|
|
New History, A A new history for Battletech by Lerxst |
|
#The Dark Century#
Nicholas died under mysterious circumstances. He was found in his bed, dead of a heart attack. Kerensky-Hazen had no prior heart troubles. Some believe that he was murdered, possibly by those wishing a return to the Clan ways before the Outbound Destruction catastrophe. Nicholas' death began the "Dark Century", a period marked by civil wars, offset with many technological advances. Nicholas' naturally born daughter, Lisa Leroux Kerensky-Hazen was elected suKhan.
With Nicholas Kerensky-Hazen gone, Clan Lion's Khans began to make plans for a drastic change in Clan society in their own Clan. This insidious sin was kept hidden from all other Clans until it was too late.
The Khan, Joseph Osis, wished for a return to the peaceful ways of the Clans, prior to the death of Kerensky and Hazen. However, the warriors, mostly young and full of hatred for the Inner Sphere, did not wish to follow the same path. A civil war broke out, with the pacifists on one side, and the young warriors on the other. Eventually, the young "Crusaders", as their movement had been called, defeated their Khan. The cost was not light on either side, and Clan Lion almost fell victim to an absorption vote in the Politburo, much like the ones that had claimed the lives of Clans Energy and Sharing. Instead, the Lion leadership was changed.
Alex Jorgensson and Sarah Fetladral, the two leaders of the rebellion, and the most vocal of the Crusaders, were both elected Khan due to a tie vote from Dynasty members. This was the first time two people had held the office of Khan since Aleksander Kerensky and Elizabeth Hazen both led Clan Unity. A new office was established by Lisa Kerensky-Hazen, that of the uKhan (under Khan). The uKhan would be a second-in-command to the Khan, and would assume the position of full Khan in the event of the Khan's death or disablement.
Rebellions similar to that of Clan Lion, though not as drastic, broke out in virtually all the Clans. These rebellions cost the Clans many warriors, as well as costing much in damages. A group of rebel conspirators from all the Clans managed to hijack a Snow Owl JumpShip and fled Clan space. We do not know where they went, if they are dead, or if they have settled somewhere. We call these people "Exiles". They are not welcome back in Clan space, for they deserted Kerensky-Hazen's dreams for the Clans. The leader of this second "exodus" was James Braso, leader of the Braso Dynasty. Since his flight, all Braso Dynasty members have been absorbed into another Dynasty, and all records concerning the Braso surname have been expunged. We speak the name now to remind students of Braso's betrayal of Clan ways. His name is not spoken outside of Clan textbooks.
The first of the Dark Century technological breakthroughs came from Clan Wolf in the year 2830. The ProtoMech the first attempt at making a powered battlesuit to protect the fragile infantry that some Clan militaries still used. Protos are about half as tall as a 'Mech, but are much more maneuverable. The suits give their wearers more speed, strength, and the ability to use small jump jets. The Proto suit is much larger than the wearer, so complex controls are used instead of direct manipulation. The first version of the control systems was later replaced with Electronic Imaging (EI) implants to make the suit even easier to use. These system is described in detail, along with the rest of the ProtoMech, in the file entitled, "ProtoMech History and Capabilities."
(Auth Note: Not actually included...basically, they're more or less the same as "our" Protos.)
The EI system used by Proto pilots gave them a direct link to their machine. It was believed, at the time, that this would make them better warriors, though the repercussions of this new interface would not be known for some time. It turns out that the system works all to well. The ProtoMech pilots often feel that they _are_ their machine. They "see" with the ProtoMech sensors, and "feel" the damage caused to their machine through a neurological feedback similar to that felt by 'Mechwarriors through their neurohelmets. Over time, this led to the pilots being unwilling to even leave their machines. Some became psychopathic when removed. The pilots of a ProtoMech unit are a very tightly knit group, and will often rise to each other's defense. In the course of a few short years, Proto pilots became increasingly unstable mentally. If they were forcefully removed from their machines, all other members of the unit would become violent, rising to defend their comrade. As ProtoMechs made up the majority of infantry that the Clans fielded, and still do, the Clan scientists were forced to acquiesce to the Proto pilot's wishes. They installed a large supply of liquefied vitamins, protein, and other nutrients that is fed to the Proto pilots through an IV tubing system. This gave the Proto's pilot his food, and his water comes from a pumping/refinement system. This water purifier, as well as the large supply of food stored in the ProtoMech, allows the Proto to spend days, weeks, or even months on the field of combat. When not in battle, the water system is attached to a large well. Waste is disposed of through a trap-door, though everything is first disinfected automatically to prevent any illness. The bodies of dead Proto pilots are removed from their machines, and their genes are used to breed better Proto pilots, warriors that can adapt to the conditions that arise with extended time inside the machine.
The last body removed from a ProtoMech shows signs that the Clans may be breeding a new type of human. The skin was pale, almost like an albino, due to the lack of outside light. The muscles were well-formed, though the body bruised easily. The eyes were larger than standard human eyes, giving the pilot a better chance to see in the dark of the innards of the ProtoMech. It has been 25 years since the last ProtoMech pilot left his machine alive.
Weapons had to be scaled down to fit the new Proto suits, and thus micro weapons were introduced. These weapons do less damage than their 'Mech counterparts, and lack in range. Probably the most interesting of the Micro weapons is the Gauss Carbine. This weapon takes the long range and devastating damage of a rail gun and mates it with the rapid fire and small size of a machine gun.
'Mech technology was quickly advanced as well. The Dark Century saw the creation of triple strength myomer, rapid fire PPCs, laser heatsinks, quad strength heatsinks, 'Mech sized Gauss Carbines, triple extralight engines, EMP weapons, EI implants, and many other inventions. Biological weapons were perfected over the course of the Dark Century. These weapons were never used in inter-Clan battles, but were stockpiled for use against the Inner Sphere armies. Clan scientists devoted virtually every waking hour to preparing the Clan war machine for the battles to come.
One of the Dark Century's best known creations is that of the Behemoth class Battlemech. These huge machines weighed in at up to 3 times the size of the largest assault 'Mech. These 'Mechs can carry a devastating amount of weaponry, as well as nearly impenetrable armor. Due to the massive size, the Behemoth 'Mech usually has anywhere from 4 to 8 legs, thus distributing the weight evenly on the ground. Behemoth 'Mechs are piloted by 2 to 3 people. One pilot, and one or two gunners. The Behemoth class 'Mech was first designed by Clan Lion as a large troop transport and as an anchor in combat. One Behemoth class 'Mech can carry up to 10 ProtoMechs in a cargo bay. This class of 'Mech is designed to get into the thick of battle, and take on as many 'Mechs as possible as its smaller counterparts exploit any holes in defense that the Behemoth has created.
Aerospace assets dwindled during this time. Clan warriors are generally people of large build, and cannot fit into the cramped cockpit of a fighter. In fact, 'Mech cockpits had to be enlarged to fit the Clan warriors. The smaller of the warriors are allowed to pilot fighters, but they do not number many. With all the advances for the ground-based 'Mechs and infantry, the skies were neglected. Armor, on the other hand, was improved exponentially. New tanks and hovercraft were introduced, and specialty vehicles such as the Proto/Infantry transports and mobile repair facility were created.
Honor rules were introduced among the Clans, as some found the need to fight for possession of something, or were just looking to let off steam. Trials of Possession and Grievance were first created by Nicholas Kerensky-Hazen, though they were rarely used until the technology boom of the Dark Century.
These Trials would allow Clan warriors to face each other in combat, but would make sure that they did not waste the precious resources of the Clans. The honor rules also kept Clan fighting clean. One on one dueling was the acceptable method of combat, but troops were still trained in the "dirty" tactics, as against the Inner Sphere, anything would go.
OmniMechs were first introduced by Clan Wolf in 2854. These 'Mechs were modular in their design, allowing Techs to quickly and easily change weapons and equipment in the field. OmniTechnology allows for incredibly flexibility in 'Mechs and vehicles.
The final advancement of Clan society during the Dark Century, and the one that had the most impact, was that of the performance enhancing drug, Berserk. This drug was first administered to warriors by Khan Ethan Taney of Clan Snow Owl. The Khan was faced with a large Trial of Possession against Clan Wolf, one that he could not afford to lose. Berserk had been under development by Owl scientists for 2 years. Taken in small doses, it increased reflexes, strength, and concentration. The effects lasted for about 3 hours before another dose had to be taken. The aftershock, called "Daze" by Clan warriors, lasted only for 15 or 20 minutes. Berserk is only mildly addictive, comparable to the need for caffeine, a 20th century stimulant. Symptoms of Berserk addiction include mild headaches and drowsiness. These effects wear off in 24 hours or so.
However, if taken in larger quantities, Berserk lives up to its name and turns the user into a berserker. All the positive effects of the small dose are increased tenfold, but the user goes temporarily insane, attacking the enemy with no regard for his own safety. The side effects of this amount of Berserk are quite severe. The Daze lasts for several hours, and there is a risk that the drug might permanently affect the user's brain.
The drug was a wild success against Clan Wolf in the Trial. When told of the reason for their failure, the Wolf commanders immediately challenged the Snow Owls to another Trial of Possession, this time for the drug. Again, Clan Wolf failed the Trial.
Forever a strong political Clan, the Wolf Khan, Gareth Icaza, offered a trade of territory and Omnitechnology (which the Snow Owls, with their weak military, had yet to acquire) in exchange for the formula for the drug. The Owls bid Icaza down to a simple exchange: Omnitech for a constant supply of the drug. Berserk could only be made with a particular plant that only Owl GenSci knew how to grow, and only Owl scientists knew the formula for creating the drug. Soon Clan Snow Owl had promised a constant flow of Berserk to every Clan, in exchange for technology that the Clan could never hope to win through a Trial of Possession. Never a strong military Clan, Snow Owl suddenly became the richest of the Clans, as they held the monopoly on Berserk.
Berserk is administered in the cockpit, through the neurohelmet, or a patch not unlike the medical monitors if the warrior has EI implants. There are two buttons that control the dosage. One will release a small amount, enough for 3 hours, and the other will release the "suicidal" dosage.
#The Return#
After the end of the Dark Century, around the turn of the millenium, the Clan Khans, by now all Crusaders, began to make preparations for the invasion of the Inner Sphere.
Every Clan voted in favor of the Invasion of the Inner Sphere. suKhan Neil Showers did not wish to leave the Clan homeworlds undefended, so contests were held to determine which Clans would be able to leave to bring the Inner Sphere to its knees. Clans Wolverine and Falcon were allowed to join the invasion force automatically, given their history. Three Clans would be left behind, one to defend each world. Clan Snow Owl bowed out of the Trials, knowing that they could not win. However, they struck deals with each invading Clan. Inner Sphere technology salvaged during the invasion would be given to the Snow Owls in exchange for a cheaper supply of Berserk. Clans Mist Dragon and Obsidian Hawk also failed in the Trials.
Clan Wolf was the only Clan to suggest that a reconnaissance unit of some type be sent before the Clan fleets began the trip to the Inner Sphere. The matter was taken up in the Politburo, and, surprisingly, the majority of the Khans voted to send in a recon force. The unit would stay in the Inner Sphere for 10 to 15 years, and make biannual report and resupply runs into Clan space. The reports would be concerned with the military might of the Star League, and the current situation of the Inner Sphere. It was decided that the unit would best gather information as a mercenary unit; under this guise, the spies could obtain deployment data, and possibly get information on new Star League technology.
Since the Khans suspected that the disappearance of the Outbound Destruction would give the First Lord a clue to the location of the Clan homeworlds, the false mercenaries would need to take a roundabout route into the Inner Sphere. Thus, the Ward's Warriors were born. The unit was the size of an augFist (see Appendix I), and populated with Wolf warriors only. The Khans came to the conclusion that since the Wolves pressed for the recon mission, the Wolves should be the ones to face any losses that might occur. The spies were outfitted with the oldest 'Mechs that the Wolves had. It was believed that these ancient and outdated weapons would help the Warriors blend in with the rest of the Inner Sphere, though this would later prove to be a false assumption. The Warriors were led by Tasha Ward, a up-and-coming Wolf warrior, the biological daughter of the Wolf Khan at the time, Kerlin Ward.
In 3020, Ward's Warriors began their trek into the Inner Sphere. Their route would take them to the "east", in the direction of the former Draconis Combine and the Capellan Confederation. Once they reached the "south-east" corner of the Inner Sphere, they would continue "north" through the Periphery, until they could enter the Inner Sphere through former Combine space. |
|
|
|
|
| Next page >>> |
| Page :
1 2 3 |
|
|
|
|
|
|
|