Maps

Exodus Road
Exodus Road

Kerensky Cluster
Pentagon Worlds & Kerensky Cluster


The Clans


Blood Spirit


Burrock


Cloud Cobra


Coyote


Diamond Shark


Fire Mandrill


Ghost Bear


Goliath Scorpion


Hell's Horses


Ice Hellion

The Clans are the other major faction of the Battletech universe and for the most part they reside in a separate area of space well outside the Inner Sphere. If you're new to Battletech, a little backtracking may help to understand how they fit in, as their origins go back to the collapse of the original Star League...

The Exodus
In the year 2784, the ranking Star League Defence Force officer, General Aleksandr Kerensky, called a meeting with around 200 other senior officers to propose a move to an as yet uncharted region of space. Dismayed by the political infighting and the warfare that was tearing the Inner Sphere apart, he wanted to take as many as would follow him and set up a new colony, run along military lines, based on honour and justice and free of the greed and corruption that had beset the Star League.

Around 80% of his fellow officers chose to follow General Kerensky on what became known as the Exodus - leaving the Inner Sphere with almost no military force to speak of. He vowed to return one day and 'save' the Inner Shere, restoring it to its former glory.

The Exodus reached its final destination in a region of space far beyond the Periphery, known as the Pentagon Worlds around 2 years later and the settlement of the people began. However, problems soon arose as they struggled to adapt to their new life. They were all military personnel, but it was quickly realised that they would need civilians to serve as scientists, merchants, labourers etc. if they were to have any hope of maintaining a viable new society. Kerensky ordered the demobilisation of around three-quarters of all his troops, determining who would be mustered out and who would remain in service through a series of gruelling tests. Those who did not meet the stringent requirements to remainin uniform underwent further tests to determine their new status. The surplus military equipment was stored in huge depots that became known as Brian Caches (a nod to the Star League's Castle Brians). The remaining naval vessels began to explore nearby star systems in what came to be known as the Kerensky Cluster. The most promising of these was named Strana Mechty (Russian for "Land of Dreams"). An Explorer Corps was formed, allowing many former military personnel to take up new careers not unlike their old ones, freeing up the regular navy to concentrate on defensive duties.

Civil War & The Second Exodus
Over the following years, the Pentagon Worlds were colonised and developed and all seemed well. However, the first rumblings of discontent eventually surfaced, mainly from the newly-created civilian populace, many of whom were unhappy with their new roles. Many called for the creation of planetary militias, in the hope of finding their way back into military service. Old enmities and cultural differences, carried over fromt he Inner Sphere, also began to manifest themselves. This escalated into localised rioting and eventually into full-scale rebellion on at least one world, during which Kerensky's second in command was killed. Alexander's ruthless suppression of the rebels only sowed the seeds for further uprisings on other worlds. Factions aligned to the Houses of the Inner Sphere formed and formed private armies. With the factions now openly pitted against not just Kerensky's rule, but each other, all-our war ensued and in the power struggle that followed, key cities on each of the worlds ended up in their hands. By this time General Kerensky was nearly 100 years old and the strain was taking its toll. With his wife having died five years earlier, this new civil war proved to be the final straw. He suffered a fatal heart attack while planning a campaign to retake Eden.

His son, Nicholas was his designated successor, but while he had the support of the navy and the military units garrisoning the cluster colonies, the division commanders on the Pentagon worlds rejected his leadership, instead pushing their own claims for leadership...a situation eerily reminiscent of the Successor State Lords after the fall of the Star League. Remembering his father's words and recognising the consequences of a drawn-out and bloody civil war, he decided to gather those still loyal to him and embark on a second exodus to Strana Mechty. In the end nearly a quarter of the population of all five worlds elected to follow him. Just a few weeks later, all-out war erupted on the Pentagon Worlds.

The Exodus Civil Wars, as they became known, lasted for nearly 20 years. Nicholas and his followers gradually severed all communications with the Pentagon Worlds, ignoring any and all pleas for assistance. While they colonised and developed the cluster worlds, those who remained on the Pentagon Worlds fought a futile series of attritional wars that destroyed much of their technological capabilities and, in some cases, civilisation itself as the hostile worlds were once again able to unleash viruses and other harmful agents on now-helpless populaces.

The Founding of the Clans
In the meantime, Nicholas devised a plan to rid his followers of any remaining loyalties to their former nations, to ensure something like this could never happen again. He organised the 800 troops who had accompanied him, into 20 Clans of 40 warriors each. He also restructured their military formations, moving from the traditional 4-unit Lance to the 5-unit Star. Two Stars made a Binary, four Binaries made a Cluster and three to five Clusters made a Galaxy. At that time each Clan had a strength of 1 Cluster.

Out went the idea of individual glory, replaced with the ethic of working for the benefit of the Clan and an environment of continual testing, to ensure only the best warriors remained in service. Nicholas also stressed the idea that each Clan was a family or society in it's own right. He equipped them using battlemechs from caches on Strana Mechty and trained them to fight, using a strict code of honour that would also prevent needless waste of life and equipment.

He returned with his troops to the Pentagon Worlds to find them devastated and the survivors, numbering less than half the original populations, in dire straits. Even so, he still faced opposition from the remaining military forces. They were however, shattered by the civil war and despite their numerical superiority, they were defeated by Kerensky's Clan troops in under a year. The victory did come at a price, however. A number of Clan troops were killed in the fighting, among them Nicholas' brother, Andery who was caught in a rebel ambush.

Unsurprisingly, Nicholas was hailed by those who had not opposed his return, as a saviour, especially as the supplies he brought with him, saved numerous lives. His striking resemblance to his father even caused some to mistake him for Alexander. Desperate for a return to some semblance of normality, the vast majority were willing to follow him blindly.

His first act was to repeat General Order 137, (a.k.a the Hidden Hope doctrine), written by his father, in which he outlined his aim for the people to become moral beacons, standing for all that was good about the Star League. Only in this way, could they one day return to the Inner Sphere and restore it to it's former glory.

He scattered the survivors of the Exodus Civil War across the Pentagon worlds and the Kerensky Cluster, breaking up any old factions and loyalties that had existed before. He also outlawed any affiliation with any order or society outside of the Clans. Every person's record had any mention of former ties to the Inner Sphere erased, replacing them with their current Clan and location. Everyone, whether civilian or a serving member of the military, was assigned to one of the 20 Clans.

Clan Society
Being warriors they tended to admire and identify with the dominant predators on their worlds, adopting their names and images to identify their Clans...even modelling their cultures on the creatures' characterstics.

Over time they developed a number of combat based rituals, known as Trials, to settle disputes without resorting to the full-scale warfare that had decimated them before. They appear to be based on the works of Alexander Kerensky, including 'A Primer of Strategy and Tactics' and 'Applied Concepts of Attack and Defence'. The bidding or 'batchall' process, carried out prior to Trials, seems to have been derived from another of his works 'Twelve Principles of Command'.

They also developed a language of their own and a caste system which gives the Clans a social structure unlike any other civilisation. Not surprisingly, the Warrior caste are the top dogs, followed by the Scientist, Merchant, Technician and Labourer castes. There is also a Dark or Bandit caste to which criminals and misfits are assigned, but this is rarely spoken of as they are seen as an embarrassment.

Perhaps more disturbingly, they also took the science of genetic manipulation and made it into an art form, carefully selecting genetic material from their best warriors and using it to create a superior breed of warrior, born in artificial wombs. Traditional conception is frowned upon - at least in Warrior circles - as there is less control over the offspring's genetic makeup. Warriors do, very occasionally have children, but this is more by accident than design. In Clan society, it is left to the lower castes to reproduce naturally, to provide an ample work force.


Jade Falcon


Mongoose


Nova Cat


Sea Fox


Smoke Jaguar

Clan Numbers
Originally, there were 20 Clans, but over time this number has been reduced to 16. You can find out more about each Clan by clicking on the insignia to the left.

Clan Burrock was absorbed by Clan Star Adder in 3059, after the Burrock leaders were found guilty of conspiring with elements of the Dark/Bandit caste to acquire technology through illegitimate means.

Clan Mongoose was absorbed by the Smoke Jaguars in 2868 after trying to ignore one Grand Council ruling too many.

Clan Sea Fox was renamed Clan Diamond Shark after the Clan's totem animal (the Sea Fox) was rendered extinct by a larger predator (the Diamond Shark).

Clan Smoke Jaguar was destroyed in one of the most famous military campaigns in Battletech history. After the invasion had been halted in 3052, Prince Victor Steiner-Davion, then ruler of the Federated Commonwealth, led a massive task force, which first routed the Jaguars from the Inner Sphere, then pursued them to Clan space and defeated them on their homeworld of Huntress.

Clan Widowmaker was absorbed by Clan Wolf in 2834 after their right to rule was questioned, following some particularly brutal treatment of their civilian population.

Clan Wolverine (also known as the Not-Named Clan) was annihilated by Clan Wolf in 2823 after declaring their independence from the other Clans. Fearing they had become tainted by the greed and corruption prevalent in the Inner Sphere, ilKhan Nicholas Kerensky petitioned the Grand Council for a Trial of Annihilation. Elements of the Wolverines survived this action and escaped to parts unknown. Reforming their society along similar lines to the now-defunct Star League, they now go by the name of the 331st Royal Battlemech Division. They are more commonly known as the Minnesota Tribe, as the unit insignia shows an outline of that state, once part of the ancient Terran colony known as the United States.

Clan Wolf In Exile was formed shortly after the end of the invasion of 3050. One of Ilkhan Ulric Kerensky's last acts was to order those loyal to the Warden cause to find a new sanctuary in the Inner Sphere and to remain there as its guardians against future Clan incursions. Chosen to be the leader of this new clan was none other than Phelan Kell, a former bondsman who had begun his career as a mercenary with the Kell Hounds. Kerensky believed that Phelan's Inner Sphere roots would ensure they remained true to their assigned mission. Kell led the exiled Wolves back to the Kell Hound world of Arc Royal, where they continue to work closely with the mercenary unit.


Snow Raven


Star Adder


Steel Viper


Widowmaker


Wolf


Wolf In Exile


Wolverine

Return of the Clans
On 13 August 3049, while hunting bandits on a backwater Periphery world known as The Rock, just beyond the borders of the Free Rasalhague Republic, a company of the Kell Hounds encountered a mysterious foe, who defeated the famed mercenaries with terrifying ease. Among the casualties was Phelan Kell, son of the Kell Hounds' founder Morgan and cousin of Victor Steiner-Davion. Initially listed as missing, presumed dead, his true fate would only be known several months later.

This turned out to be only the first of many defeats suffered by the forces of the Inner Sphere, as the Clans, descendents of the long-departed Star League Defence Force, returned with a vengeance, believing they were fulfilling Kerensky's ambition of restoring the Star League.

That skirmish on The Rock was just the first of many probing attacks, designed to test the defences of the Inner Sphere. In March of 3050 they attacked in force, driving back the militaries of the Lyran half of the Commonwealth, the Free Rasalhague Republic and the Draconis Combine. Clans Wolf, Jade Falcon, Smoke Jaguar and Ghost Bear rolled over any and all opposition in their way. With physically superior and more intensively trained warriors, piloting technologically superior Omnimechs and battle armour, they were able to take control of a large wedge of the Inner Sphere that included all but a handful of worlds of the Free Rasalhague Republic. They also made substantial inroads into the Lyran half of the Federated Commonwealth and the Draconis Combine.

The invasion was only halted when, on October 31st 3050, a Rasalhague fighter pilot, named Tyra Miraborg, deliberately crashed her stricken craft into the bridge of the Clan flagship, killing the entire bridge crew, along with the Clans' war leader, or ilKhan. This forced the Clans to suspend operations, secure the worlds they had already taken and withdraw back to their homeworlds to elect a new ilKhan. It was not until the latter half of the following year that Khan Ulric Kerensky, leader of Clan Wolf, was chosen to be the new ilKhan and the Clans' conquest of the Inner Sphere resumed.

Wardens and Crusaders
Clans are generally classified as either Warden or Crusader. Wardens believe the Clans should act as protectors of the Inner Sphere, while the Crusaders' ultimate goal is to conquer it and rebuild the Star League as it was in its heyday. Of course, this is complicated by the fact that most Clans have their own Warden and Crusader factions and their allegiances can change with the election of a new Khan. Below are the current affiliations.

Warden Crusader
Cloud Cobra
Coyote
Diamond Shark
Ghost Bear
Goliath Scorpion
Nova Cat
Snow Raven
Steel Viper
Wolf In Exile
Blood Spirit
Fire Mandrill
Hell's Horses
Ice Hellion
Jade Falcon
Star Adder
Wolf

Click on the link below for a list of Clan Bloodnames and the Clans they are currently held by:

Clan Bloodnames

Language and Customs
As mentioned earlier, in the 300 or so years since their inception, the Clans have developed their own linguistic style, along with their own terminology. They have also developed their own ritual forms of combat, both to ensure honourable conduct and to limit the damage inflicted. As far as language is concerned, Clansmen essentially speak English without contractions. They consider anyone who uses them to be inferior or disrespectful. The following terms are commonly used in Clan speech, which can make a conversation hard to follow, for anyone unfamiliar with them.


ABTAKHA
A generic name for newly-adopted warriors.

ADOPTION
The term used when an outsider (usually a bondsman) or someone from the lower castes is brought into a Clan's warrior ranks. First they must pass a challenge, which varies, depending on the type of warrior they are seeking to become. Typically, new Adoptees are given the surname of the Clan they have joined, for example a new entrant into Clan Wolf might be called John Wolf.

BATCHALL
The first part of the Clans' ritual form of combat, the Batchall is a bidding process in which the two opponents state the forces with which they will attack / defend, as well as the nature of the prize (usually territory, a factory or science facility). In some cases it may be blueprints for new weapon systems or even samples of genetic material.

BLOODNAME
Nicholas Kerensky chose 800 former Star League Defence Force officers to accompany him on the second Exodus. These men and women were the first Clan warriors and the first to have their DNA used in the warrior breeding programme. Their surnames were the original Clan Bloodnames. Clanners are given a single name when they are born. The only way to gain a surname is to win a Bloodname by competing in a tournament. Over the 300 years since the Clans' inception, the number of available Bloodnames has diminished as some have been discarded or all the warriors holding the name have died. Each Clan has either sole or shared ownership of a number of the 400 remaining Bloodnames (and their associated genetic material) and guards them jealously. Many Trials of Possession are fought over them and consequently, they can change hands frequently. Khans have the power to create new Bloodnames if they feel an individual is worthy of the honour, though this happens very rarely. Bloodname competitions are major events within the Clans, since the number of warriors allowed to hold them at any one time are limited.

BONDCORD
A bracelet worn by bondsmen, identifying their captor and the Clan they now belong to. If they are adopted into the Clan, their captor will remove the cord.

BONDSMAN
Usually refers to a warrior captured in battle, either from another Clan or from outside the Clans. They become the ward of the warrior who captured them and are given a Bondcord to wear to signify their status.

CANISTER
Clan slang for the birthing tanks in which new generations of warriors are created.

CASTE
The Clans have an archaic social structure consisting of several Castes. Naturally, Warriors are at the top of the tree, with Scientists, Merchants and Labourers underneath. There is also a Dark or Bandit Caste filled with criminals and outcasts who choose to live outside the normal order. In extraordinary circumstances, other Castes may assume a strong influence within a Clan. In the case of the Diamond Sharks, the Merchants hold considerable sway. In the Jade Falcons and several other Clans, the Scientists collaborated to develop a secret genetic program.

CODEX
The record of a warrior's career. From their first Trial of Position, to their last assignment, all their data is stored electronically on a wristwatch-like device.

DEZGRA
The term given to a Warrior who has disgraced themselves, either in combat or with some other dishonourable act.

FREEBIRTH
A Clan epithet referring to anyone not born of the Warrior breeding program. To call a Trueborn "Freebirth" is a mortal insult. Non-Trueborns are allowed to become warriors if they prove themselves worthy, but are generally assigned to second line and garrison units.

GIFTAKE
A warrior's genetic legacy to his Clan. When a notable warrior dies, (usually in combat), a sample of their genetic material is added to the Clan's gene pool, to be used to create future generations of warriors. The placing of the sample in the genetic repository involves an elaborate ceremony.

GRAND COUNCIL
This is a meeting of the Khans of all the Clans, usually only convened to discuss a united action, such as the invasion of the Inner Sphere, or the Absorption or Annihilation of another Clan. More commonly they are used to settle disputes between rival Clans, when the usual methods (i.e. Trials) are insufficient.

HEGIRA
When a defeated enemy is allowed to leave the field of combat, without incurring further losses, they are said to be granted Hegira.

ISORLA
The spoils of war, which may be the prize stated in the Batchall, or simply equipment salvaged from the battlefield.

KHAN
A Clan's leader is called the Khan, with their second-in-command referred to as SaKhan. In times of war, when the Clans are united, a supreme leader is elected, known as the IlKhan. The term OvKhan may be used to refer to someone of superior rank or as a sign of respect.

LOREMASTER
The keeper of a Clan's historical records. They are also responsible for entering new passages in each Clan's version of the Remembrance.

OATHMASTER
Often a position assigned to the Khan, although it may be given to anyone of sufficient rank, the Oathmaster acts as Master of Ceremonies at all important functions, such as Trials of Position or the Giftake ceremony.

QUIAFF / QUINEG
These are added to the end of a sentence to turn it into a rhetorical question. The Clans use Aff (Affirmative) and Neg (Negative) rather than "yes" and "no". They roughly translate to "Is it not so?", the use of "aff" or "neg" indicating the expected response.

REAVING
This is a form of punishment, similar to Annihilation, whereby all genetic material from a particular Bloodname is removed from a Clan's genetic repository and destroyed. This is usually done if one or more warriors with a particular Bloodname have been found guilty of highly dishonourable conduct.

REDE
The Clan term for an oath. To a Clanner, an oath is sacred and they will do their utmost to fulfil them. Even if made under duress, they will usually feel honour-bound to carry them out.

REMEMBRANCE (THE)
An epic poem, many hundreds of verses long, which commemorates the 300-year history of the Clans. Each Clan has their own version, slightly different to the others, though some verses are common to all versions.

RISTAR
Thought to be an abbreviation of the term 'Rising Star', this simply refers to an exceptionally skilful warrior who is expected to advance far and quickly.

SAFCON
The guarantee of safe passage or "safe conduct" for an enemy, through a Clan's territory. Roughly equivalent to a temporary truce.

SEYLA
Roughly the Clan equivalent of "Amen", it is usually uttered in response to a vow or invocation by an Oathmaster during ceremonies or other important occasions.

SIBKO
Each new generation of Trueborns are brought up in groups or classes known as sibling companies, (usually referred to as sibkos). As soon as they are old enough they begin their education and warrior training. Those that succeed in their final test become Warriors. Those that fail are relegated to the lower castes.

SOLAHMA
A warrior who is considered too old for front-line assignments is said to be Solahma. After reaching the age of 30, warriors are considered to be past their prime. Older warriors, who have not achived any distinction, (such as winning a Bloodname), in combat are often assigned to Solahma units, which often see little more than garrison duty. Sometimes, as a desperate measure, solahma units are given 'suicide' missions, such as storming heavily defended positions, where the chance of survival is minimal. This is not always the case, however, as successful commanders often continue to serve in front line units until their forties and beyond.

STRAVAG
A variation of the Freebirth curse.

SURAT
Another popular Clan insult, referring to a type of rodent.

TOUMAN
The name given to a Clan's military.

TROTHKIN
Usually used by warriors when referring to someone from the same sibko, or someone considered to be an equal.

TRUEBORN
A term for anyone born of the Warrior breeding programme. Trueborns are considered superior to Freeborns/Freebirths in every way and are given greater social standing in Clan society than their naturally born counterparts. This is especially true among the Warrior Caste.

ZELLBRIGEN
This can be quite complex to explain, but is essentially a set of rules used to maintain honourable combat during large-scale engagements. In a nutshell, warriors meeting on the field of battle will issue a challenge before engaging an opponent. Also, warriors may not engage an opponent if they are currently fighting someone else. This is to preserve, as far as possible, the Clan ideal of one-on-one combat. If anyone happens to break the rules of Zellbrigen, for instance by attacking an enemy already engaged, the battle turns into a free-for-all.

Trials: Forms of Clan Combat
Also mentioned previously, was the fact that Clan warriors are never happier than when they're fighting...it is, after all, what they are bred for. Besides, Clan culture demands that in order to honourably acquire status, territory, technology (or pretty much anything else) you must fight for it. To prevent the Clans from destroying each other or inflicting grievous losses, a number of Trials were developed to determine the scope of the conflict, incorporating the Batchall process to limit the scale of the damage.


TRIAL OF ABSORPTION
If a Clan is deemed too weak to function effectively on its own, or has committed a serious breach of Clan law, the Grand Council may decide it must be absorbed into another Clan, lock, stock and barrel (territory, equipment, personnel, genetic materials and Bloodnames etc.). The other Clans must bid for the right to absorb the Clan. Examples of this are the Absorption of Clan Burrock by the Star Adders and Clan Mongoose by the Smoke Jaguars.

TRIAL OF ANNIHILATION
For the Grand Council to call for a Trial of Annihilation...the total destruction of a Clan, the Clan in question must have committed a truly grievous sin. This direst of punishments has only been handed out once in the 300-year history of the Clans...when Clan Wolverine was destroyed by Clan Wolf, after declaring their independence from the other Clans. Again, bidding is used to determine which Clan will carry out the sentence.

TRIAL OF GRIEVANCE
This is a more formal version of the Circle of Equals, usually used to settle more serious or complicated disputes. If a warrior (or Clan) feels they have been insulted / dishonoured or had their honour brought into question (usually all the same thing for Clanners), they may request a Trial of Grievance and face their accuser in combat.

TRIAL OF POSITION
This is the usual way for a warrior to advance their rank. This starts when their sibko training finishes, as their final test is a Trial of Position to determine what rank they will enter service at. Defeating a single opponent earns them the rank of Warrior, while defeating two sees them enter service as a Star Commander. The few that manage to overcome three opponents go on to become Star Captains. Future advancements are decided in a similar way, although exceptions may be made in unusual circumstances.

TRIAL OF POSSESSION
The name is fairly self explanatory. As mentioned earlier, the Clans typically contest ownership of territory, technology and genetic material by holding Trials of Possession. Using the Batchall ritual, both sides name the forces they will field and a bidding process begins, in which the force compositions are steadily reduced to the lowest amount each side thinks they can win with. The side bidding the smallest force may name the location of the battle. If they win, they gain a great deal of prestige within their Clan.

TRIAL OF REFUSAL
Part of the Clan justice system, a Trial of Refusal allows individual warriors to fight for the right to overturn rulings against them they feel are unjust. On a larger scale, a Clan may also call a Trial of Grievance if its Khans disagree with the rulings of the Grand Council. As with other Trials, other Clans or warriors will bid against each other for the right to meet the Clan or individual in question, in combat.

BLOODNAME TRIAL
This is the Trial all warriors strive to compete in at some stage in their career. Only a certain number of warriors may hold a given Bloodname at any one time. As older Bloodnamed warriors die, vacancies open up in the Bloodline and thus opportunities for "un-named" warriors to win one of the highly coveted Bloodnames. A pre-defined number of warriors will be sponsored by their superiors to enter the Trial. These are equivalent to "seeded" sportspeople or teams. A "wildcard entry" is also permitted - the winner of a preceding Grand Melee (a free-for-all battle).

CIRCLE OF EQUALS
A commonly used ritual to settle disputes between individuals, whatever their rank or status. Normally the challenger will call out their opponent, who will then decide where the contest will take place. The challenger decides what weapons, if any, are to be used. If possible, a referee is appointed to ensure honourable conduct. If a combatant leaves the designated area (or Circle),whether intentionally or by accident, they automatically forfeit the contest. Sometimes these can be arranged in the space of a few minutes and bystanders will usually form a circle around the combatants, creating a temporary arena. For more formal contests, a day or two will be taken to prepare the arena and the equipment chosen.