BattleTech Universe User Manual

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TABLE OF CONTENTS

A TIME OF WAR INTRODUCTION PERPETUAL WAR A BRIEF HISTORY OF THE INNER SPHERE
Rise of the Hegemony The Star League Era Centuries of War Steps Towards Peace Fourth Succession War Skirmishes and Plots Enemies From Beyond The Warriors of Kerensky Clan Invasion Victory and Change The Universe Turned Upside Down The Star League Reborn Civil Wars
FACTIONS
House Kurita (Draconis Combine) House Davion (Federated Suns) House Liao (Capellan Confederation) House Marik (Free Worlds League) House Steiner (Lyran Alliance) Mercenaries Other Powers
THE MECHWARRIOR THE BATTLEMECH
Chassis Locomotion/Movement Systems Armor and Weapons Power Systems Defining Characteristics Movement Capabilities Heat Dissipation Systems and Strategies
TECHNICAL READOUT

INTRODUCTION

BattleMechs are the most powerful war machines ever built. These huge, human-shaped vehicles are faster, more maneuverable, better armored, and more heavily armed than any other ground combat unit in history. Equipped with such deadly weapons as particle projector cannons, lasers, rapid-fire autocannons and missiles, these behemoths dominate the battlefields of the 31st century. BattleTech is a game that pits ’Mech against ’Mech on the battlefields of the future. Each player controls several BattleMechs, deciding how each ’Mech moves, when to fire its weapons, and what targets to aim at. The outcome of the battle is determined by the players’ decisions and the luck of the dice. Combat is played out on a game board that represents the battlefield, using stand-up counters to represent the mighty BattleMechs that fight for supremacy over the Inner Sphere. This book introduces players to the fascinating and stun­ning universe of BattleTech. A Time of War is a brief encapsula­tion of the BattleTech universe. With that, you’ll have a frame of reference to jump right into the short story Perpetual War that provides a taste for what BattleMech combat is like for the men and women who populate this exciting universe. Next, A Brief History of the Inner Sphere provides a glimpse of how humankind has expanded to the stars in the last millennium, while the Faction section details the major states in the uni­verse and what it’s like to follow each banner, as well as a short section detailing other powers as well. This is followed by The MechWarrior section that explains a MechWarrior’s place in this complex universe, as well as detailing how a he actually pilots a ’Mech. The final section of this book, The BattleMech, provides a general technical overview of the BattleMech and describes the specific capabilities and weapons of the twenty­four BattleMechs contained in this box.
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Table of Contents/Introduction

A TIME OF WAR

For almost a thousand years, humans have journeyed into
the far reaches of space, colonizing thousands of worlds and forming star-spanning alliances. From these grew the five vast
star empires that make up the Inner Sphere. The Inner Sphere
was rife with division as the ruling dynasties warred constantly over colony worlds with valuable resources. These titanic strug­gles led to the development of BattleMechs: gigantic, humanoid
battle machines bristling with lethal weapons. From the twenty-
fifth century onward, these walking tanks ruled the battlefields. As the price of conflict grew, the Inner Sphere tired of war.
Eventually the five ruling Houses joined together in the Star
League, a federation led by a First Lord and served by its own army. For nearly two hundred years, the Star League brought
the Inner Sphere peace and prosperity. The sudden death of the Star League’s First Lord paved the
way for an evil genius named Stefan Amaris to stage a bloody coup d’état. The Star League Defense Forces, commanded by
the brilliant General Aleksandr Kerensky, refused to accept Amaris’s rule. They fought him in a bitter civil war—the largest conflict ever fought by humanity, before or since. Kerensky’s
forces won, but at a terrible price. In the chaos that followed,
the Council Lords were each determined to step in as First Lord.
Despite the efforts of Kerensky to hold it together, the Star
League dissolved. Unable to halt the conflict, Kerensky appealed to his sol­diers to join him in leaving the Inner Sphere. Nearly 80 percent of the Star League army heeded Kerensky’s call to build a new Star League somewhere far beyond explored space. Kerensky and his followers abandoned their homes and headed into uncharted areas of the galaxy, presumably never to return.
War followed war in the wake of Kerensky’s dramatic departure. For nearly three centuries, the Houses of the Inner Sphere fought in vain for the right to rule. These Succession Wars forged new alliances and cost the Inner Sphere lifetimes worth of scientific advancement and irreplaceable technology. Constantly maneuvering for position, the House Lords assumed that the greatest enemy they would ever face was each other. They were wrong. While the Inner Sphere sank into barbarism, Kerensky’s fol­lowers built a new society in the harsh environs beyond known space. They developed a rigid caste system based on eugenics and martial ideals, designed to produce the ultimate warriors. For nearly three hundred years, they were unified by one burn­ing goal: that when the time was right, they would return home and conquer the Inner Sphere. They planned to be the “saviors” of humanity and to rebuild the Star League in their own image. When the warlords of the clans decided the time had come to launch their invasion, they took their powerful ’Mechs and MechWarriors and drove straight toward Terra, the birthworld of humanity. Faced with a common enemy, the states of the Inner Sphere united against the threat, establishing a new Star League. Finally victorious in 3060, the Star League halted the Clan invasion and a new era of peace seemed to loom on the horizon. It was not to be, however, as war once again swept through almost every House and Clan, with the most vicious fighting centered around the civil war between House Davion and House Steiner. Now, with the end of the FedCom Civil War, a weary peace has settled across the Inner Sphere, but it is a peace filled with tension. This is but the eye of the storm.
A Time of War
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PERPETUAL WAR

he two-meter wide metal claw swung down to drag dual furrows through the parched soil, kicking up plumes of dust that could be seen for klicks. The other claw, attached to a five meter long reverse-canted leg,
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swung forward to repeat the wound in the dirt in a lope
that ate up the ground at a over sixty klicks an hour. The dust column behind was impressive, reaching almost a hundred meters into the brightening dawn morning. There was nothing
to be done, though. Surprise was gone and speed was of the essence. The raid had already begun. “Captain, I’ve got the coordinates confirmed by a fly-over.” The electronically reproduced voice of her XO still managed to convey levity, a good humor that he carried like a shield. “I copy, Joshua.” Unlike her XO, Captain Suzanne Lewis had no need of such protection. Why hide when the pain simply proved you were alive? Alive, exhilarated, terrified, joyous, filled
with glory at piloting sixty-five tons of lethal machinery: all of it
Perpetual War
brought an adrenaline high she could ride for days. Then again, it felt like she had been riding it for weeks; eating and sleeping it, just to survive. “I guess I owe you that Timbiqui Dark when this is over, Leftenant,” she said. Suzanne tried unsuccessfully to hide the disgust in her tone at losing the bet. “Sorry Cap, but you just shouldn’t bet against me on some­thing like this. It was pretty elementary to determine where the inbound DropShip was going to touch down by its trajectory as it hit the atmosphere. Comparing the intensity of the drive-flair with the known mass of the Union and correlating its velocity with the full possible range of empty to fully laden with a com­pany of twelve ’Mechs, only synched it. They grounded in sector A23.” “Yea, yea, I know. Honors in math, as well as electronics, blah, blah.” “Now you’re just being a sore loser.”
“That’s because I lose sorely. You’ve been with me long enough to know that.” A barking laugh was answer enough. Clenching her jaw, she opened up a line to her entire company. “Alright, people, Joshua landed it on the head, as usual. We got bad guys grounding just a little too close to our supposedly hidden supply depot and that’s simply too much of a coincidence for me. I say they found out about it and they’re coming to ruin our party. But I hate gatecrashers, so who ever
they are, we’re going to show them what Davion troops can do. Then, when this is over, I’m going to have a conversation with our friendly Intel man to discuss military intelligence issues.” A good round of laughter erupted at that comment.
Nothing like the age-old oxymoron to lighten the mood.
ush through! They’re going to sack the depot if we don’t push through,” Suzanne said, re-stating the obvious in her frustration. “Cap, they’ve got a good cross-fire going and
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gorge,” Joshua said. “We could try to traverse it further down?” She punched up her tactical maps and queued through several until she found the appropriate one. After seeing the distances involved, she quickly discarded the idea. It was almost
ten kilometers further south until there was a passable area again; too long, way too long. “That’s not going to work,” she said. “That’ll take too long. The depot is their target and we’ve got to push through. Striker
Lance, I want you through that breach as quickly as possible. The Command Lance will follow, providing cover fire. Now go.” With a series of affirmatives echoing in her ears, her Striker Lance
leapt into the breach of the canyon opening. Jessie’s Grasshopper
waded into the blistering weapons fire that immediately answered
the move. Armor blasted off in chunks to rain down on the ravine
floor, but the Grasshopper trudged forward; for a moment, Suzanne pictured a man leaning into the gale of a storm. She pulled her targeting reticle across her forward view screen, lining it up with the shots’ point of origin. Though the angle was off, she hoped that laying down some fire in the gen­eral area would make the other MechWarrior duck and give her Striker Lance the chance to close. She tightened her grip on the right-hand joystick, sending thirty long-range missiles down­range. She couldn’t tell if the resulting series of explosions had actually damaged the enemy ’Mech, but the weapons fire from
that quarter suddenly cut off. As soon as her weapons could cycle through, she maneu­vered to a better angle. The members of her Command Lance
began following the Striker Lance into the breach as she ripped off another full salvo. Suzanne knew she was chewing through
her ammunition reserves fast, but if it kept any of her company
from harm’s way to the end of the canyon pass, she’d burn every
last round she had. A warning siren of enemy fire blared, and a hard-rain of metal washed across her ’Mech, blasting armor and almost
have managed to bottle the only pass across the
knocking her Catapult from its feet. She tried to get a bead on where the attack had come from, but it wasn’t until her enemy locator designated the target that she was able to spot it, high up on the canyon wall. She smile grimly in admiration—the Dervish pilot had managed to jump up to a small ledge, barely wide enough for the ’Mech to stand on, and was returning mis­sile fire in kind. Before she could track her weapons up the wall, three cor­uscating beams of energy reached out to engulf the Dervish; one melted armor off the right arm, but the other two cored right into the right torso, the armor flashing instantly into a metallic vapor. The Dervish slammed back into the wall, and suddenly fire and death exploded out of the hole torn in the ’Mech’s torso. The top of the Dervish’s head blew off as the pilot ejected; the PPC strike to the right torso must have set off an ammunition explosion. As the ’Mech tore itself inside out, it slowly toppled and fell down the canyon wall, creating a huge landside. As luck would have it, the mountain of debris was far enough in front of her lead ’Mech that they were safe, but that didn’t make her any happier. As the last rocks stopped moving, she slammed her fist into her dashboard. She may not have lost a ’Mech, but they had ten kilometers to go before they could traverse this gorge and make it to the depot.
he cerulean beam of twisting energy slammed into the ground at Suzanne’s feet, paving a steaming glass trench in the dirt between her Catapult’s legs. Instinctively, she stomped both feet down hard onto the pedals, igniting
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her ’Mech’s jump jets and lofting into a ballistic arc that would bring the machine slamming back to the ground in a barely controlled fall, some one hundred-twenty meters closer to her target. Her hand clenched convulsively on her right­hand joystick, sending thirty long-range missiles on tails of fire towards her elusive target. She knew her jump would throw the targeting off, but it would keep the enemy MechWarrior’s head down while she sought cover herself—cover that was hard to find on this blighted prairie “Incoming,” the voice exploded inside the confines of her neurohelmet. “I repeat, we have an additional bogie coming through the south section of the facility’s wall.” “Six and nine, I want that bogie taken down. Now,” she said, gritting her teeth for the impact to come. With a sound like a hundred-hovercar pileup, the Catapult landed, its jump jets pumping out superheated reaction mass in an effort to bleed off velocity. With a perfectly flexed knee motion timed to touch down, she didn’t even bite her tongue this time. A savage smile lit her face, while a chorus of “yes, sirs,” answered her com­mand. Quickly checking her secondary screen, she could see where the new threat had emerged. Luckily, this one was only a Panther. A fusillade of laser fire washed across her ’Mech from another quarter—looked like a Javelin out of the corner of her eye—as she wondered what brought the warriors of House Kurita to her door this time. Not that the snakes needed any
Perpetual War
5
particular reason to attack their ancient enemies, but…. Was it
just the supply depot, or were they simply spoiling for a good fight? Well, she’d give them one.
Without warning, the enemy MechWarrior she’d been
targeting swung his machine away from the blasted buildings
of the supply depot and out into the open, pushing the ’Mech
into a full run. Harsh sunlight glinted off the jutting torso and overly large shoulders, while the right arm ended in the barrel of an autocannon. For a heavy ’Mech, the Dragon’s top speed of eighty-six kilometers an hour made it a dangerous oppo­nent when the right person piloted it. This Kurita MechWarrior
was obviously one of those people, as the ’Mech moved at an oblique angle away from her while torso twisting to bring its
weapons to bear. The autocannon spewed metal death at her, as a stream of depleted uranium slugs shot out to embrace her Catapult. The shock of the impact slammed her forward as her ’Mech tried
to fall. She could feel the whine of the Catapult’s gyroscope
through the soles of her boots, drawing on her own sense of balance to keep the machine upright. A quick back pedal
helped bring the machine back under control, giving her a chance to quickly assess the situation. She glanced towards her damage schematic screen, seeing
immediately how much damage the shot had done. Striking
into her right torso, it had found the wound previously inflicted
by the Dervish and chewed most of the armor off; another hit
like that and she would be Dispossessed. She shuddered a moment at the thought of losing her machine. Again launching a brace of missiles, she sped her machine at another angle to the Dragon, attempting to make herself a more difficult target while keeping it at range; her own
weaponry was better suited for a long-range fire-fight. A quick glance at the bottom of her view screen showed the Awesome,
Hunchback and Assassin of her command lance attempting
to maneuver into position. Of course the Assassin could have quickly outdistanced her, but the Dragon would shred its
lightweight armor if it were on its own. Her plan was to force
the Dragon into the range of the Awesome’s weapons, where
its three particle projector cannons should make quick work of even a heavy ’Mech. The Dragon MechWarrior, however, was not so easily cor­ralled. She was extremely proud of her command and their
battlefield prowess, but there was no doubt that she was com­pletely outmatched by this pilot. Who is he, she thought, as the
last of her long-range missiles exploded harmlessly in the dirt at the feet of the Dragon. Though the enemy ’Mech proudly sported the logo of the Draconis Combine, no other unit mark-
ings marred any part of the surface. “Striker Lance, I want you to move into a flanking position
for this Dragon. He comes down now!” She couldn’t help the yell. To be so outmaneuvered by a snake was more than she could stomach. Suddenly the Dragon stopped, as though it was listening
to something, then swung directly toward her. Taken aback,
Suzanne brought her medium lasers on-line. The rest of her Command Lance was finally able to concentrate all of their fire on the machine. Like a wounded, angry bull, however, it contin­ued to move forward as armor plating fell and inky-black smoke began to pour from its wounds. The hairs on the back of her neck stood on end as the right-arm of the machine was completely torn away, and yet it still closed with her. Pushing the throttle backwards, she tried to maneuver out of the path; it was too late. With its last dying energy, the Dragon ran headlong into her Catapult. The sound was like nothing she’d ever experienced before and she was slammed forward at the impact, exploding stars in front of her eyes. Her Catapult crashed to the ground with the Dragon’s carcass on top. Her neurohelmet bounced heavily back against her command couch, and darkness closed in.
he slight breeze ruffled her hair, greeting her return to the land of the living. Suzanne re-adjusted the cold compress on her head. She prayed the pounding in her skull would lessen soon, as she took a deep drink from
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the offered canteen and then slowly cleared her throat. “Say that again.” Her words sounded more like a croak than a human voice. “It looks like our friendly snake here played us good,” her XO said, squatting down so as not to force her to look up at him. “He kept us busy long enough for the majority of his force to retreat to their DropShip and lift off world.” He paused for a moment, then continued. “He must have gotten a message that they were within sight of the DropShip, so he felt it was time to die a glorious death.” She started to nod her head in agreement with her XO’s sentiments, but stopped as a new round of pounding made her groan. After a moment, she spoke again. “I don’t get it. That was it? They strike, rummage through the supply depot, take some spare ammunition they probably could have gotten anywhere and then leave? Meanwhile they lose several ’Mechs and one astonishing MechWarrior?” She hated wording it that way, but there was no denying his ability; they’d all fallen victim to it. “Don’t know, Cap. Maybe there was something in the sup­ply depot we didn’t know about and they did.” She tried to think things through, but the pain was simply too much; she’d yet to look at the damage her Catapult had taken because she knew that that pain would be too much as well. Very carefully, she maneuvered to her feet. “I don’t know either. But I do know one thing. They’ll be back. Whether for something else our esteemed commander hasn’t informed us about, or simply because they now think they can. They’ll come again… but the ending will be very different.” She removed the compress and looked her XO in the eyes, finding the same gleam of resolution. Yes, she thought, the end­ing would be very different next time.
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Perpetual War

A BRIEF HISTORY OF THE INNER SPHERE

he history of human life among the stars, the creation of the great star empires and the formation of the human society known as the Clans begins with humanity’s long­ago first steps into space. Among the ancient nations
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of Terra, the dissolution of traditional alliances and enmities in the late twentieth and early twenty-first centuries created an era of unprecedented peace and cooperation, in which all human societies turned their energies toward the advancement of the human race. By 2020, the groundbreaking research of two scientists—Thomas Kearny and Takayoshi Fuchida—led to the development of a fusion reactor capable of powering a starship. In 2027 the Alliance starship Columbia, powered by the first Kearny-
Fuchida fusion engine, made its historic journey to Mars. With that
brief voyage, Man’s migration from Terra began. In 2102, the scientific com­munity paid new attention to pan-dimensional gravitational mathematics, a breakthrough discovery made eighty years ear-
lier by Kearny and Fuchida. Though
twenty-first-century scientists had scoffed at this theory, twenty-sec­ond-century physicists used Kearny and Fuchida’s work to develop the first
faster-than-light ship in an intensive research effort known as
the Deimos Project. Deimos produced the first Kearny-Fuchida drive, which created a space warp around a starship through
which the craft could “jump” distances of up to thirty light years
from its starting point. On 5 December 2108, Terra launched
the first so-called JumpShip, the TAS Pathfinder, on its famous round trip between Terra and the Tau Ceti system. The ability to travel between star systems in the blink of an eye led to an unparalleled expansion of human colonies to other
worlds. The first human colony of New Earth, established on Tau Ceti IV in 2116, paved the way for hundreds of others. Under
the banner of the Terran Alliance, man spread throughout the galaxy as his ancestors had once swarmed over Terra. By the year 2235, an Alliance survey had counted more than six hundred
human colonies scattered across a sphere roughly eighty light years in diameter. In an eerie parallel to earlier human history, however, this colonial expansion carried within it the seeds of its own destruction. Self-sufficient colonies far from their found­ing worlds began agitating for home rule; in 2236, a group of worlds at the edge of human-explored space declared indepen-
dence from Terra. The Colonial Marines,
dispatched from Earth to quell the
rebellion, failed miserably. Within six years, the Alliance government had granted independence to all colo­nies that lay more than thirty light years from Terra.

RISE OF THE HEGEMONY

Over the next several decades, a combination of political infighting and the severe economic strain of supporting Terran colonies ate away at the fabric of the Terran Alliance. Tales of colonists starving to death sparked riots among sym­pathetic Terrans, while the ranks of the poor, dispossessed and angry grew. In 2314, civilian riots and political polarization erupted into Alliance-wide civil war. The Alliance Global Militia, which had remained uneasily neutral throughout the long years of unrest, stepped in
to stop the violence at the behest of James McKenna, an admiral in the Alliance Global Navy. Using his newfound authority as the Alliance’s military savior, McKenna tore down the corrupt Alliance government and established the Terran Hegemony in its place. In 2316, a grateful public elected him the Hegemony’s first Director-General. During McKenna’s twenty-three-year term of office, he launched three military campaigns to bring independent col­ony worlds back under Hegemony control. The first two cam­paigns, though hard-fought, were largely successful; the third, launched in 2335, was not. The aging McKenna left control of the final campaign to his son Konrad, whose persistent refusal to follow standard procedure eventually ended in disaster for the Hegemony Navy. In 2338 Konrad led his naval convoys blindly into the heavily mined Syrma system, losing all but two
A Brief History of the Inner Sphere
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Inevitably, Cameron’s Peer List led to the creation of feudal ruling families in the various inde­pendent states surrounding the Hegemony. In the latter half of the twenty-fourth and the early twenty-
fifth centuries, tensions between these fiefdoms escalated into open war. Humanity’s interstellar nations fought battle after battle against each other, each more savage than the last, culminating in the unspeakable massacre of civilians on the world of Tintavel in the Capellan Confederation.The Confederation’s leader, Chancellor Aleisha Liao, responded to the tragedy by devising the Ares Conventions—a set of rules for war-
fare intended to keep such atroci­ties from ever happening again. On 13 June 2412, the Hegemony and all other nations signed the Ares Conventions, agreeing to
limit their use of nuclear weap­ons and cease assaulting civilian targets. Though hailed as an act of peace, the Ares Conventions in effect made war legal. Many of the signatory states wasted little time in abusing their legal right to wage warfare.
of his twenty-nine troopships. This failure also gave heart to the
worlds opposing the Hegemony, who had begun to ally with
each other in order to protect themselves from the expanding
Hegemony influence. Konrad’s disgrace left the Hegemony
without an heir to fill McKenna’s place; upon James McKenna’s death in 2339, the Hegemony’s High Council passed the leader­ship of the Hegemony to James McKenna’s third cousin, Michael Cameron. The new Director-General immediately began efforts
to cement good relations with the allied colony worlds that had
by this time formed independent nations. In 2351, Michael Cameron took an action whose cul-
tural repercussions would echo for centuries. He created the
Peer List, establishing the equivalent of a feudal nobility
whose members owed their exalted rank to their achievements. Among the first to receive a title was Dr. Gregory Atlas, laud­ed for his work on refining myomer bundles. These incred-
ibly powerful synthetic muscles were an integral part of early WorkMechs; when powered by a fusion reactor, myomer bun­dles give a BattleMech its strength and mobility. Though Dr. Atlas would not live to see the first BattleMech—used in action on 5 February 2439—his work ultimately changed the face of war.
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A Brief History of the Inner Sphere

THE STAR LEAGUE ERA

The Hegemony engaged in its share of battles over the next century or so, but equally as often served as a neutral mediator
between warring parties. Despite the Hegemony’s history of military expansion, the presence of Terra at its heart gave it a
certain credibility as a peacemaker in the eyes of other nations.
Ian Cameron, who became Director-General in 2549, expanded the Hegemony’s peacemaking role and negotiated an end to a number of conflicts. In 2556, Ian persuaded the leaders of the Free Worlds League and the Capellan Confederation to sign the
Treaty of Geneva; this famous document laid the groundwork
for the formation of the Star League, the glorious interstellar alliance that all too briefly ended wars and advanced the welfare of all humanity. The Lyran Commonwealth signed the treaty
in 2558, the Federated Suns in 2567. With the inclusion of the
Draconis Combine in 2569, Ian Cameron achieved his dream of
uniting virtually all humanity under one ruler. Led by the enlightened Cameron dynasty, the Star League gave its citizens peace and prosperity for two hundred years. Though even the Star League could not completely wipe out
the human need for conflict, it kept disputes between its mem-
ber-states under firm control. After Lord Simon Cameron’s tragic death
in 2751, the rulers of all the member­states served as regents for Simon’s young son, Richard Cameron, but unfortunately abused their posi-
tions to jockey for personal power. The lonely Richard turned to Stefan Amaris, ruler of the Rim Worlds
Republic in the far-off Periphery, for
friendship and advice. Amaris hated
the Camerons, and used his false
friendship with Richard to destroy
the Star League from within. On 27 December 2766, Stefan Amaris murdered Richard and took control of the Star League. Within weeks of his coup d’etat, Amaris tried and failed to gain
the support of General Aleksandr
Kerensky, commander of the Star
League Defense Forces. The honor­able Kerensky despised the usurper Amaris, and launched a bitter, thir-
teen-year war to liberate the Terran
Hegemony from his grasp. On 29 September 2779, Kerensky led the assault against Amaris’s final strong-
hold on Terra. In the face of over-
whelming force, Amaris surrendered.
By order of General Kerensky, Amaris,
his family and his closest aides were summarily executed by SLDF troops for
their crimes against humanity. This act of vengeance closed the book on the Star League. In late 2780, the Council Lords stripped General Kerensky of his title as Protector of the Realm and ordered him to dis­perse all SLDF units to their peacetime locations. Bereft of central leadership, the member-states of the Star League vied
with each other for power. Unable to agree on which of them should become the new First Lord of the Star League, the lords officially dissolved the High Council in August of 2781. Each
lord then left Terra for home, and began to build his own power
base. When the various lords attempted to persuade SLDF units
to back their personal bids for power, General Kerensky took drastic action. On 14 February 2784, Kerensky proposed to his
troops that the SLDF should leave the Inner Sphere and found a new society beyond known space, basing that society on the dearly held ideals of the Star League. In late November of 2784,
Kerensky’s Operation Exodus became a reality; more than 80 percent of the SLDF departed with Kerensky. The bewildered people of the Inner Sphere, mourning the loss of their hero, comforted themselves with the belief that Kerensky and his people would return when humanity needed them.

CENTURIES OF WAR

In the resulting power vacuum, the rulers of the realms
now called the Successor States fought endless, brutal wars,
each seeking to re-establish the Star League under his own
leadership. In three hundred years of conflict, the Successor Lords accomplished little save to blast humankind virtually back to the Stone Age. By the time the third of the so-called
Succession Wars ended, humanity had lost nearly every
technological advance that the Star League had made pos-
sible; only stringent restrictions on destroying JumpShips,
DropShips, BattleMechs and other irreplaceable technolo­gies of war allowed interstellar combat to continue. As the Successor States battered each other senseless, the fighting ground down to endless border skirmishes in which no com-
batant gained significant advantage. As the Inner Sphere warred, so did the descendants of the SLDF. Within two decades of planetfall, the men and women
who had followed Kerensky in order to preserve the ideals of
the Star League had betrayed those ideals and degenerated
into vicious, fratricidal conflict. Determined to salvage some-
thing from the wreckage of his father’s dream, Kerensky’s son
A Brief History of the Inner Sphere
9
heir, Melissa Steiner. This union joined two families and two nations into a single strong realm, combining the prosperous Lyran Commonwealth with the militar­ily powerful Federated Suns. The union of these states put the Draconis Combine in an uncom-
fortable position between two of its greatest enemies, and led the smaller Capellan Confederation and Free Worlds League to
fear conquest by the emerging Federated Commonwealth. After months of secret nego­tiations between the Capellan Confederation, Draconis Combine and Free Worlds League, all three of those nations signed the Concord of Kapetyn in 3024. Intended as a coun­ter to the Lyran Commonwealth– Federated Suns alignment, this triple alliance provided for mutual support and defense. It also guaran­teed that any renewed war would engulf the entire Inner Sphere.
Nicholas led eight hundred loyal followers to a safe haven, where together they forged the society later known to history
as the Clans. Though the Clans would not arrive in force in the
Inner Sphere until 3049, they did send one unit as a vanguard in 3005—Wolf’s Dragoons. This famed mercenary unit fought for each of the Successor States in turn, testing the strength of their militaries. Ultimately, the Clan-born Dragoons would become one of the strongest units fighting against the Clans on the side of the Inner Sphere.

STEPS TOWARD PEACE

By the turn of the thirty-first century, common wisdom among Successor State militaries held that conquest of the
Inner Sphere through conventional warfare was impossible. Those who wished to found a second Star League had to find another way. In 3020, Archon Katrina Steiner of the Lyran Commonwealth sent a peace proposal to her fellow Successor
Lords, but only Prince Hanse Davion of the Federated Suns showed any interest. In 3022, the Archon and the Prince con­cluded a secret alliance that would bind their realms together
through Hanse Davion’s marriage to Katrina’s daughter and

FOURTH SUCCESSION WAR

On 20 August 3028, Hanse Davion and Melissa Steiner held their wedding on Terra in the presence of their fellow Successor Lords. At the reception follow-
ing the wedding, Hanse Davion offered a gift to his bride. As he fed Melissa a piece of wedding cake, Prince Hanse announced, “Wife, in honor of our marriage, in addition to this
morsel I give you a vast prize. My love, I give you the Capellan Confederation!” With those words, Hanse Davion launched the
Fourth Succession War. In a series of military exercises held between 3026 and 3028, Hanse Davion had discovered that he could move vast
numbers of troops swiftly to distant battlefields. He had also
reorganized his army, regrouping battalions and regiments into
Regimental Combat Teams consisting of one or more regiments of BattleMechs plus armor, infantry and artillery support. This organization gave Davion troops overwhelming advantages in
numbers. The RCTs poured into the Capellan Confederation in seven successive waves, cutting it in half. Such large-scale mobilization by the Federated Suns did
not come without cost. The vast demand for JumpShips and
DropShips to ferry troops across space reduced commerce
between worlds to essential items only, inflicting economic
hardship on many planets. In addition, the Holy Order of ComStar, whose members had preserved the technology of
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interstellar communications ever since the fall of the Star League, opposed Hanse Davion’s war and placed the Federated Suns under
Interdiction. ComStar’s hyperpulse generators would relay no mes­sages to, from or between any
Federated Sun worlds. Hampered
by the Interdiction and pleased
with his conquests, Hanse Davion sued for peace in 3029. The bat-
tered Capellan Confederation agreed willingly to the Federated Suns’ terms, desperate to free its scant military resources for use against other enemies. The Free Worlds League had exploited the Confederation’s weakened state,
taking more than a few worlds for
itself; the Confederation’s leader­ship could no longer afford war
with House Davion if he hoped to preserve his nation.

SKIRMISHES AND PLOTS

Between 3029 and 3039, the Successor States jockeyed for power
through covert dealings and small skirmishes in lieu of outright war. The
Federated Commonwealth com­pleted the integration of its militaries, governments, economies and con­quered worlds, forming the largest and most powerful realm in the Inner Sphere. Meanwhile, the Draconis Combine took one lesson from the
Fourth Succession War to heart, and overhauled its military in response to Hanse Davion’s “lightning war.” In his role as the Combine’s Gunji-no-Kanrei, or Deputy of Military Affairs, Theodore
Kurita took several steps to ensure his nation’s safety. He revamped
the Draconis Combine Mustered Soldiery, upgrading their training and loosening the command structure to reward personal initia-
tive. In his most controversial act, Theodore signed a compact with ComStar, granting independence to several Combine worlds in exchange for ComStar’s Star League-era BattleMechs. As a result, on 13 March 3034, the Free Rasalhague Republic announced its
independence from the Draconis Combine. The declaration of independence touched off a minor rebellion within the Combine, as reactionary commanders refused to pull their military units from the new republic. Theodore declared the reactionaries ronin, lordless, and sent
his own units to drive them from Free Rasalhague. Theodore’s
troops and various mercenary groups joined the Republic’s
Kungsärmé in battle against the ronin, but poor contracts negotiated in haste with the mercenaries paid most too much
money for too little fighting. Free Rasalhague won the freedom it had claimed, but its citizens learned to loathe the mercenary
MechWarrior. In April of 3039, Hanse Davion set in motion the second great wave of his war to unite the Inner Sphere. Selecting the
Draconis Combine as his target, he launched a two-front attack on the Dieron district. The first assault wave succeeded brilliantly;
Davion’s military advisors believed they had taken the Combine
by surprise. Before Federated Commonwealth forces could launch
their second wave, however, the Combine counterattacked and
threw the Commonwealth on the defensive. Aided by the Star
League ’Mechs he had received from ComStar, Theodore Kurita gambled with the fate of his nation and won. By attacking in the
teeth of the Davion onslaught, Theodore made Hanse Davion
believe the DCMS stronger than it actually was. Also, Hanse Davion saw no reason to grind his troops down against soldiers armed
with superior, Star League-era technology. By October of 3039,
Davion chose to cut his losses and make peace. The War of 3039 accomplished little for those who fought
it, save to remind the Successor States of the severe cost of
war. A few worlds changed hands, but the balance of power
A Brief History of the Inner Sphere
11
remained the same. Aside from an assault in 3041, in which
the Tenth Lyran Guards took the world of Skondia from the
Combine, the states of the Inner Sphere seemed content
to rebuild their realms in peace. Military readiness and overcharged rhetoric still ruled the day, but the Successor States had—at least temporarily—grown tired of war. The
Inner Sphere rebuilt during ten years of peace, which ended abruptly on 13 August 3049.

ENEMIES FROM BEYOND

In that year, while hunting pirates in the Periphery near
the Free Rasalhague Republic, a detachment of the famed Kell
Hounds mercenary unit met and succumbed to a mysterious
fighting force on a godforsaken planet known as The Rock. Casualties included Phelan Kell, only son of the Hounds’ found­er Morgan Kell and cousin to Victor Steiner-Davion, Hanse and Melissa’s eldest son. Phelan was listed as missing, presumed
killed, but the Inner Sphere did not learn his true fate until several months later. The Kell Hounds’ defeat marked the first of many battles lost to the Clans, mighty warriors descended from
the long-vanished Star League Army. The Clans invaded the
Inner Sphere in order to conquer it and restore their version of the Star League. In March of 3050, the Clans struck in force, hammer­ing the Draconis Combine, the Free Rasalhague Republic and the Lyran side of the Federated Commonwealth. Wave after wave of Clan attacks followed, executed with blinding speed and ruth-
less efficiency. Using their tech­nologically superior OmniMechs and tenacious armored infantry known as Elementals, Clan war­riors cut down their Inner Sphere opponents like wheat before a scythe. Four Clans rolled across the Inner Sphere in the first wave: Clans Smoke Jaguar, Ghost Bear, Jade Falcon and Wolf. All took their share of planets, but Clan Wolf conquered more worlds than all its compatriots. Inner Sphere forc­es launched a few successful coun­terattacks, but those strikes came too little and too late. The Clan juggernaut thundered on, halted only when catastrophe struck. On 31 October 3050, a Rasalhagian pilot named Tyra Miraborg crashed her Shilone
fighter into the Clan flagship Dire Wolf, killing the Clans’ war leader.
The death of the ilKhan accomplished what six months of desperate fighting had not; the Clans ended their assaults, garrisoned the worlds they had conquered and pulled much of their military strength out of the Inner Sphere. For several
months, later dubbed the Year of Peace, the leaders of each
Clan debated the question of who should be the new ilKhan. In
mid-3051, they chose Khan Ulric Kerensky of Clan Wolf to lead a renewed assault against the Inner Sphere. In this year of peace, Colonel Jaime Wolf of Wolf’s Dragoons summoned the leaders of the Successor States to the world of Outreach. There, Wolf revealed that he and his fellow Dragoons were actually Clan warriors—and that they were prepared to aid the Inner Sphere against their own people. The Inner Sphere leaders spent
the better part of that year formulating a combined response to the overwhelming Clan threat. Setting aside centuries’ worth of mistrust
between their two nations, Hanse Davion and Theodore Kurita sealed a non-aggression pact. Davion also extorted material aid
from the Free Worlds League by promising its leader, Thomas Marik,
that he would devote all the resources of the New Avalon Institute of Science toward curing Thomas’s son Joshua of leukemia.
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A Brief History of the Inner Sphere
13
In November of 3051, the Clans renewed their invasion of the Inner Sphere. In January 3052, Clans Smoke Jaguar and
Nova Cat attacked the Combine capital of Luthien. In an act
of unexpected political courage that sealed the loose alliance
between the Federated Commonwealth and the Draconis
Combine, Hanse Davion sent the Kell Hounds and Wolf ’s
Dragoons to help defend his age-old enemy’s homeworld. The
trust engendered between the two nations by Davion’s action enabled both to devote all their efforts to fighting the Clans. Despite the close cooperation between the Federated Commonwealth and the Draconis Combine, the Inner Sphere’s unity remained largely an illusion. ComStar had negotiated with
the Clans soon after the initial invasion, and upon their return
to the Inner Sphere the Order offered to administrate the Clans’ conquered worlds. ComStar’s leader, Primus Myndo Waterly,
intended to use the Clan conquest to bring about the collapse of civilization; ComStar would then step in as humanity’s savior,
thus gaining power over all of human-occupied space. When Waterly discovered that the Clans intended to conquer Terra, ComStar’s homeworld and the cradle of humanity, she abruptly changed her tactics. At the urging of her Precentor Martial,
Anastasius Focht, Waterly struck a deal with the invaders and sent the Com Guards to fight the Clans on the backwater world of Tukayyid. If the Clans won, ComStar would give them Terra. If they lost, the Clans would halt their advance toward Terra for fifteen years. Unknown to the Precentor Martial, Waterly also set secret plans in motion to strike at the Clans and the Inner Sphere simultaneously. The Com Guards defeated the Clans on Tukayyid in May of 3052, in a horrific blood bath that cost ComStar’s forces dearly. While the Com Guards fought and died on Tukayyid to save the Inner Sphere, Primus Waterly gave the word to her agents. They launched Operation Scorpion, making a series of covert attacks on worlds in the Clan occupation zones and striking at communications sites across the Inner Sphere. By this bold gambit, Waterly hoped to cripple both the Inner Sphere and the Clans in the same blow, enabling her ComStar loyalists to seize power. The strikes failed; upon Focht’s return to Terra, he deposed Primus Waterly and began a mas­sive reform of ComStar.

VICTORY AND CHANGE

The end of the Clan invasion brought other changes
in its wake. Hanse Davion died of a massive heart attack at
the end of the war; Chancellor Romano Liao of the Capellan Confederation died at the hands of an assassin, leaving her son Sun-Tzu on the Celestial Throne. Sun-Tzu immediately began
to build a power base, allying himself to House Marik through an engagement to Thomas Marik’s illegitimate daughter, Isis.
Within a few short years, Theodore Kurita succeeded his father Takashi as Coordinator of the Draconis Combine. Ryan Steiner,
perennial thorn in the side of the Federated Commonwealth’s
rulers, began agitating for an independent Isle of Skye. ComStar,
meanwhile, split into two factions over Precentor Focht’s
reforms. The reactionary group, calling itself Word of Blake, emi­grated to the Free Worlds League planet of Gibson with Thomas
Marik’s blessing. On 19 June 3055, a bomb blast at a charity event on Tharkad killed the Federated Commonwealth’s beloved Archon,
Melissa Steiner. Authorities failed to apprehend a suspect. Ryan Steiner, riding the crest of anti-Davion sentiment he had spent
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