History Characters / BattleTech

22nd Jul '17 12:34:48 AM GalahadPC
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Through most of its history, the Draconis Combine would be an antagonist to almost every other faction within reach, employing the most skilled fighting force of the Inner Sphere to seize power from its rivals. It was the last of the Inner Sphere nations to join the Star League, and the first to attempt taking its place, launching three of the four Succession Wars. This aggression would soften somewhat in the wake of the Clan invasion and the ascension of the moderate Theodore Kurita, but by the 32nd century, the Combine would largely resume its old ways of unity through domination.

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Through most of its history, the Draconis Combine would be an antagonist to almost every other faction within reach, employing the most skilled fighting force of the Inner Sphere to seize power from its rivals. It was the last of the Inner Sphere nations to join the Star League, and the first to attempt taking its place, launching three of the four Succession Wars. This aggression would soften somewhat in the wake of the Clan invasion and the ascension of the moderate Coordinator Theodore Kurita, but by the 32nd century, the Combine would largely resume its old ways of unity through domination.



Though the government like to boast its cherished civil liberties, the fact is that the Federated Suns' power rises from its military, boasting an unmatched combination of skill, strategy, resources, and initiative. Under the leadership of Hanse Davion, the Suns and their new Lyran Commonwealth allies devoured half the Capellan Confederation and threatened the Draconis Combine on all fronts. Only the Clan invasion could cause the Suns to yield ground to their traditional enemies as their new First Prince, Victor Steiner-Davion, set off to fight new ones.

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Though the government like to boast its cherished civil liberties, the fact is that the Federated Suns' power rises from its military, boasting an unmatched combination of skill, strategy, resources, and initiative. Under the leadership of First Prince Hanse Davion, the Suns and their new Lyran Commonwealth allies devoured half the Capellan Confederation and threatened the Draconis Combine on all fronts. Only the Clan invasion could cause the Suns to yield ground to their traditional enemies as their new First Archon Prince, Victor Steiner-Davion, set off to fight new ones.
22nd Jul '17 12:33:11 AM GalahadPC
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Through most of the setting's history, the Draconis Combine would be an antagonist to almost every other faction within reach, employing the most skilled fighting force of the Inner Sphere to seize power from its rivals. It was the last of the Inner Sphere nations to join the Star League, and the first to attempt taking its place, launching three of the four Succession Wars. This aggression would soften somewhat in the wake of the Clan invasion and the ascension of the moderate Theodore Kurita, but by the 32nd century, the Combine would largely resume its old ways of unity through domination.

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Through most of the setting's its history, the Draconis Combine would be an antagonist to almost every other faction within reach, employing the most skilled fighting force of the Inner Sphere to seize power from its rivals. It was the last of the Inner Sphere nations to join the Star League, and the first to attempt taking its place, launching three of the four Succession Wars. This aggression would soften somewhat in the wake of the Clan invasion and the ascension of the moderate Theodore Kurita, but by the 32nd century, the Combine would largely resume its old ways of unity through domination.



The Free Worlds League, the oldest of the Successor States and the first large interstellar nation to rise among the colony worlds, was formed between three smaller realms with the signing of the Treaty of Marik in 2271. As one of the earliest such powers, forged from very disparate members, the League maintains strong democratic and representative principles, despite being ruled by a single family wielding extraordinary executive powers.

Though a potentially powerful force, the League dwindled in significance by the end of the Succession Wars, plagued by internal disputes, civil wars, weak leadership, and an inability to move as a unified nation. Shortly after the Fourth Succession War, Captain-General Thomas Marik broke tradition by stripping power from member states and consolidating power on himself. Though his decisions turned the League into a serious military and economic power for the first time in centuries, it wasn't enough to stop the League from dissolving in the wake of the Blakist Jihad, reforming a half-century later.

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The Free Worlds League, the oldest of the Successor States and the first large interstellar nation to rise among the colony worlds, was formed between three smaller realms with the signing of the Treaty of Marik in 2271. As one of the earliest such powers, forged from very disparate members, the League maintains strong democratic and representative principles, and a broad spectrum of cultural diversity, despite being ruled by a single family wielding extraordinary executive powers.

Though a potentially powerful force, Despite its potential, the League dwindled in significance by the end of the Succession Wars, plagued by internal disputes, civil wars, weak leadership, and an inability to move as a unified nation. lack of direction. Shortly after the Fourth Succession War, Captain-General Thomas Marik broke tradition by stripping power from member states and consolidating power it on himself. Though his decisions turned detractors saw him as a power-mad autocrat, the League into a serious military and economic power for the first time in centuries, prospered under his focused effort, but it wasn't enough to stop the League from dissolving in the wake of the Blakist Jihad, reforming and becoming a region of chaos until it was reestablished a half-century later.


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The Federated Suns was formed from a handful of Terran Alliance worlds in 2317, after the Alliance withdrew its border and abandoned all the worlds beyond to their fates. Envisioned as a constitutional monarchy nearly from the beginning, recognizing the difficulties of interstellar democracy, the Suns would grow to become the largest interstellar nation, and the most powerful after the Terran Hegemony itself.

Though the government like to boast its cherished civil liberties, the fact is that the Federated Suns' power rises from its military, boasting an unmatched combination of skill, strategy, resources, and initiative. Under the leadership of Hanse Davion, the Suns and their new Lyran Commonwealth allies devoured half the Capellan Confederation and threatened the Draconis Combine on all fronts. Only the Clan invasion could cause the Suns to yield ground to their traditional enemies as their new First Prince, Victor Steiner-Davion, set off to fight new ones.
21st Jul '17 11:46:39 PM GalahadPC
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The Free Worlds League, the oldest of the Successor States and the first large interstellar nation to rise among the colony worlds, was formed between three smaller realms and the signing of the Treaty of Marik in 2271. As one of the earliest such powers, forged from very disparate members, the League maintains strong democratic and representative principles, despite being ruled by a single family wielding extraordinary executive powers.

While a powerful force in terms of resources, the League dwindled in significance by the end of the Succession Wars, plagued by internal disputes, civil wars, weak leadership, and an inability to move as a unified power. Shortly after the Fourth Succession War, Captain-General Thomas Marik broke tradition by stripping power from member states and consolidating power on himself. Though his decisions turned the League into a serious military and economic power for the first time in centuries, it wasn't enough to stop the League from dissolving in the wake of the Blakist Jihad, reforming a half-century later.

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The Free Worlds League, the oldest of the Successor States and the first large interstellar nation to rise among the colony worlds, was formed between three smaller realms and with the signing of the Treaty of Marik in 2271. As one of the earliest such powers, forged from very disparate members, the League maintains strong democratic and representative principles, despite being ruled by a single family wielding extraordinary executive powers.

While Though a potentially powerful force in terms of resources, force, the League dwindled in significance by the end of the Succession Wars, plagued by internal disputes, civil wars, weak leadership, and an inability to move as a unified power.nation. Shortly after the Fourth Succession War, Captain-General Thomas Marik broke tradition by stripping power from member states and consolidating power on himself. Though his decisions turned the League into a serious military and economic power for the first time in centuries, it wasn't enough to stop the League from dissolving in the wake of the Blakist Jihad, reforming a half-century later.


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The Lyran Commonwealth was the last of the great interstellar nations to form, as a merger of three large merchant-states in 2341. As a nation run by habitual deal-makers, the Commonwealth has ample wealth and resources, and excels at political maneuvering and bargaining, but lacks decisive and civic-minded leadership. Much of the reason it survives intact is due to the sheer firepower at its disposal, making the negotiation table a more attractive option.

Appropriately enough, it would be deal-making on the part of the Commonwealth that nearly toppled the balance of power across the Inner Sphere. After the Third Succession War, Archon Katrina Steiner extended a peace proposal to the other house lords, answered only by House Davion. The secret arrangements that followed eventually merged their realms into the Federated Commonwealth, a superstate powerful enough to establish a new Star League under its own aegis - at least until the invasion of the Clans, with consequences that would break the two nations apart once more.
21st Jul '17 8:05:39 PM GalahadPC
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The Capellan Confederation is the weakest of the Successor States, founded in 2310 as a loose alliance of worlds seeking mutual protection. Without any great military strength or economic clout, it often had to resort to extreme measures just to survive the ambitions of its neighbors. Over time, the Confederation evolved into a socialist police state, with a ruling family that proves to be highly unpredictable in terms of intelligence and sanity.

The Capellan Confederation is a nation of strict internal control. The centralized government owns the economy, requires service in return for citizenship, and permits no dissension, but also offers generous comfort, security, and privilege to faithful citizens. Its military is capable and dedicated, but relies heavily on unconventional warfare against its much larger adversaries. The Confederation found itself on the brink of collapse after the Fourth Succession War and the secession of the St. Ives Commonality, but the rise of Sun-Tzu Liao to the Chancellorship quickly reversed the Confederation's fortunes and brought it to new heights.

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The Capellan Confederation is the weakest of the Successor States, founded in 2310 as a loose alliance of worlds seeking mutual protection. Without any great military strength or economic clout, it often had Always struggling to resort to extreme measures just to survive survive, the ambitions of its neighbors. Over time, the Confederation evolved Confederation's desperate need for stability and security saw it gradually evolve into a socialist communist police state, with a ruling family that proves to be highly unpredictable in terms of intelligence and sanity.

The Capellan Confederation is a nation of strict internal control. The
centralized government owns owning all the economy, requires service in return for citizenship, property and permits no dissension, but also offers generous comfort, security, and privilege dictating the lives of the people. At the head of state is a ruling family proven to faithful citizens. Its military is capable and dedicated, but relies heavily on unconventional warfare against its much larger adversaries. be highly unpredictable, sometimes dangerously so.

The Confederation found itself on was a constant loser in the brink Succession Wars, lacking the resources of collapse after its aggressive neighbors and forced to adopt unconventional tactics to maintain what little it owned. After the Fourth Succession War and the secession of the St. Ives Commonality, but the Confederation appeared to be on the brink of a final collapse. The rise of the ingenious Sun-Tzu Liao to the Chancellorship quickly reversed the Confederation's fortunes and brought it to new heights.
heights, making it a force to be reckoned with for perhaps the first time in its history.



* ButtMonkey: By far the biggest loser of the Succession Wars. Though it would never regain its Star League-era size, it did restore much of its status by the end of the Jihad era.

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* ButtMonkey: BornIntoSlavery: By far the biggest loser default, commoners aren't citizens, and are required to earn citizenship through some form of the Succession Wars. Though it would never regain its Star League-era size, it did restore much civil service or contribution immediately after completing their childhood educations. Those incapable of its status by the end of the Jihad era.doing so (or unwilling to) are basically treated as indentured servants throughout their lives.



[[folder:Free Worlds League]]

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[[folder:Free Worlds League]]League (House Marik)]]

The Free Worlds League, the oldest of the Successor States and the first large interstellar nation to rise among the colony worlds, was formed between three smaller realms and the signing of the Treaty of Marik in 2271. As one of the earliest such powers, forged from very disparate members, the League maintains strong democratic and representative principles, despite being ruled by a single family wielding extraordinary executive powers.

While a powerful force in terms of resources, the League dwindled in significance by the end of the Succession Wars, plagued by internal disputes, civil wars, weak leadership, and an inability to move as a unified power. Shortly after the Fourth Succession War, Captain-General Thomas Marik broke tradition by stripping power from member states and consolidating power on himself. Though his decisions turned the League into a serious military and economic power for the first time in centuries, it wasn't enough to stop the League from dissolving in the wake of the Blakist Jihad, reforming a half-century later.



[[folder:Lyran Commonwealth]]

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[[folder:Lyran Commonwealth]]Commonwealth (House Steiner)]]



[[folder:Federated Suns]]

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[[folder:Federated Suns]]
Suns (House Davion)]]
20th Jul '17 8:29:04 PM GalahadPC
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[[folder:Capellan Confederation]]

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[[folder:Capellan Confederation]]Confederation (House Liao)]]

The Capellan Confederation is the weakest of the Successor States, founded in 2310 as a loose alliance of worlds seeking mutual protection. Without any great military strength or economic clout, it often had to resort to extreme measures just to survive the ambitions of its neighbors. Over time, the Confederation evolved into a socialist police state, with a ruling family that proves to be highly unpredictable in terms of intelligence and sanity.

The Capellan Confederation is a nation of strict internal control. The centralized government owns the economy, requires service in return for citizenship, and permits no dissension, but also offers generous comfort, security, and privilege to faithful citizens. Its military is capable and dedicated, but relies heavily on unconventional warfare against its much larger adversaries. The Confederation found itself on the brink of collapse after the Fourth Succession War and the secession of the St. Ives Commonality, but the rise of Sun-Tzu Liao to the Chancellorship quickly reversed the Confederation's fortunes and brought it to new heights.
20th Jul '17 2:55:07 PM GalahadPC
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[[folder:Draconis Combine]]

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[[folder:Draconis Combine]]
Combine (House Kurita)]]

The Draconis Combine stands in stark contrast to the other great interstellar nations: from its inception in 2319, it expanded almost entirely through intimidation and conquest, enforced cultural conformity, and served as the personal domain of a dynastic family. While much of the same can be said of the other Great Houses at varying times, these are founding principles of the Draconis Combine, with only brief periods of variation.

Through most of the setting's history, the Draconis Combine would be an antagonist to almost every other faction within reach, employing the most skilled fighting force of the Inner Sphere to seize power from its rivals. It was the last of the Inner Sphere nations to join the Star League, and the first to attempt taking its place, launching three of the four Succession Wars. This aggression would soften somewhat in the wake of the Clan invasion and the ascension of the moderate Theodore Kurita, but by the 32nd century, the Combine would largely resume its old ways of unity through domination.


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* EliteArmy: The [[ExactlyWhatItSaysOnTheTin Draconis Elite Strike Teams]] are the single most formidable special forces unit throughout the Inner Sphere.
19th Jul '17 3:37:02 PM GalahadPC
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* ComplacentGamingSyndrome: The Commonwealth's simplistic, familiar strategies - successful only through the sheer firepower at House Steiner's disposal - may be the only reason they didn't dominate the Succession Wars. House Davion's intentions of shaking Steiner out of its complacency was one of the greatest threats the Federated Commonwealth presented to the other Successor States.



* GeneralFailure: The Commonwealth's senior officers are easily the least respected anywhere in the Inner Sphere, as many of them gain their positions by maneuvering through politics and bureaucracy rather that battlefields. Referred to as "social generals," they are at best talented with logistics and administration, and at worst a bunch of oblivious screw-ups with endless excuses. The union of the Federated Commonwealth did reverse this trend somewhat, favoring more capable field officers and NCOs.

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* GeneralFailure: The Commonwealth's senior officers are easily the least respected anywhere in the Inner Sphere, as many of them gain their positions by maneuvering through politics and bureaucracy rather that battlefields. Referred to as "social generals," they are at best talented with logistics and administration, and at worst a bunch of oblivious screw-ups with endless excuses. The union of the Federated Commonwealth did reverse this trend somewhat, favoring more capable field officers and NCOs.[=NCO=]s.



* MegaCorp: The leadership of which comprises much of the Commonwealth aristocracy, and even some of its military.

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* MightyGlacier: The Commonwealth armed forces, as a whole and often as individual units.
* MegaCorp: The leadership of which comprises much of the Commonwealth aristocracy, and even some of frequently has deep connections with its military.



* WeHaveReserves: Granted, the "reserves" refer more to materiel than personnel, but the situation still encourages lazy, simplistic strategies.

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*ReluctantWarrior: Throughout the Inner Sphere, the Commonwealth's citizenry and enlisted military are among the least interested in the "glory" of warfare, seeing it purely as a means of self-defense and the practical enforcement of policy and property. Only the nobles and high officers show much favor for war, and for them it's usually more about prestige or plunder than any kind of idealism.
* {{Socialite}}: Both the government and military are positively swimming in them.
* WeHaveReserves: Granted, the "reserves" refer more to materiel than personnel, but the situation Commonwealths's abundance still encourages lazy, simplistic strategies.strategies, successful only through sheer firepower. House Davion's efforts at shaking Steiner out of its complacency was one of the greatest threats the Federated Commonwealth presented to the other Successor States.
19th Jul '17 3:21:40 PM GalahadPC
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* ComplacentGamingSyndrome: The Commonwealth's simplistic, familiar strategies - successful only through the sheer firepower at House Steiner's disposal - may be the only reason they didn't dominate the Succession Wars. House Davion's intentions of shaking Steiner out of its complacency was one of the greatest threats the Federated Commonwealth presented to the other Successor States.



* GeneralFailure: Commonwealth officers are easily the least respected anywhere in the Inner Sphere, as many of them gain their positions by maneuvering through politics and bureaucracy rather that battlefields. Referred to as "social generals," they are at best talented with logistics and administration, and at worst a bunch of incompetent screw-ups with endless excuses. The union of the Federated Commonwealth, which saw House Davion make serious attempts at reforming the Steiner side of the armed forces, did reverse this trend somewhat.

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* GeneralFailure: Commonwealth The Commonwealth's senior officers are easily the least respected anywhere in the Inner Sphere, as many of them gain their positions by maneuvering through politics and bureaucracy rather that battlefields. Referred to as "social generals," they are at best talented with logistics and administration, and at worst a bunch of incompetent oblivious screw-ups with endless excuses. The union of the Federated Commonwealth, which saw House Davion make serious attempts at reforming the Steiner side of the armed forces, Commonwealth did reverse this trend somewhat.somewhat, favoring more capable field officers and NCOs.



MegaCorp: The leadership of which comprises much of the Commonwealth aristocracy, and even some of its military.
ProudMerchantRace: With the most resource-rich worlds of the Inner Sphere and the most manufacturing infrastructure to survive the Succession Wars, business is the primary means of exerting power throughout the Commonwealth.

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MegaCorp: *MegaCorp: The leadership of which comprises much of the Commonwealth aristocracy, and even some of its military.
ProudMerchantRace: *ProudMerchantRace: With the most resource-rich worlds of the Inner Sphere and the most manufacturing infrastructure to survive the Succession Wars, business is the primary means of exerting power throughout the Commonwealth.Commonwealth.
* WeHaveReserves: Granted, the "reserves" refer more to materiel than personnel, but the situation still encourages lazy, simplistic strategies.
19th Jul '17 2:58:19 PM GalahadPC
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* WelcomeBackTraitor: The Confederation's attitude toward the St. Ives Commonality after it briefly enjoyed independence as the St. Ives Compact. Though there was a great deal of suspicion toward St. Ives, Chancellor Sun-Tzu was determined to look as magnanimous as possible in embracing and forgiving his "temporarily misguided citizens."



* BiggerIsBetter: Though the "Steiner Scout Lance" of four Atlases is a bit of an exaggeration, it is true that Commonwealth commanders prefer to employ a slow-moving avalanche of the heaviest machines available. The Commonwealth (and later Lyran Alliance) is also the state that saw the debut of some of the biggest guns around - the Autocannon/20 and Heavy Gauss Rifle.
*ChronicBackstabbingDisorder: The Federation of Skye, one of the three founding states of the Commonwealth, always seemed to be at opposition to the central government, and made ''multiple'' attempts at secession throughout the 31st century.
*DeadlyDecadentCourt: With more emphasis on "decadent" than the others.
*GeneralFailure: Commonwealth officers are easily the least respected anywhere in the Inner Sphere, as many of them gain their positions by maneuvering through politics and bureaucracy rather that battlefields. Referred to as "social generals," they are at best talented with logistics and administration, and at worst a bunch of incompetent screw-ups with endless excuses. The union of the Federated Commonwealth, which saw House Davion make serious attempts at reforming the Steiner side of the armed forces, did reverse this trend somewhat.
** The most legendary of these may be Thomas Hogarth, an officer more interested in organizing celebratory balls instead of defensive operations, and who kept getting promoted by a combination of fortune and charisma. Deployed to join the liberation of Terra from the Word of Blake, his tactics at the battle of Singapore were so reckless and indiscriminate that the Blakists tried to surrender in order to spare the city's civilians and historical heritage. (Yes, the ''insane religious genocidal zealots'' were horrified by this man's incompetence.) He retired afterward to host an education vid on military affairs called "The Armchair General," apparently unaware of the irony.
MegaCorp: The leadership of which comprises much of the Commonwealth aristocracy, and even some of its military.
ProudMerchantRace: With the most resource-rich worlds of the Inner Sphere and the most manufacturing infrastructure to survive the Succession Wars, business is the primary means of exerting power throughout the Commonwealth.




19th Jul '17 2:06:23 PM GalahadPC
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*ArchEnemy: Though both its neighboring Successor States have done well to repel its advances, the Combine sees the Federated Suns and House Davion as their chief rivals for conquest of the Inner Sphere. This becomes more true when both neighbors unite to form the Federated Commonwealth, combining Steiner industry with Davion strategy.
**EnemyMine: The only time there was any relative peace or cooperation with the Federated Suns/Commonwealth was in the face of the Clan invasion. It also helped that Theodore Kurita and Victor Steiner-Davion were both exceptionally reasonable people.
*ArcNumber: The number 5 shows up a lot in Combine political divisions and structure, by design. It's become prevalent enough that 5 is often regarded as a lucky number throughout the Combine.
*BlindObedience: Often considered a virtue in the Combine. The Second Sword of Light regiment paints the flag of Kentares IV on their mechs in remembrance of their participation in the Kentares Massacre - not out of regret, but out of pride that they were willing to carry out such horrid commands.
*CulturePolice: More than any other realm, the societies of the Combine are relatively homogeneous, and the Order of the Five Pillars serves to heavily reinforce its cultural doctrine. This extends to religion, where the higher classes are encouraged to follow Zen Buddhism, the lower classes are taught Shintoism, and other faiths are technically outlawed (though tolerated as long as they don't cause trouble).
*TheEmpire: Pretty much this, both before and after the Star League.
*FantasticCasteSystem: A five-tiered system that naturally puts the nobles and warriors at the top with the laborers and "unproductives" on the bottom, with little or no opportunity to move between them.
*FantasyCounterPartCulture: Invoked early in the Combine's history, when early Coordinators saw the value of shared cultural norms in holding a realm together and chose Shogunate-era Japan. It's worth noting that there are still pockets of distinctly different cultures throughout the Combine that only pay lip service to Japanese trappings, including the Scandanavian worlds of the Rasalhague District (before becoming an independent republic), and the Muslims of the Azami worlds.
*GalacticConqueror: A stated goal of the Combine since its inception was to unite all of human-inhabited space under a single rule.
*{{Samurai}}: They trade their horses, bows, and armor for giant war robots, but Combine mechwarriors otherwise deliberately invoke this trope nearly in full - [[CodeOfHonor bushido]], [[KatanasAreJustBetter katanas on their uniforms]], [[CulturedWarrior writing poetry on the eve of battle]], [[{{Seppuku}} ritual suicide as atonement for failure]], etc.
*MyGodWhatHaveIDone: Probably the only reason the Combine failed to win the First Succession War. Its enacting of the Kentares Massacre not only galvanized Davion resistance, but was such a crushing shame to the warriors of the Combine that many of them simply lost the will to prosecute the war.
*RecruitingTheCriminal: One of Theodore Kurita's more notable ideas was to employ "unproductives," including Yakuza, as irregular soldiers to test his new theories on leadership and military strategy. The Ghost Regiments formed from this process would go on to serve with great heroism and dedication to the Coordinator throughout the war with the Clans.
*TheRemnant: The Black Dragon Society, a group of disaffected nobles and warriors who resent the sweeping political reforms of Theodore Kurita and seek to put a "true" Heir to the Dragon on the throne.
*SecretPolice: Police? No, those heavily-armed men in their bright candy-striped uniforms are just the Friendly Persuaders of the Civilian Guidance Corps, a branch of the Ministry of Peaceful Order and Honor. Only a society of lawless degenerates needs police.
*SoldierVersusWarrior: The Warriors to the Federated Suns' Soldiers.
*StayInTheKitchen: Depends largely on the current rulership, but women serving in positions of power throughout the Combine ranges from "somewhat uncommon" to "unheard of." Despite this, three women have served as Coordinator of the Combine, two of them being exemplary.
*WarIsGlorious: Nothing more glorious, in fact.



* SecretPolice: The Maskirovka, the most feared secret police of the Inner Sphere.

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* SecretPolice: StateSec: The Maskirovka, Maskirovka are the most feared secret police SecretPolice and intelligence service of the Inner Sphere.


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* KnightInShiningArmor: Deliberately invoked by Thomas Marik when he created the Knights of the Inner Sphere, elite regiments of mechwarriors that would fight with the strictest adherence to classical European chivalry, nobility, and honor. The horrors of the Jihad cut them down before they could make much of an impression, however, though Devlin Stone's later Knights of the Sphere would attempt to carry on their ideals.


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**EnemyMine: The only time there was any relative peace or cooperation with the Draconis Combine was in the face of the Clan invasion. It also helped that Victor Steiner-Davion and Theodore Kurita were both exceptionally reasonable people.
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