Characters / BattleTech

A characters sheet for BattleTech. So far we've only scratched the surface. With a backstory covering a thousand years, plus 150 years with more intense storytelling. Loads and Loads of Characters only begins to describe it.

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    Star League 

The leading force of mankind's last golden age, the First Star League was a unifying political body lead by House Cameron, and managed to keep the constant infighting of the Successor States to their absolute lowest. Though leading the expansion of mankind's technology and being held up as a model of how the Inner Sphere should be unified by both the Successor States and Clans, the residents of the Periphery consider the First Star League to be one of the worst authoritarian and expansionist governments of human history.

  • Written by the Winners: Centuries of rule made it possible for the Star League to influence how the Successor States view it as a pinnacle of human achievement and advancement. Compare this to most of the Periphery States, where the Star League is at best seen as harsh and expansionist.

    Draconis 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 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.

  • Arch-Enemy: 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.
    • Enemy Mine: 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.
  • Arc Number: 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.
  • Blind Obedience: 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.
  • Culture Police: 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).
  • Color Codedfor Your Convenience: Primarily red (especially The Sword Of Light regiments), but also light grey is in common use in 'mech and vehicle livery. Always coded red on maps.
  • Elite Army: The Draconis Elite Strike Teams are the single most formidable special forces unit throughout the Inner Sphere.
  • The Empire: Pretty much this, both before and after the Star League.
  • Fantastic Caste System: 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.
  • Fantasy Counter Part Culture: 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.
  • Galactic Conqueror: 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 - bushido, katanas on their uniforms, writing poetry on the eve of battle, ritual suicide as atonement for failure, etc.
  • My God, What Have I Done?: 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.
  • Recruiting the Criminal: 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.
  • The Remnant: 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.
  • Secret Police: 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.
  • Soldier Versus Warrior: The Warriors to the Federated Suns' Soldiers.
  • Stay in the Kitchen: 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.
  • War Is Glorious: Nothing more glorious, in fact.

    Capellan 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. Always struggling to survive, the Confederation's desperate need for stability and security saw it gradually evolve into a communist police state, with a centralized government owning all the property and dictating the lives of the people. At the head of state is a ruling family proven to be highly unpredictable, sometimes dangerously so.

The Confederation was a constant loser in the Succession Wars, lacking the resources of 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, 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, making it a force to be reckoned with for perhaps the first time in its history.

  • Arch-Enemy: While the Confederation certainly had plenty of conflict with the Free Worlds League, it has a serious hate-on for the Federated Suns, which never passes up an opportunity to shave off more Capellan territory every chance it gets.
  • Band of Brothers: The Warrior Houses are elite battalions of special forces infantry and mechwarriors, recruited as children from aspiring volunteers, then living and training together through monastic traditions as vast extended families. They stand apart from the regular armed forces and answer only to the Chancellor.
  • Born into Slavery: By default, commoners aren't citizens, and are required to earn citizenship through some form of civil service or contribution immediately after completing their childhood educations. Those incapable of doing so (or unwilling to) are basically treated as indentured servants throughout their lives.
  • Color Codedfor Your Convenience: Always marked green on maps. Ususally uses predominant green or red livery (excepting the Death Commandos, who are painted black).
  • Combat Pragmatist: Despite lacking the resources to fend off a military machine like the Federated Suns, or an arms factory like the Free Worlds League, the Confederation survived the Succession Wars by taking unconventional approaches to strategic doctrine and battlefield technology.
  • Fantastic Caste System: Though in fairness, the Confederation does permit people to attain a higher caste level through excellence and service, and actively encourages its citizens to advance themselves.
  • Fantasy Counterpart Culture: Initially, the realm was flavored by Soviet-era communist states like the USSR and Red China, but still featured a range of local cultures. In the later 31st century however, Chancellor Sun-Tzu launches the Xin Sheng reformation to help foster unity, including "encouraging" the adoption of Chinese culture, no matter where your world's founders came from.
  • People's Republic of Tyranny: As the name implies, the Confederation was initially an alliance formed for mutual defense against the Free Worlds League and Federated Suns. Over time, it all became the personal domain of whichever member of the Liao family sat on the throne (though the "tyranny" part comes and goes, depending on who's in charge).
  • Police State: Even at its most benevolent, the Confederation wants to make sure its citizens have "correct thoughts."
  • Praetorian Guard: The Death Commandos, granted the honor of guarding the Chancellor as the Confederation's most prestigious black ops and mechwarrior unit.
  • Royally Screwed Up: Yeah. The Liao family tends to swerve between the cruelly insane to cunningly brilliant, and occasionally finding middle ground - the cunningly insane.
  • State Sec: The Maskirovka are the most feared Secret Police and intelligence service of the Inner Sphere.
  • Stealth Expert: The Confederation's technological specialty by the end of the 31st century, as it developed the Inner Sphere's most sophisticated tactical sensor packages, electronic countermeasures, and battlemech stealth armor.
  • Welcome Back, Traitor: 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."
  • Xanatos Speed Chess: A recurring skill among the saner Liaos, and perhaps exemplified by Chancellor Otto Liao in the Third Succession War. His "elastic defense" doctrine concentrated power on a few key worlds and depended on rapid responses to enemy advances - a terrible strain on personnel and resources, but it did allow the Confederation to survive long enough to recover.
  • Yellow Peril: Comes in varying degrees throughout the ruling Liao family, who have a knack for being shady and sinister. Even Sun-Tzu Liao, a generally benevolent leader and dedicated servant of his people, was deeply deceptive and manipulative to the point where many of his citizens believe he ascended to godhood upon his death.

    Free Worlds 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 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.

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

  • Arms Dealer: Particularly during the Clan invasion, when its chief mercantile rivals in House Steiner were busy fighting to defend their worlds.
  • Balkanize Me: Formed from a rag-tag coalition of smaller nations and many, MANY independent worlds, the League was prone to internecine conflicts and secession right up until it finally collapsed in the late 31st century.
  • Color Codedfor Your Convenience: Always marked purple on maps. Their signature units use either a mix of purple and white (The Free Worlds Guards) or an allover purple (The Marik Militia)
  • Democracy Is Flawed: While most other states abandoned democracy on an interstellar scale, the League desperately holds on to a parliamentary system (though it's only when a strong-willed Captain-General takes the reins that anything actually gets done).
  • Divided We Fall: By far the most fractious of the Successor States, and the first to fall - not by conquest, but under the weight of mounting internal disputes.
  • Fantastic Racism: Ethnically and culturally, the League is the most diverse of the Successor States, but if you have any bionic prosthetics, you'd best keep that to yourself.
  • Knight in Shining Armor: 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.
  • Hereditary Republic: On paper the League is governed by a parliament, but a certain emergency powers clause puts near-dictatorial power in the hands of the Captain-General... who's always been a member of the Marik family... in a "state of emergency" that's lasted a couple centuries.
  • Hufflepuff House: The League is easily the most ignored of the Successor States, partly from suffering under weak leadership, partly because it's too busy fighting amongst itself to cause much drama with its neighbors, and partly from not being in the path of the Clan invasion. This changes drastically between the ascension of Thomas Marik and the offer to shelter to the Word of Blake, however.
  • Loophole Abuse: The resolution that gave the Captain-General dictatorial powers was intended to be for emergencies only. However, nowhere in the law does it put a time limit on the emergency, and so at the new Captain General's accession to power, he or she asserts that the emergency is still ongoing.
  • Right Hand vs. Left Hand: Almost all of the League's military answers to regional powers, causing a great deal of distrust as units may find themselves working together toward conflicting goals. A few elite units are sworn to the Captain-General personally on behalf of the entire League, which makes them distrusted by everybody else.
  • Royally Screwed Up: The Marik family will happily kill each other to take the Captain-General seat, only to be completely ineffectual while awaiting their own assassination. It's worth noting that the most capable leader among them in centuries was an impostor, and the one to re-unite it after it collapsed is the daughter of said imposter who has the Marik name only through a political marriage.

    Lyran Commonwealth (House Steiner) 

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.

  • Bigger Is Better: 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.
  • Chronic Backstabbing Disorder: 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.
  • Color Codedfor Your Convenience: Always marked blue on maps. Their signature unit (the Lyran Guards) use blue and white livery.
  • Deadly Decadent Court: With more emphasis on "decadent" than the others.
  • General Failure: 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.
    • 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.
  • Mighty Glacier: The Commonwealth armed forces, as a whole and often as individual units.
  • Mega Corp.: The leadership of which comprises much of the Commonwealth aristocracy, and frequently has deep connections with its military.
  • Proud Merchant Race: 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.
  • Reluctant Warrior: 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.
  • We Have Reserves: Granted, the "reserves" refer more to materiel than personnel, but the Commonwealths's abundance still encourages lazy, simplistic 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.

    Federated Suns (House Davion) 

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 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 Archon Prince, Victor Steiner-Davion, set off to fight new ones.

  • Arch-Enemy: Though the Suns sees its Inner Sphere neighbors as oppressed people in need of a healthy dose of freedom, existing in a near-constant state of war with both, only the Draconis Combine has been able to give back as good as it gets.
    • Enemy Mine: 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.
  • Color Codedfor Your Convenience: Marked either yellow or orange on maps. Their signature units use either blue with red and white stripes (The Davion Brigade of Guards) or olive drab (the Crucis Lancers) in their livery.
  • Eagle Land: Despite its feudal political system and the fact that its culture and governmental system are inspired by the United Kingdom and France, the Suns definitely think of themselves as a Type I.
  • The Federation: Generally depicted as such, even if it's a federation run by noble autocrats and showing a distinct preference for military aggression. Still, more so than the other Successor States.
  • Moral Dissonance: Despite outward appearances, the ruling Davion family can be as utterly duplicitous, manipulative, and scheming as any other.
  • Moral Myopia: The Suns don't "conquer." They "liberate." Totally different.
  • Pragmatic Hero: Particularly with the nobles along the Draconis and Capellan borders. They often raid across the borders while pitching the propaganda of liberation, when they often just want to expand their personal dominion and prestige.
  • Reasonable Authority Figure: One of the secrets to the Federated Suns' general success. The Davion family shows a distinct lack of incompetence and megalomania compared to the other ruling houses. The fact that the Davions were the only Great House to accept House Steiner's peace proposal after the Third Succession War speaks to this as well.
  • Royals Who Actually Do Something: As befitting such a militarized nation with vestiges of noblesse oblige, the title of First Prince can only be inherited after serving five years with a frontline combat unit.
  • Soldier Versus Warrior: The Soldiers to the Draconis Combine's (and later the Clans') Warriors.
  • War Is Glorious: One of the big things that stops the Suns from being the definitive "good guys" - they thrive on the glories of war and will relish any excuse to participate in it.
  • White Man's Burden: A prevailing attitude among the Suns and its overall western European-style society (and their lily-white ruling family) is that their conquests bring a higher standard of living to the uneducated and unwashed masses neighboring them.

    Com Star 

Your friendly neighborhood phone company. Operates all of the Inner Sphere's Subspace Ansible stations. Not a cult.

A NGO Super Power, ComStar was established around the time of the First Succession War and used a fleet of mercenaries to take over Planet Terra. Originally set up as a trans-national corporation intended to maintain the Hyperpulse Generator network to prevent a total breakdown in communication, it soon morphed into a pseudo-religious and extremely secretive organization.

Secularization after the Clan Invasion caused a schism, resulting in the religious elements breaking off and forming the radical Word of Blake.

  • Cargo Cult: Averted; Com Star wanted to become the sole proprietors of technology through the Inner Sphere, but the reality was that no one running the Successor States had any doubt that they were just playing at being mystics to control the fact that they controlled the most valuable communications technology in the Inner Sphere.
  • Color Codedfor Your Convenience: Marked white on maps (though rarely, because their sphere of actual territorial control is the Sol system), uses an allover white livery for their combat units.
  • Cult of Personality: Formed one to its founder Jerome Blake, thought this is after his death. Under Blake ComStar was mostly run in a corporate style organization, but later followers turned it into a pseudo-cult like order with him being its revered founder.
  • Lost Technology: ComStar spent most of the Succession Wars helping to perpetrate technological decline; murdering scientists, sabotaging factories, and stealing blueprints.
  • N.G.O. Superpower: Nominally controls a single solar system, but like the Papal States in feudal Europe, held ultimate political sway; one order from the Comstar Primus could shut down every HPG station in a successor state, leaving their government blind.
  • Subspace Ansible: Their effective monopoly on the Hyperpulse Generator Network established by the Star League is their primary power in the politics of the Inner Sphere.
  • Superweapon Surprise: Comstar had entire regiments of Star League-era battlemechs hidden throughout Terra, which were put to use in holding off the Clans at the Battle of Tukayyid.

    The Clans 

The descendants of Aleksandr Kerensky's SLDF exodus fleet, the Clans settled on several resource poor worlds far from even the Periphery states. Further conflict drove the loyal followers of Kerensky to a group of worlds soon "creatively" titled the Kerensky Cluster. Fleeing from the rapidly descending state of the Inner Sphere following the dissolution of the Star League, Kerensky looked to train his people for a time when the escaping SLDF loyalists would return and reinstate the Star League to it's former glory. Centuries of isolation warped this vision into one where the Clans would instead conquer the Inner Sphere and rule as they saw fit.

  • Authority Equals Asskicking: Subverted for the Clans. Unlike the Successor State military commanders who have to deal with managing logistics and planning strategic movements across entire sectors, the Clan trials only emphasized martial prowess. This meant that the best pilots and soldiers rose without any consideration for their leadership skills.
  • Color Codedfor Your Convenience: All over the place depending on the particular Clan. While each has a signature color used on maps, some have a particular favored color for units, most notably the Jade Falcons, who heavily use a green livery with yellow accents (Funny, that...). Others may have a color they might slightly favor, but routinely go off in different directions depending on the particular unit's preference.
  • Defector from Decadence: Aleksandr saw that the Successor States were eyeing the seat of First Lord hungrily, and decided to take his most loyal subordinates and get the hell out before the fighting started.
  • Proud Warrior Race Guy: The Clan's biggest and proudest hat. Subverted, however, in that the Clans centuries of ritualistic trials and combat training made them easy to strategically outmaneuver and wear down before they could even reach Terra.

    Natasha Kerensky 

Possibly the deadliest Mechwarrior in history of BattleTech. Introduced as a mercenary working for the Wolf's Dragoons, both of whom are rumored to have ties with the self-exiled Star League Defense Force, she is infamous as a captain of the Black Widow Company, an elite Dragoon unit comprised of most unsavory types of people you can find in Inner Sphere.

When the Clan Invasion begun, it was revealed that the Wolf's Dragoons were the clan reconnaissance force who have gone rogue, and that Natasha was one of the few trueborn warriors who joined it since her impatience for politics prevented her further rise in Clan society.

When the recall order from Clan Wolf arrived, she returned to help Ulric Kerensky to crush the Crusader Clan ambitions.

She died in rear guard action during the Refusal War, her Dire Wolf Widowmaker standing as a monument to her skill.

Out-of-Universe, she was the FIRST named character in the game, back in the first boxed set.

Associated tropes:

  • Ace Pilot: Only a few could match her in skill, like the The Bounty Hunter (with whom Natasha has a rivalry) and Kai Allard-Liao (though they never personally met each other).
  • Badass Grandma: at 84 years, defying both Inner Sphere (retire in 40s) and Clan standards (considered useless past 30).
  • Blood Knight: As per Clan traditions, though she takes it a bit further.
  • Death Seeker: After her lover Joshua Wolf died, she became a lot more reckless.
    • Roaring Rampage of Revenge: During Anton Marik's revolt in 3015, Wolf's Dragoons had been fighting on Anton's side until the last days of the war. In the end The Dragoons single-handily ended the war by The Black Widows destroying Anton Marik's palace personally with Kerensky herself dropping the roof on his head. This was in revenge both for betraying the Dragoons by trying to force them to disperse and merge into the remnants of the rebels, and by using Joshua Wolf, Jamie Wolf's wife and daughters and a number of other Dragoon noncombatants and dependents as hostages to secure Wolf's good behavior, and slaughtering them all when Wolf refused to comply.
  • Generation Xerox: Her Trueborn gene-daughter Anastasia.
  • Hot-Blooded
  • Names to Run Away from Really Fast: "The Black Widow".
  • Screw Politeness, I'm a Senior!: After her return to the Clans, she continued to use contractions, which is considered crude amongst the Clans. And she doesn't care.
  • Younger Than They Look: Had extensive cosmetic surgery while in the Inner Sphere to hide her true age, adding to her mystique. (The Clans weren't fooled).

    Hanse Davion 

The most famous ruler of Federated Suns. Almost single-handily responsible for pre-Clan state of the Inner Sphere.

Died from a stress induced heart attack during the Clan Invasion.

Associated tropes:

    Ulric Kerensky 

The Khan of Clan Wolf. As a follower of the Warden philosophy, Ulric protested against the invasion of the Inner Sphere and declared the Trial of Refusal, but with odds stacked against him he lost, and as a punishment he and his clan were to take part in invasion.

Not to be discouraged, he intentionally sabotaged the invasion by out-crusading the Crusader clans, by making fast progress towards Terra while the rest of the clans were falling behind, thus spurring them to act. But while the Wolves were prepared for the war, the other clans, expecting easy victory, were logistically unprepared and spread themselves thin trying to outperform the wolves. This eventually resulted in the battle of Tukayyid, where the clans suffered defeat.

Years later Ulric was court-martialed for the failure of invasion, but he and his retinue led a successful defense by pointing out that while he and Clan Wolf performed excellently, it was the other clans that failed to achieve desirable results. The discussion shifted to the idea of restarting the invasion, and in order to thwart this he declared the Clan-wide Trial of Refusal against the leader of Crusader clans and long-time rival of Wolves, Clan Jade Falcon, starting what would be known as The Refusal War.

Ulric died during the war, but still managing to cripple the Falcons.

Associated tropes:

  • Batman Gambit: Most of his gambits involved exploiting the proud warrior mentality of the clans, especially the "proud" part.
  • Reassignment Backfire: Being forced to take part in the invasion actually gives him the chance to stop it, even more so when he is promoted to IlKhan after Leo Showers got kamikazed.
  • Xanatos Gambit: Alongside his Batman Gambits, Ulric frequently maneuvers his opponents into positions where no matter what they do, Ulric, the Wolves, and the Wardens come out on top.

    Victor Steiner-Davion 

The firstborn of Hanse Davion and Melissa Steiner and the symbol of FedSun/Lyran union, Victor is a main hero of the Clan Invasion and Civil War eras.

Associated tropes:

  • Authority Equals Asskicking: He has been the leader of the Star League forces against the Clan Invasion, the Archon-Prince of the Federated Commonwealth, and the Precentor Martial of ComStar.
  • Big Good: Of the Clan Invasion and Civil War eras, as he is one of the few Inner Sphere leaders to consistently work for the good of the Inner Sphere as a whole, instead of just the Fed-Com's benefit.
  • Broken Pedestal: This probably started during the Civil War, but during the Jihad people stopped blindly idolizing him.
  • Hero with Bad Publicity: Frequently, considering how hamhanded he was at political leadership. While he did improve, it came too late to do him or the Fed-Com much good.
  • Luke, You Are My Father: Was on the receiving end of this. When Kitsune Kurita revealed his parentage to the Inner Sphere, a conspiracy of reactionary Draconis hardliners called the Black Dragon Society who intended to make him a Puppet King were reviled to learn that he was "tainted" with Davion blood, resulting in a number of them committing Seppuku. Conversely, several FedSun traditionalists painted Kitsune's mother Omiko Kurita as a harlot who tried to corrupt gallant Victor. Vic himself? He was just glad that there was some tangible legacy of his romance with Omi.
  • Second Love: Victor has a habit of becoming romantically entwined with daughters of both his parentage's ancestral enemies. In this case, it was for his maternal Steiner heritage: Isis Marik, truly of the Marik line (since she's the illegitimate daughter of the "Real" Thomas Marik), pulled him out of despair after his first love, Omiko Kurita, was assassinated. The two eventually married and had several children.
  • Star-Crossed Lovers: And for his paternal Davion heritage, he had a clandestine affair with Omiko Kurita, daughter of Coordinator Theodore Kurita. The affair bore a son, Kitsune, whom Victor was not even aware of until the boy had become a man and was already making a name for himself.
  • Warrior Prince: A bit of a deconstruction: While he is an eminent leader of armies, he is rather lacking in political savvy. His treacherous sister exploits this for all it's worth to arrogate power from him.

    Katherine/"Katrina" Steiner-Davion 

The main antagonist of the FedCom Civil War. Not content to live her life as a second fiddle to Victor, she manipulated the Federated Commonwealth to remove her brother from the throne and take it for herself, sparking the Civil War that she would lose.

Was last seen as a "guest" of the Crusader Faction Clan Wolf.

Associated tropes:

  • Entitled Bitch: Full stop. As becomes increasingly clear during the Civil War, she expects her whims to have the force of natural law. She also expects all her citizens,both Lyran and Davion, to adore her despite her actions, and is genuinely (and angrily) surprised when little things like her machinations killing their loved ones disrupt that.
  • Karma Houdini: For all the trouble she caused her only punishment is pretty much being exiled to a Gilded Cage, at first. Then when Vlad Ward Comes around threatening invasion with his Crusader Clan Wolf if she's not given to him, his demands are complied and she basically gets to start a new life as a member of the Crusader Clan Wolf, outlives her Brother Victor and even has a Son..although said Son is actually a artificially conceived person with her and her brother Victor's genes that she intended to groom for her revenge on the Inner Sphere.
    • Karma eventually catches up to her: The very same recombinant-genome "son" eventually sees her for the dangerous monster she is, and kills her himself.
  • Manipulative Bitch: Not nearly as good as the thinks she is. . . but still really damn good.
  • Meaningful Rename: Signifying her rapidly inflating ego, Katherine took up the name of her illustrious maternal grandmother "Katrina". She uses it as a simple loyalty test: call her "Katrina," you're loyal to her. Call her "Katherine," you're loyal to Victor.
  • Spare to the Throne: And she didn't like it. Interestingly, she wasn't even being groomed as heir: under the laws of the Federated Suns, one has to serve a minimum of give years in the military before they are eligible to take the throne (See Warrior Prince, below). The most Katherine was ever going to be was a regent or advisor to one of her siblings who had completed the requisite military service.
  • The Starscream: Her entire character arc (from the second she actually gets one) is all about taking everything Victor has for herself.
  • It's All About Me: *Very* self-serving in her actions. She even fancies herself equal to her illustrious maternal grandmother, as evidenced by evoking her name in being nicknamed "Katrina".
  • Light Is Not Good: Blonde hair, blue eyes, pale skin, white clothes, black heart.
  • Warrior Prince: Her NOT being this was used by Victor as a legal reason to go against her.
  • Woman in White: Favors white clothes and decorating her spaces in bright, white colors. When she picks up Tormano Liao as an advisor, he notes that while she probably intends it to reflect purity and goodness, in Tormano's Chinese-influenced culture, white is the color of death.
  • Too Dumb to Live: Non-lethal example. Several of her actions could have easily caused more harm to her nation than good if not for other things going on at the time that made them work to her favor. For example, sending an assassin after her brother Victor's girlfriend Omiko Kurita. Said girlfriend is a princess of sorts for long-time Lyran enemy/rival the Draconis Combine. If it weren't for troubles going on that required more attention elsewhere, the death of such a figure would had been a major event; chances are she wouldn't had just had Victor coming down on her. She followed this up by withdrawing Lyran units from planets whose leaders opposed her, leaving them vulnerable to invasion by Jade Falcon forces. Had it not been for some units defying her orders and joining with the Wolves in Exile to form the Arc-Royal Defense Cordon, the Lyran people would have been left unprotected after being abandoned by their own Archon.

    Devlin Stone 

The main hero of the Jihad. Nothing is really known about him besides wild rumors.

Associated tropes:

  • Young Conqueror: From a minor rebel leader to Sphere-wide Coalition leader to the ruler of the defacto reborn Terran Hegemony.
  • Wild Mass Guessing: in-universe there are all kinds of rumors on his actual origins, ranging from the mundane guesses of being a former member of one of the more moderate (read: not nuke em all happy) Wo B factions to outlandish of actually being Arthur Steiner-Davion, who was supposedly killed a few years before the Jihad.

    The Master/The Real Thomas Marik 

The Man Behind the Man for the horrible events during the Jihad was once the real heir to the throne to the Free Worlds League. A bomb from a relative seeking the throne (something common in the family) killed his father and one of his brothers as well as almost killing him too. However, he was resuscitated by Comstar but he was horribly scared and required cybernetic implants to save him. The League has a heavy anti-cybernetic stance so a body double was put in his place by Comstar. Said double would go on to be the best leader the Free Worlds League ever had while the real Thomas would become the fanatical mastermind and bank-roller of the Word of Blake and the planner behind the Jihad.

Killed at the end of the Jihad when the planet he was on is scoured by nukes to ensure no Word Of Blake Members escape.

Associated tropes:

  • The Man Behind the Man: The real leader of Word Of Blake being both the person who masterminded the Jihad and who was giving them their funding in the early years of the Word Of Blake existence after their split from Comstar.
  • Evil Is Hammy: How could this be anything other than high-grade Prosciutto?
  • Eye Scream: The bomb described above apparently destroyed the real Thomas marik's right eye in it's place is a cybernetic replacement.
  • Good Scars, Evil Scars: the bomb also heavily scarred his face and body and well he's one of the biggest villains the inner sphere had faced since Stefan Amaris.
  • Karmic Death: He and the Word of Blake have nuked dozens of worlds into submission, in the end he was nuked on the planet he was hiding.
  • Knight Templar: His doppelganger that he sent to pose as him to lead the Free Worlds League said that he made Myndo Waterley (who probably would have found the Word of Blake appealing had she lived) look like a "bleeding heart liberal" in comparison.

    Stefan Amaris 

"You will fight to the last soldier, and when you die, I will call upon your damned souls to rise and speak horrible curses at the enemy."
Emperor Amaris' Rousing Speech to the defenders of Terra.

The man responsible for ending the Star League Golden Era and setting up the Inner Sphere's state of collapse during the Succession Wars Era. Hailing from the periphery Nation of the Rim Worlds Republic he set himself up has the best friend of the the young, naive First Lord Richard Cameron and manipulated him into giving him and his followers power. Once all was set, he killed Richard and the rest of the Cameron family and took over the Terran Hegemony resulting in a brutal 13 year long struggle by Aleksandr Kerensky and the Star League Defense Force to oust the Usurper. During the war, he and his forces commit many atrocities against both Aleksandr Kerensky's forces and civilians.

At the end of the conflict he was captured and executed, and his home nation and family were wiped out but the damage he caused to the Inner Sphere by his actions forever changes the inner sphere.

Associated tropes:

  • Bad Boss: He ordered the death of some engineers who designed a super huge mech for him, when it broke down on its first step, he charged them for "treasonal incompetence".
  • The Caligula: To the point he made Hitler look like a school boy.
  • Due to the Dead: Once General Kerensky finally had Amaris dead, questions arose as to what to do with the body. Do they dispose of it into space to never be seen again? That would engender doubts that he was dead. Do they bury it? The grave site would become a martyr shrine to his followers and elicit defacement by his far more numerous enemies. So what does Kerensky do? On the suggestion of one of his subordinates, he donates it to science. There, Amaris's remains can suffer the indignity of being a curio of the medically inquisitive, and the evidence that Amaris is well and truly dead is locked away in a freezer to be brought out if anyone doubts.
  • Evil Chancellor / Treacherous Advisor / Big Bad Friend : He was all of these Tropes to Richard Cameron, all to help get him into the right position for his takeover of the Terran Hegemony.
  • Godwin's Law: As a consequence for his utter depravity, his name alone amounts the same level as Hitler himself. He's actually consider a bigger villain in the setting that both Adolf Hitler and Judas Escariot.
  • Good Hair, Evil Hair / Obviously Evil : Has a Fu Manchu mustache in all depictions of him and isn't really good looking in general.
  • Make It Look Like an Accident: Heavily implied by a formerly sealed SLDF internal intelligence report that was later revealed by Clan Ghost Bear that he had a hand in the death of Richard Cameron's father Simon Cameron to make him take the duty of leading the Terran Hegemony before he was ready to lead it to make it more easy to manipulate Richard because of that.
  • Nuke 'em: Had various places nuked because of their resistance to him and his rule.
  • Small Role, Big Impact: While his role in the events immediately preceeding the fall of the Star League is not small, the event is so distant by the time most BattleTech fiction and games are set that he becomes this. The man is, basically, signlehandedly responsible for the entirety of the setting. Except for the 'Mechs themselves, but he supplies all the reasons for them to fight starting at the First Succession War.
  • The Usurper: The most infamous example inverse. In fact, he's commonly known as "Amaris the Usurper."

    Adam Steiner 

Cousin of Katrina Steiner-Davion and Archon of the Lyran Commonwealth twice. He is best remembered in the animated series of Battle Tech.

Associated tropes:

  • Authority Equals Asskicking: Unlike most of the LyranSocial Generals, Adam is highly competent stratigic leader and a real Badass mechwarrior.
  • Canon Immigrant: Originally from the short lived BattleTech Animated Series. While the series itself isn't canon outside of existing as a propaganda-holovid in canon, Adam and a few other characters from the show became canon after the show finished airing. Adam is probably the most visible of them, not because of his jump to becoming the Archon of the Lyran Alliance, but because he survived to die of old age after the Jihad.
  • Doomed Home Planet: The planet he was born and raised on (Somerset) was taken over by the Jade Falcons although he did win the planet from them in a trial of possession. However, the fifth wave of the Clan invasion was underway, leaving Somerset deep enough in the occupation zone that the Federated Commonwealth couldn't get a garrison there to protect it. Adam was forced to abandon the planet, which was promptly re-conquered by the Jade Falcon. The cartoon adds the insult of the Falcons making off with the entire planetary population as a result of the villain's Loophole Abuse. (Actual canon, however, notes that the Falcons ignored the population.)
  • Reasonable Authority Figure
  • Royals Who Actually Do Something

    Aleksandr Kerensky 

"To all citizens of the Inner Sphere do I, Aleksandr Kerensky, send greetings."

"Know that I have taken the remnant of the Star League Defense Force which has remained true to its purpose beyond the boundaries of the Inner Sphere, beyond the Periphery. I have done this, neither out of disappointment with those whom we leave behind, nor out of spite or disdain, as some will say. No, we have left the Inner Sphere because we love it too much to see it destroyed. In the wake of the Usurper's coup, and the long, bitter fighting that came with it, I fear that my forces would do incalculable, possibly irreparable, harm to our society. We are sworn to ward the Star League and its subjects, not destroy it. Thus, we have left the only homes we have ever known to place the destructive capability of this armada beyond the reach of those who would use it, not for defense, but for conquest. Perhaps, with the might of our 'Mechs and ships out of reach, the leaders who now grapple with one another will relinquish their dreams of subjugating their neighbors and learn to live in peace with them. Perhaps, one day, should mankind step back from the brink of the abyss, we, our children, or our children's children will return, to once more serve and protect and guide the Star League in mankind's quest for the stars."
The Voice of Kerensky. His final message to the Inner Sphere

The most well known figure through out the Inner Sphere and beyond. Aleksandr Kerensky was the greatest General of the Star League Defense Forces, he is best remembered for liberating Terra from Stefan Amaris. But when the Star League begins to crumble from infighting among the great houses, Kerensky chooses not to get involve in the middle of it all, and took all those who are loyal to him and led the Exodus to escape the Succession Wars. The forces who followed him soon became the Clans under Nicholas Keresnsky.

  • Bald of Awesome: Official art show the General has no hair.
  • Big Good: Kerensky is the most beloved man in the known universe.
  • Four-Star Badass: Kerensky is considered the best military mind in history.
  • Named After Someone Famous / Does This Remind You of Anything?: Aleksandr Kerensky the SLDF General was most likely named after Aleksandr Kerensky, the leader of the February Revolution in Russia that toppled the Czar. In fluff, after his death, the Clans took his body and placed it in a crystal coffin on a battleship in geosynchronous orbit over Strana Mechty's largest city, with floodlights illuminating it and a rotating patrol of guards from all the Clans standing watch over it. The historical Kerensky's main rival was Vladimir Lenin who...
  • Our Founder: The Clans call Kerensky the Great Father.
  • Rebel Leader: Kerensy led the liberation of Terra from Amaris.
  • Screw This, I'm Outta Here!: Kerensky left the Inner Sphere as he doesn't wan't to get involved in the power struggle between the great houses.
  • "Shaggy Dog" Story: After leading his loyal SLDF troops out of the madness that would seize the Inner Sphere to prevent the devastation their skill and equipment would bring, his people too would soon fracture along cultural lines and start an internecine war. Then Kerensky died before he could reunite his mutinous troops. Furthermore his son Nicholas would start his father's last loyal followers down a path that would result in their descendants returning to the Inner Sphere as conquerors rather than protectors and saviours.
  • Take a Third Option: Amaris was dead but war again loomed as each head of the Great Houses declared themselves the new First Lord of the Star League. Kerensky could either support one of them or declare himself First Lord. He chose exile instead.
  • Tragic Dream: Kerensky envisioned recreating the Star League that would lead mankind into a new age of peace. He died on the eve of a war that would finish off what was left of the Star League. The Clans then later used his own words to justify invasion of the Inner Sphere.

    Nicholas Kerensky 

Aleksandr Kerensky's son and founder of the Clans.

    Anastasius Focht 

Precentor-Martial Anastasius Focht was the commander in chief of the once-secret Comstar army known as the Com Guard. He is the architect of the Battle of Tukayyid, an arranged proxy battle over the ownership of Terra between Comstar and the Clans, where the Clan invasion in the early 3050s was temporarily halted for 15 years if the Com Guard won. Since achieving victory on Tukayyid he became increasingly prominent in the affairs of the Inner Sphere as a whole. Also responsible for thwarting a power grab by Primus Myndo Waterly. Being more secular and moderate, his actions within Comstar politics would result in the schism that created the Word of Blake splinter faction.

    Maximilian Liao 

The leader of the Capellan Confederationfrom the last years of the Third Succession War until

  • Body Double / Grand Theft Me: Tried this gambit to remove Hanse Davion from power. It didn't work.
  • Villainous Breakdown: Twice — after Hanse declared war on the Confederation during his marriage to Melissa Steiner, Max went berserk and started to gather up the wedding china service and hurl it in all directions. Later, once he realized he had not only been the victim of a brutal Curb-Stomp Battle in the form of the Fourth Sucession War, but had also been the victim of an intricate plot by Hanse Davion to hobble his war effort, he went irrevocably insane and was sent to the loony bin.

    Romano Liao 

     Kai Allard-Liao 
The son of the infamous Justin Xiang Allard and Candace Liao (the only sane one between herself, her father, and her sister), Kai is arguably one of the most skilled and deadly MechWarriors ever. Despite his name, he was a loyal officer in the Armed Forces of the Federated Commonwealth, and of Prince Victor in particular.

  • The Ace: He doesn't fully realize it until Star Captain Taman Malthus, a Jade Falcon elemental infantry garrison commander on planet Alynia, half-jokingly talks about the extreme means he would have enacted if he knew who Kai really was at the time (and if they weren't both ensnared by Comstar treachery).
    • Ace Custom: Pilots Yen-Lo-Wang, a Centurion formerly used by his father that has seen extensive modifications over the years.
  • Tsundere: Not him specifically, but the woman who eventually became his wife and mother of his children, Dierdre Lear. She was the daughter of a Solaris VII combatant who was killed by Kai's father, and held a long grudge against him, but eventually warmed up to him.
  • Why Won't You Die?: He just refuses to die during his hiding on the plant Alyina.
  • You Shall Not Pass: The epic battle of Twycross. A plan to trap an entire cluster of Jade Falcon forces in a narrow pass and bury them under explosion-induced rockslides goes awry. With a Hatchetman mech with a busted laser and an empty autocannon(so pretty much down to two lasers and the axe), he goads the cluster into the pass, dances a bit with the cluster's commander (the predecessor in the subsequently stigmatized bloodname seat of the aforementioned Taman Malthus)... and then blows his mech up, escaping in a full-head ejection system with Lear, and detonating the explosives and burying the Jade Falcon cluster, leaving few survivors.
  • Worthy Opponent: Taman Malthus considered him one, detailing that if he truly knew who Kai was (instead of by the pseudonym he was using before that point), he would have bid an entire star of Elementals to go after him. That's twenty five musclebound Super Soldiers clad in Powered Armor. After Kai expresses incredulity at that claim, Taman amends it to two stars. Since they were both beset by Comstar's "Operation Scorpion", this made Taman amenable to a temporary alliance with Kai to oust the Comstar usurpers in exchange for Safconnote  off of the planet.

    Anastasia Kerensky 

One of the most prominent characters in the Dark Age. A Clanner born from Clan Wolfe-in-Exile with ambitions to conquer Terra.

  • Chaotic Neutral: She'll be fighting against one faction, only to join them in a later time.
  • Fiery Redhead: She is described as having red hair and green eyes.
  • Heel–Face Revolving Door: She has been a heroine and an enemy to the Republic in a short span of time. She aided the planet Archernar against the Steel Wolves only to join them later, then took control of the unit forming the Wolf Hunters.
  • Legacy Character: To her blood mother Natasha Kerensky.