

BattleTech: The Animated Series, a 13-episode television cartoon show produced by Saban Entertainment, aired on Fox in late 1994. Plots centered around Major Adam Steiner and his First Somerset Strikers, and their conflict with Clan Jade Falcon.

Electric Entertainment, a company under contract to Paramount Studios, has leased the rights to produce a motion picture based on the BattleTech universe, but development has been slow and little is known about the project's status.

Personally, I think they are going about it wrong...

There is just Too Much Information in the Battletech Universe to try to pack it into one movie that would sell...
However; a tv series with many episodes that slowly progress through time from a central view would probably sell better and be easier to get off the ground running.

You already started with the game, which is now backwrds in the industry...might as well follow the path.

Make the movie be the launching premiere...but develope the story line for the series before presenting it! -Just my opinion - IntruderAlert! MadCAt Mark II FTW!

MECHNET! Gaming Systems, Inc. and the MECHNET! Kali server and web were the Primary host to the Faction Free Worlds League during the days of MechWarrior2 and NetMech (Dos).
During that time we collected and stored an Entire repository of Knowledge of the MechWarrior Universe in our server cores.

Most of the sites we aqcuired data and images from no longer exist, and the information may have been deemed lost for all time.

Because I always make back ups, and never throw anything away..I have an Incredibly large cache of "Lostech" stored away from over 10+ years of playing Mechwarriors in it's different forms, being host to many players on both our KALI server and our Website hosting servers, and just plain tons of stuff gleaned from the web when mechwarriors was at it's peak. This includes star Maps, images, animations, game maps, web templates, tips, training, optimum load outs, tweaks, lag training and how to use it to your advantage, and many many unpublished works!
Coming Soon! -Intruder

Oh yeah!,...more links too..