Difference between revisions of "Clans"

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====Scientist Caste====
 
====Scientist Caste====
The scientist caste has two responsibilities: continued technological development and genetic control of the population. The warriors' eugenics program naturally occupies a place of prime importance in their work, and the scientists' control over such a cornerstone of Clan society has also given them considerably unofficial power and freedom of action compared to other castes; indeed due to the nature of their work under specific circumstances the scientist caste is allowed to overrule the warrior caste.  On occasions when their actions have gone too far though the warrior caste has been required to put the scientists back in their place.<ref name=CBT189/><ref name=TCWK36>''The Clans: Warriors of Kerensky'', p. 36</ref>
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The scientist caste has two responsibilities: continued technological development and genetic control of the population. The warriors' eugenics program naturally occupies a place of prime importance in their work, and the scientists' control over such a cornerstone of Clan society has also given them considerable unofficial power and freedom of action compared to other castes; indeed due to the nature of their work under specific circumstances the scientist caste is allowed to overrule the warrior caste.  On occasions when their actions have gone too far though the warrior caste has been required to put the scientists back in their place.<ref name=CBT189/><ref name=TCWK36>''The Clans: Warriors of Kerensky'', p. 36</ref>
  
 
Scientists are also responsible for running the education and health-care systems with a number of different sub-castes including teachers, doctors and development teams, though the most prestigious sub-castes remain those tied to the eugenics program.  Many scientists are also "test-downs" from the warrior caste.<ref name=CBT189/><ref name=TCWK36/>  Many failed aerospace pilots will generally join the scientist caste, though their distinctive appearance will often cause them to be shunned.<ref name=CBT82/>  Compared to total Clan population in 3062 the scientists accounted for just 6.41%, or around 73,820,500 but enjoyed the longest life expectancy, averaging 79.6 years.<ref name=TCWK34/><ref name=TCWK36/>
 
Scientists are also responsible for running the education and health-care systems with a number of different sub-castes including teachers, doctors and development teams, though the most prestigious sub-castes remain those tied to the eugenics program.  Many scientists are also "test-downs" from the warrior caste.<ref name=CBT189/><ref name=TCWK36/>  Many failed aerospace pilots will generally join the scientist caste, though their distinctive appearance will often cause them to be shunned.<ref name=CBT82/>  Compared to total Clan population in 3062 the scientists accounted for just 6.41%, or around 73,820,500 but enjoyed the longest life expectancy, averaging 79.6 years.<ref name=TCWK34/><ref name=TCWK36/>

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Clan Logo.jpg

The Clans of BattleTech were originally the self-exiled remnants of the Star League Defense Force army, after Stefan Amaris brought about the downfall of the Star League. General Aleksandr Kerensky led his forces beyond the Inner Sphere because he believed that a terrible war was brewing between the Great Houses; a war that even the once mighty Star League army was powerless to stop. The exiles evolved into a warrior-based civilization that would sweep through the Inner Sphere like a whirlwind 250 years later.

History

After months of deliberation, Aleksandr convened most of the Star League forces still loyal to him (over 80%) and departed the Inner Sphere. After years of traveling, the massive flotilla of Star League refugees came upon five marginally habitable worlds, the so-called Pentagon Worlds (due to their near-pentametric relation to each other). There Kerensky's followers tried to forge life as they knew it once again, and for a time it seemed the Star League would still exist, far away from Terra, although this was not to be. Within a year, cracks were beginning to form along faction lines and soon the Pentagon Worlds were at war: an eerie parallel to the carnage unfolding concurrently in the Inner Sphere, a conflict now known as the First Succession War. At this, Kerensky prepared to gather the precious few troops still loyal to him, when he suffered a massive heart attack and as his dying wish, Kerensky left the reigns of the Exile Star League in the hands of his son, Nicholas. Kerensky's son took 800 of his best warriors and 600 civilian families away to a planet known as Strana Mechty ("land of dreams" in Russian) where he forged a new order. This order was known as the Clans. Those who possessed exceptional military skill became the breeding stock of what would become a hereditary ruling class. They embodied the pinnacle of combat prowess, and were put through a variety of competitive and selective processes with each generation to produce virtual super-soldiers. They were charged to protect the weak and powerless, but primarily to take back the Pentagon Worlds and, some day, the Inner Sphere where they, the Clans, would reinstate the glorious Star League. The second exodus was finished on 11 June, 2802. On this day five years later Nicholas announced the foundation of the Clans.

In the beginning there were twenty clans, each with forty warriors. Over time, three clans were Absorbed (Clans Widowmaker, Mongoose, Burrock), two were Annihilated (Clans Wolverine and Smoke Jaguar), one was Abjured (Clan Nova Cat), another was split in two (Clan Wolf), and two eventually merged with Inner Sphere nations (Clans Ghost Bear and Snow Raven, respectively). When compared to their forebears, the Clans of today are almost wholly unrecognizable.

Although Clan history speaks of twenty Clans and the Eight Hundred Bloodnamed, Precentor Martial Anastasius Focht encountered information while on board the Wolf Clan flag vessel, Dire Wolf, which led him to suspect that the number was possibly as low as six hundred, or greater than eight hundred. It is possible that the practices of Reaving and the ilKhan's right to primogeniture were later attempts to retcon this information. It is also likely that the Annihilation of Clan Wolverine and Absorption of Clans Widowmaker and Mongoose altered the Bloodcount.

In reality, far more warriors came together with Nicholas Kerensky, but only 800 of them passed the preliminary version of the Trial of Position.

Culture & Society

Clan society has developed entirely separate from the Inner Sphere, and has a number of quirks.

Castes

"Five, Nicholas proclaimed, was the foundation
Upon which our true society was to be built.
Laborers to till the land, to do the tasks:
They shall have our undying gratitude,
For they are the muscle behind us all.
Merchants to buy and sell with fairness:
They shall have our commerce and respect,
For they are the bones upon which we are built.
Technicians to build and fix the machines:
They shall have our admiration,
For they are the fingers with which we grasp life.
Scientists to create and discover:
They shall have our awe and our attention,
For they are the mind of our society.
And above all, the Warriors who protect:
They shall have our cooperation and worship,
For they are the blood and soul of us all."
- The Remembrance

Clan society is based on a strict caste system, the foundation of which is that one's genetic make-up predisposes them to a particular role. The five castes are the Warriors, Scientists, Merchants, Technicians, and Laborers, with the Warriors being the most prestigious. Among other things, the Warriors act as the military, police force, and rulers of the entirety of Clan society. The only Clan where a different caste is held in esteem comparable or possibly even greater than the Warriors is Clan Diamond Shark (formerly Clan Sea Fox), where Warrior-Traders are fairly common and Merchants are now the de facto rulers.[1]

Castes are further broken down into sub-castes. So, within the warrior caste are the infantry sub-caste, MechWarrior sub-caste and fighter pilot sub-caste, among others. This is important for the warrior caste, since each sub-caste requires different attributes and hence different gene-pools.[1][2]

As "marriages" between members of a different caste are rare, most children born into the Clans will enter the same caste as their parents, i.e. the child of two technicians will become a technician. However the scientist caste, charged in part with Clan education, constantly assess each child's skills and aptitudes to determine whether an assigned caste is appropriate. Frequently this extensive testing merely reinforces their assignment and is used in directing the the child to an appropriate sub-caste, though children who perform better or worse than expected can be assigned to a new caste.[1][2]

Warrior Caste

The warrior caste is the most powerful of the castes, the rulers of Clan society and for whom the lower castes strive to support. While distinctions exist between members of the warrior caste, the most noteworthy are between trueborns and freeborns. Trueborns are the product of the Clan eugenics program, warriors who can proudly trace their lineage directly to the 800 Bloodnamed.[1][2] Three principal phenotypes exist for trueborn warriors, the result of selective breeding and minor alterations over the course of generations, Elementals, bred for the rigors of Battle Armor combat, are disproportionately large and muscular. Measuring between 2 to 2.5 meters in height their strength and endurance are incredibly useful in the role of shock troops.[3] On the opposite spectrum are Aerospace pilots, averaging 1.7 meters and 50 kilograms. With noticeably enlarged craniums and eyes for superior reaction times and perceptive abilities, they are better suited to withstanding the strains of intense G-forces, though they are also more frail and easily injured.[4] Those of the MechWarrior phenotype, while the most "normal" looking, have superior reflexes and are better able to interface with Neurohelmets.[5]

Warriors born naturally, or freeborns, are regarded as inferior to trueborns, though whether this has to do with their genetics or the generally poor level of training they receive is a matter of debate. Regardless they do not have the same rights as trueborns - they cannot vote on their Clan Council or be elected to the position of Khan - and they face discrimination from trueborn warriors, though the degree of discrimination varies considerably between Clans: Clan Smoke Jaguar allowed no freeborns to become warriors, while Phelan Kell would rise to become Khan of the Clan Wolf-in-Exile. Ironically it is the rare inclusion of freeborn warrior genes in the eugenics program which prevents stagnation in the warrior caste.[1][2]

Subdivisions within the warrior caste is based upon the warrior's role, with the four major being MechWarrior, aerospace pilot, Elemental and paramilitary police. Some castes maintain small numbers of other specialized sub-castes, including WarShip command staff, conventional infantry, vehicle crews and military intelligence.[1][2] Despite their preeminence the warrior caste is one of the smallest: in 3062 there were an estimate 110,500 warriors, accounting for .01% of the total Clan population.[2] They also had one of the shortest life expectancies, living for an average of 45.2 years.[6]

Scientist Caste

The scientist caste has two responsibilities: continued technological development and genetic control of the population. The warriors' eugenics program naturally occupies a place of prime importance in their work, and the scientists' control over such a cornerstone of Clan society has also given them considerable unofficial power and freedom of action compared to other castes; indeed due to the nature of their work under specific circumstances the scientist caste is allowed to overrule the warrior caste. On occasions when their actions have gone too far though the warrior caste has been required to put the scientists back in their place.[1][7]

Scientists are also responsible for running the education and health-care systems with a number of different sub-castes including teachers, doctors and development teams, though the most prestigious sub-castes remain those tied to the eugenics program. Many scientists are also "test-downs" from the warrior caste.[1][7] Many failed aerospace pilots will generally join the scientist caste, though their distinctive appearance will often cause them to be shunned.[4] Compared to total Clan population in 3062 the scientists accounted for just 6.41%, or around 73,820,500 but enjoyed the longest life expectancy, averaging 79.6 years.[2][7]

Technician Caste

Technicians serve everywhere in Clan society, including in front-line combat, to maintain the machinery, weapons, computers and vehicles that the other castes used. The majority work with the warrior caste, and one of the major sub-caste serve as the crews of most JumpShips, DropShips and WarShips belong to the technician caste. Other sub-casts include armorers, electrical engineers, computer programers and similar specialized fields.[1][7] The technician caste is also a prime area where many failed aerospace pilots "test-down" to, though their distinctive appearance still causes them to be shunned.[4] In 3062 there were approximately 90,635,000 technicians, accounting for 7.87% of the total Clan population, and their average life expectancy of 62.7 years.[2][7]

Merchant Caste

The merchant caste is charged with the acquisition and/or manufacture of the raw materials and tools necessary for a Clan to function. Free-traders, machinists, artisans and a wide range of other sub-castes all serve to make their Clan wealthy, for a Clan with a strong economy tends to have a strong military (though as was the case with Clan Diamond Shark too much emphasis on mercantile pursuits can result in their influence overshadowing even the warrior caste).[1][7]

In general the warriors maintain control over the merchants through interstellar travel. While the merchant caste maintains their own nonmilitary vessels, including technician and laborer crews, they are often pressed into military service, with a warrior captain placed in command of the ship. Likewise any vessel traveling outside Clan space is supposed accompanied by a warrior observer with the power to overrule the merchant captain's decision. Since the Clan's expansion into the Inner Sphere though a lack of warriors trained for the task means the requirement is often ignored.[8] The merchant caste was the second-largest caste in 3062, accounting for 18.58% of the total Clan population with 213,976,500 members, and enjoyed an average life expectancy of 71.9 years.[2][7]

Laborer Caste

The laborer caste is both the largest and lowest-level caste in the official Clan hierarchy. Primarily geared towards physical labor, its sub-castes include farmers, miners, dockworkers, cleaners, builders and other specializations. They lack the formal education given to other castes but are nevertheless highly skilled workers.[1][7] Elementals who test out of the warrior caste are often end up as laborers, where their physical strength and endurance is put to good use.[3] In 3062 67.12% of the total Clan population, or 772,979,000, consisted of laborers, and their life expectancy was little better than warriors' at an average of 57.8 years.[2][7]

Dark/Bandit Caste

For more details on this topic, see Dark Caste.

This caste is not recognized by Clan society, yet it exists. Referred to as either the dark caste or bandit caste, it supports the failures of Clan society, the unwanted, and the rejects. The dark caste has no voice in Clan affairs because their group is not sanctioned.

Bloodnames

For more details on this topic, see Bloodname.

Bloodnames are one of the more unique institutions of the Clans. When the Clans were founded and their breeding program started, surnames were done away with (after the first generation of warriors), and an ordeal called a Trial of Bloodright was established to allow eligible warriors to win the surnames of the original warriors that founded the Clans.

The surnames were termed Bloodnames, and were traced matrilineally through mitochondrial DNA. Being a descendant of a person with a bloodline gives the person eligibility to enter in the Trial of Bloodright rather than the right to use the surname without winning a trial. Each Bloodname can be held by a maximum of 25 warriors at any one time. Some Bloodnames have fewer than 25 holders, due to a process called a reaving.

Each surname has an organization called a Bloodname House. This respresents each person who qualifies to hold the Bloodname or currently holds a Bloodname. They are responsible for electing or sponsoring a qualified applicant to earn an available Bloodname. Each Bloodname House has it's own traditions which they keep to themselves to maintain the integrity of the Bloodname founder and their successors.

Each Bloodname has it's own Bloodname Chapel which is located on Strana Mechty. The chapels surround the Hall of Khans in the capital city. The Chapels remember exploits of each of the Bloodname founders and their worthy successors.

The chapel is represented by a Bloodname House and holds the DNA of each member of the House, either living or dead. Without exception, there is nothing more holy or sacred to the Clans than these chapels.[9]

Although any form of surname outside the warrior caste is frowned upon, the scientist caste secretly assigns surnames (referred to as labnames) to people who make great scientific contributions. These surnames are named after great historical scientists (Newton, Watson, etc.) and have nothing to do with the person's genealogy.

Genetic Repositories

All Clan Warrior's DNA are stored in the Primary Genetic Repository on Strana Mechty. This warehouse of Bloodnames is maintained for all the clans to produce warriors for each of their respective clans. There are smaller repositories maintained by each Clan, which they produced their clan's bloodnames which are exclusive to them.

Within each depository there are devices known as Ironwombs. These are used artificially give birth to new infants from DNA of honored Bloodname warriors.

When warrior dies honorably and is posthumously considered worthy enough, their DNA sample is submitted into the Repository with great ceremony.

Trials

Nicholas was determined that civil war would not claim his new society. Instead of banning warfare, which he considered part of human nature, he decided to control conflicts through regulations and rituals. Thus, the Six Trials of Combat were established.

Most trials begin with a ritual challenge called a Batchall, where the challenger declares his/her name, the type of trial and other parameters depending on the type of trial. In most trials, the challenger and the challenged then perform bidding for the forces each will use in the battle. Each bid is less than the previous bid, causing both parties to keep undercutting each other until they reach the minimum amount of force. This is partly because to win with fewer forces is more glorious, but also minimizes the military waste created by the trial.

The trial is fought in a circle of equals. The circle is an area that the combat occurs in while peer warriors encircle the perimeter. During the trial no warrior can enter the circle of equals. The circle is usually a circle or sphere that has a radius of about five to ten meters for melee combat, two to five kilometers for ‘Mech combat and about a hundred kilometers for aerospace combat. The circle of equals ensures no non-combatants are caught in the conflict, and in larger battles, there is no collateral damage to surrounding building and equipment.

In individual trials, such as a personal conflict between two warriors, there is no batchall. The warrior who is being challenged will decide if the fight will be augmented, meaning that two MechWarriors will fight in their 'Mechs, or un-augmented, meaning a person to person fight using no weapons. The warrior who calls the challenge is allowed to choose the location of the fight. This may take place anywhere from a parade ground to a dropship. One example was when Phelan Ward, of Clan Wolf (a bondsman taken in battle, formerly known as Phelan Kell of the Kell Hounds) fought un-augmented against an elemental. He called for the challenge to take place in zero-g aboard a dropship in orbit.

Trial of Grievance

For more details on this topic, see Trial of Grievance.

When disputes arise between individual warriors that neither they nor their immediate superiors can resolve, both warriors must petition to have their differences heard by the Clan Council (or the Grand Council if the opponents are Bloodnamed or hold important rank). If the issue is not resolved by the council, the parties may then call for a Trial of Grievance. The rules governing the trial are many and strict.

Trial of Position

For more details on this topic, see Trial of Position.

Trials of Position are used to determine career advancement. There are three types of this trial: Training Trials, The Blooding, and Promotion Trials.

Trial of Bloodright

For more details on this topic, see Trial of Bloodright.

Trials of Bloodright determines the assignment of Bloodnames. Being a descendant of a Bloodnamed warrior gives a warrior the right to participate in the trial to earn the Bloodname (and due to the Clan eugenics program, there are a lot of potential warriors for a particular Bloodname at any given time).

By Clan law, at any one time there are up to 25 active warriors with the same Bloodname (there can be less due to Reavings). When one dies, a Trial of Bloodright is held to determine who should replace the Bloodnamed warrior.

Trial of Possession

For more details on this topic, see Trial of Possession.

Trials of Possession are between Clans over particular assets. This trial allows Clans to perform raids on each other while minimizing the military assets wasted in raids and eliminating collateral damage and danger to non-combatants.

Trial of Refusal

For more details on this topic, see Trial of Refusal.

The Clan Council makes many decisions and laws using an internal vote. After a vote, the council member can challenge the decision to a Trial of Refusal. A council member with a losing vote fights a member with a winning vote. The forces applied in the Trial depend on the importance of the decision.

Trial of Annihilation

For more details on this topic, see Trial of Annihilation.

A Trial of Annihilation is the most extreme punishment the Clans can declare. It goes beyond the question of right and wrong. A Trial of Annihilation virtually guarantees that the warrior will die and that his genes will be eliminated from the Clans' gene pool. This trial can only be invoked by a unanimous vote of the appropriate council, and only for the most heinous crimes against Clan society.

Social Conduct

The worlds of the Kerensky-cluster and the Pentagon-worlds are barely habitable and lack easily reachable natural resources. Accordingly, the Clans inhabited a lifestyle in which nothing is wasted. Recycling of garbage is standard and describing another Clan as wasteful is a deep insult. Clan Snow Raven's totem is even famous for not wasting anything. For example, it is known that if a member of Clan Jade Falcon dies, the still functioning inner organs are harvested for transplantation. [10]

The Clans as a whole adhere to a fairly strict honor system, encapsulated in a set of rules known as Zellbrigen. While some Clans are far more strict and conservative than others, all Clans follow this concept of honor to some extent. Among other things, this code exhorts personal ability and efficiency above all. It formalizes most combats and many decision-making processes into a set of Trials, such as Trials of Position to earn rank, Trials of Possession to claim a resource held by another, and Trials of Refusal to legally refute the order of a superior officer or ruling body. It also encourages proxy battles and token fights in the form of a bidding process to minimize the forces involved in combat, and duels to minimize actual fighting while, again, emphasizing individual combat prowess. The Clan honor rules also discourage any type of involvement of non-combatants in combat, and strongly discourage wasting resources (such as urban areas, factories, and starports) in combat.[11]

An "honorable" mindset also permeates the lower castes, and has fostered a strong sense of honesty among most Clan members. If a Clansman says he will do something they will do it, as not keeping one's word not only slights their personal honor but that of their Clan's. This also means theft is less prevalent among the Clans than it is in the Inner Sphere (though a brutal law enforcement system plays some role in this regard) and if a person wants an item they will go through the proper channels or instigate a Trial of Possession. Though this trusting nature can occasionally leave a Clansman open to deception, it does not make them gullible. Certain Clans, particularly the Cloud Cobras and Snow Ravens, are positively Machiavellian and will do their utmost to keep to the letter of an agreement if not its spirit.[12]

The use of in-vitro fertilization has also gone some ways towards the casualness of love and relationships within Clan society, especially with the act of sex having been divorced from reproduction. Whereas in the Inner Sphere such acts are considered a sign of intimacy in a relationship, among Clan warriors it is merely a normal part of friendship. The idea of sexual fidelity is completely lost on them as coupling with friends, usually members of the same sibko, is completely natural. They also see the act of courtship as completely unnecessary and, if they bother to perform any type of seduction, are as likely to walk up to a complete stranger and ask if they are interested in coupling.[12]

Law and Order

The Clan system of justice heavily favors the warrior caste, not least because they largely staff it. The military police are a little-known warrior sub-caste, almost exclusively composed of test-downs and freebirths, and are poorly regarded by mainstream warriors. Rather than solve crimes Clan police's primary duty is to discouraging crimes through brutal, authoritative measures; beatings also help serve to vent their anger. Those not patrolling the cities or performing compound security will be formed into small detachments charged with investigating crimes, but such duty is not highly regarded and Clan investigative standards fall below those in the Inner Sphere.[13]

Once a trial is underway an inquisitor will be assigned to investigate the circumstances of each case. A cross between a detective and a prosecutor, inquisitors are warriors who have received special training in the law and investigative techniques; most are active duty warriors, though some may come from the non-combatant Supply and Support command. In matters involving a warrior the inquisitor supports the prosecution while an advocate, also a law-trained warrior, supports the defense. In purely civilian trails the inquisitor plays "devil's advocate" and works to uncover the truth.[13]

The composition of the jury depends greatly on the magnitude of the crime. Petty crimes might involve the accused's immediate peers, while more serious crimes require high-ranking officials of the same caste, whether from their city or military unit. In more serious matters the caste's ruling council may serve as jury, while the Clan Council automatically handles the most heinous crimes and serves as the court of highest appeal for all warriors of that Clan.[14]

The jury is directly involved in the trial's proceedings and may ask questions via the inquisitor. While this can be helpful in getting to the bottom of the matter it also allows them to hinder the process; in trials involving members of the warrior caste a Loremaster will sit in as judge to ensure fair play, though the civilian courts will rarely receive such supervision.[13] Once the jury has reached a verdict only warriors may appeal by fighting a Trial of Refusal while civilians must accept their punishment. The severity of punishment depends heavily on the nature of the crime committed: minor offenses will involve some form of community service or perhaps public humiliation while a reduction in grade or short-term imprisonment are reserved for more serious offenses. Crimes which might result in long-term imprisonment in the Inner Sphere are normally handled through physical punishment such as flogging, the individual's Abjuration or execution. Only in rare cases will they be sentenced to serve time aboard the Prinz Eugen, the Alcatraz of the Clans, reserved predominately for civilian caste members too influential to execute or exile.[14]

Arts & Entertainment

The Clans maintain a number of well-developed artistic traditions, and the visual arts are widely practiced by members of every caste. Some crafts are more closely tied to certain castes, such as pottery being common among the artisans of the merchant class, and much of it celebrates the Clans' past achievements and mythological founders. Print and broadcast media is tightly controlled and tends towards indoctrination but varies between Clans. The Smoke Jaguars had virtually no media industry while the Diamond Sharks pioneered the Chatterweb and maintain a media empire the rival of any in the Inner Sphere.[15]

A wide variety of sports are practiced by Clan warriors, providing an outlet for their competitive spirit and promoting physical health, teamwork and mental dexterity. One of the two most popular team sports is lacrosse, played by warriors from Clans Wolf, Coyote and Fire Mandrill. While similar in many respects to the original sport in Clan Lacrosse each team starts with one hundred points while each goal awards fifty. However any player carrying the ball may be hit with the butt end of the crosse, with their light armor incorporating sensors to register these hits, and any successful attempts within the designated target area subtracts one point from the team's total. The game ends when one team is reduced to negative points or after one hour of play, in which the team with the highest score wins. Few Elementals play lacrosse, which is favored more by aerospace pilots (whose small size endears them to offensive positions) and MechWarrior pilots.[16]

The other most popular team game is football, which in fact refers to three distinct variations. Rugby is principally played by Clans Steel Viper, Ice Hellion and Star Adder, and revolves around moving an ovid ball across the pitch to score one of three ways. While traditional methods of grounding it or kicking it through the goal posts still exist, a third way involves tackling the ball carrier and forcing them to drop the ball, which earns one point. Soccer is similar to rugby, with the two opposing teams attempting move a spherical ball down the pitch and score a goal, though except for the goalie players cannot use their hands. Like lacrosse most soccer players are aerospace pilots and MechWarriors and requires them to develop strategies on the fly. The third variant, "American" football, is played most frequently by Clans Ghost Bear, Hell's Horses and Smoke Jaguar. Focusing on the execution of preplanned plays and teamwork, it is played almost exclusively by Elementals.[17]

Language

The Clans' language is rooted in Star League Standard English, the language of government and commerce during the now-defunct Star League. This language is held sacred, as are many things dating back to the Star League, with a tendency towards formality. Such is the reverence held for their language that Clan members view contractions as sloppy, ill-mannered and positively un-Clanlike. However it has developed over the centuries to include many other words and phrases influenced by other languages, particularly Russian as spoken by Kerensky himself.

Words and phrases from their dialect include:

"Abtakha"
A warrior captured but then accepted into his new Clan as a warrior.
"Aff"
"Affirmative"
"Batchall"
Batchall is a shortened form of "Battle Challenge". The Batchall is the ritual by which Clan warriors issue combat challenges. Though the type of challenge varies, most begin with the challenger identifying himself, stating the prize of the contest, and requesting that the defender identify the forces at his disposal. The defender also has the right to name the location of the Trial. The two sides then bid for what forces will participate in the contest. The sub-commander who bids to fight with the least number of forces wins the right and responsibility to make the attack. The defender may increase the stakes by demanding a prize of equal or lesser value if he wins. All batchalls and bids are closed and final when the phrase "bargained well and done" is spoken by both members of the bid.
"Bloodheritage"
The history of the Bloodnamed warriors of a particular Bloodright is called the Bloodheritage.
"Bloodcount"
The Bloodcount is the number of active Bloodrights associated with a particular Bloodname, and thus is the number of individuals that may hold that name at any given time. Traditionally, this number is twenty-five, but it may be less in the case of inferior Bloodnames or Bloodheritages found useless or unworthy. In some cases, the Bloodcount has been known to drop as low as five. The process for reducing a Bloodcount is known as ‘Reaving’, and the process for increasing it is called ‘Propagation’, both of which demand an associated trial. A Bloodcount may also be reduced by Abjuration, or by decree of the ilKhan.
"Bloodname"
Bloodname refers to the surname of each of the 800 warriors who stood with Nicholas Kerensky during the Exodus Civil War. The right to use one of these surnames has been the ambition of every Clan warrior since the system was established. Only a maximum of 25 warriors, depending on its Bloodcount, are allowed to use any Bloodname at one time. When one of the Bloodnamed warriors dies, a special Trial, called a Trial of Bloodright, is held to determine who will assume that Bloodname. A contender must prove his Bloodname lineage, then win a series of duels against other competitors. Only Bloodnamed warriors may sit on the Clan Councils or are eligible to become a Khan or ilKhan. Bloodnames are determined matrilineally, at least after the original generation. Because a warrior can only inherit from his or her female parent, he or she only has a claim to one Bloodname.
"Bloodright"
A specific Bloodname lineage is called a Bloodright. Up to twenty-five Bloodrights are attached to each Bloodname. A Bloodright is not a lineage as we define the term because the warriors who successfully hold the Bloodright need be related only through their original ancestor. As with Bloodnames, certain Bloodrights are considered more prestigious than others, depending largely on the Bloodright’s history.
"Bondcord"
A woven cord worn on the wrist to indicate the wearer's status as a bondsman. The color and highlighting indicate the Clan to which the wearer is bound and the capturing unit.
"Bondholder"
The person that takes a Bondsman and is the primary determiner of when a Bondsman has fulfilled his Bond obligation.
"Bondsman"
A prisoner taken during combat, of any caste or rank. Considered a member of the Laborer caste until freed or promoted back to active service. Custom indicates that any prisoner remain a bondsman for at least a token amount of time, even high-ranking and Bloodnamed warriors. Some Clans do not free bondsmen to certain castes, especially the Warrior caste.
"Bondsref"
Ritual suicide to prevent becoming a Bondsman. The person performing Bondsref must have the permission of their Bondholder and perform said act before taking a Bondcord, otherwise the performer is considered Dezgra and their genes won't be used in the Clan breeding program.
"Chalcas"
Someone or something that is either outside acceptable Clan culture or that challenges it.
"Circle of Equals"
The area in which a trial takes place. The area can be anywhere from a few meters across for personal combat, or thousands of kilometers across, or even span several worlds for large scale trials. A contestant that voluntarily leaves or is forced to leave the area is considered dishonorable or weak, and is disqualified. The area can be of any shape, though it is traditionally a circle.
"Codex"
The Codex is each warrior's personal record. It includes the names of the original Bloodnamed warriors from which a warrior is descended. It also records background information such as a warrior's generation number, Blood House, and Codex ID, an alphanumeric code noting the unique aspects of that person's DNA. The Codex also contains a record of the warrior's military career.
"Contract"
A Contract is an agreement between the commanders of two units that allows the commander of one to include the units of the other in his bidding for rights to a battle or trial. During the invasion of the Inner Sphere, Cluster commanders within Galaxies frequently made contracts to allow greater, and often more extravagant, bidding, while still maintaining a good mix of BattleMech, Elemental, and fighter combat units.
"Cutdown"
The lowest acceptable level of force that can be bid to take a military objective. To force a rivial to bid below Cutdown is considered to be either a mark of craftiness or just plain underhanded, depending who is asked. To win a battle with a force that is below the accepted Cutdown is considered to be a mark of superior skill.
"Dezgra"
Adjective referring to the disgraced state of the subject, such as a unit that disgraced itself in battle, or a person or unit without honor. Units or persons marked as dezgra are not considered worthy of zellbrigen, so normal clan rules of combat can be suspended when facing such opponents. Also the noun referring to a ritual by which a unit is marked as Dezgra and punished.
"EcKhan"
The leader of a Cloister.
"Founder, The"
The name the Clans use when referring to Nicholas Kerensky.
"Freebirth"
Pejorative version of "Freeborn". Considered an insult and curse.
"Freeborn"
A person born naturally, a person not born into the Clan genetics program.
"Hegira"
Victorious Clan warriors sometimes extend the courtesy of Hegira to defeated opponents. Hegira allows the opponent to withdraw honorably from the field without further combat or cost.
"Giftake"
A DNA sample taken posthumously from a warrior who died honorably in battle. Considered by custom superior to previous samples taken, and more likely to produce superior warriors.
"Great Father, The"
The name the Clans use for Alexander Kerensky.
"Isorla"
The spoils of battle taken by warriors. Includes Bondsmen as well as any military supplies, lands, or equipment taken.
"Keshik"
The unit which provides a Khan's bodyguard.
"Kindraa"
Specific to Clan Fire Mandrill. Denotes a specific set of Bloodnames that have banded together for mutual protection. There are a number of these, each of which is in competition for resources, power, influence, and prestige with the others. This competition, in effect, creates a model of the Clans in miniature.
"Neg"
"Negative"
"Martial Code, The"
The Martial Code is a set of rules governing Clan actions during a time of war. It is designed to minimize the political maneuvering that normally prevails duing Grand Council meeting, and forces the participants to concentrate on the matter at hand. When in effect, this also gives the ilKhan a wide range of powers, such as the right to dismiss any charges brought before the Grand Council he or she deems frivolous.
"OvKhan"
A term of respect for a person of higher rank. It also name for a commanding officer rank in Clan Sea Fox in the 32nd Century whom is in charge of Aimag size fleet.
"Powless"
A shortened term for powerless, denoting the vulnerability that a warrior feels when forced to fight without his accustomed weapons. For example a heavy 'Mech pilot using a light 'Mech or an aerospace pilot fighting an elemental in melee combat. In other words, the feeling of taking a test you haven't studied for.
"Quiaff"
Shortened form of "Query Affirmative." Used to query the subject's agreement, but specifically with an expected affirmative answer ("Aff"). Often used rhetorically.
"Quineg"
Shortened form of "Query Negative." Used to query the subject's agreement, but specifically with an expected negative answer ("Neg"). Often used rhetorically.
"Ristar"
Shortened form of "Rising Star." This term refers to a particularly gifted warrior on his or her way to high position.
"Rede"
A promise or oath that reflects on the swearer's honor is considered a Rede. Breaking a rede is considered extremely serious, and is sometimes punishable by death.
"Remembrance, The"
The Remembrance is an ongoing heroic saga detailing Clan history from the time of the Exodus from the Inner Sphere to the present day. The Remembrance is continually expanded to include contemporary events. Each Clan has a slightly different version reflecting their own opinions and experiences. All Clan warriors can quote whole verses of this marvelous epic from memory, and it is common to see passages from the book lovingly painted on a warrior's vehicle or armor.
"Satarra"
A Clan council may cast a veto, or satarra, to settle or postpone disputes between castes within their jurisdiction. Satarra is invoked only when negotiations seem at an impasse and/or threaten to disrupt the work order of the Clan. It seems to be more a ritual than an act of legislation.
"Savashri"
A Clan epithet.
"Seyla"
A word uttered only in the most sacred and respective of manners. The origin is Hebrew, but it works like "Amen". It is found in Psalms as Selah. It is a way of saying 'so shall it be'.
"Sibko"
A group or "batch" of Trueborn people born from the same genetic makeup; also the smallest element used for early training above a single person. Usually separated only by death until testing decides final placement in Clan society. Bastardized form of "SIBling COmpany".
"Solahma"
An old Clan-warrior (~30 years and older) that has not gained the rank or reputation to stay in a frontline unit. They are dispatched from their old units and concentrated in Solahma-units, where they get combat tasks deemed unworthy for frontline warriors (cannonfodder, hunting bandits...) Mechs are rare in Solahma-units and most end up as infantry, hoping they will find a way to die in honor.
"Stravag"
A Clan epithet.
"Surat"
An epithet referring to a cute, monkey-like mammal native to the Clan Homeworlds that the lower Castes keep as pets.
"Surkai"
Surkai is the Right of Forgiveness. The Clans honor uniformity in thought and belief above all else in their society. When warriors disagree, when a Clan disagrees with the Grand Council, or when a member of one caste offends a member of another caste, surkai is expected. It is a matter of pride that the offending party freely admit his wrongdoing and request punishment. Those who show great surkai are held up as examples to others for their willingness to accept the consequences of their independent thoughts. Those who do not show surkai when it is expected of them are viewed with suspicion.
"Surkairede"
The Rede of Forgiveness, or surkairede is the honour-bound agreement between the majority and any dissenters. According to the surkairede, once a dissenter accepts punishment for having disagreed with the majority, he should be allowed to resume his role in society without suffering any further disgrace for having spoken out.
"Touman"
The term used for the fighting arm of a Clan.
"Trashborn"
Used by freeborns to insult a trueborn in the same way they use the name freebirth.
"Trothkin"
A member of the same sibko or a respectful name.
"Trueborn"
A lab-raised result of the Clan selective breeding program, coming from gene pools modified to accentuate positive attributes and eliminate negative ones.
"Zellbrigen"
The body of rules defining dueling behavior and honor in combat.

Government

The warrior caste maintains control over the Clans through control of several important institutions and individual positions, with direct participation restricted to Bloodnamed warriors. Each Clan is governed by a Clan Council, a collection of all of that Clan's Bloodnamed warriors, and have nearly absolute authority over all internal matters. Each Clan Council will also elect two of its members to serve as Khan and saKhan, the rulers of the Clan and nominally its best warriors. Traditionally the Khan serves as head of the Clan while the saKhan acts as the Clan's warlord, although these functions vary between Clans.[18] The Council also elects a Loremaster to function as their Clan's arbiter and keeper of knowledge. By tradition Loremasters do not vote on the Council unless it is to cast a deciding vote.[19]

The Khan and saKhan also serve as their Clan's representative on the Grand Council, the governing body of all of the Clans. While in most cases unable to interfere in the internal matters of a Clan the Grand Council is charged with overseeing issues which affect all of them, particularly as it also serves as the highest court in Clan space, and its proceedings are managed by the Loremaster of the Clans. In times of war and emergency the Grand Council also elects an ilKhan to serve as the Grand Council's head and the supreme commander of all Clan military forces. The ilKhan's powers are varied and many, though not absolute, and their position is a temporary one.[12][20]

Technology

On the face of it the Clans are leaps and bounds more technological advanced than the Inner Sphere, helped in no small part by the fact that their knowledge and industrial base was not ravaged by the Succession Wars as was the Inner Sphere. The truth however is that much of this advancement was focused entirely in areas either directly or indirectly combat-related, such as weapons, computing, and material chemistry. Civilian technology advancements which aren't simply spin-offs from military developments are far fewer, while a fixation on the Star League also played its part in technological stagnation, with many civilian items little more than exact duplicates of what was available during that era. The result is that the general technology level in the Clan homeworlds differs very little from that of the Inner Sphere and in some areas even lags behind.[21][22]

A few exceptions do exist, the first of which would be their military systems, however even here most of their advancements have been evolutionary rather than revolutionary. A Clan 'Mech might have lighter, more compact and more efficient components but it is still recognizable as a 'Mech. The concept of OmniMechs was based on technology first introduced in the Mercury, while the Clans' trademarked advanced weapons and electronics weren't available until just before the 31st Century. Even ProtoMechs were largely based on 'Mech technology which was simply scaled-down in size. The only truly revolutionary concept pioneered by the Clans was Battle Armor which combined previously available elements such as Exoskeletons into an entirely new form with no direct Star League lineage.[22]

In the fields of molecular and chemical engineering were also able to make a number of developments to produce material stronger and lighter than normal for use in both military and civilian application. In addition to retaining the ability to produce Endo-Steel, Ferro-Aluminum and Ferro-Fibrous they also developed memory metals, compounds which "remember" their shape and return to it when subjected to an electrical current. An example of these types of compounds is known as Clan copper, which is used to construct helmets and body armor. The use of memory metals and similar compounds, along with sophisticated computer systems, allowed for the creation of adaptive architecture or "smart buildings." Able to adjust their shape and rigidity based on environmental conditions, such as tectonic activity, these buildings could not only be built in previously inhospitable regions but also larger and taller than normal; Clan Steel Viper's Mercer Building on New Kent is over one kilometer tall with 211 stories.[23]

The one area where Clan technology really took off however was in the medical field, a result of heavy investment due to the Clan homeworlds' harsh nature and the need for a large military. Advanced life support and regenerative techniques means the Clans can sustain an injured warrior indefinitely and regrown nearly any body part. Genetic modification techniques are similarly advanced which, along with the use of Iron Wombs, play a large role in the Clan eugenics program. Ironically the concept of artificial wombs is based on technology over a thousand years old; ethical concerns were what restricted them to a largely life-saving role for premature babies, concerns which Kerensky and his scientists abandoned.[21][23] Genetic technology was also responsible for the creation of some of the Clans' totem animals, such as the Smoke Jaguar.[24]

Politics

The greatest philosophical divide to emerge during the Clans' history was that between the Wardens and Crusaders, at its heart a debate over how the Clans should interact with the Inner Sphere. The Wardens believed that it was their duty to serve as protectors of the Inner Sphere until the Star League could be reborn naturally, while the Crusaders believed they needed to conquer the Inner Sphere and reform the Star League with the Clans at its head. Both sides used the writings and sayings of Nicholas Kerensky to justify their position, though it was not until the middle of the 30th Century that the Crusader creed began to gain strength. It was actually the demands of the civilian castes, whose hard existence on the Clan homeworlds made the Inner Sphere seem like a "lost paradise," which helped lead to its rise, until even staunchly Warden Clans began to succumb to the call of the Crusaders.[21][25]

The failure of the Clan invasion, along with the destruction of Clan Smoke Jaguar and the Crusader's defeat in the Great Refusal on Strana Mechty did cause a serious setback to its adherents and saw a resurgence in Warden ideology. In the wake of those events the Warden Clans dominated the Grand Council which, while seeing an end to large-scale operations, did not prevent the Clans from prosecuting "brushfire wars."[21][25]

Another political divide developed after the Clan invasion between the Invader Clans, those which took part in Operation Revival, and the Home Clans, those left behind in Clan space. The Clans which took part in the invasion were able to gain tremendous prestige as their warriors proved the strength of their bloodlines in combat and, more importantly, gained tremendous wealth as they conquered dozens of resource-rich systems. While some of this prestige was lost in the wake of their failure, the power amassed by them nevertheless made the Home Clans extremely jealous, such that Clans of both Warden and Crusader ideologies worked together to stem the power of the Invaders, albeit for different reasons. Likewise Invader Clans of different ideologies also banded together to ensure their dominance and exclude the Home Clans from the Inner Sphere, whether to ensure their place in rebuilding the Star League by force or reign in the invasion's excesses.[21][25]

That division would become permanent in the wake of the Wars of Reaving as the Home Clans and Invader Clans became separated permanently.

Military

The pinnacle of Clan society, and indeed the entire reason for its existence, Clan military forces diverge sharply from their Inner Sphere counterparts thanks to a variety of factors. While the warrior caste is the most visible part of a Clan's military, or touman, it also includes members of the other civilian castes in a supporting role. The technician caste in particularly features heavily in military forces, handling duties such as maintenance and communication, and make up the bulk of crews on DropShips and WarShips. The merchant caste is also heavily involved, responsible for handling all matters of military logistics.[26]

Training

After being born into a Crèche Clan trueborn warriors are then assigned to a sibko, or "sibling company," composed of children from the same geneparents. These cadets are raised and trained together, indoctrinated into Clan lore and prepared for the day when they must complete their first Trial of Position and earn their place as warriors.[27][28]

The exact nature of warrior training differs from Clan to Clan, though in general sibkos will spend their time at either a primary or secondary training facility. Primary facilities are geared around training front-line units only, offering the best training possible and are richly endowed with resources. Primary facilities can generally handle over eight sibkos at a time and graduate a new one every three to six months, depending on the particular Clan's training style. Depending on the needs of the Clan secondary facilities, also known as satellite facilities, handle the training of moderately-successful trueborns, freeborns or specialized types of warriors. Secondary facilities can train four sibkos at a time, on average graduating one per year. Some share resources with primary facilities, although the latter always takes precedence..[27][28]

Ranks and Organization

In comparison to the militaries of the Inner Sphere, the Clans have no distinction between enlisted and officer ranks; in effect all warriors are considered "officers" with rough parallels to Inner Sphere ranking systems, though such comparisons break down below the rank of Point Commander. Likewise its units, organized around a base-five system, differ in several regards to classic Inner Sphere military structures.[29]

Ranks and the units they can command
Rank[30] Unit Consists of[31]
Warrior N/A N/A
Squad Commander Squad 5 Warriors
Point Commander Point 1 'Mech, 2 Aerospace fighters, 5 Elementals, 5 squads.
Star Commander Star 5 Points
Nova[32] 1 'Mech Star and 1 Elemental Star (10 Points)
Star Captain[33] Binary 2 Stars (10 Points)
Trinary 3 Stars (15 Points)
Super Nova 2 'Mech Stars and 2 Elemental Stars (20 Points)
Super Nova Trinary 3 'Mech Stars and 3 Elemental Stars (30 Points)
Star Colonel Cluster 2-5 Binaries, Trinaries, Super Novas and/or Super Nova Trinaries (20 to 150 Points)
Galaxy Commander Galaxy 2-5 Clusters (40 to 750 Points)
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.

Formation Rankings

The Clans rank their units into a series of categories based on intended role, skill and equipment level. Front-line units, always composed of trueborns, are the primary assault forces of the Clans. They utilize the best resources the Clan has, organized into combined-arms formations - OmniMechs, OmniFighters and Battle Armored Elementals - and assigned the most important missions in a campaign.[34][35][36]

Second-line units are a Clan's reserve and garrison force, used to hold ground taken by front-line units or to attack secondary objectives. These forces typically consist of trueborn warriors less skilled or who have aged past the point where they are still worthy of serving in front-line units, and while not given the latest equipment many still possess Omni technology and given good logistical support. A step down from second-line units, though in the same category, are provisional garrison units. These forces are held in the rear to clean up after front- and second-line units and hold less-important targets. Such units rarely use Omni technology or battle armored Elementals, instead making due with conventional BattleMechs and aerospace fighters, along with combat vehicles and unarmored infantry. Some Clans make no distinction between second-line Clusters and provisional garrison Clusters (PGCs), leading to a larger reserve force with admittedly greater inequality between units. Freeborns, regardless of skill, are assigned to second-line units if a Clan allows them to serve as warriors.[34][35][36]

Lastly are solahma units, the proverbial bottom of the barrel. Equipped primarily as infantry units, occasionally with outdated vehicles or 'Mechs, they are given the least prestigious assignments like bandit hunting. Consisting of aged or disgraced warriors these units may occasionally be ordered, in the face of overwhelming odds and near-certain death, to hold a location or attack an enemy as part of a major campaigns. A Clan planet's defense militia force will consist of solahma units.[34][35][36]

Economy

The Clans utilize a strong centralized economic system dedicated to supporting their military forces, with a heavy focus on efficiency and recycling even in daily life. The merchant caste oversees all aspect of economic activity, from the running of major industries like manufacturing, farming and mining to the monolithic trading houses which control the distribution of goods within each Clan and the transactions of goods between them. Elements of high finance such as futures speculation do exist but again these are dedicated to providing the essential needs of the Clan; the concept of acquiring wealth simply for the sake of it is an alien concept to Clansmen.[21][22]

Clan society is largely moneyless, with the average Clansman being "paid" in electronic work credits. These credits can be used to purchase standard items from official stores, bars and other establishments, with a record of these transactions kept and examined to determine an individual's socioeconomic profile. However all goods are officially the property of each Clan which, along with any unused work credits, can be redistributed at will by the leadership. These measures also help serve as a means of exerting control over the general population.[21][22]

For transactions between different Clans the merchant caste makes use of a form of currency known as the Kerensky (KE). This "macro-currency" allows financial institutions to operate and for the smooth transfer of goods without having to barter materials. Largely electronic, physical forms of Kerenskies do exist for limited use: small coins two centimeters across represent denominations of 1, 5, 10 and 20 KE, while larger two-by-four centimeter rectangular blocks represent larger values of 100, 1,000, 100,000 and 1,000,000. Both coins and blocks are minted in gold and contain ID chips and chemical compounds to prevent forgery.[21][22]

Despite restrictions a substantial black market exists within Clan society. Largely centered in Katyusha City on Strana Mechty, it largely revolves around the buying and selling of nonstandard goods and uses Kerenskies to facilitate transactions. For this reason any nonmerchants found to be in possession of hard currency are considered racketeers and punished with a two-step reduction in grade and public flogging.[21][22]

Contact between the Clans and the Inner Sphere has resulted in little change to the Clan economic system as the Sphereiod's capitalistic ideas find little purchase in this cashless society. Financial transactions between the two are difficult as the exchange ratio of the KE and C-Bill is hard to peg down due to differing levels of the availability of goods. At best guess one KE is roughly equivalent to five C-Bills, and in large part merchants barter for any goods needed. A trickle of luxury items from the Inner Sphere have begun to appear within Clan space, but for the average Clansman such frivolities are little used and not valued. Still, some observers believe that consumerism will soon spread into Clan society and bring about its downfall from within.[21][22]

List of Clans

At the time of the Clan Invasion of the Inner Sphere, 17 of the original 20 Clans were still in existence. The Not-Named Clan was Annihilated shortly after Operation Klondike, while Clan Widowmaker and Clan Mongoose were absorbed by the Wolf Clan and Smoke Jaguar Clan respectively during the Golden Century.

Clan Name Symbol Affiliation Notes
Clan Blood Spirit 100px Warden One of the smallest of the Clans, the Blood Spirits were also the most tradition-minded and isolationist, defined by a sense of esprit-de-corps for which they were named. Though producing excellent warriors the Blood Spirits was weak militarily and survived over the years in part by having nothing worth fighting over. Their bitterness towards the other Clans for abandoning what they saw as Kerensky's vision ensured they had few friends.
Clan Burrock 100px Crusader Clan Burrock was heavily associated with the Dark Caste, a link dating back to shortly after the Pentagon Civil War and which they successfully hid from the rest of the Clans for centuries. When the truth about their dealings with the Dark Caste was revealed, the Clan was Absorbed by the Steel Vipers in 3059.
Clan Cloud Cobra Clan Cloud Cobra.jpg Warden The only Clan defined by its incorporation of organized religions, Clan Cloud Cobra's warrior-priests were organized into Cloisters and dedicated themselves to an overarching concept known as "The Way." One of the smaller Clans they were also the most cunning save perhaps the Snow Ravens, and placed a heavy emphasis on their aerospace forces.
Clan Coyote Clan Coyote.jpg Warden The Coyote Clan was responsible for the invention of the OmniMech and throughout history was one of the strongest of the Clans, though their opposition to the invasion of the Inner Sphere caused them to be the target of Crusader attacks and their strength and influence diminished. The Coyotes were also known for their mystical beliefs, based on native American religious practices, which bound its warriors together in brotherhood.
Clan Diamond Shark Clan Diamond Shark.jpg Warden Originally known as Clan Sea Fox, and often referred to as the "Merchant Clan," the Diamond Sharks were among the most powerful and progressive of the Clans. The only Clan where the merchant caste's influence exceeds that of the warriors', they were also the only one to allow warriors to voluntarily step down to join another caste, with many choosing to join the merchants as Warrior-Traders. The Clan took part late in the Clan Invasion when they were assigned as a reserve force and participated in the Battle of Tukayyid.
Clan Fire Mandrill Clan Fire Mandrill.jpg Crusader In many ways a Clan in name only, the Fire Mandrills divided themselves into groupings known as Kindraa and fought with anyone, especially each other, to resolve any issues. This fractious nature kept the Fire Mandrills from becoming a powerful force in Clan society, including participating in the invasion of the Inner Sphere. As one member put it, "to fight against their equals, the Kindraa of Clan Fire Mandrill are forced to fight among themselves."
Clan Ghost Bear 100px Crusader Among the most powerful of the Clans, the Ghost Bears were defined by their conservative "wait and see" nature and their deep familial relationship with each other. Though they are less quick to adopt new technologies or concepts than other Clans, their approach to live has also ensured their survival and growth over the years. Originally of the Crusader mindset, they were one of the four Clans to first invade the Inner Sphere and blazed an invasion corridor which included the Free Rasalhague Republic and the Draconis Combine.
Clan Goliath Scorpion Clan Goliath Scorpion.jpg Warden The Goliath Scorpion Clan was obsessed with recovering any and all lost artifacts of the fallen Star League, sending Seekers far and wide to recover them. Such roaming knights-errant were often inspired by the use of Necrosia, a deadly toxin which induced "visions" of where these items could be located. Among the Clans they were the strictest adherents to zellbrigen and valued strength, speed and precision in every action.
Clan Hell's Horses Clan Hell's Horses.jpg Mixed Known for their prominent use of combat vehicles in front-line forces, the Hell's Horses lived by the motto that man came before machine and all members were valued as being part of a greater whole, including freebirths. While not the most powerful of Clans the Hell's Horses were among the most stable and held their own against others. The majority of Clan Hell's Horses were of the Warden mindset while its leadership were ardent Crusaders.
Clan Ice Hellion Clan Ice Hellion.jpg Crusader A fierce, quick-handed Clan boarding on reckless, the Ice Hellion Clan often grasped for prizes beyond their reach and could be their own worst enemy. Ice Hellion warriors prized the ability to strike first above other considerations, though members of the civilian caste were more even paced in their dealings. Denied a chance to participate in the Clan Invasion they lashed out at the other Clans during The Hellion's Fury.
Clan Jade Falcon Clan Jade Falcon.jpg Crusader Staunch traditionalists and aggressive fighters, the Jade Falcons were central in the creation of the Crusader philosophy and considered Clan Wolf their enemy. Despite their martial "might makes right" mindset the Clan treated their civilian castes well, though with a firm hand, and their mercantile efforts were second only to the Diamond Sharks, leading an above average standard of living. The Jade Falcon Clan was one of the four original participants in the Inner Sphere invasion and confronted the Federated Commonwealth.
Clan Nova Cat Clan Nova Cat (old).jpg Warden A Clan marked by their own unique brand of mysticism the Nova Cats were guided by visions and portents, especially through the use of pyromancy, and even its Khans first consulted with the Oathmaster before undertaking any action which could affect the Clan. Following through on the visions tended to cause turmoil with other Clans though, and only the strength of the Nova Cat warriors kept the Clan safe over the years. During the Inner Sphere invasion the Nova Cat Clan was brought in as reinforcements to assist the Smoke Jaguars in their fight against the Draconis Combine.
Clan Smoke Jaguar SmokeJaguar.jpg Crusader Clan Smoke Jaguar was among the most aggressive and warlike of the Clans, even at the expense of more peaceful endeavors, and were early supporters of the Crusader philosophy. Though all Clans prioritized the warrior caste the Smoke Jaguars took this approach to another level and was severely repressive of the civilian castes. One of the four original invading Clans, the Smoke Jaguar Khan Leo Showers was given the honor of leading the Clan invasion and his Clan directed their fury against the Draconis Combine.
Clan Snow Raven 100px Warden Masters of compromise and manipulation Clan Snow Raven were opportunists of the highest order, possessing an almost un-Clanlike sense of self-preservation and a willingness to sell their services to the highest bidder. The Clan placed a heavy emphasis on aerospace and naval forces, such that for many years they possessed the largest WarShip fleet and produced the finest naval officers bred from dedicated naval bloodlines, though it came at a cost to their ground forces.
Clan Star Adder Clan Star Adder.jpg Crusader A conservative clan, known for their pragmatism and their strategic (rather than tactical) view towards battle as well as treating freeborn that prove themselves as equals. Though they failed to secure a place among the invaders of Operation Revival, they made great gains in the homeworlds during that time, and would go on to Absorb Clan Burrock.
Clan Steel Viper 100px Warden/Crusader Clan Steel Viper's early history was marred by the acts of the Not-Named Khan and the Steel Vipers enacted a form of isolationism, though not to the same extreme as the Blood Spirits. They also had the toughest training regime of any Clan bar the Blood Spirits, graduating fewer but more elite warriors, and were more discriminating against freebirths than other Clans. Straddling the fence between Warden and Crusader, the Clan participated in the Inner Sphere invasion first as a reserve force before being brought in to assist the Jade Falcons.
Clan Wolf 100px Warden The chosen Clan of Nicholas Kerensky, the Wolves have dominated Clan society since their inception. Less formal and more flexible than others, Clan Wolf emulated its namesake by blending caution with decisiveness to snatch victory from the jaws of defeat. Clan Wolf also led the Warden effort to oppose the invasion of the Inner Sphere, but were nevertheless forced to participate as one of the four original invaders, their invasion corridor encompassing territory from the Federated Commonwealth and the Free Rasalhauge Republic.

Territorial Holdings

(circa 3062)[37][38]

Planet Blood Spirit Cloud Cobra Coyote Diamond Shark Fire Mandrill Ghost Bear Goliath Scorp. Hell’s Horses Ice Hellion Jade Falcon Snow Raven Star Adder Steel Viper Wolf
Albion * * * * * * * * * * * 100 * *
Arcadia (10) * * * * 25
(25)
* * * * * 38
(35)
37
(30)
*
Atreus * * * * 65
(58)
* * * 35
(42)
* * * * *
Babylon * 26
(26)
27
(27)
24
(24)
* * * * 23
(23)
* * * * *
Barcella * * * 47
(47)
* * * * 38
(41)
15
(12)
* * * *
Bearclaw * * * * * * * 30
(27)
* * 70
(73)
* * *
Brim * 54
(54)
* * * * * * * * 19
(19)
27
(27)
* *
Circe * * * * * * * * * * 70
(80)
* * 30
(20)
Dagda * * * * 26
(27)
* 29
(33)
* * 9
(8)
* 22
(22)
* 14
(10)
Delios * * 36
(36)
64
(64)
* * * * * * * * * *
Eden * * * * * * * 31
(31)
* 34
(34)
* * * 35
(35)
Foster * * 40
(40)
* 30
(30)
* * * 30
(30)
* * * * *
Gatekeeper * * * * * * * * * 100
(100)
* * * *
Glory * * * * * * * * * 45
(48)
* * * 55
(52)
Grant's Station * * * * * * * * * * * * 55
(55)
45
(45)
Hector * * * * * * * * 100(100) * * * * *
Hellgate * * * * * * * * * * 100
(100)
* * *
Hoard * * * * * * * 10
(10)
40
(32)
* * 39
(49)
* 11
(9)
Homer * 85
(85)
* * * * * * * * * * 15
(15)
*
Huntress * * * * 13
(13)
* 18
(21)
* 8
(8)
42
(35)
* 16
(23)
* *
Ironhold * * * * * * * * * 100 * * * *
Kirin * * * * * * * 100 * * * * * *
Londerholm * * 32
(44)
* * * * * 68
(56)
* * * * *
Lum * * * 18
(18)
* * * * * * 82
(82)
* * *
Marshall * * * * 15
(15)
* 36
(36)
* 9
(12)
6
(4)
* 13
(15)
21
(18)
*
New Kent * * 19 9
(28)
* * * * 6
(15)
* * * 66
(57)
*
Niles * * * * * * * 100 * * * * * *
Paxon * * * 62
(68)
* * * * * * * * * 38
(32)
Priori * * * 52 * * * * * * * 48
(100)
* *
Roche * * * * * * 83
(75)
* * * * * * 17
(25)
Shadow * * * * 100
(100)
* * * * * * * * *
Sheridan * * * * * * * * * * * 100
(100)
* *
Strana Mechty all clans have equal territory
Strato Domingo * * * 65
(65)
* * * 35
(35)
* * * * * *
Tamaron * * 100
(100)
* * * * * * * * * * *
Tathis * * * 50
(50)
* * * * 30
(30)
* * 20
(20)
* *
Tiber * * * * * * * 50
(50)
* * * * * 50
(50)
Tokasha * * * * * * 23
(16)
13
(20)
* 64
(64)
* * * *
Tranquil * * * * * * * * * * * * * 100
(100)
Vinton * * * * 100
(100)
* * * * * * * * *
York 100
(90)
* * * * * * * * * (10) * *


See Also

Critter-TEK parody

In Critter-TEK (a cartoon-style baseball parody of BattleTech), the Clans are pictured as the Crans, descendants of "Krewzinski, the great slugger who led the Big League lineup out on strike". By "strapping together 2 of a weapon and claiming it is a SUPER weapon" and generally "clever cheating", they badly waxed the Infield Franchises "in exhibition games played in the off-season".

"They are a whole bunch of teams, loosely called the Crans, after their own name for a Franchise. They use Aluminium Bats and Big League equipment. They play by weird rules and customs, like the Designated Hitter. They have a weird concept of "Wa" which unites the team. They throw a lot of breaking balls, and they tend to play for one run at a time. They almost never steal bases. And they hate each other almost as much as they hate the infield. (...)"

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Classic BattleTech RPG, p. 189
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 The Clans: Warriors of Kerensky, p. 34
  3. 3.0 3.1 Classic BattleTech RPG, p. 81
  4. 4.0 4.1 4.2 Classic BattleTech RPG, p. 82
  5. Classic BattleTech RPG, p. 84
  6. The Clans: Warriors of Kerensky, p. 37
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 The Clans: Warriors of Kerensky, p. 36
  8. MechWarrior's Guide to the Clans, p. 72-73
  9. Path of Glory, pg. 99
  10. Way of the Clans
  11. MechWarrior's Guide to the Clans, p. 89
  12. 12.0 12.1 12.2 MechWarrior's Guide to the Clans, p. 70
  13. 13.0 13.1 13.2 MechWarrior's Guide to the Clans, p. 73
  14. 14.0 14.1 MechWarrior's Guide to the Clans, p. 74
  15. Classic BattleTech RPG, p. 193
  16. MechWarrior's Guide to the Clans, p. 68
  17. MechWarrior's Guide to the Clans, p. 69
  18. Classic BattleTech RPG, p. 191
  19. MechWarrior's Guide to the Clans, p. 72
  20. MechWarrior's Guide to the Clans, p. 71
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 21.9 Classic BattleTech RPG, p. 192
  22. 22.0 22.1 22.2 22.3 22.4 22.5 22.6 MechWarrior's Guide to the Clans, p. 77
  23. 23.0 23.1 MechWarrior's Guide to the Clans, p. 78
  24. Classic BattleTech Companion, p. 144
  25. 25.0 25.1 25.2 MechWarrior's Guide to the Clans, p. 76
  26. MechWarrior's Guide to the Clans, p. 75
  27. 27.0 27.1 Field Manual: Warden Clans, p. 18
  28. 28.0 28.1 Field Manual: Crusader Clans, p. 17
  29. Classic BattleTech RPG, p. 201
  30. 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). Technically all MechWarriors are Point Commanders, commanding a Point of one, though only the vainest would use this title.
  31. A Cluster or Galaxy is considered to be Under-Strength with 2 Units, Regular with 3 Units, Reinforced at 4 Units and Strong at 5 Units. Because a Unit in a Cluster can vary in size from 20 to 150 Points, this has a considerable effect on the range of sizes a Galaxy might be.
  32. 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.
  33. In Clan Coyote and Clan Hell’s horses, commanders of a Super Nova have the rank Nova Captain, which is one rank higher than Star Captain.
  34. 34.0 34.1 34.2 Classic BattleTech RPG, p. 200
  35. 35.0 35.1 35.2 Field Manual: Crusader Clan, p. 10
  36. 36.0 36.1 36.2 Field Manual: Warden Clans, p. 12
  37. The Clans: Warriors of Kerensky, pp.70-101
  38. Field Manual: Update, p. 39

Bibliography


The text in this article is based on this revision of the Wikipedia article "Clans_(BattleTech)" used under the terms of the GNU Free Documentation License. See the BattleTechWiki's copyright notice.