SUCCESSOR STATES
After the fall of the Star League, the remaining members of the High Council each asserted his or her right to become First Lord of the Star League. Their star empires became known as the Successor States and the rulers as the Successor Lords. The Clan invasion has temporarily interrupted the centuries of war—the Succession Wars—that first began in 2786. The battleground of these wars is the vast Inner Sphere, which is composed of all the star systems once occupied by the Star League's member-states. The Successor Lords have temporarily put aside their differences in order to meet the threat of a common foe, the Clans.
TRIAL OF BLOODRIGHT
A series of one-on-one, single-elimination contests determines who wins the right to use a Bloodname. Each current Bloodnamed warrior in that Bloodname's House nominates one candidate. The head of the House nominates additional candidates to fill thirty-one slots. The thirty-second slot is fought for by those who qualify for the Bloodname but who were not nominated.
The nature of the combat is determined by "coining." Each combatant places his personal medallion, a dogids,into the "Well of Decision." An Oathmaster or Loremaster releases the coins simultaneously, so that only chance determines which coin falls first to the bottom of the well. The warrior whose coin lands on top chooses the manner of combat ('Mech versus 'Mech, barehanded, 'Mech versus Elemental, and so forth). The other warrior chooses the venue of the contest. Though these Bloodname duels need not be to the death, the fierce combat and the intensity of the combatants often leave the losing candidate mortally wounded or dead.
TRIAL OF GRIEVANCE
When two warriors cannot resolve a dispute on their own or with the aid of their superiors, the parties may call for a Trial of Grievance. A Circle of Equals is defined, and no one but the opponents may enter the Circle unless invited. Leaving the Circle before the contest is ended is a shameful defeat. All such trials are defined as to the death, but they usually end before either party is killed.
TRIAL OF POSITION
The Trial of Position determines whether a candidate will qualify as a warrior in the Clans. To qualify, the candidate must defeat at least one of three successive opponents. If he defeats two, or all three, he is immediately ranked as an officer in his Clan. If he fails to defeat any of his opponents, he is relegated to a lower caste.
TRIAL OF REFUSAL
The Clan councils and the Grand Council vote on issues and laws that affect the community. Unlike Inner Sphere legislation, however, any decision can be challenged and reversed by a Trial of Refusal. This trial allows the losing side to demand the issue be settled by combat.
The forces used in the Trail of Refusal are determined on a pro-rated basis. The faction rejecting the decision declares what forces they will use. The side defending the decision (the attacker) can field a force equal to the ratio of winning to losing votes. For example, if the contested vote carried by a three-to-one margin, the attacking forces can field a force three times the size of the force challenging the decision. Bidding usually results in a smaller attacking force, however.
TRUEBORN/TRUEBIRTH
A trueborn is a product of the warrior caste's eugenics program.
MILITARY/POLITICAL TERMS
AUTOCANNON
An autocannon is a rapid-firing, auto-loading weapon that fires high-speed streams of high-explosive, armor-piercing shells.
BATTLEMECH
BattleMechs are the most powerful war machines ever built. First developed by Terran scientists and engineers, these huge, man-shaped vehicles are faster, more mobile, better-armored, and more heavily armed than any twentieth-century tank. Ten to twelve meters tall and equipped with particle projection cannons, lasers, rapid-fire autocannon, and missiles, they pack enough firepower to flatten anything but another BattleMech. A small fusion reactor provides virtually unlimited power, and BattleMechs can be adapted to fight in environments ranging from sun-baked deserts to subzero arctic icefields.
BATTALION
A battalion is a tactical military unit usually consisting of three companies.
BINARY
A Binary consists of two Stars and is roughly equivalent to an Inner Sphere company.
CLUSTER
A Cluster is a Clan-style military unit that consists of three to five Trinaries and is the rough equivalent of an Inner Sphere battalion.
COMPANY
A company is a military tactical unit consisting of three BattleMech lances or, for infantry, three platoons with a total of 50 to 100 men. Companies are generally commanded by a captain.
GALAXY
A Galaxy is a Clan-style military unit composed of three to five Clusters. It is the equivalent of an Inner Sphere regiment.
LANCE
A lance is a BattleMech tactical combat group, usually consisting of four 'Mechs.
LASER
Laser is an acronym for "Light Amplification through Stimulated Emission of Radiation." When used as a weapon, the laser damages the target by concentrating extreme heat on a small area. BattleMech lasers are designated as small, medium, and large. Lasers are also available as shoulder-fired weapons operating from a portable backpack power unit. Certain range-finders and targeting equipment also employ low-level lasers.
LRM
This is an abbreviation for Long-Range Missile, an indirect-fire missile with a high-explosive warhead.
PLATOON
A platoon is a tactical military unit typically consisting of approximately twenty-eight men, commanded by a lieutenant or a platoon sergeant. A platoon may be divided into two sections.
POINT
A Point is a Clan-style military unit consisting of one 'Mech or five armored infantry.
PPC
This abbreviation stands for Particle Projection Cannon, a magnetic accelerator firing high-energy proton or ion bolts, causing damage through both impact and high temperature. PPCs are among the most effective weapons available to BattleMechs.
REGIMENT
A regiment is a military unit consisting of two to four battalions, each consisting of three or four companies. A regiment is commanded by a colonel.
SRM
This is the abbreviation for Short-Range Missiles, direct-trajectory missiles with high-explosive or armor-piercing explosive warheads. They have a range of less than 1 kilometer, and are accurate only at ranges of less than 300 meters. They are more powerful, however, than LRMs.