Difference between revisions of "Clans"

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The fictional '''Clans''' of [[BattleTech]] were originally the self-exiled remnants of the [[History of the BattleTech universe#Star League|Star League]] army, after [[List of BattleTech characters#Stefan Amaris|Amaris the Usurper]] brought about the downfall of the Star League. [[List of BattleTech characters#Aleksandr Kerensky|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.
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{{InfoBoxOrganization
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| image = Clan_Logo.jpg
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| Type = Military Alliance/Tribal Confederation
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| Founded = 11 June [[2807]]<ref name=HOKp29>''Historical: Operation Klondike'', p. 29: "Birth of the Clans"</ref>
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| Dissolved =
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| Parent Organization = Independent
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| Headquarters = [[Strana Mechty]]
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}}
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The '''Clans''' are a collective civilization who were originally descended from the self-exiled remnants of the [[Star League Defense Force]], who had departed the [[Inner Sphere]] after [[Stefan Amaris]] brought about the downfall of the [[Star League]]. General [[Aleksandr Kerensky]] led his forces to [[Pentagon Worlds|a hidden destination]] far from the [[Great House|Great Houses]] because he correctly believed that a catastrophic war was inevitable, one that even the once-mighty Star League army would be powerless to stop. After much [[Exodus Civil War|infighting between the members]] of the former SLDF, Aleksandr's son [[Nicholas Kerensky]] took command of the exiles, reorganizing them into twenty Clans of warriors leading and protecting their attendant civilian castes.
  
==History==
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While the Inner Sphere was mired in the destructive [[Succession Wars]], the Clans experienced a technological renaissance. When they returned to the Inner Sphere, 250 years after their ancestors' departure, the Great Houses were mostly powerless to stop the massive [[Clan Invasion]]. But after their [[Battle of Tukayyid (3052)|loss at Tukayyid]], internal tensions within the Clans and an [[Second Star League|alliance between the Great Houses]] ended their invasion with the [[Great Refusal]].
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 1st Succession War. At this, Aleksandr prepared to gather the precious few troops still loyal to him, when he suffered a massive stroke and as his dying wish, Kerensky left the reigns of the Exile Star League in the hands of his son, [[List of BattleTech characters#Nicholas Kerensky|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 [[supersoldiers]]. 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.
 
  
In the beginning there were twenty clans, each with forty warriors. Over time, three clans were Absorbed (Widowmaker, Mongoose, Burrock), two were Annihilated (Wolverine and Smoke Jaguar), one was Abjured (Nova Cat), another was split in two (Wolf), and two eventually merged with Inner Sphere nations (Ghost Bear and Snow Raven, respectively). Today, the Clans as they are known are almost wholly unrecognizable compared to their forebears. Taunted by fate and corrupted by power, many Clans have fallen into darkness, although a few still dwell in the light.
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During the [[Jihad]] the Clans would be permanently fractured. Instead of resuming their drive on [[Terra]], a [[Wars of Reaving|civil war based on territorial status and resentment]] erupted within the [[Clan Homeworlds]]. This war resulted in the [[Home Clans]] annihilating their weakest Clans and the surviving ones isolating themselves from both the Inner Sphere and the [[Invader Clans]], seeing both as irredeemably tainted. For their part the Invading Clans cemented their Inner Sphere holdings during the next decades of relative peace. The [[Blackout]] and resulting [[Dark Age Era|Dark Age]] sparked another round of expansion deeper into the Inner Sphere, culminating in [[3151]] with the [[Battle of Terra (3151)|conquest of Terra]] and establishment of a [[Star_League_(3151–)|new Star League]] by [[Clan Wolf]].
  
==List of clans==
 
===Clan Blood Spirit===
 
{{details|Clan Blood Spirit}}
 
One of the smallest of Clans; isolationist but with some elite warriors.
 
  
===Clan Burrock===
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==History==
{{details|Clan Burrock}}
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{{main|History of the Clans}}
Principal enemies of the Clan Blood Spirits. The Burrocks were Absorbed by Clan Star Adder in 3058, when it became known that the Khans of the Burrocks had been secretly dealing with members of the Bandit (Dark) Caste for nearly a century. The Burrock Absorption was interrupted by an unexpected invasion by the enraged Blood Spirits, resulting in severe casualties to all three Clans involved.
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[[File:Madcat_bt25yoaf_tro3050.jpg|right|thumb|Clan Ghost Bear in battle.]]
  
===Clan Cloud Cobra===
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{{Quote|They were brothers and sisters to our own ancestors 250 years ago, yet have been tempered by a stronger flame. Now they are so utterly alien that it is hard to accept that they are human.  They are still our brothers and sisters, but hardened to a point that we fear even in our nightmares.|Precentor Martial Anastasius Focht, 1st December [[3052]]<ref>''Wolf Clan Sourcebook'', p. 14: "Clan Society"</ref>}}
{{details|Clan Cloud Cobra}}
 
Founded by Windham Khatib, the so-called Pope-in-Exile, the Cloud Cobras are the center of religious activity in the Clans. Khatib formed the beginnings of the Clan religious movement known simply as 'the Way' which focuses on finding common ground between all religions.
 
  
===Clan Coyote===
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Though the Star League officially disbanded in [[2781]], Aleksandr Kerensky would spend the next two years shuttling between the Great Houses in an attempt to salvage the situation.  He finally abandoned this effort by August of [[2783]] and began work on a plan he hoped would at least preserve the spirit of the League.  In February of [[2784]] he made this plan known to the rest of the SLDF: they would depart from the Inner Sphere and live in exile, denying the competing great houses the misuse of their military might during the [[Succession Wars (History)|coming conflagration]] which would soon engulf known space.  Fully eighty percent of the SLDF agreed to this plan, and in November of that year they made [[Operation Exodus|their fateful departure]]. After years of travel [[coreward]] from the Inner Sphere, the massive flotilla of Star League refugees came upon five marginally habitable worlds, the so-called [[Pentagon Worlds]] (due to their nearly pentagonal relation to each other), in August of [[2786]].<ref>''The Clans: Warriors of Kerensky'', pp. 7–8</ref>
{{details|Clan Coyote}}
 
A tradition minded Warden Clan bearing cultural stylings of the ancient Terran Native Americans, the Coyotes were once among the most powerful and largest of Clans, having exclusive control of five worlds and partial control of many others in the Kerensky Cluster. Inventors of the OmniMech (among other things), Coyote scientists are renowned for their brilliance. Today, they are a shadow of their once resplendent Clan.
 
  
===Clan Diamond Shark===
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Upon their arrival Kerensky's followers tried to return to life as they knew it and once again create a [[Star League-in-Exile|Star League]]. By [[2794]] prosperity had taken hold and colonization efforts were directed to a group of nearby stars, the [[Kerensky Cluster]]. In [[2800]] the first of several small-scale clashes broke out on [[Eden]] between colonists of [[Capellan Confederation|Capellan]] and [[Federated Suns]] origin; by May of next year full-scale rebellion broke out. Kerensky proved unable to bring the colonists back in line, and indeed following the [[DeChavilier Massacre]] the violence spread to the remaining four Pentagon worlds. By June all-out war was raging on Eden, and Aleksandr was in the midst of planning an operation to end the fighting when, on 11 June [[2801]], he died of a massive heart attack at his command post.  So began the [[Exodus Civil War]], which would eventually encompass all five Pentagon worlds and last nearly twenty years.<ref name=TCWK8-9>''The Clans: Warriors of Kerensky'', pp. 8–9</ref>
{{details|Clan Diamond Shark}}
 
Clan Diamond Shark is the only clan to ever change it's Kerensky-given name. Originally called Sea Fox after a marine mammal, the Sea Fox was wiped nearly to extinction by a vicious predator purposely introduced to the ecosystem by Clan Snow Raven to disgrace them. This prompted the clan to alter their name to that of the predator, the Diamond Shark. They were a reserve Clan during the invasion and only captured one Inner Sphere world, Nyserta, before being defeated on Tukayyid. Nyserta was then lost to the Ghost Bears, leading to a renewal of Warden sentiments in the Clan leadership. This Clan is mercantile in its dealings, an intermediary between many Clans and advancer of scientific and mercantile breakthroughs. A predominantly Warden clan, the Diamond Sharks are known for their liberal attitudes, toleration of freeborns, caste intermingling, and free-thinking ways that are unparalleled in the Clans. Clan Diamond Shark changed its name back to Sea Fox in 3100
 
  
===Clan Fire Mandrill===
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As Aleksandr's eldest son, [[Major-General]] [[Nicholas Kerensky]], commander of the [[146th Royal BattleMech Division]], was his designated heir to take command of the exiled SLDF. Though he had the loyalty of his own unit and most of the navy, the rest of the army rejected him due to his lack of combat experience and made their own attempts to assume command. Realizing that civil war was inevitable, Nicholas decided to take those loyal to him on a [[Second Exodus]] to [[Strana Mechty]], one of the newly founded colonies in the Kerensky Cluster.
{{details|Fire Mandrill}}
 
A fractured Crusader clan. The Fire Mandrills are divided into a number of Kindraa (Kindred Associations) based upon Bloodnames. Unlike the Cloud Cobras, this factionalism has cost the Fire Mandrills much and are often hard-pressed to deal with outsiders due to their internal strife. The Kindraas are: Kindraa Sainze, Kindraa Faraday-Tanaga, Kindraa Payne, Kindraa Mattila-Carrol, Kindraa Beyl-Grant, Kindraa Kline, and Kindraa Mick-Kreese (Goulet).
 
  
===Clan Ghost Bear===
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Nicholas soon came to the conclusion that eventually his exiles would succumb to the same failings as had taken over in the Pentagon worlds, and became determined to remodel society from the ground up.  He sought to create a new society which eliminated all previous cultural biases and rewarded merit and ability. He borrowed ideas from the medieval Mongol hordes, Shogunate Japan and [[twentieth century]] China to create the twenty ''Clans'', each one a reinforced battalion of forty warriors. Of the thousands of troops which had joined his Second Exodus, rigorous testing was used to ensure only the best able, regardless of gender, race or any other quota, would have the honor of becoming among the eight hundred to join the Clans. Nicholas himself participated and passed the combat trials to prove his worth, and in June [[2815]] declared himself [[ilKhan]], supreme ruler of the Clans.<ref>''The Clans: Warriors of Kerensky'', pp. 9–11</ref>
{{details|Clan Ghost Bear}}
 
Powerful Clansmen, the Ghost Bears are known for their conservative nature and their strong sense of family. They joined the original Clan invasion in 3050 and seized some forty worlds from the [[Free Rasalhague Republic]] and [[Draconis Combine]]. They won a minor victory against the [[ComStar|ComGuards]] at the Battle of Tukayyid and bode their time since. During the Great Refusal on [[Strana Mechty]], the Ghost Bears abandoned their Crusader beliefs and embraced the Warden Faction, leading them out of the Trial of Refusal being waged by the [[Inner Sphere]]. They subsequently relocated to the Inner Sphere, abandoning all their Clan holdings save for their enclave on Arcadia and their posting on Strana Mechty. They are a now a permanent feature of the Inner Sphere and have remained tranquil, save for a brief war with the Draconis Combine following the latter's attack on their capital, Alshain. Currently they have merged with the InnerSphere faction Free Rasalhague Republic to form the [[Ghost Bear Dominion]]. It was the first true merger between a Clan and an Inner Sphere nation where the citizens treat the Clan Warrior caste as the rulers but the ruling warriors give free reign to their Rasalhague citizens. The Ghost Bear Khan holds the main power and there is Prince voted by the people to control all matter concerning the population.
 
  
===Clan Goliath Scorpion===
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By mid-[[2821]], Nicholas had judged the time was right and unleashed [[Operation KLONDIKE]], the campaign to take back the Pentagon worlds. Success was finally achieved in May [[2822]] and at first the liberated populations were for the most part relieved. However, the brutality of the months post-liberation prompted some within the Clans to begin questioning Nicholas' methods and even his leadership. Though the first rumblings of discontent would come from [[Clan Jade Falcon]] (whose Khans eventually purged themselves of this "cancer" in what became known as [[The Culling]]), opposition to the ilKhan's authority eventually coalesced around [[Clan Wolverine]].  This opposition came to a head in August [[2823]], and after various political and military clashes, the first [[Trial of Annihilation]] was carried out against Clan Wolverine.<ref>''The Clans: Warriors of Kerensky'', pp. 11–13</ref>
{{details|Clan Goliath Scorpion}}
 
Staunch Wardens, the Goliath Scorpions value precision over brute force, while believing strongly in visions and quests. They take Necrosia, based on the venom of the goliath scorpion to aid in these visions. This Clan believes in looking to the past in order to rebuild the Star League, piece by piece. They are fiercely devoted to Clan Wolf. Many claim within the Clans if not for their visions and quests they would be an extremely powerful force to be reckoned with. Their unique organizational scheme within their touman (even more detailed than the Jade Falcons) and knowledge of the old Star League Defense Force strategy and tactics would make them a well-oiled engine of destruction. It was their Heartvenom Cluster (Cateran cluster formation with Command Trinary, two Specialist Trinary, Battle Trinary, and Striker Trinary) trained Wolf's Dragoons before they left the Inner Sphere and made them an elite unit capable of handling any operation. Goliath Scorpion was also the first clan to begin development of Battle Armor. Early designs were based on underwater mining suits. Clan Wolf then perfected these early designs, which led to the production of the Elemental which became the prominent Battle Armor for the Clans.
 
  
===Clan Hell's Horses===
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Opposition to his rule destroyed, the ilKhan set about restructuring society and laying the groundwork for future prosperity. New worlds were explored and colonized, industry rebuilt, and the population finally reached its prewar levels in [[2832]] thanks to the eugenics program. Tragedy struck just two years later however during a [[Trial of Refusal]] between [[Clan Wolf]] and [[Clan Widowmaker]].  When the duel degenerated into a melee the ilKhan attempted to step in, but was accidentally fired upon and killed by the Widowmaker Khan. Incensed by the death of their leader, the combined Clans laid waste to the Widowmakers, with Clan Wolf given the honor of [[Trial of Absorption|Absorbing]] the remnants.<ref>''The Clans: Warriors of Kerensky'', p. 14</ref>
{{details|Clan Hell's Horses}}
 
A mixed Clan led by Crusaders, but with a large Warden makeup, the Hell's Horses are unusual for their heavy use of conventional (non-'Mech) forces and their beliefs favoring men over machines. Passionate and brave, the Hell's Horses succeeded where others thought they would fail. Their toleration of freeborns is a rarity among the Clans, especially among Crusaders. Though they did not participate in the invasion, they were given three worlds by Clan Wolf along their border with the Ghost Bears, the Hell's Horses sworn enemies. The Hell's Horses attempted to invade the Ghost Bear Dominion while the Bears were busy fighting the Draconis Combine. The retaliation cost the Hell's Horses much, the three worlds given to them were lost and the Hell's Horses had to pull back from the Inner Sphere. After a tentative peace with the Ghost Bears, the Hell's Horses launched a successful invasion of Wolf and Jade Falcon occupation zones. Their plan to transplant their entire population, much like the Ghost Bear's shift was discovered and eventually led to the Clan civil war that separated the Inner Sphere Clans from their homeworld brethren.
 
  
===Clan Ice Hellion===
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The next hundred years between [[2830]] to [[2930]] became known as the [[Golden Century]], a time of immense prosperity and growth. The relaxation of social mores and taboos, which had been essential for survival during the early Second Exodus, became permanent fixtures in Clan culture. Much scientific and technological progress took place during this time, most notably when [[Clan Coyote]] fielded the first [[OmniMech]] in [[2854]], and with the introduction of [[battle armor]] by Clan Wolf in [[2868]].<ref>''The Clans: Warriors of Kerensky'', pp. 15–16</ref>
{{details|Clan Ice Hellion}}
 
A fierce Crusader Clan renowned for their swift assaults, Clan Ice Hellion often grasps for prizes beyond their reach. Nearly destroyed twice by civil war, the Clan has never been as unified as their brothers. After failing to win a place in the invasion and having been defeated in the Great Refusal on Strana Mechty, some push for a return to the Inner Sphere while others wish to expand their holdings in Clan Space. The Ice Hellions attempted a foray into the Inner Sphere but were beaten off.
 
  
===Clan Jade Falcon===
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During the [[Political Century]], Clan society coalesced around two competing viewpoints: [[Crusader Clans|Crusaders]] who believed it was their right to reestablish the Star League by force with themselves as leaders, and [[Warden]]s who thought it was their mission to protect the Inner Sphere from outside threats while maintaining their own distinct culture. The Jade Falcons were at the forefront of the Crusader faction, their role eventually taken over by the Smoke Jaguars, and were first to introduce a motion to the Grand Council to invade the Inner Sphere in [[2980]]. Their motion was defeated by the heads of the Warden faction, Clans Wolf and Coyote, but the Wardens knew that public opinion was turning against them and it would only be a matter of time before the Crusaders could muster enough support to overrule them.<ref>''The Clans: Warriors of Kerensky'', pp. 16–17</ref>
{{details|Clan Jade Falcon}}
 
The strictly traditionalist Crusaders of Clan Jade Falcon have long resented and been envious of Clan Wolf for their strength, holdings, and (most of all) possession of the coveted Kerensky Bloodname. The Jade Falcons participated in the initial invasion and seized many Lyran worlds from the Federated Commonwealth. Achieving a draw with the ComGuards on Tukayyid, they schemed and plotted to undo the Truce. They were nearly destroyed by their Refusal War with the Wolves in an attempt to do just that. They lost many warriors and both of their Khans in subsequent politicking. Their new Khan launched a daring strike at Coventry in the Lyran Alliance and managed to restore the Jade Falcons' strength by winning possession of other Crusader units in the Harvest Trials. The Jade Falcons beat the Com Guards during the Great Refusal on Strana Mechty and then pushed the Steel Vipers out of their Occupation Zone; after that, they seized (and lost) several more Lyran worlds during the FedCom Civil War. They still eye Terra and have not given up all hope of claiming it. In 3132, seeing an opportunity caused by the collapse of the HPG network, the Falcons have made an incursion into the Republic of the Sphere.
 
  
===Clan Jade Wolf===
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The debate would continue for decades, with Clan Grand Council creating [[Intelser]] to attempt to provide the Council with an update on the status of the Inner Sphere, and by [[3000]] the Clans were on the brink of invasion. When rumors of first the [[Fourth Succession War]] and then the [[War of 3039]] reached them, they put the invasion again to a vote, each time only narrowly defeated by the efforts of Clan Wolf.<ref>''The Clans: Warriors of Kerensky'', p. 17</ref>
{{details|Clan Jade Wolf}}
 
A short-lived Clan, the Jade Wolves existed briefly between the Absorption War between the Wolves and Jade Falcons, and when Khan Vlad Ward returned his Clan to full active status as the Wolves.
 
  
===Clan Mongoose===
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In the summer of [[3048]] the ''[[Outbound Light]]'', a [[ComStar]] exploration ship, appeared in orbit of the Smoke Jaguar capital world [[Huntress]] and was quickly seized.  Khan [[Leo Showers]], an ardent Crusader, now had the perfect opportunity to force through his agenda. Holding in his possession the only source of current information on the Inner Sphere, he manipulated it to his advantage, and on 21 November convinced enough members of the Grand Council to pass a vote to invade the Inner Sphere. A month later Showers was voted ilKhan, the first in a century, to oversee the invasion effort. One year later [[Operation REVIVAL]] officially began, first by conquering the worlds along the [[Periphery]] and then, on 7 March [[3050]], invading the Inner Sphere proper.<ref>''The Clans: Warriors of Kerensky'', pp. 17–18</ref>
{{details|Clan Mongoose}}
 
The Mongoose home planet of Shadow was also where the clan's name originated. The name was adopted from the animal that killed the dangerous Venom Worms which were a great threat to humans, and as such endeared the mongoose to the clan. No longer in existence. Absorbed by Clan Smoke Jaguar for attempting to use their words of Nicholas Kerensky to sidestep a Grand Council ruling that ran against them. Being then deemed unfit to rule, by the Grand Council, the Council called a Trial of Absorption. Already weakened by a conflict with the Star Adders, Clan Mongoose fell before the Smoke Jaguars and their genetic legacies were acquired by the Cloud Cobras. Approximately 11 genetic legacies were acquired by Cloud Cobra, but the exact number cannot be confirmed due to the disarray Clan Mongoose was left in after the Trial of Absorption by the Smoke Jaguars. This also left the Bloodnames of the Mongoose Touman in Cloud Cobra's hands, although insufficient records has left the legacies of Mongoose Touman identities questionable, even to the present day.
 
  
===Clan Nova Cat===
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Ill prepared for an assault of this scale from an unexpected direction, the Inner Sphere's defenses swiftly collapsed in the face of the Clan assault. While the Clans achieved spectacular successes in the first two waves of their invasion, it was marred by their failure to capture or kill the heir to the [[Federated Commonwealth]] as well as their failure to realize they had captured the heir to the [[Draconis Combine]]. The invasion soon degenerated into a race to see who could conquer more worlds quicker, hastening the pace of the proceeding waves. Reverses were suffered by the Falcons at the [[Battle of Twycross]] and the Jaguars at the [[Battle of Wolcott]], but it would take the sudden death of ilKhan Showers on 1 November 3050 to actually halt the invasion.<ref>''The Clans: Warriors of Kerensky'', pp. 18–20</ref>
{{details|Clan Nova Cat}}
 
A Warden Clan, the Nova Cats are known for their mystic ways and are governed by visions. They ignored such visions when they joined the attack on the Inner Sphere and shared the Smoke Jaguars invasion corridor. They were defeated on Luthien, then on Tukayyid. This caused the Nova Cats to heed a new vision that encouraged them to join with the Draconis Combine and the Inner Sphere against the Smoke Jaguars. They joined with the new Star League in driving the Jaguars out of the Inner Sphere and joined them again on Strana Mechty during the Great Refusal. For this, they were Abjured by the other Clans and forced to leave Clan Space under fire and resettled in the Irece Prefecture of the Draconis Combine. The abjuration often shrouds the Nova Cats' previous fame as excellent marksman (they often competed with the Goliath Scorpions to see what Clan had the best sharpshooters), and as the developers of the Extended-Range Laser technology used by all Clans.
 
  
===Clan Sea Fox===
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The invading Clans realized they would need to elect a new ilKhan to lead the invasion, but such a process could only take place with a vote of all the [[Bloodname]]d warriors, forcing them to return to the Homeworlds. This process took a year to complete and gave the Inner Sphere breathing room to rebuild and prepare. Now led by [[Ulric Kerensky]] of Clan Wolf, the fifth wave of the invasion began in November [[3051]] and again threatened to sweep through the Inner Sphere. However, it was also during this time that ilKhan Kerensky revealed to [[ComStar]] the goal of their invasion was [[Terra]] herself.  Up to this point ComStar had been "neutral" in the conflict, even aiding the Clans in the administration of their conquered worlds. But with their seat of power threatened, [[Precentor Martial of ComStar|Precentor Martial]] [[Anastasius Focht]] made a daring proposal.  The [[Com Guards]] would fight the Clans at a neutral site to decide the fate of the invasion: if they won the Clans would agree to a fifteen-year truce, if they lost then Terra was theirs.  The resulting [[Battle of Tukayyid (3052)|Battle of Tukayyid]] was a resounding victory for ComStar and brought about an end to Operation Revival.<ref>''The Clans: Warriors of Kerensky'', pp. 20–21</ref>
{{details|Clan Sea Fox}}
 
Original name of clan Diamond Shark. Clan Sea Fox and Clan Snow Raven had a falling out, and in response Clan Snow Raven created the Diamond Shark, a predator designed solely to hunt and kill the Sea Foxes in Strana Mechty's oceans. After most of the Sea Foxes had been killed, Clan Sea Fox petitioned the council to change its name to Clan Diamond Shark. Several Sea Foxes were preserved by the Clan and placed on other worlds, where they flourished. As a result, Clan Diamond Shark has recently changed its name back to Clan Sea Fox in 3100. Clan Diamond Shark has since its inception relied heavily on its Merchant caste, giving them more power than most clans. Though many believe them to be weak because of their democratic attitudes to their lower castes, the Diamond Sharks maintain one of the largest and most elite militaries among the clans. After the Jihad, the Diamond Sharks were forced to move to the Inner Sphere along with many of its fellow Clans, changing its name back to Sea Fox. Having few worlds of their own, Clan Sea Fox is a nomad trader Clan who all reside on giant ArcShips and CargoShips roaming throughout space.
 
  
===Clan Smoke Jaguar===
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Though still allowed by the terms of the agreement to attack those worlds which lay "above" the treaty line, the [[Truce of Tukayyid]] was a bitter pill for the Clans to swallow. Much blame was laid at ilKhan Kerensky's feet for the disastrous outcome, especially by those Crusaders within his own Clan.  In the summer of [[3057]] they charged the ilKhan with genocide for denying their warriors the right to combat against the Inner Sphere. The ilKhan decided to bring these charges before the Grand Council, which by a narrow majority found him guilty.  The result was the [[Refusal War]], a conflict which saw both Clans Wolf and Jade Falcon devastated and the former split asunder, a Crusader-minded Clan Wolf and a Warden-minded [[Clan Wolf-in-Exile]].<ref>''The Clans: Warriors of Kerensky'', p. 22</ref>
{{details|Clan Smoke Jaguar}}
 
Clan Smoke Jaguar is easily the most violent and aggressive of all the Clans. They are, however, not as brash and headstrong as Clan Jade Falcon; they are quicker to battle, but are also quicker to think before acting. This made a deadly combination, and Clan Smoke Jaguar was quite a strong Clan, however Clan Smoke Jaguar didn't have the immensity of the larger Clans or the autonomy of Clan Ghost Bear to support its claim. As such, Clan Smoke Jaguar was dangerous in combat, but never a serious contender for the Il-Clan (ruling Clan).
 
  
Clan Smoke Jaguar joined Clan Jade Falcon in the campaign for the Clan Invasion. They were amongst the first Clans to launch into the Invasion, although they did not rush headlong into the battle like Clan Jade Falcon did. The Jaguar's deliberated on the situation for a time, choosing not to invade Lyran Commonwealth territory, closest to the Jaguar's, as the Falcons had, but rather to cross to the other side of the Outer Rim and launch an offensive against the Draconis Combine. The Jaguars penetrated deep into the Inner Sphere, but as mentioned before, they did not have the autonomy to maintain proper defence. A lot of claimed territory was lost when the Draconis Combine turned on the offensive. Clan Smoke Jaguar was in great peril, however Clan Ghost Bear soon followed the Jaguars into Draconis Combine territory. With a new threat, the Draconis Combine was forced into a defensive stance once more, and Smoke Jaguar returned to the offensive with the combined might of Clan Ghost Bear.
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Each of the devastated Clans attacked their neighbors in a show of strength, the Jade Falcons [[Jade Falcon Incursion (3058)|penetrating]] into the [[Lyran Alliance]] as far as [[Coventry]] while the Wolves raided the Smoke Jaguars for more breeding stock. On 19 November [[3058]] the Clans met on Strana Mechty to elect a new ilKhan, [[Lincoln Osis]] of the Smoke Jaguars, who took it as his mandate for the resumption of the invasion. For the next six months, the Clans went about with their preparations — both the Jade Falcons and Wolves launching the [[Harvest Trials]] to rebuild their shattered forces.  Finally, the Clans were prepared to attack, only to receive disturbing news: the Successor States had rallied under the banner of the [[Second Star League]] and launched their own attack, [[Operation BULLDOG]], intended to drive the Smoke Jaguars out of the Inner Sphere.  Thanks to their skill at arms, [[Clan Nova Cat]] switching sides, and the neutrality of [[Clan Ghost Bear]], the Second Star League succeeded in completely reclaiming all of the conquered Smoke Jaguar worlds in a matter of months.<ref>''The Clans: Warriors of Kerensky'', pp. 22–23</ref>
  
Clan Smoke Jaguar and Clan Ghost Bear came very close to Terra(Earth), however when the Clans were defeated at The Battle of Tukayyid and Clan Ghost Bear greatly weakened, they turned their attention to driving a straight line to Terra, leaving Clan Smoke Jaguar to handle the Draconis Combine on its own. Without the protection of Clan Ghost Bear, and with little improved autonomy, Clan Smoke Jaguar was forced to take a defensive stance once more, and the Clan was also weakened from Tukayyid. Although they did not concede any territroy, they gave the Draconis Combine time to recuperate from the shattering offensive. When the war between Clan Jade Falcon and Clan Wolf was over, Clan Wolf retreated towards the Outer Rim, leaving the remaining Clans to defend the abandoned worlds, causing the Clans, including the already wounded Clan Smoke Jaguar, to spread its forces paper thin. When the Inner Sphere reformed the Star League in the face of the Clan threat, they launched the biggest Inner Sphere offensive against the Clans. Operation Serpent, led by General Ariana Winston of the elite Eridani Light Horse mercenary brigade; secretly attacked the Smoke Jaguar homeworld of Huntress. Meanwhile Operation Bulldog led by Prince Victor Steiner-Davion attacked the frontlines forcing the Smoke Jaguar to fight a two front war. When Bulldog got to Huntress, they found Operation Serpent a success; however General Winston had died. After the annihilation of Clan Smoke Jaguar, Victor led the new Star League to the seat of all clan power, Strana Mechty to stop the clan invasion once and for all.
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The second of the one-two knockout punch came in early [[3060]] when [[Operation SERPENT]], which had been launched simultaneously with Operation BULLDOG, appeared in orbit above Huntress.  Battle raged across the Smoke Jaguar Homeworld from the first landings on 2 March until final victory on 7 April, by which point the Star League had achieved their goal of utterly destroying a Crusader Clan, which they hoped would give the Wardens more political power.  On 12 April the reborn SLDF sent a delegation to Strana Mechty and before the Grand Council called for a Trial of Refusal against the invasion of the Inner Sphere.  IlKhan Osis agreed, but both himself and the rest of the Council was blindsided when Clan Ghost Bear declared they would not take part in the Trials, and indeed had switched their allegiance to the Warden faction. The rest of the Wardens refused to take part as well, leaving only the Crusader Clans and the tattered remnants of the Smoke Jaguars to face off against the Inner Sphere forces in the [[Great Refusal]].  By a score of five victories, two losses and a draw the Inner Sphere won, and the Clans were bound by honor to adhere to the original Treaty of Tukayyid.<ref>''The Clans: Warriors of Kerensky'', pp. 24–25</ref>
  
===Clan Snow Raven===
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The Grand Council was left to absorb and debate what had happened in the preceding months during their meeting on 27 April.  Due to their treachery in siding with the Inner Sphere, Khan N'Buta of [[Clan Star Adder]] called for the Nova Cats to be Annihilated, though the Wardens (led by Clan Ghost Bear) blocked that vote. Instead, Khan Ward of Clan Wolf called for their [[Trial of Abjuration|Abjuration]], which achieved the necessary four-fifths majority, and the Nova Cats were given a month to evacuate their Clan holdings.<ref>''The Clans: Warriors of Kerensky'', pp. 25–26</ref>
{{details|Clan Snow Raven}}
 
Founded by Stephen McKenna (a distant relative of the famous James McKenna who hailed from the [[Terran Hegemony]]), the Snow Ravens are a complicated Clan that have taken a unique path due to several catastrophes in their early history. Famed for their heavy use of naval assets as well as their conniving and efficient nature, the Snow Raven Clan, despite being mistrusted and misunderstood by other Clans has nonetheless risen to power as one of the more powerful Clans in the past decade.
 
  
===Clan Star Adder===
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What followed became known as the [[Wars of Possession]], as all of the Clans proceeded to fight amongst each other over who would take over the now unoccupied holdings of the Smoke Jaguars, Ghost Bears and Nova Cats (though for the Cats in many cases the other Clans did not bother to wait for their departure), with the conflicts lasting into [[3062]].
{{details|Clan Star Adder}}
 
Considered to be one of the most powerful Home Clans (a Clan that did not participate in the Inner Sphere Invasion), the Star Adders can now also be considered to be among the most powerful of all the Clans, rivaling even an Invading Clan like Jade Falcon or Ghost Bear and even surpassing Clan Wolf in terms of raw military power, thanks largely to their relatively easy absorption of Clan Burrock. However, despite essentially having the strength of two Clans at their disposal, the Star Adders are still considered to be somewhat lacking when compared to an Invading Clan in terms of raw materials and industrial potential since they can only rely on their Clan Homeworlds holdings while the Invading Clans have the vast resources of their conquered Inner Sphere worlds to draw upon. While the Star Adders espouse a Crusader philosophy, they stress the need for inter-Clan cooperation and a tolerant attitude for freeborns that is more commonly found among Warden clans. Strategists rather than tacticians, the Star Adders are unusual for their meticulous nature, though their successes speak for themselves. With their Absorption of the Burrocks, they gained an incredible boon as other Clans were falling in size and stature.
 
  
===Clan Steel Viper===
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Following the collapse of the Second Star League and dissolution of the Truce of Tukayyid in [[3067]], the Clans would elect a new ilKhan to resume the invasion of the Inner Sphere. However, this war would shift between the [[Invading Clans]] and the [[Home Clans]] in what would later become known as the Wars of Reaving. This war would permanently split Clan society in two, as the Invader Clans would be abjured from the Clan Homeworlds and start the [[Council of Six]] in the Inner Sphere, while the Homeworld Clans, believing that the Inner Sphere has tainted their culture through their brethren, would create and champion two new philosophies becoming known as the [[Bastions]] and [[Aggressors]], effectively ending the Crusader and Warden divide.
{{details|Clan Steel Viper}}
 
A perplexing Clan that is overall considered Warden, but is home to some of the staunchest Crusaders and anti-freeborn warriors in the Clans. They have a brutal training course and a strange belief that the Star League will be re-established through cooperation with the Great Houses. Regardless of this, they participated in the invasion force, shared the Jade Falcon's invasion corridor, and were defeated on Tukayyid. They were eventually forced out of the Inner Sphere all together by the Jade Falcons.
 
  
===Clan Widowmaker===
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After the separation of the Home Clans and Clan Space during the Jihad Era, the Spheroid Clans cooperated with Devlin Stone and his [[Republic of the Sphere]] participating in [[Operation SCOUR]]. This act united all Inner Sphere powers (with exception of the Capellan Confederation) and allied mercenaries to push out the Word of Blake from Terra and destroy them. After the Word of Blake Jihad ended, the remaining Spheroid Clans spend the years rebuilding their strength as the decades pass. During the 3100's, the Clan enjoyed a relative peace in the Inner Sphere, until the [[Blackout]] happened. All the Clans quickly rearmed themselves, and in some measure, expanded their territory, both the Spheroid Clans and Clan Goliath Scorpion, which after being forced to abandon the Clan Homeworlds, founded the [[Scorpion Empire]]. Certain clans would use this opportunity to seize the ultimate prize of claiming Terra, but at the end, only Clan Wolf and Jade Falcon would seriously compete in a race to Terra.
Once absorbed by Clan Wolf for a brutal crackdown on dissenting merchants that proved their inability to rule. During their Trial of Refusal against the Absorption, the Widowmaker Khan slew ilKhan Nicholas Kerensky, which lead to a grueling trial of Absorption that spelled the end of the Widowmakers.
 
  
===Clan Wolf===
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In [[3151]], Clans Wolf and Jade Falcon were finally successful in breaking through the Republic's [[Fortress Wall]], where they landed on Terra to fight the Republic. Following a fierce battle between the three factions, the Republic of the Sphere were forcefully disbanded, paving the way to the [[ilClan Trial]]. In their final trial, the Wolves and Falcons fought hard to claim the mantle of ilClan with Clan Wolf emerging as the victor. Following this victory, Clan Jade Falcon was converted into a bodyguard Clan, Clan Smoke Jaguar was reformed and Devil Stone died with his Republic of the Sphere, marking the end of the Dark Ages. Outside of Terra, several new empires emerged from the former Jade Falcon Occupation Zone, along with and angry Clan Hell's Horses challenged, by the only Jade Falcon remnants hanging on to their territory. Clan Ghost Bear also suffered a devastating civil war during the IlClan's first year of existence.
{{details|Clan Wolf}}
 
The chosen Clan of Kerensky, the pre-Refusal War Wolves had always been a dominant force in the Clans since their beginning. They Annihilated the Wolverines, Absorbed the Widowmakers, and proved themselves expert warriors. They also perfected the Elemental body armor. They led the Wardens in the Grand Council and were the only Clan to oppose the Invasion in 3050. Although they lost a Trial of Refusal against the motion to invade the Inner Sphere, they participated in it nonetheless and soon outdid all other Clans in seizing more worlds and at a faster pace than any other Clan. Their holdings were mostly taken from the Free Rasalhague Republic and the Lyran half of the Federated Commonwealth. Their capture of Rasalhague cemented their leadership in the Invasion and after the original ilKhan died, a Wolf Clan Khan replaced him. The Wolf ilKhan orchestrated the Trial of Tukayyid and Clan Wolf was one of only two Clans to prevail, the other being Clan Ghost Bear who were awarded a "marginal" victory. Nevertheless, the Wolves were the ones who helped convince the other clans to adhere to the terms when the Trial was lost. They all but destroyed themselves in preventing the Jade Falcons from breaking the truce by instigating a Trial of Refusal (of a scale never before seen outside of a Trial of Annnihilation against an entire Clan that this particular Trial of Refusal would be forever referred to as the "Refusal War") against the Jade Falcons. As a result of this war, the Wolves were split into two factions, the Crusader Wolves led by Vlad Ward and the Warden Wolves led, into self-imposed exile, by Phelan Kell. The latter left Clan controlled space and went to Arc-Royal in the Lyran Alliance and guarded the border against any Clan incursions. The other Wolves remained, despite an initially successful Jade Falcon attempt to Absorb them that was effectiviely made moot with the creation of the Jade Wolves, an offshoot of Clan Jade Falcon made up of captured Wolf warriors who were "absorbed" into the Jade Falcons. The Jade Wolves later changed their name by dropping the "Jade" part and simply going by "Wolf", effectively usurping the name of the original or pre-Refusal War Clan Wolf. These Crusader Wolves rebuilt their strength and have declared themselves the only Crusader Clan not bound by the Crusader's defeat during the Great Refusal. Once the Fifteen-Year Truce of Tukayyid expires in May of 3067, the Wolves will be on the prowl once more. As with the original incarnation of Clan Wolf, the Crusader Wolves consider the planet Tamar as their capital. It was the scouring of Tamar that made the Clans realize that they too would come under attack by the Word of Blake fanatics and had to fight back. During the Jihad the Wolves leapt across Jade Falcon borders to assist worlds under attack.
 
  
===Clan Wolf-in-Exile===
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==Culture & Society==
{{details|Clan Wolf-in-Exile}}
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Clan society has developed entirely separate from the [[Inner Sphere]], and has a number of quirks.
The Warden faction of Clan Wolf was led into the Inner Sphere by then-saKhan Phelan Ward during the Refusal War with Clan Jade Falcon. After this break-away faction of Wolves were Abjured by the Grand Council, Khan Phelan Ward lost his Bloodright to the Ward surname. However thanks to one of his final acts as ilKhan, Ulric Kerensky created a new Bloodname Kell. Clan Wolf-in-Exile settled on Phelan's original homeworld of Arc-Royal where his father, Morgan Kell, was the Grand Duke. Clan Wolf-in-Exile provided a strong defense for the newly-formed Arc Royal Defense Cordon against future Clan Jade Falcon incursions, most notably fighting alongside Lyran Alliance troops during the FedCom Civil War. During the Jihad the Wolf-in-Exile forces took in Wolf's Dragoons whose home planet, Outreach, was annihilated by the Blakists.
 
  
===Clan Wolverine===
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===Castes===
{{details|Clan Wolverine}}
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{{main|Clan Caste System}}
The Wolverines were among the most vocal critics of Nicholas Kerensky's authoritarian rule over the Clans. Official Clan histories state that they were Annihilated for espousing anti-Clan sentiments, such as democracy and independence, but the reality is somewhat different. Many Clans were suffering internal strife at the time of the Clan Wolverine incident, and Nicholas saw that the Clans as a whole were on the brink of rebelling against his authority. The Wolverines served as both object lesson and common enemy against whom the other nineteen Clans could unite.
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Clan society is based on a strict caste system, the foundation of which is that one's genetic makeup predisposes them to a particular role.  The five castes are the [[Warrior Caste]], [[Scientist Caste]], [[Merchant Caste]], [[Technician Caste]], and [[Laborer Caste]], 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.<ref name=CBT189>''Classic BattleTech RPG'', p. 189</ref>
  
Clan Wolf carried out the Grand Council's sentence against Khan Sarah McEvedy and her Clan. What started out as a Trial of Absorption became a Trial of Annihilation when Clan Wolverine used a nuclear weapon on Clan Snow Raven's genetic repository. Later investigation strongly suggested that some Clan Wolverine members - predominantly civilians and second-line troops had been able to flee. Officially put down to bad bookkeeping, the whereabouts and disposition of any survivors remains unknown.
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Ownership of property is considered un-Clanlike and punishable in accordance with Clan law. The ownership of weapons by nonwarriors is a crime in Clan society. The only way to bypass this problem is the black market (ruled by the Dark Caste and a crime just to contact with them). Most Clansmen will never go to such lengths.<ref>''Era Digest: Golden Century'', p. 20: "The Perils of Property"</ref>
 
 
See: [[Wolverine Treachery]]
 
 
 
==Culture==
 
Clan society has developed entirely separate from the Inner Sphere, and has a number of quirks.
 
  
 
===Bloodnames===
 
===Bloodnames===
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|Trial of Bloodright]] was established to allow eligible warriors to win the surnames of the original warriors that founded the Clans.
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{{main|Bloodname}}
  
The surnames were termed Bloodnames, and were traced [[matrilineal]]ly through [[mitochondrial DNA]]. Being a descendant of a person with a bloodline gives the person eligibility to enter in the [[#Trial of Bloodright|trial]] 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 [[#Reavings|reaving]].
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[[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. Each Bloodname could be held by a maximum of 25 warriors at any one time, though some Bloodnames had fewer than 25 holders due to a process called a [[Trial of Reaving|reaving]].
  
When a clan takes a [[#Language|bondsman]] who is then reinstated as a warrior, the warrior is still eligible for competing for their bloodname, or may already have a bloodname. This has caused most bloodnames to spread to other clans from their original clan. However, some clans have declared some of their bloodnames exclusive, not allowing them to be claimed by warriors from other clans that have a legitimate claim. For example, [[#Clan Wolf|Clan Wolf]] claims exclusive control over the Kerensky bloodname.
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Each surname has an organization called a [[Bloodname House]].  This represents 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 its own traditions which they keep to themselves to maintain the integrity of the Bloodname founder and their successors. Each House also has its own [[Blood Chapel]] which is located on Strana Mechty and surrounds the [[Hall of Khans]].  The Chapels not only serve to hold the DNA of all of its Bloodnamed members, living or dead, but also to memorialize the exploits of their founders and their worthy successors. Without exception, there is nothing more holy or sacred to the Clans than these Chapels.<ref>''Path of Glory'', p. 99</ref>
  
'''Examples of Exclusive Bloodnames:'''
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Although any form of surname outside the warrior caste is frowned upon, the scientist caste secretly assigns surnames (referred to as [[Labname]]s) 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.
*Kerensky (Clan Wolf),
 
*Schmitt  (Clan Blood Spirit),
 
*Zalman  (Clan Steel Viper),
 
*Pryde    (Clan Jade Falcon),
 
*Kell    (Clan Wolf-in-Exile),
 
  
'''Examples of Non-exclusive Bloodnames:'''
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===Social Conduct===
*Redmond,  
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A number of distinct elements exist in Clan psychology which informs how they conduct themselves, not just on the battlefield but in everyday life as well.  Unsurprisingly, the concept of "might makes right" features prominently among the Clans, along with the view that the Inner Sphere was a "lost paradise" inhabited by barbarians, a den of corruption for whom the [[Great Houses]] were to blame for their culpability in the fall of the Star League.  Likewise is the belief that, as the honest and noble descendants of the Star League, the Clan way of life is the true way, and any dissenting voice is considered treasonous.  From an early age Clansmen are raised to be on the lookout for "un-Clanlike" tendencies, viewing such acts as a matter of preserving the honor of the Clans and the common good.  The reduction of waste and the reusing and recycling of materials is another tendency which permeates Clan society, though people are a notable exception.<ref name=TCWK41>''The Clans: Warriors of Kerensky'', p. 41</ref>  The worlds of the Kerensky Cluster and the Pentagon Worlds are barely habitable and lack easily reachable natural resources.  Accordingly, the Clans adopted 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.<ref>''Classic BattleTech Companion'', p. 144: "Species Profile"</ref>  For example, it is known that if a member of Clan Jade Falcon dies, the still functioning inner organs are harvested for transplantation.<ref>''[[Way of the Clans]]''</ref>
*Chi-Li,  
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[[Image:ClanCeremony.jpg|thumb|right|Rituals play an important role in Clan society]]
*Phoushath,  
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The Clans as a whole adhere to a fairly strict honor system known as the [[Honor Road]].  This is especially true for warriors, where it is encapsulated in the rules of engagement 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 noncombatants in combat, and strongly discourage wasting resources (such as urban areas, factories, and starports) in combat.<ref name=MWC89>''MechWarrior's Guide to the Clans'', p. 89</ref><ref name=TCWK42>''The Clans: Warriors of Kerensky'', p. 42</ref>
*Kederk,  
 
*Shu-Li
 
  
Although any form of surname outside the warrior caste is frowned upon, the scientist caste secretly assigns surnames to people who make great scientific contributions. The surnames are after great historical scientists (Newton, Watson, etc.) and have nothing to do with the persons [[genealogy]].
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An "honorable" mindset also permeates the lower castes, and has fostered a strong sense of honesty among most Clan members.  If a Clansman says they will do something they will do it, as not keeping one's word not only slights their personal honor but that of their Clans.  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.<ref name=MWC70>''MechWarrior's Guide to the Clans'', p. 70</ref><ref name=TCWK42/><ref name=TCWK52>''The Clans: Warriors of Kerensky'', p. 52</ref>
  
===Clan Honor===
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The use of ''in vitro'' fertilization was also partially responsible for the casualness of love and relationships within Clan society, especially as the act of sex became 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 naturalThey also see the act of courtship as completely unnecessary and, if they bother to perform any type of seduction, are as likely to simply walk up to a complete stranger and ask if they are interested in coupling.<ref name=MWC70/><ref name=TCWK52/>  As per the eugenics program, civilians are matched together based on their genetic compatibility, though the only purpose of these sanctioned matches is for the production of children; as a result promiscuity is also prevalent among the castesA blind eye is turned to these "unofficial" couplings so long as birth control is used.<ref name=TCWK52/>
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 prowessThe 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.
 
  
The Inner Sphere's typical lack of adherence to honor, and willingness to go to almost any lengths to win, are the primary reasons the Clans declared them to be "Barbarians".  Many Clans now refuse to follow the rules of honor against Inner Sphere foes, or even against the "rebel" Clans (Wolf-in-Exile and Nova Cat) that "betrayed" the Clans as a whole by defecting to the Inner Sphere.
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===Entertainment===
  
===Castes===
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====The Arts====
:''"Five, Nicholas proclaimed, was the foundation''
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While known for their utilitarian mindset, the Clans maintain a number of well-developed artistic traditions, much of it focused on their mythological past (especially the Kerenskys); other favorite subjects include major historical events, Clan totems, and landscapes.  The visual arts are the most common form of artistic expression and 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 caste, but any and all pursuits are practiced in all of the castes.  Some artistic styles are also associated with certain Clans: in the field of architecture, though the majority of buildings are strictly utilitarian, for prestigious edifices the Wolf and Jade Falcon Clans both utilize dynamic construction techniques emphasizing strength and vitality, while the Smoke Jaguars love simplicity of form, clean lines and smooth walls. Considered time-consuming and "wasteful" by most warriors and scientists, the performing arts are dominated by and produced largely for the merchant and laborer castes, with an entertainment "supercaste" consisting of members from both having developed over the years.  However, the control of information imposed by Clan leadership means literary traditions are all but extinct in Clan society, with oral traditions taking their place. Few books have been written since the Clans formed and those that were are heavily censored to ensure they uphold Clan ideals; while pre-Exodus books do exist, their access is tightly controlled and limited to a privileged few.<ref name=CBT193>''Classic BattleTech RPG'', p. 193</ref><ref name=TCWK48>''The Clans: Warriors of Kerensky'', p. 48</ref><ref name=TCWK49>''The Clans: Warriors of Kerensky'', p. 49</ref>
:''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 [[#Language|Remembrance]]
 
  
Clan society is based on a strict caste system. Births between members of two different castes are frowned upon. Any children born are locked into that caste (i.e. the child of two technicians will become a technician) unless they do not qualify during training. The five castes are the Warriors, Scientists, Merchants, Technicians, and Laborers, with the Warriors being the most prestigiousAmong 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.
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====Sports====
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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, each goal scored awards fifty and any player carrying the ball may be hit with the butt end of the crosseThe players' light armor incorporates 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 case the team with the highest score wins.  Few Elementals play lacrosse, which is favored more by aerospace pilots (whose small size suits them in offensive positions) and MechWarrior pilots.<ref name=MWC68>''MechWarrior's Guide to the Clans, p. 68</ref><ref name=TCWK51>''The Clans: Warriors of Kerensky'', p. 51</ref>
  
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.
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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 ovoid 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 to 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 its fast pace 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.<ref name=TCWK51>''The Clans: Warriors of Kerensky'', p. 51</ref><ref>''MechWarrior's Guide to the Clans'', p. 69</ref>
  
Washing out of a caste will usually mean demotion to a lesser caste. This is usually the case with warriors but can happen to others, for example a scientist caste child with learning difficulties. This demotion fulfils the clan ideal of reusing or recycling all resources and avioding waste. The demoted person is supposed to embrace their new caste, and usually do with exceptions.
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====Media====
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Print and broadcast media is tightly controlled in Clan society, with a paltry few outlets compared to the thousands found in the Inner Sphere. However, exact attitudes towards the media differ between the Clans: at one extreme, the Smoke Jaguars had virtually no media industry and rarely allowed "nonessential" broadcasts within their territory, while at the opposite end, the Diamond Sharks pioneered the [[Chatterweb]], sold media products to the other Clans, and maintain a media empire the rival of any within the Inner Sphere.  Primarily a propaganda generator tending towards relaying information and indoctrination, Clan media censorship in many ways mirrors the type found in the Draconis Combine or Capellan Confederation (or even in some cases, the Federated Commonwealth), though Clansmen will say at least they are honest with themselves about such censorship. One of the biggest difference between Clan and Inner Sphere media is the lack of any commercials in Clan programs, a product of their needs-based economy.<ref name=TCWK49>''The Clans: Warriors of Kerensky'', p. 49</ref>
  
====Warrior Caste====
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The type of media produced also depends on its target audience, though the promotion of the Clan lifestyle remains pervasive.  While the three lower castes enjoy programming largely similar to that found in the Inner Sphere, including soap operas and cooking shows, scientist programming empathizes the advancement and dissemination of knowledge, while warriors prefer material focusing on battles, Trials, military technology and great leaders. Children's programming also exists, with the most popular show among merchant caste preteens being [[The Adventures of Clan Spaniel]], which focuses on a group of anthropomorphic animal warriors. Led by Khan Polly, each episode illustrates the positive virtues of an aspect of Clan life as the group seek to liberate their Homeworlds from five tribes of evil monkeys, thinly disguised stand-ins for the Inner Sphere Great Houses.<ref name=TCWK49/>
The warrior caste is the most powerful of the castes, however the pros of this power is countered by the harsh environment the warriors have compared to the other castes, one reason for the other casts not rebelling is because they see how tough the warriors life is. The vast majority of warriors proudly trace their lineage directly to the 800 [[#Bloodnames|Bloodnamed]]. Each looks like the product of the [[Artificial selection|genetic breeding program]]. Clan MechWarriors are robust, with lightning-quick reflexes and quicker intelligence. Fighter pilots are thin, their heads disproportionately large and with far-seeing eyes. Elementals, the Clan infantry, are huge, unusually strong soldiers possessed of grace and speed far exceeding what is expected of people of such intimidating size.
 
  
The warrior caste's [[eugenics]] program is a completely alien means of reproduction. It seems cold and analytical, making no allowance for the passion and love we consider necessary to a full life. Warriors, however, gain great comfort and strength from their sense of belonging to the [[#Language|sibko]], and from their unbroken lineage to Kerensky's 800. Each warrior's lineage is recorded in his codex, a copy of which is electronically stored in a band worn on his right forearm. A warrior's career, from his first sibko test to his dying oath, is recorded by the codex and analyzed by his Clan. If a warrior's deeds are judged worthy, his genetic material helps create the next generation. Failure means the termination of his or her line. It is little wonder that the drive to excel overshadows all other considerations.
+
===Language===
 +
The Clans' language is rooted in Star League 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, and as such is spoken with an emphasis on formality. Such is the reverence held for their language that Clan members view contractions as sloppy, ill-mannered and positively un-Clanlike.  The exact origins for this practice are unknown: while it requires the speaker to think more about what they are going to say and its archaic form gives a sense of history and tradition, such a petty restriction on what people can say can be another form of control in and of itself. Despite such reverence the Clans have allowed their language to develop over the centuries to include many other words and phrases with no English equivalent. This includes the restoration of archaic English terms such as "rede" and "troth," the abbreviation of certain phrases, and influence of other languages (particularly Russian) in shaping new words, phrases and sentence structures.<ref name=TCWK47>''The Clans: Warriors of Kerensky'', p. 47</ref>
  
Seldom do [[#Language|freebirths]], those not born from the eugenics program, win a chance to join the warrior caste. Those who do are usually consigned to garrison and paramilitary police units, with little hope of advancing to a level where their genes would be incorporated into the warrior pool. This attitude does change from clan to clan, some being very oppressive and exclusive and some embracing freeborns more. The few freeborns that excel enough to be included into the eugenics program are necessary for introducing new material into the gene-pool.
+
For a complete list of Clan words and phrases see [[Glossary of Clan Terms|here]].
  
The attrition rate for warrior training is extremely high throughout the entire training program, with slightly under a tenth graduating as a warrior. All drop-outs however are delegated to lesser castes. If they are clever enough they will become scientists, otherwise each sub-caste will have a lesser caste they are usually placed into. For instance, mechwarriors, pilots, and cavalry are often assigned to the Technician caste, because of their familiarity with the equipment; infantry are more often assigned to the Labourer caste.
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===Religion===
 +
Though in a sense Clan society is atheistic, and many Clansmen will say as much, in truth much of the spiritual aspects of religion have been supplanted by what is known as the "Cult of Kerensky."  The Kerenskys, and indeed the founding of the Clans, is shrouded in mythology and superstition, thanks in part to the strict control of information. Like Moses, Aleksandr Kerensky is seen as a father figure who led his people into the wilderness but never saw the Promised Land, while his son Nicholas is the messiah who rescued his people from darkness. Central to this belief is the [[Hidden Hope Doctrine]], that one day the Clans would return to the Inner Sphere and re-form the Star League, which for many years provided a driving force in everyday Clan life.<ref name=CBT193/><ref name=TCWK47/>
  
====Scientist Caste====
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Classic religions still exist in Clan society, none more so than in Clan Cloud Cobra where they formed the basis for the formation of [[Cloister]]s, whose differing traditions are covered by an overarching concept known as "The Way."  Clans Coyote, Goliath Scorpion, and Nova Cat also practice different forms of mysticism, including the use of vision quests to guide their actions. The Coyotes' beliefs are based on a form of Native American spiritualism, while the Nova Cats' are less clear in origin if not similar. Clan Goliath Scorpion meanwhile believe that taking the dangerous hallucinogen [[necrosia]] grants them visions to the location of long-lost Star League artifacts.  The recovery of these artifacts is the Clan's highest purpose, though the ingestion of necrosia is regarded by others as an insidious tradition and the main reason for the Scorpions' limited influence.<ref name=TCWK48/><ref name=CBT193/>
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. Assignment to the scientist caste is considered a high honor for civilians because it literally holds the future of the Clans in its hands. This caste is also responsible for educating and testing all freebirths.
 
  
The scientists caste is under control of the warrior caste, but it is usually allowed to operate without much interference or meddling, giving members of the scientist caste a freedom not seen in any other caste, including the warrior caste.
+
The lack of widespread belief in pre-Exodus religions has a number of reasons.  First, organized religions provide an alternative power structure to the Clan hierarchy, threatening it with what some deem "poisonous" ideas which could lead to revolt.  Religion also does not fit easily into the "waste not, want not" mindset of many and is likewise viewed as serving no useful purpose.  Finally, among most trueborn warriors at least, the idea of worshiping an almighty God figure does not mesh easily with the fact that they were grown in a lab by decidedly ungodlike scientists.  Outright persecution of religious people is rare in Clan society and those who adhere to any particular faith are for the most part tolerated, with varying amounts of extra hardships.<ref name=TCWK48/>
  
====Merchant Caste====
+
==Government==
The merchant caste is powerful because it controls all commerce within the Clans. The merchants' economic power is held in check by the warrior caste's monopoly over JumpShip travel.
 
  
Though merchants own their own vessels, explicit laws require that all vessels carry warriors for protection and long journeys are allowed only with a naval escort. This arrangement effectively prevents merchants from gaining too much power.
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===Executive Control===
 +
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.<ref name=CBT191>''Classic BattleTech RPG'', p. 191</ref>  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.<ref name=MWC72>''MechWarrior's Guide to the Clans'', p. 72</ref>
  
The merchants still feel free, however, to indirectly criticize the warrior caste for the way the merchant caste's affairs are handled. Indeed, many suggest that the impetus for the invasion of the Inner Sphere originated in the merchant caste, which was eager to pursue new monetary endeavors. The merchants are the most rebellious of the lower castes, though some have suffered severe punishment for their protests. The Clan Widowmaker merchants, for example, precipitated an internal dispute with the warrior caste that ultimately led to the whole Clan's annihilation.
+
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.<ref name=MWC70>''MechWarrior's Guide to the Clans'', p. 70</ref><ref name=MWC71>''MechWarrior's Guide to the Clans'', p. 71</ref>
  
====Technician Caste====
+
===Civilian Governance===
The technician caste is less defined than the others. In general, a member of the technician caste is responsible for the upkeep, repair, and operation of complicated equipment, including everything from a cyclotron to an agribot to a BattleMech. In fact, a technician's status in Clan society is directly related to the caste he is supporting. Thus, technicians assigned as support for a BattleMech Star are much higher in status than technicians assigned to maintain agribots, even though the two groups possess the same skills.
+
Each of the civilian castes include their own council — such as a science council, merchant conclave, technician's guild, and laborer assembly — charged with organizing caste members to execute tasks assigned by the Clan Council. However, due to the sheer size of the civilian castes, additional councils are organized at the planetary and regional level.  When charged by the Clan Council to deal with a nonmilitary matter (often at the prompting of the civilians themselves), the caste councils can directly assign individual teams to the task or delegate the matter to a lower council, which does the same.  These teams vary size and workload involved depending on their caste and what task they are assigned, though for many this is a routine and often permanent job (e.g. grow food); some teams though are given a specific assignment for a limited time, and so frequently move between different tasks.<ref name=TCWK58-59>''The Clans: Warriors of Kerensky'', pp. 58–59</ref> These groups then investigate the matter and pass their findings to the Clan Council for debate and either approval or rejection, though in most cases the Clan Council will simply rubber-stamp the civilians' suggestions.<ref name=MWC71/>
  
====Laborer Caste====
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Given the fact that civilian castes contain more grades of responsibility than the warrior caste (25 vs. 7) and subsequently improving levels of work-credit for food, accommodation, and other amenities, ambition plays a driving force in improving a Clansman's livelihood.  The use of so-called "dirty tricks" in order to get ahead is thus more prevalent among the civilians than it is in the warrior caste, and the most senior member of each caste has an authority potentially rivaling that of the Khans. With the exception of the Diamond Sharks, most are too involved in their own power politics to meddle with overall Clan affairs, while the threat of bloody reprisals and occasional concessions by the warriors keeps them in line.<ref name=TCWK58-59/>
The laborer caste is both the largest and lowest-level caste in the official Clan hierarchy. This caste farms the fields, operates the factories, and provides all basic services. In short, it is composed of the common citizens, except for [[#Language|bondsmen]].
 
  
====Dark/Bandit Caste====
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Day-to-day administration is carried out by a multi-tiered bureaucracy organized from the Clan level down to individual cities, consisting of many self-contained cells of administrators gathered into multi-caste councils known most commonly as assemblies.  As each cell is largely self-sufficient for carrying out their function in Clan society, they can easily be swapped out, minimizing the effects of any transfer in powerThus if the ownership of a facility, city or even planet changes from one Clan to another, the work carries on just as before, with little more than the civilian reporting structure actually changing.<ref name=TCWK58-59/>
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.
+
[[Image:ClanJustice.jpg|thumb|right|200px|The Clan justice system can be swift and brutal]]
  
Clan literature is filled with stories of malcontents who fled to the bandit caste and came to unsavory ends. Bandit caste atrocities are the stuff of legends, but it is difficult to believe that the caste is strong enough to be more than a minor nuisance to the Clans.
+
===Law and Order===
 +
The Clan system of justice heavily favors the warrior caste, not least because they largely staff it.  The [[Clan Paramilitary Police|military police]] are a little-known warrior subcaste, almost exclusively composed of test-downs and [[Freeborn|freebirths]], and are poorly regarded by mainstream warriors.  Rather than solve crimes, Clan police's primary duty is discouraging them through brutal, authoritative measures; physical 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]].<ref name=MWC73>''MechWarrior's Guide to the Clans'', p. 73</ref>
  
Warriors who fail to test up or who grow too old to be of service sometimes slip away to this caste, as do scientists whose discoveries are deemed counterproductive to the Clans.
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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 noncombatant 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 trials, the inquisitor plays "devil's advocate" and works to uncover the truth.<ref name=MWC73/>
  
It is unknown whether the Clans allow the Bandit Caste to exist or not, but the caste serves two purposes. First, it is incentive to children to excel in their caste's profession to avoid needing to join the Bandit Caste if they are not deemed useful to the clan. Lastly, it provides an enemy, although a somewhat weak enemy, for the Warrior Caste to sharpen its skills against when a Bandit Caste settlement becomes strong enough to become enough of a nuisance.
+
The composition of the jury depends greatly on the magnitude of the crime.  Petty crimes might involve the accused person'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.<ref name=MWC74>''MechWarrior's Guide to the Clans'', p. 74</ref>
  
===Wardens and Crusaders===
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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.<ref name=MWC73/>  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 [[Trial of Abjuration|Abjuration]] or their execution. Only in rare cases will they be sentenced to serve time aboard the ''[[Prinz Eugen]]'', the Alcatraz of the Clans, whose cells are reserved predominately for civilian caste members too influential to execute or exile.<ref name=MWC74/>
The Clans have adopted one of two philosophies. Some are Warden, believing their duty is to protect the Inner Sphere from outside aggression or from some internal disaster that warrants their intervention. Others are Crusaders and believe their destiny is to reclaim Terra and the Inner Sphere by force, re-establishing the Star League under Clan rule. The Clan Civil War separated the Occupation Zone clans from the Homeworld Clans.
 
  
===Trials===
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==Technology==
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.
+
On the face of it, the Clans are leaps and bounds more technologically 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 (History)|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.<ref name=CBT192>''Classic BattleTech RPG'', p. 192</ref><ref name=MWC77>''MechWarrior's Guide to the Clans'', p. 77</ref>
  
Most trials begin with a ritual challenge called a formal challenge called a [[#Language|Batchall]], where the challenger declares his/her name, the type of trial and other parameters depending on the type of trialIn 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.
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===Martial===
 +
A few exceptions to technological stagnation do exist, the most visible of which are Clan military systems. However even in this area 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 (BattleMech)|Mercury]]'', with the first OmniMechs reaching service in [[2854]]. Likewise the Clans' trademark advanced weapons and electronics weren't available until just before the thirty-first centuryEven [[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, introduced by Clan Wolf in [[2868]], which combined previously available elements such as [[exoskeleton]]s into an entirely new form with no direct Star League lineage.<ref name=MWC77/><ref name=TCWK68>''The Clans: Warriors of Kerensky'', p. 68</ref>
  
The trial is fought in a ''circle of equals''The circle is an area that the combat occurs in while peer warriors encircle the perimeterDuring 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 kilometres for ‘mech combat and about a hundred kilometres 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.
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===Molecular/Chemical===
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In the fields of molecular and chemical engineering, the Clans were also able to make a number of developments to produce material stronger and lighter than normal for use in both military and civilian applicationIn 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 currentAn 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 storeys.<ref name=MWC78>''MechWarrior's Guide to the Clans'', p. 78</ref><ref name=TCWK68/>
  
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.  
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===Medical/Genetics===
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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 [[Artificial Limbs#Type Six: Cloned Replacement Limbs|regrow nearly any body part]].  Genetic modification techniques are similarly advanced and are responsible for the creation of some of the Clans' totem animals, such as the [[Smoke Jaguar (species)|Smoke Jaguar]].<ref name=CBT192/><ref name=MWC78/><ref>''Classic BattleTech Companion'', p. 144</ref> [[Image:ClanMedical.jpg|thumb|right|A Clansman undergoing surgery]]
  
====Trial of Grievance====
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Ironically, while the Clans' eugenics program is the centerpiece of their society, in many ways it is the least technologically advanced.  The birthing chambers known as [[Iron Womb]]s are based on technology over a thousand years old, little different from the life-support systems used to save premature babies first pioneered by Jutendo University on Terra.  Ethical concerns kept these artificial wombs from being used for any other purposes, concerns discarded by Kerensky and his scientists in their need for a larger population.<ref name=CBT192/><ref name=MWC78/><ref name=TCWK68/>
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). Until the council rules, the disputants are bound by Clan law to avoid any unnecessary contact. This may be carried to the point of one transferring to another unit. If one takes aggressive action against the other before the council rules, or if he disagrees with the council's decision, he or she has committed a breach of Clan law punishable by expulsion into a lesser caste or out of Clan society entirely.
 
  
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. If the combatants are MechWarriors or fighter pilots of different weight-class vehicles, the council must make the contest more even. Often, a vehicle type that is mid-way in size is chosen, and the disputants have several weeks to become accustomed to their new vehicles. If the disputants are from different branches of the warrior caste, then some kind of a middle ground, such as fencing with Medusa whips, is chosen. If the combatents are completely different from physical form (such as an Elemental VS a Pilot) then they have to completely forget the trial of grievance.
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The eugenics program proper began in [[2819]], though it wouldn't be until [[2858]] that the three distinctive phenotypes associated with modern-day trueborns first emerged.<ref>''Era Digest: Golden Century'', p. 17</ref>  Surprisingly, scientists associated with the program take a hands-off approach to their work, preferring for the most part to let nature take its course. Genetic modification to alter physical or mental traits is used only sparingly beyond correcting adverse recessive traits or ensuring an equal balance of males and females to each Bloodhouse. This latter reason remains more for the sake of tradition than any true need, as it is relatively easy to take DNA from two individuals and splice them into sperm and ova gametes, creating a zygote irrespective of the donor's genes: theoretically a male warrior can be a genemother and vice versa, though again this is a rare occurrence.  Another theoretical yet rarely occurring practice is the ability to create clones, known as a "retread."  Simply replicating an individual however implies stagnation and goes against the Clans' belief in evolution and natural selection. Lastly Clan law discourages the combining of genes from related warriors, usually within three generations of each other; despite genetic screening incest remains a taboo.<ref name=TCWK39-40>''The Clans: Warriors of Kerensky'', pp. 39–40</ref>
  
The trial itself is judged by members of the council, who ensure that trial and combat etiquette is strictly heeded. A Circle of Equals is defined, anything from ten meters in diameter for a hand-to-hand trial to more than 100 kilometers wide for an air duel. No one but the combatants may enter the Circle of Equals unless invited, and leaving the Circle before the contest is ended is a shameful defeat. All trials are defined as to the death, but they usually end before either combatant is killed, the definition is supposed to dissuade Trials of Grievances being declared unnecessarily.
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While the eugenics program is popularly associated with trueborn warriors, it also applies to the civilian freeborn castes as well. Officially the scientist caste is responsible for pairing individuals based on their genetic compatibility, but in practice most "marriages" are given approval after the fact.  These pairings are mandatory, however, for the production of many children, and individuals caught "eloping" as it were faced severe punishment for interfering with the eugenics program. Such punishments are left up to the individual Clan to determine, but can range anywhere up to chemical reprogramming or execution.<ref>''The Clans: Warriors of Kerensky'', pp. 36–37</ref>
  
This system of decisions and regulations is designed to outlast the anger that sparked the trial, and that is usually the case. Some records indicate, however, that sometimes the anger between two warriors, or two sets of warriors, outlasts even the Trial of Grievance, degenerating into what we would call a feud. The most notorious and well-documented failure of the grievance trial system involved the Nicholas Pride sibko and the Blue Devil sibko of Clan Smoke Jaguar. The Blue Devil warriors maintained a grudge for several generations, based on an imagined slight during a Smoke Jaguar Council ceremony.
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==Politics==
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The greatest philosophical divide to emerge during the Clans' history was that between the [[Warden]]s and [[Crusader Clans|Crusader]]s, 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 re-form 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 [[thirtieth 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.<ref name=CBT192/><ref name=MWC76>''MechWarrior's Guide to the Clans'', p. 76</ref>
  
More commonly than a formal Trial of Greivance is the informal version. These usually involve single low-ranking warriors over issues that are not considered important. Immediately after the Batchall, the two engage in negotiations, which are themselves quick. The trial is immediately fought in an ad-hoc ''circle of equals'' simply drawn in the dirt. This informal procedure is illegal in clan law but not enforced, since to force all disputes to be formally resolved would cause to much of an administrative burden.
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The failure of the Clan invasion, along with the destruction of Clan Smoke Jaguar and the Crusaders' 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."<ref name=CBT192/><ref name=MWC76/>
  
====Trial of Position====
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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 reasonsLikewise 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 rein in the invasion's excesses.<ref name=CBT192/><ref name=MWC76/>
Trials of Position are used to determine career advancementThere are three types of these trials.
 
  
=====Training Trials=====
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That division would become permanent in the wake of the [[Wars of Reaving]] as the Home Clans and Invader Clans became separated permanently. The Home Clans adopted the [[Bastions|Bastion]] ideology, isolating themselves from their 'corrupt' Spheroid brethren, while some within their ranks generated the more brutal [[Aggressors|Aggressor]] philosophy. The Invading Clans formed the [[Council of Six]] and forswore any further contact with the Home Clans.
A potential warrior's life in their [[#Language|sibko]] can be regarded as a series of Trials of Position.
 
  
The students demonstrate their current skills and those who aren’t at the level they should be at that time fail the trial. Failure at any of these trials causes the student to wash-outThey will leave their sibko and join another caste.
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==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 roleThe technician caste in particularly features heavily in military forces, handling duties such as maintenance and communication, and make up the bulk of crews on [[DropShip]]s and [[WarShip]]s.  The merchant caste is also heavily involved, responsible for handling all matters of military logistics.<ref name=MWC75>''MechWarrior's Guide to the Clans'', p. 75</ref>
  
These trials are usually written exams during early childhood with possibly some practical demonstrationsLater in their development, the trials can be mock battles with sibkin, with instructors or mock battles between sibkos.
+
===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 geneparentsThese 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.<ref name=FMWC18>''Field Manual: Warden Clans'', p. 18</ref><ref name=FMCC17>''Field Manual: Crusader Clans'', p. 17</ref>
  
When somebody mentions a Trial of Position, they rarely mean this type since this is only applicable to schooling/training.
+
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 frontline 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, [[freeborn]]s 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.<ref name=FMWC18/><ref name=FMCC17/>
  
=====The Blooding=====
+
===Ritual of Adoption===
At the completion of military training, cadets must pass a final Trial of Position in order to enter the Warrior Caste called '''The Blooding'''. The trial involves a live-fire duel with warriors who will be the cadet’s peers if they defeat their opponent.  This practice is done in the Inner Sphere but usually with simulated fire, although some severe factions of the Inner Sphere do this with live but powered-down weapons. The blooding is the only training battle that involves fully-powered weapons.
+
Freeborns can also enter in the warrior caste without being captured by the Clan. It would take the form of a Trial of Position known as "The Blooding". In this Trial, the warrior would have to face one warrior of each type: MechWarrior, Elemental, and [[Pilot|aerospace pilot]]. If the warrior wins the bidding, they will receive an Honorname based on the Clan they are in, such as: Barry Wolf, Allen Ghost Bear, or Linda Jade Falcon for example.<ref>''The Clans: Warriors of Kerensky'', p. 46</ref>
  
The use of live weapons for what is essentially an examination seems barbaric and wasteful of human life to those outside the Clans. An accident can easily cut short a promising career or life. It is one of the best examples of how little regard the Clans have for individual life in their quest for social supremacy. However the clansmen, who believe the cause is worth everything and the individual is worth nothing, see this as an issue of rationalising waste. This waste is justified since some cadets, though extremely brave throughout their upbringing, may shirk or not be able to think and react well under live-fire. The clan idea is that it is better to discover this in an artificial battle rather than during a real battle where their comrades' lives may be in jeopardy.
+
===Ranks and Organization===
 +
{{Main|Clan Military Structure}}
 +
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 structure]]s.<ref name=CBT201>''Classic BattleTech RPG'', p. 201</ref>
 +
[[Image:Battle of Tukayyid (40).jpg|300px|right]]
 +
{| class="wikitable"
 +
|+Ranks and the units they can command
 +
|-
 +
!Rank<ref>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 subcaste.  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</ref>!!Unit!!Consists of<ref>A Cluster or Galaxy is considered to be understrength 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</ref>
 +
|-
 +
|Warrior||N/A||N/A
 +
|-
 +
|Squad Commander||Squad||5 Warriors
 +
|-
 +
|[[Point Commander]]||[[Point]]||1 'Mech, 2 aerospace fighters, 2 Combat Vehicles, 5 Elementals, or 5 squads.
 +
|-
 +
|rowspan=2|[[Star Commander]]||[[Star]]||5 Points
 +
|-
 +
|[[Nova (unit)|Nova]]<ref>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</ref>||1 'Mech Star and 1 Elemental Star (10 Points)
 +
|-
 +
|rowspan=4|[[Star Captain]]<ref>In Clan Coyote and Clan Hell's horses, commanders of a Supernova have the rank [[Nova Captain]], which is one rank higher than Star Captain</ref>||[[Binary]]||2 Stars (10 Points)
 +
|-
 +
|[[Trinary]]||3 Stars (15 Points)
 +
|-
 +
|[[Supernova (unit)|Supernova]]||2 'Mech Stars and 2 Elemental Stars (20 Points)
 +
|-
 +
|[[Supernova (unit)|Supernova Trinary]]||3 'Mech Stars and 3 Elemental Stars (30 Points)
 +
|-
 +
|[[Star Colonel]]||[[Cluster]]||2-5 Binaries, Trinaries, Supernovas and/or Supernova Trinaries (20 to 150 Points)
 +
|-
 +
|[[Galaxy Commander]]||[[Galaxy]]||2-5 Clusters (40 to 750 Points)
 +
|}
 +
[[Image:The Falcon and the Wolf (20).jpg|300px|right]]
 +
{| class="wikitable"
 +
|+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.
 +
|}
  
Each trial involves two cadets and six opponents in the one circle of equals. For each cadet is a set of three opponents, each opponent fighting one at a time in sequence. Defeating an opponent earns an imaginary kill. While an opponent’s cadet is engaged they will stay neutral, fighting only when it is their turn. If a neutral opponent is hit, either directly or accidentally, then all opponents become active and the trial becomes a free-for-all and the assignment of opponents on cadets is waived. Hence the opponents can engage any cadet and a cadet can defeat any opponent for a kill and a cadet can even earn a kill by defeating the other cadet in a free-for-all. There are also some other infractions by the cadets that can cause a free-for-all. Since the last thing a cadet wants is a free-for-all, cadets will try to ensure nothing happens that causes one and hence the free-for-alls are rare.
+
===Formation Classifications===
 +
The Clans rank their units into a series of categories based on intended role, skill and equipment level. Frontline units 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. Although not unheard of, freeborns rarely get the opportunity to serve in frontline units. <ref name=CBT200>''Classic BattleTech RPG'', p. 200</ref><ref name=FMCC10>''Field Manual: Crusader Clans'', p. 10</ref><ref name=FMWC12>''Field Manual: Warden Clans'', p. 12</ref>
  
If a cadet doesn’t score a kill they are assigned to another caste and cannot retry the trial (with [[List of BattleTech characters#Aidan Pryde|one exception]]).  If they score a kill they are assigned the lowest rank of their sub-caste and for every kill after that they are moved up one rankThe first of their opponents will be a warrior of the lowest rank and each opponent after that is one rank above the previous, meaning that each opponent is a peer of the rank they are trying to achieveEach successive opponent is also harder since the cadet will retain the damage sustained from the previous opponentIn ‘mech battles, the first has less tonnage, the second equal, the third more tonnage.
+
Second-line units are a Clan's reserve and garrison force, used to hold ground taken by frontline 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 frontline units, and while not given the latest equipment many still possess Omni technology (such as [[OmniVehicle]]s) and given good logistical supportA 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 frontline and second-line units and hold less important targetsSuch units rarely use Omni technology or battle armored Elementals, instead making do with conventional [[BattleMechs]] and [[aerospace fighter]]s, along with [[combat vehicle]]s, [[Conventional Fighter|conventional fighters]], [[VTOL]]s, and unarmored [[infantry]]Some Clans make no distinction between second-line Clusters and [[Provisional Garrison Cluster]]s (PGCs), leading to a larger reserve force with admittedly greater inequality between unitsFreeborns, regardless of skill, are more commonly assigned to second-line units if a Clan allows them to serve as warriors.<ref name=CBT200/><ref name=FMCC10/><ref name=FMWC12/>
  
The maximum number of kills is fourExcepting a free-for-all, the only way to achieve this is to beat your three opponents and the other cadet surrenders one of their kills for you, this has only been achieved by [[List of BattleTech characters#Natasha Kerensky|Natasha Kerensky]].
+
Lastly are ''[[solahma]]'' units, the proverbial bottom of the barrelEquipped primarily as infantry units, occasionally with outdated vehicles or 'Mechs (including castoff Clan or captured non-Clan equipment), 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.<ref name=CBT200/><ref name=FMCC10/><ref name=FMWC12/>
  
A warrior may be required to repeat this Trial later in their career if their continuing ability to perform is in question, as it was with [[List of BattleTech characters#Natasha Kerensky|Natasha Kerensky]].
+
==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.<ref name=CBT192/><ref name=MWC77/>
  
=====Promotion=====
+
===Goods and Services===
Most promotions are assigned by a commander without a trial, but sometimes a Trial of Position is held to determine if a warrior is ready for a promotion to a higher rank.
+
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.<ref name=CBT192/><ref name=MWC77/><ref name=TCWK66>''The Clans: Warriors of Kerensky'', p. 66</ref>
  
A rarer case of this is that if a commander has endangered their unit unnecessarily through incompetence or otherwise that they are severely unfit for duty, a subordinate can challenge the commander to a Trial of PositionThis is similar to a Trial of Grievance except the command of the unit is a prize of the trialThe trial needs some concrete evidence of great ineptitude before a subordinate can make the challenge and is otherwise frowned uponIf the commander wins, he/she is guilt freeIf the subordinate wins, the subordinate gains the commander's rank and unit and the commander is investigated.  This practice is rare though and only occurs in extreme circumstances.
+
Each Clansman receives work credit on a monthly basis, the exact amount determined by their gradeWhile the warrior caste consist of seven grades and for the most part can requisition whatever they need, among the civilian castes there are a total of twenty-five grades, from the lowest Grade One to the highest Grade Twenty-FiveBesides determining how much each person is paid, grades also determine an individual's access to other amenities including housing, transport and health careFor example, higher graded personnel are given more spacious and luxurious housing, though all but the most senior individuals live in apartment blocksIn addition, subcategories exist within each grade depending on the individual's role which allow for additional amenities: a strenuous job involving hard labor requires a higher caloric intake, and thus that person is granted larger food allowances than someone with a sedentary position, or someone whose work schedule is not easily accommodated by public transportation will be given a personal form of transport, ranging from a simple bicycle to motorized vehicles.<ref name=TCWK58-59/>
  
====Trial of Bloodright====
+
Civilian caste members are organized into work teams — their size depending on their caste and job — and given a task to perform known as a "work target."  Representing a full day's work, work targets are based on age, skills and caste, and can be as simple as producing a given number of products in a day or involve more long-term and complex projects.  Exceeding one's work target can be rewarded with an increase in grade, while consistently failing to meet it can cause a loss in grade or even banishment.  Given the fact that there are limits to the amount of work to be done, this puts a ceiling on the amount of work credits available.  Work teams not only compete with each other to achieve or exceed their work target, they also seek to maximize their limited resources by getting rid of any "dead weight," reporting any Clansman who fails to meet their work allocation or impedes the efforts of others.  Everyone is expected to work — even school-age children take apprenticeships and vocational training to supplement their education — and if they cannot they starve.  This helps explains why the mortality rate is much higher among the Clans than in the Inner Sphere: besides the harsher conditions, medical attention is more likely to go to highly skilled individuals who contribute most to society rather than unskilled and easily replaced workers or those whose injuries or old age prevent them from working.<ref name=TCWK58-59/>
Trials of Bloodright determines the assignment of [[#Bloodnames|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|reavings]]). When one dies, a Trial of Bloodright is held to determine who should replace the bloodnamed warrior.
+
===High Finance===
 +
For transactions between different Clans, the merchant caste makes use of a form of currency known as the [[Kerensky (currency)|Kerensky (KE)]]. This "macrocurrency" 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.<ref name=CBT192/><ref name=MWC77/>
  
The trial involves a [[single-elimination tournament]] of one-on-one combat duels32 candidates are chosen to compete for the bloodname, so a candidate can only win a bloodname by winning all five duels.  The nature of the duels depends whether they are fighting for an elemental bloodname, mechwarrior bloodname or an aerospace bloodname.
+
Most profits made by the merchant caste come from traditional exchange of materials, however several also put emphasis on futures tradeClan Diamond Shark was the main proponent of these ventures, as was Clan Nova Cat before becoming outcasts.  By buying up the necessary equipment one Clan can underwrite another Clan's mining or exploration effort in exchange for a percentage of the profitIf successful profit is made at minimal effort, while failure means the Clan must absorb the expense.<ref name=TCWK67>''The Clans: Warriors of Kerensky'', p. 67</ref>
  
Each member of a bloodname nominates one warrior for the trial with the head of the bloodname nominating the rest to form 31 candidates. A 32nd slot is given to any potential bloodname holder who isn’t nominated but wishes to compete for the bloodname, these warriors then have a single free-for-all battle to win the 32nd slot called a ''Grand Bloodname Melee''.
+
Maintaining and tracking the flow of work credits and Kerenskies is the job of each Clan's "central bank," in truth a series of institutions associated with major mercantile concerns.  Besides working with the civilian administration to arrange the transfer and remuneration of funds, they also serve to provide loans, especially by those with the most assets.  The borrower must pay a fee determined by the duration of the loan and sum involved, and must put up collateral equal in value to the loan. A default on the loan results in ownership of the collateral passing to the institution, even in the rare cases when the loan is made to another Clan.  Refusing to honor the deal is possible but such a thing happens just as infrequently.  The Jade Falcon Clan in particular earned a reputation for their banking practices, giving rise to the phrase "as sharp as the talons of a Falcon banker."<ref name=TCWK67/>
  
Once a warrior achieves a bloodname, they may not participate in any other Trials of Bloodright; their bloodname is permanent and they can only have oneHence some ambitious warriors may decline a nomination for a Trial of Bloodright if they hope to earn what they believe is a better bloodheritage.
+
===Black Market and the Inner Sphere===
 +
Despite restrictions, a substantial black market exists within Clan society.  Largely centered in Katyusha City on [[Strana Mechty]], it primarily revolves around the buying and selling of nonstandard goods and uses Kerenskies to facilitate transactionsFor 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.<ref name=CBT192/><ref name=MWC77/>
  
=====Reavings=====
+
Contact between the Clans and the Inner Sphere has resulted in little change to the Clan economic system as the Spheroids' 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 has 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.<ref name=CBT192/><ref name=MWC77/>
A bloodname can be cut short one member through a process called a reaving. A reaving, if successful, cancels a Trial of Bloodright, which in turn ensures there is no replacement for the old member. A reaving is called if there is a perceived taint or weakness of a bloodname, however usually their reasons are political.
 
  
It is initiated by an accusation by a third party (usually another bloodname). The [[#Clan Council|Clan Council]] then investigates and discusses the merits of the accusation and holds an internal vote over whether to proceed with the reaving or not. If the vote is in favour of the reaving, the reaving can then be cancelled by a [[#Trial of Refusal|Trial of Refusal]], where the members of the bloodline fight the accusers for the right to hold the Trial of Bloodright.
+
==List of Clans==
 +
{{seealso|:Category:Clans}}
 +
At the time of the Clan Invasion of the Inner Sphere, seventeen of the original twenty Clans were still in existence, one of which - Clan Sea Fox - had changed its name to Clan Diamond Shark. The "[[Clan Wolverine|Not-Named Clan]]" had been Annihilated shortly after Operation Klondike, while [[Clan Widowmaker]] and [[Clan Mongoose]] had been Absorbed by Clan Wolf and Clan Smoke Jaguar, respectively, during the Golden Century.
  
====Trial of Possession====
+
The invasion of the Inner Sphere resulted in a radical series of changes amongst the Clans, which saw their numbers reduced dramatically over the next thirty-five years. Clan Wolf split into two factions in 3058 after the [[Refusal War]]: the Warden [[Clan Wolf-in-Exile]] under Khan Phelan Kell who settled in the Inner Sphere, and the 'new' Clan Wolf forged by Khan Vladimir Ward from the remaining Crusader Wolves. Between 3059 and 3085, no less than eight Clans were Absorbed, Annihilated, or Abjured, while one entirely new Clan (Clan Stone Lion) had been created. Around the year 3100, Clan Diamond Shark reverted their name back to Clan Sea Fox.
This trial is to allow Clans to perform raids on each other while minimizing the military assets wasted in raids and eliminating collateral damage and danger to non-combatants.
 
  
Trials of Possession are between Clans over particular assets. The challenged can demand something of equal value that they will get if they make a successful defence. The prize can be anything from a piece of equipment (a ‘mech or a dropship), a quantity of material, an installation, a piece of territory, an entire planet or even just genetic material.
+
In addition, all of the Invading Clans were formally expelled from the Homeworlds by their Home Clan brethren alongside Clan Goliath Scorpion.
  
A circle of equals is created at a destination that serves as a proxy for the location of the prize. This proxy can even be on another planet. The circle of equals place is usually equivalent terrain to the location of the prize. It is always away from any assets that could become collateral damage and ensures no non-combatants are caught in the fighting.
+
{| class="wikitable" border="1"; text-align:center;
 +
|-
 +
!Clan Name
 +
!Symbol
 +
!Affiliation
 +
!Notes
 +
|-
 +
|'''[[Clan Blood Spirit]]'''
 +
|[[Image:Clan Blood Spirit logo.png|100px]]
 +
|Crusader
 +
|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 were 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. The Wars of Reaving cost the Blood Spirits heavily, and in 3084 they were destroyed by the remaining Home Clans.
 +
|-
 +
|'''[[Clan Burrock]]'''
 +
|[[Image:Clan Burrock.png|100px]]
 +
|Crusader
 +
|Clan Burrock was heavily associated with the Dark Caste, a link dating back to shortly after Operation Klondike and which they successfully hid from the rest of the Clans for centuries. When this relationship was revealed, the Clan was Absorbed by the Star Adders in [[3059]]. After some holdouts attempted their Clan's resurrection in 3072, these remnants were thoroughly destroyed over the next two years.
 +
|-
 +
|'''[[Clan Cloud Cobra]]'''
 +
|[[Image:Clan Cloud Cobra.jpg|100px]]
 +
|Warden, Bastion after 3075
 +
|The only Clan defined by its incorporation of organized religions, Clan Cloud Cobra's warrior-priests were organized into [[Cloister|Cloisters]] and dedicated themselves to an overarching concept known as "The Way."  One of the smaller Clans, they were also one of the most cunning and placed a heavy emphasis on their aerospace forces. During the Wars of Reaving, they would gain power with the Star Adders and recently ejected Steel Vipers by forming the [[Snake Alliance]], expelling the remaining Spheroid Clans from the Homeworlds. Following the Reavings and the Annihilation of the Vipers, they would survive with moderate strength, emerging as the second most powerful Clan. Many Cloisters would reject the Crusader-Warden philosophies and instead embrace the Bastion and Aggressor philosophies, with many of the ecKhans barring access to outsiders joining them.
 +
|-
 +
|'''[[Clan Coyote]]'''
 +
|[[Image:Clan Coyote.jpg|100px]]
 +
|Warden, Bastion after 3075
 +
|The Coyotes were responsible for the invention of the [[OmniMech]] and prior to the [[thirty-first century]] was one of the strongest of the Clans. Their opposition to the invasion of the Inner Sphere caused them to be the target of Crusader attacks and their strength and influence had greatly waned by the 3050s. The Coyotes were also known for their mystical beliefs, based on Native American religious practices, which bound its warriors together in brotherhood. During the Wars of Reaving the Coyotes were a primary supporter of the [[Society]] revolt, leading to their post-Reaving status as a weak pariah in the Homeworlds.
 +
|-
 +
|'''[[Clan Diamond Shark]]'''
 +
|[[Image:Clan Diamond Shark.jpg|100px]]
 +
|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. Immediately following the [[Wars of Reaving]], they became a nomadic Clan based in the Inner Sphere. After the [[Jihad]], Clan Diamond Shark petitioned the Grand Council successfully to change their name back to [[Clan Sea Fox]].
 +
|-
 +
|'''[[Clan Fire Mandrill]]'''
 +
|[[Image:Clan Fire Mandrill.jpg|100px]]
 +
|Crusader
 +
|In many ways a unified 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 participation 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." This fractiousness eventually led to the Mandrills' downfall; by the end of the Wars of Reaving, Clan Fire Mandrill had simply disintegrated.
 +
|-
 +
|'''[[Clan Ghost Bear]]'''
 +
|[[Image:Clan Ghost Bear logo.png|100px]]
 +
|Crusader, became Warden in 3060
 +
|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 were less quick to adopt new technologies or concepts than other Clans, their approach to life 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]]. During the [[Wars of Reaving]], they fled the Homeworlds and settled into their [[Ghost Bear Dominion]] in the Inner Sphere. Ultimately, they would merge it with the remnant of the Free Rasalhague Republic to form the [[Rasalhague Dominion]], a powerful Clan/Inner Sphere hybrid state.
 +
|-
 +
|'''[[Clan Goliath Scorpion]]'''
 +
|[[Image:Clan Goliath Scorpion.jpg|100px]]
 +
|Warden
 +
|The Goliath Scorpion Clan was obsessed with recovering any and all lost artifacts of the fallen Star League, sending [[Seeker (Clan Goliath Scorpion)|Seekers]] far and wide to recover them.  Such roaming knights errant were often inspired by the use of [[necrosia]], a dangerous toxin produced by the Goliath Scorpion species which induces "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. A token few joined [[Operation Revival]] as a reserve Clan. Upon the discovery of their illegal integration of [[Eridani Light Horse]] genetics into their breeding program, a [[Trial of Abjuration]] was declared upon the Clan. Consequentially, they fled to the Deep Periphery, where they conquered [[Nueva Castile]], renaming it [[Escorpión Imperio]] and later the [[Hanseatic League]], forming the [[Scorpion Empire]]: A nation that is considered a powerful melting pot of Periphery and Clan culture.
 +
|-
 +
|'''[[Clan Hell's Horses]]'''
 +
|[[Image:Clan Hell's Horses.jpg|100px]]
 +
|Mixed
 +
|Known for their prominent use of [[combat vehicles]] in frontline 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.  They gradually moved into their Inner Sphere holdings over the course of the Wars of Reaving. During the Dark Ages, they became unwilling allies to Clan Jade Falcon and broke free from the alliance afterwards. The Horses decided to make their own race to Terra, only to find out that they arrived too late. In response, Hell's Horses leadership would refuse to acknowledge Clan Wolf as the ilClan and vented their anger in the Jade Falcon Occupation Zones during the ilClan Era.  A remainder stubbornly held out in the Clan Homeworlds during the carnage and became recognized as a new Clan, Clan Stone Lion.
 +
|-
 +
|'''[[Clan Ice Hellion]]'''
 +
|[[Image:Clan Ice Hellion.jpg|100px]]
 +
|Crusader
 +
|A fierce, quick-handed Clan bordering 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 restrained in their dealings.  Denied a chance to participate in the Clan Invasion, they lashed out at the other Clans during [[The Hellion's Fury]] (ridiculed as the "Hellion Tantrum" by the other Clans). With almost their entire [[Clan Ice Hellion Touman|''touman'']] destroyed during their ill-fated [[Operation Ice Storm]], what little remained was absorbed into [[Clan Goliath Scorpion]] in 3073. Other fragments turned to pirate attacks upon the Ghost Bear Dominion until they were destroyed. Their legacy and culture lives on as part of the Scorpion Empire's [[Hellion_Galaxy_(Escorpión_Imperio)|Hellion Galaxy]] during the Dark Age Era.
 +
|-
 +
|'''[[Clan Jade Falcon]]'''
 +
|[[Image:Clan Jade Falcon.jpg|100px]]
 +
|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 to 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]]. Abjured from the Homeworlds, they moved into their Occupation Zones in the Inner Sphere. During the Dark Ages, Clan Jade Falcon was fractured between the [[Mongols_(Clan_Jade_Falcon)|Mongols]] and the [[Traditionalists_(Clan_Jade_Falcon)|Traditionalists]] after Malvina Hazen's rise to power as the Khan of Clan Jade Falcon. In 3151, they would participate in the [[ilClan Trial]] only to lose in the process. Following their defeat, [[Alaric Ward]] dictated that the Clan should now find inspiration in the [[Black Watch]], serving as an elite force and honor guard for the [[First Lord]]<ref>''Hour of the Wolf'', ch. 39</ref> . With most of the [[Clan Jade Falcon Touman|Jade Falcon ''touman'']] having left for Terra, their Occupation Zone splintered into a region known as the [[Hinterlands]]. One of the emergent powers in the region, centered on [[Sudeten]], would keep the Clan Jade Falcon mantle, resulting in two Jade Falcon Khans — one on Terra and one on Sudeten — by 3152.<ref>''Tamar Rising'', p. 72</ref>
 +
|-
 +
|'''[[Clan Jade Wolf]]'''
 +
|
 +
|Crusader
 +
|Following the sundering of Clan Wolf into two factions during the Refusal War and the escape of Warden-aligned Clan Wolf-in-Exile, Crusader-minded [[Vlad Ward|Vlad]] survived the final defeat of the original Clan Wolf at the hands of Clan Jade Falcon. Unwilling to accept defeat and capitalizing on unusual circumstances, legal loopholes and with shrewd bargaining, he managed to gain a [[Bloodname]], overturn the Absorption, and reinstate "his" Clan as Clan Jade Wolf, with himself elected its Khan. This was achieved by legally subdividing Clan Jade Falcon to form the new Clan, disassociating the Jade Wolves from the Grand Council's ruling against the old Clan Wolf. However, after only nineteen days Vlad Ward brazenly killed the Jade Falcon Khan and newly elected ilKhan Elias Crichell and announced that Clan Jade Wolf was now the reborn Clan Wolf.
 +
|-
 +
|'''[[Clan Mongoose]]'''
 +
|[[Image:Clan Mongoose logo.png|100px]]
 +
|(n/a)
 +
|Another Clan known for their aggression, Clan Mongoose has been known to clash with other Clans and use politics to sidestep various rules of the Clan. They would later incur the wrath of Clan Smoke Jaguar after they had been voted to be absorbed by them after a dispute. Although the Mongooses were absorbed, Clan Smoke Jaguar refused to use the genetic legacy of the Clan, letting them fade into obscurity. However, to the dismay of the Jaguars, Clan Cloud Cobra would fight (and win) for the right to adopt 11 Mongoose legacies that the Cobras continue to use.
 +
|-
 +
|'''[[Clan Nova Cat]]'''
 +
|[[Image:Clan Nova Cat (old).jpg|100px]]
 +
|Crusader, Warden after 3052
 +
|A Clan marked by their own unique brand of mysticism, the Nova Cats were guided by visions and portents, especially through the use of [[w:Pyromancy|pyromancy]], and even its Khans first consulted with the [[Oathmaster]] before undertaking any action which could affect the Clan.  Following through on these visions tended to cause conflict with other Clans though, and only through the strength of their warriors was the Nova Cat Clan kept safe over the years.  During the Inner Sphere invasion, this Clan was brought in as reinforcements to assist the Smoke Jaguars in their fight against the Draconis Combine. After siding with the Second Star League and against the other Clans in 3060 following a vision, the Nova Cats were Abjured from all the Clans and settling in the Draconis Combine, though neither culture sought to integrate the other. In 3143 they backed the wrong side of a rebellion within the Combine, and were subsequently destroyed. The only survivors of the Nova Cats were the Spirit Cats and those who fled to the Clan Protectorate after the Republic's collapse.
 +
|-
 +
|'''[[Clan Sea Fox]]'''
 +
|[[Image:Clan Sea Fox Logo.png|100px]]
 +
|Warden
 +
|The original name of Clan Diamond Shark before the Golden Century. When Clan Snow Raven and Clan Sea Fox had a falling out, the former created the Diamond Shark to hunt the latter's totem to extinction in order to destroy their foe. However, this plan backfired as the Clan renamed themselves (with support from the Grand Council) into Clan Diamond Shark to the dismay of the Snow Ravens. Although the Clan kept their new identity, many within the Clan would find and preserve the [[Sea Fox (species)|Sea Fox]] on various worlds. Following the Dark Age after their censure and rumors of their original totem flourishing on various Inner Sphere worlds, Clan Diamond Shark reformed as Clan Sea Fox in 3100, a nomadic trade clan lead by the ilKhanate.
 +
|-
 +
|'''[[Clan Smoke Jaguar]]'''
 +
|[[Image:SmokeJaguar.jpg|100px]]
 +
|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 were severely repressive of their 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. Following the creation of the [[Second Star League]], Clan Smoke Jaguar was singled out by the Star League for a [[Trial of Annihilation]] and was destroyed as a show of force. Following the Great Refusal, survivors were reorganized as the [[Fidelis]], fighting for the Republic of the Inner Sphere. They would later sever these ties and fight for Clan Wolf as bondsmen on Terra against Clan Jade Falcon in exchange for their re-formation. In 3151, after Clan Wolf's victory on Terra, they would be reconstituted as a Clan once more.
 +
|-
 +
|'''[[Clan Snow Raven]]'''
 +
|[[Image:Clan Snow Raven Insignia.png|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 this came at a cost to their ground forces. Forced from the Clan Homeworlds during the Wars of Reaving, they moved to the Inner Sphere's periphery border, merging with the [[Outworlds Alliance]] (another state noted for a heavy emphasis on aerospace assets) to become the [[Raven Alliance]].
 +
|-
 +
|'''[[Clan Star Adder]]'''
 +
|[[Image:Clan_Star_Adder.jpg|100px]]
 +
|Crusader, Bastion after 3075
 +
|A conservative Clan, known for their pragmatism and their strategic (rather than tactical) view towards battle, as well as treating freeborns that proved 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. Following the Wars of Reaving, the Star Adders would gain dominant leadership among the remaining Home Clans as champions of the Bastion philosophy.
 +
|-
 +
|'''[[Clan Steel Viper]]'''
 +
|[[Image:Clan Steel Viper logo.png|100px]]
 +
|Warden/Crusader
 +
|Clan Steel Viper's early history was marred by the acts of the [[Ellie Kinnison|Not-Named Khan]], causing the Steel Vipers to enact a form of isolationism (though not to the same extreme as the Blood Spirits).  They also had the toughest training regimen of any Clan save 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. Attempting to dominate the Home Clans, the Steel Vipers instead instigated the Wars of Reaving and were themselves Annihilated in 3075.
 +
|-
 +
|'''[[Clan Stone Lion]]'''
 +
|[[Image:Clan Stone Lion logo.png|100px]]
 +
|Bastion
 +
|Named from the feline inhabiting the northern mountains of [[Tokasha]], Clan Stone Lion was created from the remaining Homeworld members of [[Clan Hell's Horses]] after the Abjuration of their Inner Sphere portion in [[3075]].
 +
|-
 +
|'''[[Clan Widowmaker]]'''
 +
|[[Image:Clan Widowmaker logo.png|100px]]
 +
|(n/a)
 +
|The second Clan to fall, Clan Widowmaker gained a reputation for undue aggression during Operation Klondike, especially following the assassination of their saKhan [[Mariel Sanders]], to the point where they were removed from the battle on Dagda by ilKhan Nicholas Kerensky and replaced by Clans Wolf and Jade Falcon. This created an enmity between Clan Widowmaker and Clan Wolf. In the summer of [[2834]], the Widowmakers massacred their own merchants during a caste dispute. Though the Widowmakers blamed the Wolves of stirring up the merchants, the Grand Council agreed with [[Khan]] [[Jerome Winson]] of Clan Wolf to question their right to rule and gave the Wolves the right to absorb them. During the subsequent Trial, Widowmaker Khan [[Cal Jorgensson]] accidentally killed ilKhan Nicholas Kerensky; the backlash turned the Trial of Absorption into a de facto Trial of Annihilation, leaving few Widowmaker warriors alive.
 +
|-
 +
|'''[[Clan Wolf]]'''
 +
|[[Image:Clan Wolf logo.png|100px]]
 +
|Warden, Crusader after 3057
 +
|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 encompassed territory from the Federated Commonwealth and the Free Rasalhague Republic. Though destroyed in the Refusal War, after a brief period as "Clan Jade Wolf" Clan Wolf was reborn with a decisively Crusader mindset. They later fled to the Inner Sphere during the Wars of Reaving, taking the only copies of the Founders' genetic legacies with them. Under the leadership of [[Alaric Ward]] the Wolves would successfully claim the title of ilClan and reunify with Clan Wolf-in-Exile in 3151.
 +
|-
 +
|'''[[Clan Wolf-in-Exile]]'''
 +
|[[Image:Clan Wolf logo.png|100px]]
 +
|Warden
 +
|The Refusal War against Clan Jade Falcon was a calculated move by ilKhan Ulric Kerensky to pit his own Clan's strong Crusader elements against Clan Jade Falcon, another prominent Crusader, so that they would wipe each other out and weaken the Crusader camp among the Clans. Though this effectively meant sacrificing Clan Wolf, he tasked Phelan Ward with gathering the Warden-minded elements of the Clan and escape to the Inner Sphere, as Clan Wolf-in-Exile. They found refuge on [[Arc-Royal]]. After taking heavy losses against the Jade Falcons during the Dark Ages, the exiled Wolves would return to Clan Wolf to fight one final battle on Terra. Following the Wolf Clan's victory in 3151, the exiles were successfully integrated back into the Wolf Clan's fold, reunifying the fractured Clan.
 +
|-
 +
|'''[[Clan Wolverine]]'''
 +
|[[Image:ClanWolverine.jpg|100px]]
 +
|(n/a)
 +
|Official Clan history holds that Clan Wolverine was annihilated in 2823 for heinous crimes against the Clan way, including using a nuclear device to destroy a Clan Snow Raven city and genetic repository. All references to Clan Wolverine were purged, and they are now only known as the '''Not-Named Clan'''.<br />The [[Betrayal of Ideals|actual historical truth]], which has been covered up with forged or falsified records and fabricated history, was that the progressive and successful Clan Wolverine began questioning ilKhan Nicholas Kerensky's decisions (especially in terms of restrictions on their interpretations of Clan society). Kerensky subsequently turned a blind eye to a coalition of envious Clans under the leadership of Clan Widowmaker Khan [[Jason Karrige]] to plot the downfall of Clan Wolverine. This served Nicholas Kerensky in two ways: It would unite his Clans and give them a new enemy to fight; and it would make the Wolverines an example for everyone else not to cross him. While Karrige's scheming went further than Kerensky had foreseen (to the point of escalating the planned Absorption of the Wolverines into an Annihilation), Kerensky willingly used Clan Wolverine's downfall to further his own agenda and had them hunted down to the last man, warrior or civilian.
 +
|}
  
This trial is needed to allow the Clans to compete for resources without quick unannounced raids, which will involve innocents and will damage surrounding assets and may even damage the prize that is fought over. Also the pre-battle bidding will reduce the amount of military force expended for the battle.
+
==Other "Clans"==
 +
* '''Clan Fox and Clan Punisher''' - Placeholder names from a time when the names of the existing Clans were not set in stone yet, Clans Fox and Punisher were among the selectable factions in an advertisement for [[MechForce North America]], "the official BattleTech player's organization" that was printed on page 104 of FASA's sourcebook ''[[Day of Heroes]]'', and elsewhere.<br />The list carried 22 different Clans including even [[Clan Wolverine]]. Clans [[Clan Fire Mandrill|Fire Mandrill]] and [[Clan Ice Hellion|Ice Hellion]] were mentioned as Clans "Mandrill" and "Hellion", respectively. It is possible that [[Clan Sea Fox]], the original and later readopted name of [[Clan Diamond Shark]], evolved out of "Clan Fox" in a similar fashion. Clan Punisher was eventually canonized in ''Recognition Guide: ilClan, Vol. 13'' as a ruse used by pirate [[Xerxes Mard]] to better prey on the Periphery locals he targeted.<ref>''Recognition Guide: ilClan, Vol. 13'', p. 6</ref>
 +
* '''[[Clan Snord]]''' - Descendants of Clan culture through [[Wolf's Dragoons]], [[Snord's Irregulars]] under [[Rhonda Snord]] called themselves "Clan Snord" during their mission to [[Camelot Command]]. While Clan Snord was not an acknowledged Clan by any means, the calculated provocation served not only to enrage the Clan Jade Falcon elements opposing the Irregulars, but also allowed Clan Snord to bid and fight in the Clan style. This netted them large amounts of Clan technology, including [[OmniMech]]s, five ''[[Broadsword]]''-class [[DropShip]]s and even Clan [[bondsmen]] when the irate Jade Falcons were lured into accepting a Trial over Camelot Command where they bid an entire Dark Wing (''[[solahma]]'') Cluster's equipment should they lose.
 +
* '''[[Clan Spaniel]]''' - A fictitious Clan featuring in media for children in Clan space.
  
====Trial of Refusal====
+
==Territorial Holdings==
The [[#Clan Council|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.
+
(circa 3062)<ref>''The Clans: Warriors of Kerensky'', pp. 70–101</ref><ref>''Field Manual: Updates'', p. 39</ref>
 
+
{| class="wikitable" border="1" |Gains and Loses from 3059 - 3067)
The ratio of forces involved in the trial reflects the vote. For example, if the vote was won 2:1, then the winners can field a force double that of the losers.  However after the pre-trial bidding, the ratio will be closer to even.  The council members involved in the trial are determined by internal bidding.  The member of a losing vote with a bid lower than the rest of the members with losing votes fights in the duel with their bid.  Ditto for the members with the winning votes.
+
|-
 
+
!width='30px'|Planet
When the Comstar vessel was captured before the invasion of the Inner Sphere, a member of the Comstar crew asked what prevented a council member from casting a vote on the side they disagreed with if they knew it would lose so that, when they demanded a Trial of Refusal, the council member could bid an extremely low force that would definitely win the bidding but could not possibly win the trial. The suggestion that a warrior might consider this course of action was met with shock and frozen silence. One Loremaster refused any further interviews, and another prohibited the comstar officers from any contact with the warriors of his Clan. Such a breach of honor is clearly unthinkable.
+
!width='20px'|Blood Spirit
 
+
!width='20px'|Cloud Cobra
=====Absorption Right=====
+
!width='20px'|Coyote
An interesting variation of the Trial of Refusal is the Absorption Right. The Grand Council can vote to allow one Clan to absorb another, but only by a unanimous vote (excepting the Clan being absorbed). The council then determines which Clan will benefit from the Absorption. Naturally, the Clan to be absorbed would demand a Trial of Refusal. The Clan chosen to absorb the weaker Clan may also be challenged by others in a Trial of Refusal even before battling the Clan to be absorbed. The resulting trials can last for years. Wolf won the right to absorb Widowmaker in 2825, for example, but had to defeat three other Clans for that right.
+
!width='20px'|Diamond Shark
 
+
!width='20px'|Fire Mandrill
The absorbing clan is usually much stronger in assets than it was before, but usually militarily much weaker due to the difficulty in subduing an entire clan, not to mention after winning several Trials of Refusal before that.
+
!width='20px'|Ghost Bear
 
+
!width='20px'|Goliath Scorpion
====Trial of Annihilation====
+
!width='20px'|Hell's Horses
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.
+
!width='20px'|Ice Hellion
 
+
!width='20px'|Jade Falcon
Trials of Annihilation have been declared against warriors, Stars, and even Clusters, but only twice has an entire Clan suffered this ultimate punishment, and only one at the hands of the Clans themselves, ([[#Clan Wolverine|Clan Wolverine]]). This clan is known only as the 'not-named-clan' since saying its name out loud is punishable by a [[#Trial of Grievance|Trial of Grievance]]. The other Annihilated Clan, Clan Smoke Jaguar, was eliminated by the Star League Defense Force in 3060. Their destruction was swiftly followed by the Great Refusal on Strana Mechty, which both validated the Annihilation in the eyes of the Clans, and ended the Clan Wars with the Inner Sphere binding the Clans against invasion by honour.
+
!width='20px'|Snow Raven
 
+
!width='20px'|Star Adder
==Ranks==
+
!width='20px'|Steel Viper
===The origin of the Stars===
+
!width='20px'|Wolf
Nicholas Kerensky decided to do away with the old military rankings and organised the Clan military using units called Stars.  Because (at least in Kerensky’s culture) normal stars are usually drawn with five points, the military Stars would consist of five units called Points.
+
|-
 
+
|[[Albion (Clan System)|Albion]]
The Points would be designated the numbers 1 to 5 and ranked on superiority, with 5 being lowest and 1 being highest.  Point 1 is the most superior of the Points and hence the Point Commander of Point 1 is usually the Star Commander.
+
|*
 
+
|*
The strength and size of Points differ depending on the units that it is made of.  A Point is either 1 ‘Mech, 2 Tanks, 2 Aerospace Fighters, 5 Protomechs, 5 Elementals/Battle-armored Infantry, 25 standard foot infantry, or can mean a section or work-crew on a Navy vessel.  Hence a Star is either 5 ‘Mechs, 10 tanks, 10 Aerospace Fighters, 25 Protomechs, 25 Elementals, or 125 infantry.
+
|*
 
+
|*
===Ranks and Units===
+
|*
{| class="wikitable"
+
|*
|+'''Ranks and the units they can command'''
+
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100
 +
|*
 +
|*
 +
|-
 +
|[[Arcadia (Clan System)|Arcadia]]
 +
|(10)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|25<br />(25)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|38<br />(35)
 +
|37<br />(30)
 +
|*
 +
|-
 +
|[[Atreus (Clan System)|Atreus]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|65<br />(58)
 +
|*
 +
|*
 +
|*
 +
|35<br />(42)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Babylon]]
 +
|*
 +
|26<br />(26)
 +
|27<br />(27)
 +
|24<br />(24)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|23<br />(23)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Barcella]]
 +
|*
 +
|*
 +
|*
 +
|47<br />(47)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|38<br />(41)
 +
|15<br />(12)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Bearclaw]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|30<br />(27)
 +
|*
 +
|*
 +
|70<br />(73)
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Brim]]
 +
|*
 +
|54<br />(54)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|19<br />(19)
 +
|27<br />(27)
 +
|*
 +
|*
 +
|-
 +
|[[Circe]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|70<br />(80)
 +
|*
 +
|*
 +
|30<br />(20)
 +
|-
 +
|[[Dagda (Clan System)|Dagda]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|26<br />(27)
 +
|*
 +
|29<br />(33)
 +
|*
 +
|*
 +
|9<br />(8)
 +
|*
 +
|22<br />(22)
 +
|*
 +
|14<br />(10)
 +
|-
 +
|[[Delios]]
 +
|*
 +
|*
 +
|36<br />(36)
 +
|64<br />(64)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Eden]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|31<br />(31)
 +
|*
 +
|34<br />(34)
 +
|*
 +
|*
 +
|*
 +
|35<br />(35)
 +
|-
 +
|[[Foster]]
 +
|*
 +
|*
 +
|40<br />(40)
 +
|*
 +
|30<br />(30)
 +
|*
 +
|*
 +
|*
 +
|30<br />(30)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Gatekeeper]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100<br />(100)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Glory (system)|Glory]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|45<br />(48)
 +
|*
 +
|*
 +
|*
 +
|55<br />(52)
 +
|-
 +
|[[Grant's Station]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|55<br />(55)
 +
|45<br />(45)
 +
|-
 +
|[[Hector (system)|Hector]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100(100)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Hellgate]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100<br />(100)
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Hoard]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|10<br />(10)
 +
|40<br />(32)
 +
|*
 +
|*
 +
|39<br />(49)
 +
|*
 +
|11<br />(9)
 +
|-
 +
|[[Homer]]
 +
|*
 +
|85<br />(85)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|15<br />(15)
 +
|*
 +
|-
 +
|[[Huntress]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|13<br />(13)
 +
|*
 +
|18<br />(21)
 +
|*
 +
|8<br />(8)
 +
|42<br />(35)
 +
|*
 +
|16<br />(23)
 +
|*
 +
|*
 +
|-
 +
|[[Ironhold]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Kirin]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Londerholm]]
 +
|*
 +
|*
 +
|32<br />(44)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|68<br />(56)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Lum]]
 +
|*
 +
|*
 +
|*
 +
|18<br />(18)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|82<br />(82)
 +
|*
 +
|*
 +
|*
 +
|-
 +
|[[Marshall]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|15<br />(15)
 +
|*
 +
|36<br />(36)
 +
|*
 +
|9<br />(12)
 +
|6<br />(4)
 +
|*
 +
|13<br />(15)
 +
|21<br />(18)
 +
|*
 
|-
 
|-
! Rank !! Unit !! Consists of
+
|[[New Kent]]
 +
|*
 +
|*
 +
|19
 +
|9<br />(28)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|6<br />(15)
 +
|*
 +
|*
 +
|*
 +
|66<br />(57)
 +
|*
 
|-
 
|-
| Warrior || N/A || N/A
+
|[[Niles (Clan System)|Niles]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 
|-
 
|-
| Point Commander || Point || Varies
+
|[[Paxon]]
 +
|*
 +
|*
 +
|*
 +
|62<br />(68)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|38<br />(32)
 
|-
 
|-
|rowspan=2| Star Commander || Star || 5 Points
+
|[[Priori]]
 +
|*
 +
|*
 +
|*
 +
|52
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|48<br />(100)
 +
|*
 +
|*
 
|-
 
|-
| Nova || 1 ‘Mech Star and 1 Elemental Star
+
|[[Roche]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|83<br />(75)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|17<br />(25)
 
|-
 
|-
|rowspan=3| Star Captain || Binary || 2 Stars and/or Novas
+
|[[Shadow]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100<br />(100)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 
|-
 
|-
| Trinary || 3 Stars and/or Novas
+
|[[Sheridan]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100<br />(100)
 +
|*
 +
|*
 
|-
 
|-
| Super Nova || 2 ‘Mech Stars and 2 Elemental Stars
+
|[[Strana Mechty]]
 +
|colspan = "14" |all Clans have equal territory
 
|-
 
|-
| Star Colonel || Cluster || 4-5 Binaries, Trinaries and/or Super Novas
+
|[[Strato Domingo]]
 +
|*
 +
|*
 +
|*
 +
|65<br />(65)
 +
|*
 +
|*
 +
|*
 +
|35<br />(35)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 
|-
 
|-
| Galaxy Commander || Galaxy || 3-5 Clusters
+
|[[Tamaron]]
|}
+
|*
 
+
|*
{| class="wikitable"
+
|100<br />(100)
|+'''Clan Navy Ranks'''
+
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 
|-
 
|-
! Rank !! Role
+
|[[Tathis]]
 +
|*
 +
|*
 +
|*
 +
|50<br />(50)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|30<br />(30)
 +
|*
 +
|*
 +
|20<br />(20)
 +
|*
 +
|*
 
|-
 
|-
| Point Commander || Commands a section or a work crew on a vessel
+
|[[Tiber (Clan system)|Tiber]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|50<br />(50)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|50<br />(50)
 
|-
 
|-
| Star Commander || An executive officer or a department head on a vessel
+
|[[Tokasha]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|23<br />(16)
 +
|13<br />(20)
 +
|*
 +
|64<br />(64)
 +
|*
 +
|*
 +
|*
 +
|*
 
|-
 
|-
| Star Captain || Commands a dropship or a jumpship
+
|[[Tranquil]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100<br />(100)
 
|-
 
|-
| Star Commodore || Equivalent to a Star Colonel, commands a squadron of dropships or jumpships, or a single warship
+
|[[Vinton]]
 +
|*
 +
|*
 +
|*
 +
|*
 +
|100<br />(100)
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 
|-
 
|-
| Star Admiral || Equivalent to a Galaxy Commander, commands either a major warship, or a star of warships
+
|[[York (Clan System)|York]]
 +
|100<br />(90)
 +
|*
 +
|*
 +
|
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|*
 +
|(10)
 +
|*
 +
|*
 
|}
 
|}
  
In Clan Coyote and Clan Hell’s horses, commanders of a Nova have the rank Nova commander, which is one rank higher than Star commander; and commanders of a Super nova have the rank Nova captain, which one rank higher than Star captain.
+
== 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."
The rank the warrior holds is used as their title unless they hold the lowest rank (for example, Star Commander Zane).  If they are warriors, they have a title denoting their sub-caste.  E.g. a warrior who pilots a vehicle will be called ‘crewman’, and aerospace pilot will be called ‘pilot’ and so-on (for example, Mechwarrior Aidan).  Since the lowest Mechwarriors are Point commanders, they have the title of Mechwarrior instead of Point commander even though they have a Point commander rank.
 
 
 
===Clan Council===
 
Military command higher than Galaxy commander rests with the clan council.  Each caste of a clan is governed by a caste council.  The warrior caste council is also the clan council which rules the entire affairs of the clan and clan law.  This council is self elected and is almost always made up of bloodnamed warriors.
 
 
 
When the clan requires military action above the small scale skirmishes that are Trials of Possession, the clan council becomes a Kurultai (War Council) and it elects from within a council member to become a [[Khan]].  The Khan (though having much more influence) can’t interfere with clan laws/society; that is still in the hands of the council.  He/she is however commander of the entire clan’s military assets, including the ''touman'' (see below), and becomes the top of the military hierarchy that doesn’t exist without a Khan.
 
 
 
The first act of the Khan is to select a ''saKhan'' (junior Khan) from amongst the clan council members.  The saKhan’s duties aren’t specifically defined.  He/she is the second in command, performing any duties the Khan requires (like bidding or leading a campaign) but can’t do him/herself and enjoys a heightened status within clan society.  The official term for the senior Khan of a clan is ''kaKhan'', though this is rarely used (Khan with no prefix usually means the senior Khan).
 
 
 
When the clans face a time of crisis or all need to coordinate their efforts towards a common objective, each clan forms a Kurultai and the Khans from each clan then form a Grand kurultai.  The Grand kurultai then internally elects a Khan to become the ''ilKhan'' who serves as an arbiter between Clans during the time of crisis, acting with the power of the Grand Council. The ilKhan enjoys wide-ranging but not absolute power, as he answers to the Grand Council. The ilKhan may not interfere with matters that are internal to a specific Clan. When the Martial code is in effect, however, the ilKhan may operate virtually unhindered.
 
 
 
===Other Ranks===
 
 
 
Each clan has one of each of the following:
 
  
;Loremaster: The Loremaster is the keeper of Clan laws and history. The position is honorable and politically powerful. The Loremaster plays key role in inquiries and trials, where he is often assigned the role of Advocate or Interrogator.  To determine who replaces a retired or deceased Loremaster, candidates engage in a one-on-one melee elimination tournament. The winner then sits a 'Forum of Law' where he/she is asked questions about Clan Law and Lore.  If he passes he becomes the next Loremaster. If he fails the second place winner sits the Forum of Law and so on until one passes the Forum.
+
''"They are a whole bunch of teams, loosely called the Crans, after their own name for a Franchise. They use Aluminum 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. (...)"''
;Oathmaster: The Oathmaster is a counterpart to the Loremaster in Clan tradition. That position is similar to that of an Inner Sphere sergeant-at-arms, but it carries a greater degree of respect. The Oathmaster administers all oaths, and the Loremaster records them. The position of Oathmaster is usually held by the oldest Bloodnamed warrior in a Clan (if he or she desired the honor), and is one of the few positions not decided by combat.
 
  
==Language==
+
==References==
The Clans typically speak a dialect of Terran English; however, they disdain and avoid the use of [[English language|contractions]] and similar practices in speech, with the exception of the ritualised [[English language|contractions]] used specifically by the warrior caste.
+
<references/>
  
Words and phrases from their dialect include:
+
==Bibliography==
;"Abtakha":  A warrior captured but then accepted into his new Clan as a warrior.
+
{{div col|colwidth=25em}}
;"Aff":  "Affirmative"
+
* ''[[The Clans: Warriors of Kerensky]]''
;"Batchall":  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 subcommander 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 finale when the phrase "bargained well and done" is spoken by both members of the bid.
+
* ''[[Classic BattleTech Companion]]''
;"Bloodheritage": The history of the Bloodnamed warriors of a particular Bloodright is called the Bloodheritage.
+
* ''[[Classic BattleTech RPG]]''
;"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. Traditonaly, 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.
+
* ''[[Era Digest: Golden Century]]''
;"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. 
+
* ''[[Field Manual: Crusader Clans]]''
;"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.
+
* ''[[Field Manual: Warden Clans]]''
;"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.
+
* ''[[MechWarrior's Guide to the Clans]]''
;"Bondholder": The person that takes a Bondsman and is the primary determiner of when a Bondsman has fulfilled his Bond obligation.
+
* ''[[Path of Glory]]''
;"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.
+
* ''[[Way of the Clans]]''
;"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.
+
* ''[[Wolf Clan Sourcebook]]''
;"Chalcas": Someone or something that is either outside acceptable Clan culture or that challenges it.
+
{{div col end}}
;"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 voulantarily 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 traditonaly 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.
 
;"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":  Used to query the subject's agreement, but specifically with an expected affirmative answer ("Aff").  Often used rhetorically.
 
;"Quineg":  Used to query the subject's agreement, but specifically with an expected negative answer ("Neg").  Often used rhetorically.
 
;"Ristar": 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".
 
;"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.
 
  
[[Category:BattleTech clans| ]]
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[[Category:Alliances]]

Latest revision as of 20:43, 13 April 2024

Clans
Clan Logo.jpg
Organization Profile
TypeMilitary Alliance/Tribal Confederation
Founded11 June 2807[1]
Parent OrganizationIndependent
HeadquartersStrana Mechty

The Clans are a collective civilization who were originally descended from the self-exiled remnants of the Star League Defense Force, who had departed the Inner Sphere after Stefan Amaris brought about the downfall of the Star League. General Aleksandr Kerensky led his forces to a hidden destination far from the Great Houses because he correctly believed that a catastrophic war was inevitable, one that even the once-mighty Star League army would be powerless to stop. After much infighting between the members of the former SLDF, Aleksandr's son Nicholas Kerensky took command of the exiles, reorganizing them into twenty Clans of warriors leading and protecting their attendant civilian castes.

While the Inner Sphere was mired in the destructive Succession Wars, the Clans experienced a technological renaissance. When they returned to the Inner Sphere, 250 years after their ancestors' departure, the Great Houses were mostly powerless to stop the massive Clan Invasion. But after their loss at Tukayyid, internal tensions within the Clans and an alliance between the Great Houses ended their invasion with the Great Refusal.

During the Jihad the Clans would be permanently fractured. Instead of resuming their drive on Terra, a civil war based on territorial status and resentment erupted within the Clan Homeworlds. This war resulted in the Home Clans annihilating their weakest Clans and the surviving ones isolating themselves from both the Inner Sphere and the Invader Clans, seeing both as irredeemably tainted. For their part the Invading Clans cemented their Inner Sphere holdings during the next decades of relative peace. The Blackout and resulting Dark Age sparked another round of expansion deeper into the Inner Sphere, culminating in 3151 with the conquest of Terra and establishment of a new Star League by Clan Wolf.


History[edit]

Clan Ghost Bear in battle.
They were brothers and sisters to our own ancestors 250 years ago, yet have been tempered by a stronger flame. Now they are so utterly alien that it is hard to accept that they are human. They are still our brothers and sisters, but hardened to a point that we fear even in our nightmares.
  — Precentor Martial Anastasius Focht, 1st December 3052[2]

Though the Star League officially disbanded in 2781, Aleksandr Kerensky would spend the next two years shuttling between the Great Houses in an attempt to salvage the situation. He finally abandoned this effort by August of 2783 and began work on a plan he hoped would at least preserve the spirit of the League. In February of 2784 he made this plan known to the rest of the SLDF: they would depart from the Inner Sphere and live in exile, denying the competing great houses the misuse of their military might during the coming conflagration which would soon engulf known space. Fully eighty percent of the SLDF agreed to this plan, and in November of that year they made their fateful departure. After years of travel coreward from the Inner Sphere, the massive flotilla of Star League refugees came upon five marginally habitable worlds, the so-called Pentagon Worlds (due to their nearly pentagonal relation to each other), in August of 2786.[3]

Upon their arrival Kerensky's followers tried to return to life as they knew it and once again create a Star League. By 2794 prosperity had taken hold and colonization efforts were directed to a group of nearby stars, the Kerensky Cluster. In 2800 the first of several small-scale clashes broke out on Eden between colonists of Capellan and Federated Suns origin; by May of next year full-scale rebellion broke out. Kerensky proved unable to bring the colonists back in line, and indeed following the DeChavilier Massacre the violence spread to the remaining four Pentagon worlds. By June all-out war was raging on Eden, and Aleksandr was in the midst of planning an operation to end the fighting when, on 11 June 2801, he died of a massive heart attack at his command post. So began the Exodus Civil War, which would eventually encompass all five Pentagon worlds and last nearly twenty years.[4]

As Aleksandr's eldest son, Major-General Nicholas Kerensky, commander of the 146th Royal BattleMech Division, was his designated heir to take command of the exiled SLDF. Though he had the loyalty of his own unit and most of the navy, the rest of the army rejected him due to his lack of combat experience and made their own attempts to assume command. Realizing that civil war was inevitable, Nicholas decided to take those loyal to him on a Second Exodus to Strana Mechty, one of the newly founded colonies in the Kerensky Cluster.

Nicholas soon came to the conclusion that eventually his exiles would succumb to the same failings as had taken over in the Pentagon worlds, and became determined to remodel society from the ground up. He sought to create a new society which eliminated all previous cultural biases and rewarded merit and ability. He borrowed ideas from the medieval Mongol hordes, Shogunate Japan and twentieth century China to create the twenty Clans, each one a reinforced battalion of forty warriors. Of the thousands of troops which had joined his Second Exodus, rigorous testing was used to ensure only the best able, regardless of gender, race or any other quota, would have the honor of becoming among the eight hundred to join the Clans. Nicholas himself participated and passed the combat trials to prove his worth, and in June 2815 declared himself ilKhan, supreme ruler of the Clans.[5]

By mid-2821, Nicholas had judged the time was right and unleashed Operation KLONDIKE, the campaign to take back the Pentagon worlds. Success was finally achieved in May 2822 and at first the liberated populations were for the most part relieved. However, the brutality of the months post-liberation prompted some within the Clans to begin questioning Nicholas' methods and even his leadership. Though the first rumblings of discontent would come from Clan Jade Falcon (whose Khans eventually purged themselves of this "cancer" in what became known as The Culling), opposition to the ilKhan's authority eventually coalesced around Clan Wolverine. This opposition came to a head in August 2823, and after various political and military clashes, the first Trial of Annihilation was carried out against Clan Wolverine.[6]

Opposition to his rule destroyed, the ilKhan set about restructuring society and laying the groundwork for future prosperity. New worlds were explored and colonized, industry rebuilt, and the population finally reached its prewar levels in 2832 thanks to the eugenics program. Tragedy struck just two years later however during a Trial of Refusal between Clan Wolf and Clan Widowmaker. When the duel degenerated into a melee the ilKhan attempted to step in, but was accidentally fired upon and killed by the Widowmaker Khan. Incensed by the death of their leader, the combined Clans laid waste to the Widowmakers, with Clan Wolf given the honor of Absorbing the remnants.[7]

The next hundred years between 2830 to 2930 became known as the Golden Century, a time of immense prosperity and growth. The relaxation of social mores and taboos, which had been essential for survival during the early Second Exodus, became permanent fixtures in Clan culture. Much scientific and technological progress took place during this time, most notably when Clan Coyote fielded the first OmniMech in 2854, and with the introduction of battle armor by Clan Wolf in 2868.[8]

During the Political Century, Clan society coalesced around two competing viewpoints: Crusaders who believed it was their right to reestablish the Star League by force with themselves as leaders, and Wardens who thought it was their mission to protect the Inner Sphere from outside threats while maintaining their own distinct culture. The Jade Falcons were at the forefront of the Crusader faction, their role eventually taken over by the Smoke Jaguars, and were first to introduce a motion to the Grand Council to invade the Inner Sphere in 2980. Their motion was defeated by the heads of the Warden faction, Clans Wolf and Coyote, but the Wardens knew that public opinion was turning against them and it would only be a matter of time before the Crusaders could muster enough support to overrule them.[9]

The debate would continue for decades, with Clan Grand Council creating Intelser to attempt to provide the Council with an update on the status of the Inner Sphere, and by 3000 the Clans were on the brink of invasion. When rumors of first the Fourth Succession War and then the War of 3039 reached them, they put the invasion again to a vote, each time only narrowly defeated by the efforts of Clan Wolf.[10]

In the summer of 3048 the Outbound Light, a ComStar exploration ship, appeared in orbit of the Smoke Jaguar capital world Huntress and was quickly seized. Khan Leo Showers, an ardent Crusader, now had the perfect opportunity to force through his agenda. Holding in his possession the only source of current information on the Inner Sphere, he manipulated it to his advantage, and on 21 November convinced enough members of the Grand Council to pass a vote to invade the Inner Sphere. A month later Showers was voted ilKhan, the first in a century, to oversee the invasion effort. One year later Operation REVIVAL officially began, first by conquering the worlds along the Periphery and then, on 7 March 3050, invading the Inner Sphere proper.[11]

Ill prepared for an assault of this scale from an unexpected direction, the Inner Sphere's defenses swiftly collapsed in the face of the Clan assault. While the Clans achieved spectacular successes in the first two waves of their invasion, it was marred by their failure to capture or kill the heir to the Federated Commonwealth as well as their failure to realize they had captured the heir to the Draconis Combine. The invasion soon degenerated into a race to see who could conquer more worlds quicker, hastening the pace of the proceeding waves. Reverses were suffered by the Falcons at the Battle of Twycross and the Jaguars at the Battle of Wolcott, but it would take the sudden death of ilKhan Showers on 1 November 3050 to actually halt the invasion.[12]

The invading Clans realized they would need to elect a new ilKhan to lead the invasion, but such a process could only take place with a vote of all the Bloodnamed warriors, forcing them to return to the Homeworlds. This process took a year to complete and gave the Inner Sphere breathing room to rebuild and prepare. Now led by Ulric Kerensky of Clan Wolf, the fifth wave of the invasion began in November 3051 and again threatened to sweep through the Inner Sphere. However, it was also during this time that ilKhan Kerensky revealed to ComStar the goal of their invasion was Terra herself. Up to this point ComStar had been "neutral" in the conflict, even aiding the Clans in the administration of their conquered worlds. But with their seat of power threatened, Precentor Martial Anastasius Focht made a daring proposal. The Com Guards would fight the Clans at a neutral site to decide the fate of the invasion: if they won the Clans would agree to a fifteen-year truce, if they lost then Terra was theirs. The resulting Battle of Tukayyid was a resounding victory for ComStar and brought about an end to Operation Revival.[13]

Though still allowed by the terms of the agreement to attack those worlds which lay "above" the treaty line, the Truce of Tukayyid was a bitter pill for the Clans to swallow. Much blame was laid at ilKhan Kerensky's feet for the disastrous outcome, especially by those Crusaders within his own Clan. In the summer of 3057 they charged the ilKhan with genocide for denying their warriors the right to combat against the Inner Sphere. The ilKhan decided to bring these charges before the Grand Council, which by a narrow majority found him guilty. The result was the Refusal War, a conflict which saw both Clans Wolf and Jade Falcon devastated and the former split asunder, a Crusader-minded Clan Wolf and a Warden-minded Clan Wolf-in-Exile.[14]

Each of the devastated Clans attacked their neighbors in a show of strength, the Jade Falcons penetrating into the Lyran Alliance as far as Coventry while the Wolves raided the Smoke Jaguars for more breeding stock. On 19 November 3058 the Clans met on Strana Mechty to elect a new ilKhan, Lincoln Osis of the Smoke Jaguars, who took it as his mandate for the resumption of the invasion. For the next six months, the Clans went about with their preparations — both the Jade Falcons and Wolves launching the Harvest Trials to rebuild their shattered forces. Finally, the Clans were prepared to attack, only to receive disturbing news: the Successor States had rallied under the banner of the Second Star League and launched their own attack, Operation BULLDOG, intended to drive the Smoke Jaguars out of the Inner Sphere. Thanks to their skill at arms, Clan Nova Cat switching sides, and the neutrality of Clan Ghost Bear, the Second Star League succeeded in completely reclaiming all of the conquered Smoke Jaguar worlds in a matter of months.[15]

The second of the one-two knockout punch came in early 3060 when Operation SERPENT, which had been launched simultaneously with Operation BULLDOG, appeared in orbit above Huntress. Battle raged across the Smoke Jaguar Homeworld from the first landings on 2 March until final victory on 7 April, by which point the Star League had achieved their goal of utterly destroying a Crusader Clan, which they hoped would give the Wardens more political power. On 12 April the reborn SLDF sent a delegation to Strana Mechty and before the Grand Council called for a Trial of Refusal against the invasion of the Inner Sphere. IlKhan Osis agreed, but both himself and the rest of the Council was blindsided when Clan Ghost Bear declared they would not take part in the Trials, and indeed had switched their allegiance to the Warden faction. The rest of the Wardens refused to take part as well, leaving only the Crusader Clans and the tattered remnants of the Smoke Jaguars to face off against the Inner Sphere forces in the Great Refusal. By a score of five victories, two losses and a draw the Inner Sphere won, and the Clans were bound by honor to adhere to the original Treaty of Tukayyid.[16]

The Grand Council was left to absorb and debate what had happened in the preceding months during their meeting on 27 April. Due to their treachery in siding with the Inner Sphere, Khan N'Buta of Clan Star Adder called for the Nova Cats to be Annihilated, though the Wardens (led by Clan Ghost Bear) blocked that vote. Instead, Khan Ward of Clan Wolf called for their Abjuration, which achieved the necessary four-fifths majority, and the Nova Cats were given a month to evacuate their Clan holdings.[17]

What followed became known as the Wars of Possession, as all of the Clans proceeded to fight amongst each other over who would take over the now unoccupied holdings of the Smoke Jaguars, Ghost Bears and Nova Cats (though for the Cats in many cases the other Clans did not bother to wait for their departure), with the conflicts lasting into 3062.

Following the collapse of the Second Star League and dissolution of the Truce of Tukayyid in 3067, the Clans would elect a new ilKhan to resume the invasion of the Inner Sphere. However, this war would shift between the Invading Clans and the Home Clans in what would later become known as the Wars of Reaving. This war would permanently split Clan society in two, as the Invader Clans would be abjured from the Clan Homeworlds and start the Council of Six in the Inner Sphere, while the Homeworld Clans, believing that the Inner Sphere has tainted their culture through their brethren, would create and champion two new philosophies becoming known as the Bastions and Aggressors, effectively ending the Crusader and Warden divide.

After the separation of the Home Clans and Clan Space during the Jihad Era, the Spheroid Clans cooperated with Devlin Stone and his Republic of the Sphere participating in Operation SCOUR. This act united all Inner Sphere powers (with exception of the Capellan Confederation) and allied mercenaries to push out the Word of Blake from Terra and destroy them. After the Word of Blake Jihad ended, the remaining Spheroid Clans spend the years rebuilding their strength as the decades pass. During the 3100's, the Clan enjoyed a relative peace in the Inner Sphere, until the Blackout happened. All the Clans quickly rearmed themselves, and in some measure, expanded their territory, both the Spheroid Clans and Clan Goliath Scorpion, which after being forced to abandon the Clan Homeworlds, founded the Scorpion Empire. Certain clans would use this opportunity to seize the ultimate prize of claiming Terra, but at the end, only Clan Wolf and Jade Falcon would seriously compete in a race to Terra.

In 3151, Clans Wolf and Jade Falcon were finally successful in breaking through the Republic's Fortress Wall, where they landed on Terra to fight the Republic. Following a fierce battle between the three factions, the Republic of the Sphere were forcefully disbanded, paving the way to the ilClan Trial. In their final trial, the Wolves and Falcons fought hard to claim the mantle of ilClan with Clan Wolf emerging as the victor. Following this victory, Clan Jade Falcon was converted into a bodyguard Clan, Clan Smoke Jaguar was reformed and Devil Stone died with his Republic of the Sphere, marking the end of the Dark Ages. Outside of Terra, several new empires emerged from the former Jade Falcon Occupation Zone, along with and angry Clan Hell's Horses challenged, by the only Jade Falcon remnants hanging on to their territory. Clan Ghost Bear also suffered a devastating civil war during the IlClan's first year of existence.

Culture & Society[edit]

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

Castes[edit]

Clan society is based on a strict caste system, the foundation of which is that one's genetic makeup predisposes them to a particular role. The five castes are the Warrior Caste, Scientist Caste, Merchant Caste, Technician Caste, and Laborer Caste, 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.[18]

Ownership of property is considered un-Clanlike and punishable in accordance with Clan law. The ownership of weapons by nonwarriors is a crime in Clan society. The only way to bypass this problem is the black market (ruled by the Dark Caste and a crime just to contact with them). Most Clansmen will never go to such lengths.[19]

Bloodnames[edit]

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. Each Bloodname could be held by a maximum of 25 warriors at any one time, though some Bloodnames had fewer than 25 holders due to a process called a reaving.

Each surname has an organization called a Bloodname House. This represents 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 its own traditions which they keep to themselves to maintain the integrity of the Bloodname founder and their successors. Each House also has its own Blood Chapel which is located on Strana Mechty and surrounds the Hall of Khans. The Chapels not only serve to hold the DNA of all of its Bloodnamed members, living or dead, but also to memorialize the exploits of their founders and their worthy successors. Without exception, there is nothing more holy or sacred to the Clans than these Chapels.[20]

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.

Social Conduct[edit]

A number of distinct elements exist in Clan psychology which informs how they conduct themselves, not just on the battlefield but in everyday life as well. Unsurprisingly, the concept of "might makes right" features prominently among the Clans, along with the view that the Inner Sphere was a "lost paradise" inhabited by barbarians, a den of corruption for whom the Great Houses were to blame for their culpability in the fall of the Star League. Likewise is the belief that, as the honest and noble descendants of the Star League, the Clan way of life is the true way, and any dissenting voice is considered treasonous. From an early age Clansmen are raised to be on the lookout for "un-Clanlike" tendencies, viewing such acts as a matter of preserving the honor of the Clans and the common good. The reduction of waste and the reusing and recycling of materials is another tendency which permeates Clan society, though people are a notable exception.[21] The worlds of the Kerensky Cluster and the Pentagon Worlds are barely habitable and lack easily reachable natural resources. Accordingly, the Clans adopted 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.[22] For example, it is known that if a member of Clan Jade Falcon dies, the still functioning inner organs are harvested for transplantation.[23]

Rituals play an important role in Clan society

The Clans as a whole adhere to a fairly strict honor system known as the Honor Road. This is especially true for warriors, where it is encapsulated in the rules of engagement 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 noncombatants in combat, and strongly discourage wasting resources (such as urban areas, factories, and starports) in combat.[24][25]

An "honorable" mindset also permeates the lower castes, and has fostered a strong sense of honesty among most Clan members. If a Clansman says they will do something they will do it, as not keeping one's word not only slights their personal honor but that of their Clans. 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.[26][25][27]

The use of in vitro fertilization was also partially responsible for the casualness of love and relationships within Clan society, especially as the act of sex became 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 simply walk up to a complete stranger and ask if they are interested in coupling.[26][27] As per the eugenics program, civilians are matched together based on their genetic compatibility, though the only purpose of these sanctioned matches is for the production of children; as a result promiscuity is also prevalent among the castes. A blind eye is turned to these "unofficial" couplings so long as birth control is used.[27]

Entertainment[edit]

The Arts[edit]

While known for their utilitarian mindset, the Clans maintain a number of well-developed artistic traditions, much of it focused on their mythological past (especially the Kerenskys); other favorite subjects include major historical events, Clan totems, and landscapes. The visual arts are the most common form of artistic expression and 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 caste, but any and all pursuits are practiced in all of the castes. Some artistic styles are also associated with certain Clans: in the field of architecture, though the majority of buildings are strictly utilitarian, for prestigious edifices the Wolf and Jade Falcon Clans both utilize dynamic construction techniques emphasizing strength and vitality, while the Smoke Jaguars love simplicity of form, clean lines and smooth walls. Considered time-consuming and "wasteful" by most warriors and scientists, the performing arts are dominated by and produced largely for the merchant and laborer castes, with an entertainment "supercaste" consisting of members from both having developed over the years. However, the control of information imposed by Clan leadership means literary traditions are all but extinct in Clan society, with oral traditions taking their place. Few books have been written since the Clans formed and those that were are heavily censored to ensure they uphold Clan ideals; while pre-Exodus books do exist, their access is tightly controlled and limited to a privileged few.[28][29][30]

Sports[edit]

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, each goal scored awards fifty and any player carrying the ball may be hit with the butt end of the crosse. The players' light armor incorporates 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 case the team with the highest score wins. Few Elementals play lacrosse, which is favored more by aerospace pilots (whose small size suits them in offensive positions) and MechWarrior pilots.[31][32]

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 ovoid 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 to 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 its fast pace 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.[32][33]

Media[edit]

Print and broadcast media is tightly controlled in Clan society, with a paltry few outlets compared to the thousands found in the Inner Sphere. However, exact attitudes towards the media differ between the Clans: at one extreme, the Smoke Jaguars had virtually no media industry and rarely allowed "nonessential" broadcasts within their territory, while at the opposite end, the Diamond Sharks pioneered the Chatterweb, sold media products to the other Clans, and maintain a media empire the rival of any within the Inner Sphere. Primarily a propaganda generator tending towards relaying information and indoctrination, Clan media censorship in many ways mirrors the type found in the Draconis Combine or Capellan Confederation (or even in some cases, the Federated Commonwealth), though Clansmen will say at least they are honest with themselves about such censorship. One of the biggest difference between Clan and Inner Sphere media is the lack of any commercials in Clan programs, a product of their needs-based economy.[30]

The type of media produced also depends on its target audience, though the promotion of the Clan lifestyle remains pervasive. While the three lower castes enjoy programming largely similar to that found in the Inner Sphere, including soap operas and cooking shows, scientist programming empathizes the advancement and dissemination of knowledge, while warriors prefer material focusing on battles, Trials, military technology and great leaders. Children's programming also exists, with the most popular show among merchant caste preteens being The Adventures of Clan Spaniel, which focuses on a group of anthropomorphic animal warriors. Led by Khan Polly, each episode illustrates the positive virtues of an aspect of Clan life as the group seek to liberate their Homeworlds from five tribes of evil monkeys, thinly disguised stand-ins for the Inner Sphere Great Houses.[30]

Language[edit]

The Clans' language is rooted in Star League 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, and as such is spoken with an emphasis on formality. Such is the reverence held for their language that Clan members view contractions as sloppy, ill-mannered and positively un-Clanlike. The exact origins for this practice are unknown: while it requires the speaker to think more about what they are going to say and its archaic form gives a sense of history and tradition, such a petty restriction on what people can say can be another form of control in and of itself. Despite such reverence the Clans have allowed their language to develop over the centuries to include many other words and phrases with no English equivalent. This includes the restoration of archaic English terms such as "rede" and "troth," the abbreviation of certain phrases, and influence of other languages (particularly Russian) in shaping new words, phrases and sentence structures.[34]

For a complete list of Clan words and phrases see here.

Religion[edit]

Though in a sense Clan society is atheistic, and many Clansmen will say as much, in truth much of the spiritual aspects of religion have been supplanted by what is known as the "Cult of Kerensky." The Kerenskys, and indeed the founding of the Clans, is shrouded in mythology and superstition, thanks in part to the strict control of information. Like Moses, Aleksandr Kerensky is seen as a father figure who led his people into the wilderness but never saw the Promised Land, while his son Nicholas is the messiah who rescued his people from darkness. Central to this belief is the Hidden Hope Doctrine, that one day the Clans would return to the Inner Sphere and re-form the Star League, which for many years provided a driving force in everyday Clan life.[28][34]

Classic religions still exist in Clan society, none more so than in Clan Cloud Cobra where they formed the basis for the formation of Cloisters, whose differing traditions are covered by an overarching concept known as "The Way." Clans Coyote, Goliath Scorpion, and Nova Cat also practice different forms of mysticism, including the use of vision quests to guide their actions. The Coyotes' beliefs are based on a form of Native American spiritualism, while the Nova Cats' are less clear in origin if not similar. Clan Goliath Scorpion meanwhile believe that taking the dangerous hallucinogen necrosia grants them visions to the location of long-lost Star League artifacts. The recovery of these artifacts is the Clan's highest purpose, though the ingestion of necrosia is regarded by others as an insidious tradition and the main reason for the Scorpions' limited influence.[29][28]

The lack of widespread belief in pre-Exodus religions has a number of reasons. First, organized religions provide an alternative power structure to the Clan hierarchy, threatening it with what some deem "poisonous" ideas which could lead to revolt. Religion also does not fit easily into the "waste not, want not" mindset of many and is likewise viewed as serving no useful purpose. Finally, among most trueborn warriors at least, the idea of worshiping an almighty God figure does not mesh easily with the fact that they were grown in a lab by decidedly ungodlike scientists. Outright persecution of religious people is rare in Clan society and those who adhere to any particular faith are for the most part tolerated, with varying amounts of extra hardships.[29]

Government[edit]

Executive Control[edit]

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.[35] 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.[36]

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.[26][37]

Civilian Governance[edit]

Each of the civilian castes include their own council — such as a science council, merchant conclave, technician's guild, and laborer assembly — charged with organizing caste members to execute tasks assigned by the Clan Council. However, due to the sheer size of the civilian castes, additional councils are organized at the planetary and regional level. When charged by the Clan Council to deal with a nonmilitary matter (often at the prompting of the civilians themselves), the caste councils can directly assign individual teams to the task or delegate the matter to a lower council, which does the same. These teams vary size and workload involved depending on their caste and what task they are assigned, though for many this is a routine and often permanent job (e.g. grow food); some teams though are given a specific assignment for a limited time, and so frequently move between different tasks.[38] These groups then investigate the matter and pass their findings to the Clan Council for debate and either approval or rejection, though in most cases the Clan Council will simply rubber-stamp the civilians' suggestions.[37]

Given the fact that civilian castes contain more grades of responsibility than the warrior caste (25 vs. 7) and subsequently improving levels of work-credit for food, accommodation, and other amenities, ambition plays a driving force in improving a Clansman's livelihood. The use of so-called "dirty tricks" in order to get ahead is thus more prevalent among the civilians than it is in the warrior caste, and the most senior member of each caste has an authority potentially rivaling that of the Khans. With the exception of the Diamond Sharks, most are too involved in their own power politics to meddle with overall Clan affairs, while the threat of bloody reprisals and occasional concessions by the warriors keeps them in line.[38]

Day-to-day administration is carried out by a multi-tiered bureaucracy organized from the Clan level down to individual cities, consisting of many self-contained cells of administrators gathered into multi-caste councils known most commonly as assemblies. As each cell is largely self-sufficient for carrying out their function in Clan society, they can easily be swapped out, minimizing the effects of any transfer in power. Thus if the ownership of a facility, city or even planet changes from one Clan to another, the work carries on just as before, with little more than the civilian reporting structure actually changing.[38]

The Clan justice system can be swift and brutal

Law and Order[edit]

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 subcaste, 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 discouraging them through brutal, authoritative measures; physical 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.[39]

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 noncombatant 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 trials, the inquisitor plays "devil's advocate" and works to uncover the truth.[39]

The composition of the jury depends greatly on the magnitude of the crime. Petty crimes might involve the accused person'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.[40]

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.[39] 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 their execution. Only in rare cases will they be sentenced to serve time aboard the Prinz Eugen, the Alcatraz of the Clans, whose cells are reserved predominately for civilian caste members too influential to execute or exile.[40]

Technology[edit]

On the face of it, the Clans are leaps and bounds more technologically 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.[41][42]

Martial[edit]

A few exceptions to technological stagnation do exist, the most visible of which are Clan military systems. However even in this area 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, with the first OmniMechs reaching service in 2854. Likewise the Clans' trademark advanced weapons and electronics weren't available until just before the thirty-first 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, introduced by Clan Wolf in 2868, which combined previously available elements such as exoskeletons into an entirely new form with no direct Star League lineage.[42][43]

Molecular/Chemical[edit]

In the fields of molecular and chemical engineering, the Clans 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 storeys.[44][43]

Medical/Genetics[edit]

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 regrow nearly any body part. Genetic modification techniques are similarly advanced and are responsible for the creation of some of the Clans' totem animals, such as the Smoke Jaguar.[41][44][45]

A Clansman undergoing surgery

Ironically, while the Clans' eugenics program is the centerpiece of their society, in many ways it is the least technologically advanced. The birthing chambers known as Iron Wombs are based on technology over a thousand years old, little different from the life-support systems used to save premature babies first pioneered by Jutendo University on Terra. Ethical concerns kept these artificial wombs from being used for any other purposes, concerns discarded by Kerensky and his scientists in their need for a larger population.[41][44][43]

The eugenics program proper began in 2819, though it wouldn't be until 2858 that the three distinctive phenotypes associated with modern-day trueborns first emerged.[46] Surprisingly, scientists associated with the program take a hands-off approach to their work, preferring for the most part to let nature take its course. Genetic modification to alter physical or mental traits is used only sparingly beyond correcting adverse recessive traits or ensuring an equal balance of males and females to each Bloodhouse. This latter reason remains more for the sake of tradition than any true need, as it is relatively easy to take DNA from two individuals and splice them into sperm and ova gametes, creating a zygote irrespective of the donor's genes: theoretically a male warrior can be a genemother and vice versa, though again this is a rare occurrence. Another theoretical yet rarely occurring practice is the ability to create clones, known as a "retread." Simply replicating an individual however implies stagnation and goes against the Clans' belief in evolution and natural selection. Lastly Clan law discourages the combining of genes from related warriors, usually within three generations of each other; despite genetic screening incest remains a taboo.[47]

While the eugenics program is popularly associated with trueborn warriors, it also applies to the civilian freeborn castes as well. Officially the scientist caste is responsible for pairing individuals based on their genetic compatibility, but in practice most "marriages" are given approval after the fact. These pairings are mandatory, however, for the production of many children, and individuals caught "eloping" as it were faced severe punishment for interfering with the eugenics program. Such punishments are left up to the individual Clan to determine, but can range anywhere up to chemical reprogramming or execution.[48]

Politics[edit]

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 re-form 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 thirtieth 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.[41][49]

The failure of the Clan invasion, along with the destruction of Clan Smoke Jaguar and the Crusaders' 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."[41][49]

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 rein in the invasion's excesses.[41][49]

That division would become permanent in the wake of the Wars of Reaving as the Home Clans and Invader Clans became separated permanently. The Home Clans adopted the Bastion ideology, isolating themselves from their 'corrupt' Spheroid brethren, while some within their ranks generated the more brutal Aggressor philosophy. The Invading Clans formed the Council of Six and forswore any further contact with the Home Clans.

Military[edit]

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.[50]

Training[edit]

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.[51][52]

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 frontline 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.[51][52]

Ritual of Adoption[edit]

Freeborns can also enter in the warrior caste without being captured by the Clan. It would take the form of a Trial of Position known as "The Blooding". In this Trial, the warrior would have to face one warrior of each type: MechWarrior, Elemental, and aerospace pilot. If the warrior wins the bidding, they will receive an Honorname based on the Clan they are in, such as: Barry Wolf, Allen Ghost Bear, or Linda Jade Falcon for example.[53]

Ranks and Organization[edit]

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.[54]

Battle of Tukayyid (40).jpg
Ranks and the units they can command
Rank[55] Unit Consists of[56]
Warrior N/A N/A
Squad Commander Squad 5 Warriors
Point Commander Point 1 'Mech, 2 aerospace fighters, 2 Combat Vehicles, 5 Elementals, or 5 squads.
Star Commander Star 5 Points
Nova[57] 1 'Mech Star and 1 Elemental Star (10 Points)
Star Captain[58] Binary 2 Stars (10 Points)
Trinary 3 Stars (15 Points)
Supernova 2 'Mech Stars and 2 Elemental Stars (20 Points)
Supernova Trinary 3 'Mech Stars and 3 Elemental Stars (30 Points)
Star Colonel Cluster 2-5 Binaries, Trinaries, Supernovas and/or Supernova Trinaries (20 to 150 Points)
Galaxy Commander Galaxy 2-5 Clusters (40 to 750 Points)
The Falcon and the Wolf (20).jpg
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 Classifications[edit]

The Clans rank their units into a series of categories based on intended role, skill and equipment level. Frontline units 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. Although not unheard of, freeborns rarely get the opportunity to serve in frontline units. [59][60][61]

Second-line units are a Clan's reserve and garrison force, used to hold ground taken by frontline 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 frontline units, and while not given the latest equipment many still possess Omni technology (such as OmniVehicles) 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 frontline and second-line units and hold less important targets. Such units rarely use Omni technology or battle armored Elementals, instead making do with conventional BattleMechs and aerospace fighters, along with combat vehicles, conventional fighters, VTOLs, 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 more commonly assigned to second-line units if a Clan allows them to serve as warriors.[59][60][61]

Lastly are solahma units, the proverbial bottom of the barrel. Equipped primarily as infantry units, occasionally with outdated vehicles or 'Mechs (including castoff Clan or captured non-Clan equipment), 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.[59][60][61]

Economy[edit]

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.[41][42]

Goods and Services[edit]

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.[41][42][62]

Each Clansman receives work credit on a monthly basis, the exact amount determined by their grade. While the warrior caste consist of seven grades and for the most part can requisition whatever they need, among the civilian castes there are a total of twenty-five grades, from the lowest Grade One to the highest Grade Twenty-Five. Besides determining how much each person is paid, grades also determine an individual's access to other amenities including housing, transport and health care. For example, higher graded personnel are given more spacious and luxurious housing, though all but the most senior individuals live in apartment blocks. In addition, subcategories exist within each grade depending on the individual's role which allow for additional amenities: a strenuous job involving hard labor requires a higher caloric intake, and thus that person is granted larger food allowances than someone with a sedentary position, or someone whose work schedule is not easily accommodated by public transportation will be given a personal form of transport, ranging from a simple bicycle to motorized vehicles.[38]

Civilian caste members are organized into work teams — their size depending on their caste and job — and given a task to perform known as a "work target." Representing a full day's work, work targets are based on age, skills and caste, and can be as simple as producing a given number of products in a day or involve more long-term and complex projects. Exceeding one's work target can be rewarded with an increase in grade, while consistently failing to meet it can cause a loss in grade or even banishment. Given the fact that there are limits to the amount of work to be done, this puts a ceiling on the amount of work credits available. Work teams not only compete with each other to achieve or exceed their work target, they also seek to maximize their limited resources by getting rid of any "dead weight," reporting any Clansman who fails to meet their work allocation or impedes the efforts of others. Everyone is expected to work — even school-age children take apprenticeships and vocational training to supplement their education — and if they cannot they starve. This helps explains why the mortality rate is much higher among the Clans than in the Inner Sphere: besides the harsher conditions, medical attention is more likely to go to highly skilled individuals who contribute most to society rather than unskilled and easily replaced workers or those whose injuries or old age prevent them from working.[38]

High Finance[edit]

For transactions between different Clans, the merchant caste makes use of a form of currency known as the Kerensky (KE). This "macrocurrency" 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.[41][42]

Most profits made by the merchant caste come from traditional exchange of materials, however several also put emphasis on futures trade. Clan Diamond Shark was the main proponent of these ventures, as was Clan Nova Cat before becoming outcasts. By buying up the necessary equipment one Clan can underwrite another Clan's mining or exploration effort in exchange for a percentage of the profit. If successful profit is made at minimal effort, while failure means the Clan must absorb the expense.[63]

Maintaining and tracking the flow of work credits and Kerenskies is the job of each Clan's "central bank," in truth a series of institutions associated with major mercantile concerns. Besides working with the civilian administration to arrange the transfer and remuneration of funds, they also serve to provide loans, especially by those with the most assets. The borrower must pay a fee determined by the duration of the loan and sum involved, and must put up collateral equal in value to the loan. A default on the loan results in ownership of the collateral passing to the institution, even in the rare cases when the loan is made to another Clan. Refusing to honor the deal is possible but such a thing happens just as infrequently. The Jade Falcon Clan in particular earned a reputation for their banking practices, giving rise to the phrase "as sharp as the talons of a Falcon banker."[63]

Black Market and the Inner Sphere[edit]

Despite restrictions, a substantial black market exists within Clan society. Largely centered in Katyusha City on Strana Mechty, it primarily 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.[41][42]

Contact between the Clans and the Inner Sphere has resulted in little change to the Clan economic system as the Spheroids' 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 has 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.[41][42]

List of Clans[edit]

At the time of the Clan Invasion of the Inner Sphere, seventeen of the original twenty Clans were still in existence, one of which - Clan Sea Fox - had changed its name to Clan Diamond Shark. The "Not-Named Clan" had been Annihilated shortly after Operation Klondike, while Clan Widowmaker and Clan Mongoose had been Absorbed by Clan Wolf and Clan Smoke Jaguar, respectively, during the Golden Century.

The invasion of the Inner Sphere resulted in a radical series of changes amongst the Clans, which saw their numbers reduced dramatically over the next thirty-five years. Clan Wolf split into two factions in 3058 after the Refusal War: the Warden Clan Wolf-in-Exile under Khan Phelan Kell who settled in the Inner Sphere, and the 'new' Clan Wolf forged by Khan Vladimir Ward from the remaining Crusader Wolves. Between 3059 and 3085, no less than eight Clans were Absorbed, Annihilated, or Abjured, while one entirely new Clan (Clan Stone Lion) had been created. Around the year 3100, Clan Diamond Shark reverted their name back to Clan Sea Fox.

In addition, all of the Invading Clans were formally expelled from the Homeworlds by their Home Clan brethren alongside Clan Goliath Scorpion.

Clan Name Symbol Affiliation Notes
Clan Blood Spirit Clan Blood Spirit logo.png Crusader 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 were 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. The Wars of Reaving cost the Blood Spirits heavily, and in 3084 they were destroyed by the remaining Home Clans.
Clan Burrock Clan Burrock.png Crusader Clan Burrock was heavily associated with the Dark Caste, a link dating back to shortly after Operation Klondike and which they successfully hid from the rest of the Clans for centuries. When this relationship was revealed, the Clan was Absorbed by the Star Adders in 3059. After some holdouts attempted their Clan's resurrection in 3072, these remnants were thoroughly destroyed over the next two years.
Clan Cloud Cobra Clan Cloud Cobra.jpg Warden, Bastion after 3075 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 one of the most cunning and placed a heavy emphasis on their aerospace forces. During the Wars of Reaving, they would gain power with the Star Adders and recently ejected Steel Vipers by forming the Snake Alliance, expelling the remaining Spheroid Clans from the Homeworlds. Following the Reavings and the Annihilation of the Vipers, they would survive with moderate strength, emerging as the second most powerful Clan. Many Cloisters would reject the Crusader-Warden philosophies and instead embrace the Bastion and Aggressor philosophies, with many of the ecKhans barring access to outsiders joining them.
Clan Coyote Clan Coyote.jpg Warden, Bastion after 3075 The Coyotes were responsible for the invention of the OmniMech and prior to the thirty-first century was one of the strongest of the Clans. Their opposition to the invasion of the Inner Sphere caused them to be the target of Crusader attacks and their strength and influence had greatly waned by the 3050s. The Coyotes were also known for their mystical beliefs, based on Native American religious practices, which bound its warriors together in brotherhood. During the Wars of Reaving the Coyotes were a primary supporter of the Society revolt, leading to their post-Reaving status as a weak pariah in the Homeworlds.
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. Immediately following the Wars of Reaving, they became a nomadic Clan based in the Inner Sphere. After the Jihad, Clan Diamond Shark petitioned the Grand Council successfully to change their name back to Clan Sea Fox.
Clan Fire Mandrill Clan Fire Mandrill.jpg Crusader In many ways a unified 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 participation 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." This fractiousness eventually led to the Mandrills' downfall; by the end of the Wars of Reaving, Clan Fire Mandrill had simply disintegrated.
Clan Ghost Bear Clan Ghost Bear logo.png Crusader, became Warden in 3060 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 were less quick to adopt new technologies or concepts than other Clans, their approach to life 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. During the Wars of Reaving, they fled the Homeworlds and settled into their Ghost Bear Dominion in the Inner Sphere. Ultimately, they would merge it with the remnant of the Free Rasalhague Republic to form the Rasalhague Dominion, a powerful Clan/Inner Sphere hybrid state.
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 dangerous toxin produced by the Goliath Scorpion species which induces "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. A token few joined Operation Revival as a reserve Clan. Upon the discovery of their illegal integration of Eridani Light Horse genetics into their breeding program, a Trial of Abjuration was declared upon the Clan. Consequentially, they fled to the Deep Periphery, where they conquered Nueva Castile, renaming it Escorpión Imperio and later the Hanseatic League, forming the Scorpion Empire: A nation that is considered a powerful melting pot of Periphery and Clan culture.
Clan Hell's Horses Clan Hell's Horses.jpg Mixed Known for their prominent use of combat vehicles in frontline 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. They gradually moved into their Inner Sphere holdings over the course of the Wars of Reaving. During the Dark Ages, they became unwilling allies to Clan Jade Falcon and broke free from the alliance afterwards. The Horses decided to make their own race to Terra, only to find out that they arrived too late. In response, Hell's Horses leadership would refuse to acknowledge Clan Wolf as the ilClan and vented their anger in the Jade Falcon Occupation Zones during the ilClan Era. A remainder stubbornly held out in the Clan Homeworlds during the carnage and became recognized as a new Clan, Clan Stone Lion.
Clan Ice Hellion Clan Ice Hellion.jpg Crusader A fierce, quick-handed Clan bordering 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 restrained in their dealings. Denied a chance to participate in the Clan Invasion, they lashed out at the other Clans during The Hellion's Fury (ridiculed as the "Hellion Tantrum" by the other Clans). With almost their entire touman destroyed during their ill-fated Operation Ice Storm, what little remained was absorbed into Clan Goliath Scorpion in 3073. Other fragments turned to pirate attacks upon the Ghost Bear Dominion until they were destroyed. Their legacy and culture lives on as part of the Scorpion Empire's Hellion Galaxy during the Dark Age Era.
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 to 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. Abjured from the Homeworlds, they moved into their Occupation Zones in the Inner Sphere. During the Dark Ages, Clan Jade Falcon was fractured between the Mongols and the Traditionalists after Malvina Hazen's rise to power as the Khan of Clan Jade Falcon. In 3151, they would participate in the ilClan Trial only to lose in the process. Following their defeat, Alaric Ward dictated that the Clan should now find inspiration in the Black Watch, serving as an elite force and honor guard for the First Lord[64] . With most of the Jade Falcon touman having left for Terra, their Occupation Zone splintered into a region known as the Hinterlands. One of the emergent powers in the region, centered on Sudeten, would keep the Clan Jade Falcon mantle, resulting in two Jade Falcon Khans — one on Terra and one on Sudeten — by 3152.[65]
Clan Jade Wolf Crusader Following the sundering of Clan Wolf into two factions during the Refusal War and the escape of Warden-aligned Clan Wolf-in-Exile, Crusader-minded Vlad survived the final defeat of the original Clan Wolf at the hands of Clan Jade Falcon. Unwilling to accept defeat and capitalizing on unusual circumstances, legal loopholes and with shrewd bargaining, he managed to gain a Bloodname, overturn the Absorption, and reinstate "his" Clan as Clan Jade Wolf, with himself elected its Khan. This was achieved by legally subdividing Clan Jade Falcon to form the new Clan, disassociating the Jade Wolves from the Grand Council's ruling against the old Clan Wolf. However, after only nineteen days Vlad Ward brazenly killed the Jade Falcon Khan and newly elected ilKhan Elias Crichell and announced that Clan Jade Wolf was now the reborn Clan Wolf.
Clan Mongoose Clan Mongoose logo.png (n/a) Another Clan known for their aggression, Clan Mongoose has been known to clash with other Clans and use politics to sidestep various rules of the Clan. They would later incur the wrath of Clan Smoke Jaguar after they had been voted to be absorbed by them after a dispute. Although the Mongooses were absorbed, Clan Smoke Jaguar refused to use the genetic legacy of the Clan, letting them fade into obscurity. However, to the dismay of the Jaguars, Clan Cloud Cobra would fight (and win) for the right to adopt 11 Mongoose legacies that the Cobras continue to use.
Clan Nova Cat Clan Nova Cat (old).jpg Crusader, Warden after 3052 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 these visions tended to cause conflict with other Clans though, and only through the strength of their warriors was the Nova Cat Clan kept safe over the years. During the Inner Sphere invasion, this Clan was brought in as reinforcements to assist the Smoke Jaguars in their fight against the Draconis Combine. After siding with the Second Star League and against the other Clans in 3060 following a vision, the Nova Cats were Abjured from all the Clans and settling in the Draconis Combine, though neither culture sought to integrate the other. In 3143 they backed the wrong side of a rebellion within the Combine, and were subsequently destroyed. The only survivors of the Nova Cats were the Spirit Cats and those who fled to the Clan Protectorate after the Republic's collapse.
Clan Sea Fox Clan Sea Fox Logo.png Warden The original name of Clan Diamond Shark before the Golden Century. When Clan Snow Raven and Clan Sea Fox had a falling out, the former created the Diamond Shark to hunt the latter's totem to extinction in order to destroy their foe. However, this plan backfired as the Clan renamed themselves (with support from the Grand Council) into Clan Diamond Shark to the dismay of the Snow Ravens. Although the Clan kept their new identity, many within the Clan would find and preserve the Sea Fox on various worlds. Following the Dark Age after their censure and rumors of their original totem flourishing on various Inner Sphere worlds, Clan Diamond Shark reformed as Clan Sea Fox in 3100, a nomadic trade clan lead by the ilKhanate.
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 were severely repressive of their 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. Following the creation of the Second Star League, Clan Smoke Jaguar was singled out by the Star League for a Trial of Annihilation and was destroyed as a show of force. Following the Great Refusal, survivors were reorganized as the Fidelis, fighting for the Republic of the Inner Sphere. They would later sever these ties and fight for Clan Wolf as bondsmen on Terra against Clan Jade Falcon in exchange for their re-formation. In 3151, after Clan Wolf's victory on Terra, they would be reconstituted as a Clan once more.
Clan Snow Raven Clan Snow Raven Insignia.png 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 this came at a cost to their ground forces. Forced from the Clan Homeworlds during the Wars of Reaving, they moved to the Inner Sphere's periphery border, merging with the Outworlds Alliance (another state noted for a heavy emphasis on aerospace assets) to become the Raven Alliance.
Clan Star Adder Clan Star Adder.jpg Crusader, Bastion after 3075 A conservative Clan, known for their pragmatism and their strategic (rather than tactical) view towards battle, as well as treating freeborns that proved 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. Following the Wars of Reaving, the Star Adders would gain dominant leadership among the remaining Home Clans as champions of the Bastion philosophy.
Clan Steel Viper Clan Steel Viper logo.png Warden/Crusader Clan Steel Viper's early history was marred by the acts of the Not-Named Khan, causing the Steel Vipers to enact a form of isolationism (though not to the same extreme as the Blood Spirits). They also had the toughest training regimen of any Clan save 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. Attempting to dominate the Home Clans, the Steel Vipers instead instigated the Wars of Reaving and were themselves Annihilated in 3075.
Clan Stone Lion Clan Stone Lion logo.png Bastion Named from the feline inhabiting the northern mountains of Tokasha, Clan Stone Lion was created from the remaining Homeworld members of Clan Hell's Horses after the Abjuration of their Inner Sphere portion in 3075.
Clan Widowmaker Clan Widowmaker logo.png (n/a) The second Clan to fall, Clan Widowmaker gained a reputation for undue aggression during Operation Klondike, especially following the assassination of their saKhan Mariel Sanders, to the point where they were removed from the battle on Dagda by ilKhan Nicholas Kerensky and replaced by Clans Wolf and Jade Falcon. This created an enmity between Clan Widowmaker and Clan Wolf. In the summer of 2834, the Widowmakers massacred their own merchants during a caste dispute. Though the Widowmakers blamed the Wolves of stirring up the merchants, the Grand Council agreed with Khan Jerome Winson of Clan Wolf to question their right to rule and gave the Wolves the right to absorb them. During the subsequent Trial, Widowmaker Khan Cal Jorgensson accidentally killed ilKhan Nicholas Kerensky; the backlash turned the Trial of Absorption into a de facto Trial of Annihilation, leaving few Widowmaker warriors alive.
Clan Wolf Clan Wolf logo.png Warden, Crusader after 3057 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 encompassed territory from the Federated Commonwealth and the Free Rasalhague Republic. Though destroyed in the Refusal War, after a brief period as "Clan Jade Wolf" Clan Wolf was reborn with a decisively Crusader mindset. They later fled to the Inner Sphere during the Wars of Reaving, taking the only copies of the Founders' genetic legacies with them. Under the leadership of Alaric Ward the Wolves would successfully claim the title of ilClan and reunify with Clan Wolf-in-Exile in 3151.
Clan Wolf-in-Exile Clan Wolf logo.png Warden The Refusal War against Clan Jade Falcon was a calculated move by ilKhan Ulric Kerensky to pit his own Clan's strong Crusader elements against Clan Jade Falcon, another prominent Crusader, so that they would wipe each other out and weaken the Crusader camp among the Clans. Though this effectively meant sacrificing Clan Wolf, he tasked Phelan Ward with gathering the Warden-minded elements of the Clan and escape to the Inner Sphere, as Clan Wolf-in-Exile. They found refuge on Arc-Royal. After taking heavy losses against the Jade Falcons during the Dark Ages, the exiled Wolves would return to Clan Wolf to fight one final battle on Terra. Following the Wolf Clan's victory in 3151, the exiles were successfully integrated back into the Wolf Clan's fold, reunifying the fractured Clan.
Clan Wolverine ClanWolverine.jpg (n/a) Official Clan history holds that Clan Wolverine was annihilated in 2823 for heinous crimes against the Clan way, including using a nuclear device to destroy a Clan Snow Raven city and genetic repository. All references to Clan Wolverine were purged, and they are now only known as the Not-Named Clan.
The actual historical truth, which has been covered up with forged or falsified records and fabricated history, was that the progressive and successful Clan Wolverine began questioning ilKhan Nicholas Kerensky's decisions (especially in terms of restrictions on their interpretations of Clan society). Kerensky subsequently turned a blind eye to a coalition of envious Clans under the leadership of Clan Widowmaker Khan Jason Karrige to plot the downfall of Clan Wolverine. This served Nicholas Kerensky in two ways: It would unite his Clans and give them a new enemy to fight; and it would make the Wolverines an example for everyone else not to cross him. While Karrige's scheming went further than Kerensky had foreseen (to the point of escalating the planned Absorption of the Wolverines into an Annihilation), Kerensky willingly used Clan Wolverine's downfall to further his own agenda and had them hunted down to the last man, warrior or civilian.

Other "Clans"[edit]

  • Clan Fox and Clan Punisher - Placeholder names from a time when the names of the existing Clans were not set in stone yet, Clans Fox and Punisher were among the selectable factions in an advertisement for MechForce North America, "the official BattleTech player's organization" that was printed on page 104 of FASA's sourcebook Day of Heroes, and elsewhere.
    The list carried 22 different Clans including even Clan Wolverine. Clans Fire Mandrill and Ice Hellion were mentioned as Clans "Mandrill" and "Hellion", respectively. It is possible that Clan Sea Fox, the original and later readopted name of Clan Diamond Shark, evolved out of "Clan Fox" in a similar fashion. Clan Punisher was eventually canonized in Recognition Guide: ilClan, Vol. 13 as a ruse used by pirate Xerxes Mard to better prey on the Periphery locals he targeted.[66]
  • Clan Snord - Descendants of Clan culture through Wolf's Dragoons, Snord's Irregulars under Rhonda Snord called themselves "Clan Snord" during their mission to Camelot Command. While Clan Snord was not an acknowledged Clan by any means, the calculated provocation served not only to enrage the Clan Jade Falcon elements opposing the Irregulars, but also allowed Clan Snord to bid and fight in the Clan style. This netted them large amounts of Clan technology, including OmniMechs, five Broadsword-class DropShips and even Clan bondsmen when the irate Jade Falcons were lured into accepting a Trial over Camelot Command where they bid an entire Dark Wing (solahma) Cluster's equipment should they lose.
  • Clan Spaniel - A fictitious Clan featuring in media for children in Clan space.

Territorial Holdings[edit]

(circa 3062)[67][68]

Planet Blood Spirit Cloud Cobra Coyote Diamond Shark Fire Mandrill Ghost Bear Goliath Scorpion 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) * *

Critter-TEK parody[edit]

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 Aluminum 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[edit]

  1. Historical: Operation Klondike, p. 29: "Birth of the Clans"
  2. Wolf Clan Sourcebook, p. 14: "Clan Society"
  3. The Clans: Warriors of Kerensky, pp. 7–8
  4. The Clans: Warriors of Kerensky, pp. 8–9
  5. The Clans: Warriors of Kerensky, pp. 9–11
  6. The Clans: Warriors of Kerensky, pp. 11–13
  7. The Clans: Warriors of Kerensky, p. 14
  8. The Clans: Warriors of Kerensky, pp. 15–16
  9. The Clans: Warriors of Kerensky, pp. 16–17
  10. The Clans: Warriors of Kerensky, p. 17
  11. The Clans: Warriors of Kerensky, pp. 17–18
  12. The Clans: Warriors of Kerensky, pp. 18–20
  13. The Clans: Warriors of Kerensky, pp. 20–21
  14. The Clans: Warriors of Kerensky, p. 22
  15. The Clans: Warriors of Kerensky, pp. 22–23
  16. The Clans: Warriors of Kerensky, pp. 24–25
  17. The Clans: Warriors of Kerensky, pp. 25–26
  18. Classic BattleTech RPG, p. 189
  19. Era Digest: Golden Century, p. 20: "The Perils of Property"
  20. Path of Glory, p. 99
  21. The Clans: Warriors of Kerensky, p. 41
  22. Classic BattleTech Companion, p. 144: "Species Profile"
  23. Way of the Clans
  24. MechWarrior's Guide to the Clans, p. 89
  25. 25.0 25.1 The Clans: Warriors of Kerensky, p. 42
  26. 26.0 26.1 26.2 MechWarrior's Guide to the Clans, p. 70
  27. 27.0 27.1 27.2 The Clans: Warriors of Kerensky, p. 52
  28. 28.0 28.1 28.2 Classic BattleTech RPG, p. 193
  29. 29.0 29.1 29.2 The Clans: Warriors of Kerensky, p. 48
  30. 30.0 30.1 30.2 The Clans: Warriors of Kerensky, p. 49
  31. MechWarrior's Guide to the Clans, p. 68
  32. 32.0 32.1 The Clans: Warriors of Kerensky, p. 51
  33. MechWarrior's Guide to the Clans, p. 69
  34. 34.0 34.1 The Clans: Warriors of Kerensky, p. 47
  35. Classic BattleTech RPG, p. 191
  36. MechWarrior's Guide to the Clans, p. 72
  37. 37.0 37.1 MechWarrior's Guide to the Clans, p. 71
  38. 38.0 38.1 38.2 38.3 38.4 The Clans: Warriors of Kerensky, pp. 58–59
  39. 39.0 39.1 39.2 MechWarrior's Guide to the Clans, p. 73
  40. 40.0 40.1 MechWarrior's Guide to the Clans, p. 74
  41. 41.00 41.01 41.02 41.03 41.04 41.05 41.06 41.07 41.08 41.09 41.10 Classic BattleTech RPG, p. 192
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 MechWarrior's Guide to the Clans, p. 77
  43. 43.0 43.1 43.2 The Clans: Warriors of Kerensky, p. 68
  44. 44.0 44.1 44.2 MechWarrior's Guide to the Clans, p. 78
  45. Classic BattleTech Companion, p. 144
  46. Era Digest: Golden Century, p. 17
  47. The Clans: Warriors of Kerensky, pp. 39–40
  48. The Clans: Warriors of Kerensky, pp. 36–37
  49. 49.0 49.1 49.2 MechWarrior's Guide to the Clans, p. 76
  50. MechWarrior's Guide to the Clans, p. 75
  51. 51.0 51.1 Field Manual: Warden Clans, p. 18
  52. 52.0 52.1 Field Manual: Crusader Clans, p. 17
  53. The Clans: Warriors of Kerensky, p. 46
  54. Classic BattleTech RPG, p. 201
  55. 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 subcaste. 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
  56. A Cluster or Galaxy is considered to be understrength 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
  57. 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
  58. In Clan Coyote and Clan Hell's horses, commanders of a Supernova have the rank Nova Captain, which is one rank higher than Star Captain
  59. 59.0 59.1 59.2 Classic BattleTech RPG, p. 200
  60. 60.0 60.1 60.2 Field Manual: Crusader Clans, p. 10
  61. 61.0 61.1 61.2 Field Manual: Warden Clans, p. 12
  62. The Clans: Warriors of Kerensky, p. 66
  63. 63.0 63.1 The Clans: Warriors of Kerensky, p. 67
  64. Hour of the Wolf, ch. 39
  65. Tamar Rising, p. 72
  66. Recognition Guide: ilClan, Vol. 13, p. 6
  67. The Clans: Warriors of Kerensky, pp. 70–101
  68. Field Manual: Updates, p. 39

Bibliography[edit]