Author Topic: Renegades  (Read 37125 times)

Deadborder

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Renegades
« on: 28 January 2021, 07:13:47 »
This is a little concept I've been mashing around now, but has only recently come to the forefront. So here you go.

Long-time readers may see a few familiar faces.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

Deadborder

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Re: Renegades
« Reply #1 on: 28 January 2021, 07:18:16 »
Irisz Magyari
Position/Rank: Major
Affiliation/Unit: Mercenary/Magyari’s Irregulars
Birth Year: 3110

In many ways, Irisz Magyari was born to be a mercenary and a MechWarrior. Her family had led the same unit for four generations before her, and in each case, they had done so from the cockpit of a BattleMech. Irisz was no exception, and was raised with the expectation that she would follow in her family’s footsteps. And while she was raised in a time of peace, she wholeheartedly embraced her destiny and did her best to prepare for it.

Through her family’s contacts, was enrolled at the Lyons School of Combat Preparedness. While there, she displayed an aptitude for BattleMech combat and operations, as well as a degree of tactical flexibility and adaption that often surprised not only her fellow cadets but also her instructors. One of her key traits was a willingness to listen to her subordinates, follow their advice and, where needed, give them the freedom to act on their own initiative. These traits saw her score a number of victories through exercises through rapid reactions and responses, as well as being willing to change her plan on the fly.

Just as importantly, she also began to develop a network of contacts and allies that she would build on over the decades to come. Once she joined her family’s unit, she began to further exploit the skills she had developed, finding allies among the mercenary trade, and then beyond that into the industries that supported it. This network would come to serve her well in a variety of ways, from gathering intelligence to supporting her unit.

Her early career was marked by the HPG Blackout and the subsequent rise in conflict across the Inner Sphere. At that point, Irisz was a lieutenant in the family unit, a position that was intended to be used to train her up so that she could one day take over its command. She quickly gained practical experience as the unit took on various contracts, especially in the rapidly escalating conflicts within the Republic of the Sphere. At the same time, the skills she had developed during her academy days proved to be a success on the battlefield. The most notable example came on Basalt in 3134 where she wound up saving Bors Magyari, her father and the unit’s commander, from a Steel Wolf ambush that nearly cost him his life.

While the expectation was that she would take command of the unit eventually, that day ended up coming a lot sooner than expected. In 3135, Bors took a leave of absence to deal with what he called ‘personal matters’. Irisz was named interim commander, with the expectation that she would hand back control of the unit after his return. Instead, Bors was apparently trapped behind the walls of Fortress Republic, unable to escape. With no recourse, she took control of the unit full time.

However, she discovered that thanks to her father’s less than spectacular management, the unit was actually deeply in debt. This forced her to engage in a vicious cost-cutting which saw the unit shrink as she trimmed off under-performing units. Along the way, she also removed several of her fathers’ allies who had largely been there based on personal friendships rather than actual skill. In their place she elevated her own allies, including her cousin, Nikola Kardos, who was both a capable MechWarrior and a skilled scout and investigator.

The early 3140s would prove to be a busy time for the unit as they took on a number of high-profile contracts. While risky, a combination of good planning and Irisz’ willingness to let her subordinates act on their own initiative saw the unit achieve a number of victories. These were enabled by often unconventional tactics and the use of covert operations by her men to weaken or disrupt their enemies before anyone fired a shot.

A frequent target of these contracts was the Wolf Empire. Over the course of several years, the Irregulars disrupted production on several worlds, destroyed a prototype OmniMech and helped to ferment rebellions on several of their worlds, all while escaping with relatively light damage. Their actions became so galling that the Empire sent a unit after the Irregulars to hunt them down. Instead, the result was a one-sided defeat of the Wolf forces.

On a more personal level, Irisz also became embroiled with the multi-generational, one-sided feud between her unit and Raymond’s Roughnecks. Another family-owned mercenary unit, the Raymond clan had grievances with her own family that went back over a century. Irisz’ attempts to avoid them ultimately failed, drawing her unit into conflict with the Roughnecks. This cumulated in the battle of Hindmarsh in 3148, which saw the Roughnecks functionally destroyed, albeit at the cost of bloodying the Irregulars.

In the two years since then, Irisz has again rebuilt her unit and continued to take contracts to support them. These have included a number of attacks on the Wolf Empire, which have been driven by the unit’s past successes against the Clan and its holdings. Behind the scenes, she has also begun building a network of allies among the mercenary trade, but to what end remains unknown.


Mad Cat Mk IV Invisible Space Fairy
Mass: 75 tons
Chassis: Type W4 Endo Steel
Powerplant: Model 49B 375 XXL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armour: Composite Alpha-V1 Ferro-Lamellor
Armament:
      2 Type 22 Extended-Range PPCs
      4 Smartshot Mk.IV Streak SRM-6
Comm System: Khan Series (Type 6C)
T&T System: Series XIV OPT

Like all the commanders of the Irregulars, Irisz Mgyari has lead from the front of the unit in the cockpit of a BattleMech. When she became the interim commander of the unit, she also took control of her father’s MAD-9M2 Marauder. While powerful, this BattleMech would only last her three years until an incident on Alexandria where it was destroyed in conflict with an unknown force. Information recovered from the wreckage, as well as Irisz’ own accounts, described a colossal, three-legged ‘Mech that towered over hers, one that has since been identified as a Republic Ares.

In order to replace her lost BattleMech, Irisz leaned on her contacts to find something suitable. This lead to her acquiring a brand new Mad Cat Mk IV from the Sea Foxes; while the ‘Mech was expensive, Irisz used her BattleROMs of the unknown giant ‘Mech to sweeten the deal. The only dissenter against the purchase was her chief technician, Cecelia Stanley, who simply didn’t want to have work with Sea Fox proprietary parts while being dependent on them for supplies.

Complaints aside, the combination of her own skills and her willingness to push the machine to its limits proved to be a successful one. Her Mad Cat Mk IV would often be the front and center of attacks, with its advanced armour allowing it to shrug off damage that should have crippled it. On a few occasions she would get into the middle of a fight and unleash swarms of Streak SRMs on enemies all around her, seemingly effortlessly engaging multiple opponents.

Aside from her successes as a part of a larger engagement, she has also used the BattleMech in more focused engagements. On Ashburton, she defeated Wolf Empire ristar Lucius Radrik, easily matching and overcoming his Warwolf in single combat. On Hindmarsh she bought a definitive end to the long-standing family feud through her defeat of Connie Raymond and the destruction of her Falconer. Knowing who she was up against, Irisz swapped her Extended Range PPCs for Large Pulse Lasers, allowing her to offset her more mobile opponent.

For reasons known only to herself, she named the ‘Mech Invisible Space Fairy. While some might find the title odd, few could question her effectiveness with it.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

Deadborder

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Re: Renegades
« Reply #2 on: 28 January 2021, 07:22:52 »
Antonin Rybak
Position/Rank: Ghost Knight
Affiliation/Unit: Republic of the Sphere
Birth Year: 3101

Antonin Rybak is a case where while it is clear who he is working for, but what he is intending is another matter. He may be engaged in some larger plan at the behest of his leaders, or he may have abandoned that path to serve his own aims. Or it is possible that he was entirely acting on his own all along.

Much of his past is, for the moment, unclear, hidden behind layers of secrecy and, of course, the walls of Fortress Republic. As best as can be determined, Antonin was born on Archenar in the Republic of the Sphere to a resettled family of Free Worlds origins. He enrolled with he Republic Armed Forces in order to earn his citizenship, where testing showed that he had the potential to become a skilled MechWarrior. However, that did not quite come to be.

Instead, he was recruited into the shadowy world of the Republic’s intelligence services. His record becomes unclear after that, but several instances stand out. In 3127, he was involved in the destruction of a kuroryu-kai cell on Quentin who were aiming to funnel BattleMech parts from Independence weaponry. Likewise in 3130, he was integral to the elimination of the Stolz Manner, a pro-Lyran terror group on Glengarry that likely had Loki backing.

However, after the Blackout in August 3132, his actions become somewhat more questionable. He travelled to a number of worlds in the Republic including Imbross III, Van Diemen IV, Mara and Fletcher, where he apparently recruited his own freelance operatives for reasons that can only be guessed at. Several of these agents would go ‘live’ in the next two years, where they were involved in the disruption of operations by the various splinter factions that had emerged. Some of them were trained MechWarriors, however it is unclear if these were pre-existing skills or if he trained them himself.

Following the declaration of Fortress Republic, Antonin was left outside the walls. Once again, it is uncertain if this was an oversight, a deliberate act or his own personal choice. For the next five years, he would work with his remaining operatives as the Republic Territories continued to shrink. In some cases, they would be working against the invading forces looking to reclaim the Republic’s worlds, but in others, they seemed to be following other agendas. In many cases, his movements were disguised through his posing as a mercenary ‘gunslinger’ MechWarrior, operating under several aliases.

By 3140, most of his personal operatives had gone dark, either dead or simply dropping out of sight. Antonin himself continued to be active, usually working on his own either covertly or more openly by continuing his mercenary MechWarrior guise. During this time he was never once seen in the Republic Remnant nor cooperating with its forces, fueling speculation that he may have gone rogue. For several years his operations seemed to focus on the Wolf Empire before he simply vanished altogether in late 3145.

While presumed dead, the truth was more complicated. For the last five years, he apparently was working within Galatea’s underworld, building a network of contacts across all levels of the mercenary trade, looking for those with experience fighting the Clans or working with the Republic, while deliberately avoiding his few remaining operatives. What remains unclear is his overall goal; if he is working towards affecting an inevitable conflict, or planning for what comes after it.

Phoenix Hawk IIC 4 Grace
Mass: 80 tons
Chassis: DSAM 4
Powerplant: Type 79 40 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Grandthrust Mk 5
Jump Capacity: 150 meters
Armour: Forging AM15 Ferro Fiberous
Armament:
      4 Type 9 Series Advanced Tactical Missile Systems
Comm System: MegaBand System 21
T&T System: DTrack Suite 4

Much like the man who pilots it, there are a lot of gaps in the history of Antonin Ryback’s Phoenix Hawk IIC. Originally it belonged to Shigeru Kodo, a Solaris VII gladiator and scion of a wealthy New Kyoto family before his downfall and barring from the Games World in 3128. The Republic confiscated the BattleMech when he tried to flee back to his homeworld, presumably to be turned over to the RAF or simply destroyed.

Instead it disappeared into the system, seemingly vanishing from sight. During that time it was apparently repurposed by Republic intelligence and assigned to Antonin Rybak for his own use. He would take the BattleMech with him, using the organization’s assets to arrange its transport, when he began his apparently personal operation following the Blackout.

It would not resurface until 3134 on Van Diemen IV, where it was used in a battle with pirate forces and being controlled by Ryback. Over the next six years it would be seen a number of times across the former Republic, in each case being used by him under one of his aliases. During this time, the BattleMech would also be redecorated numerous times, and equipped with false serial numbers and other tags to further confuse its identity and origins.

While primarily an intelligence agent, Rybak is still a trained and capable MechWarrior and has proven to be willing to take to the field in order to support his own agendas. When he does take to the field, he prefers to take advantage of the ‘Mech’s mobility, rarely engaging in stand-up fights.

The BattleMech’s original owner nicknamed it Grace, a designation that Rybak has continued to use. However, his various aliases have also renamed the BattleMech as well to further confuse its origins.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

Deadborder

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Re: Renegades
« Reply #3 on: 28 January 2021, 07:28:47 »
Guest character courtesy of Rantinan

Tony Jaros
Position/Rank: None
Affiliation/Unit: Mercenary/None
Birth Year: 3110

Depending on one’s point of view, Tony Jaros is a good (or bad) case of rising from nothing and reaping what you sow. Tony was born on Kawich to a working-class family that barely existed above the poverty line. Despite his circumstances, he was unwilling to do what was needed to become a Republic citizen, having developed a deep-seated distrust of authority at an early age. Instead, he existed on the fringes of society, getting by as a delivery boy in Pahute, an industrial city noted for its high crime rates.

Almost inevitably he fell into a life of crime. Tony joined the Santos, a local street gang, in his teenage years. He rose quickly thanks to a combination of physical skills, charisma and determination that saw him engage in acts of violence with an almost gleeful relish. A list of his alleged crimes included assault, intimidation, car theft, drive-by shootings, smuggling, drug dealing and taking part in underground IndustrialMech fights.

The Blackout saw an immediate spike in crime within the city as the Republic’s economy collapsed. Gang violence rapidly escalated as the Santos went to war with its rivals for control of the city’s underworld, with Tony in the frontlines of this conflict. By the middle of 3133, he had managed to drive his rivals out of the city, after leaving a trail of destruction in his wake. Along the way, had not only been responsible for the death of Mayor Alexander Kurgan, but had executed the leader of the Santos and taken control of the gang itself.

This campaign of violence did not go unnoticed. Through Mastrovika agents planted on-world, the Capellan Confederation became aware of Tony Jaros and his activities, and saw them as a way to aid their own cause. After making contact with him through Bannson Universal, the Confederation arranged for Jaros and his gang to receive shipments of weapons and supplies, including BattleMechs. Their aim was to use Jaros to tie up the Republic forces on-world and pave the way for its eventual conquest by the Confederation.

Tony agreed to this deal; while he had no love for the Confederation, he instead saw it as a fast route to his own personal power and wealth. Now armed with millitary-grade equipment and transformed into something that more resembled a pirate band then a street gang, the Santos began a campaign of armed insurgence against the RAF garrison and local authorities. Already on the back foot, the RAF were forced to functionally abandon the city after suffering severe losses to Tony’s band. After the formation of Fortress Republic, the isolated remnants of the RAF simply chose to consolidate their remaining forces and abandon any hope of reclaiming the city.

This suited Tony fine. For the next three years, he and his band controlled Pahute, turning it into their own private city state. Under their control, crime and vice thrived, with a slice of everything going directly into Tony’s pockets. Any who refused to yield could expect to face anything from armed thugs to having a BattleMech step on their house. Tony himself indulged his own success, living a high life of alcohol and drugs while seemingly sporting a new boyfriend each week.

Everything changed n 3138 when the Capellan Confederation came conquer the world. At first, the Santos and the CCAF worked together to defeat the remaining RAF holdouts and claim control of the world. However, the Capellan occupying forces quickly found that a leaving half the planet in the hands of a band of celebrity criminals did not sit well with their ideals for an orderly society.

Tensions arose between the two groups as the Capellans tried to put a brake on Tony and the Santos. Not willing to give up his power, and with his gang backing him, Tony pushed back, determined to retain control of his territory and its assets. As a way to assert control, the CCAF requested that the Santos hand over their loaned weapons, which naturally they refused. The Capellans then tried to force the issue, which led to armed conflict between the two groups.

While at first the Santos had the advantage of home ground, the Capellans were simply better-equipped, better trained and, above all else, outnumbered their opponents. Tony’s gang were pushed back, leading to a number of casualties among their ranks. Following the death of his longtime second, Jenny Zhen, Tony realized that he was not going to win this fight. Rather, he chose to flee, with his remaining forces stealing a dropship from Pahute spaceport and then using it to hijack a jumpship out of system.

For the next three years they would blaze a trail of destruction across the Confederation, raiding worlds as an act of vengeance for their betrayal. Eventually, what was left of his group arrived on Galatea, where they chose to break up and join the mercenary trade as individuals. Tony would serve as a freelance ‘gunslinger’, bringing his own expertise to whatever unit would take him.


MNL-3L Mangonel (Modified) Penetrator
Mass: 70 tons
Chassis: AR-7b Endo Steel
Powerplant: Magna 350 Light
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armour: Royal-7 Ferro-Fiberous
Armament:
      2 Corean Light Gauss Rifles
      4 Diverse Optics Extended-Range Medium Lasers
Comm System: K9 Comms System
T&T System: Type V Bloodhound

Tony’s Mangonel has something of a colourful past, which is oddly suitable given its pilot.

The BattleMech was purchased new from Arc-Royal MechWorks in 3085 for the nascent RAF as a part of its rearmament. For the next three decades, it would serve in the Republic’s forces, before being disabled and abandoned during the Capellan Crusades. While the CCAF were able to salvage it, they chose not to return it to service or simply scrap it for parts. Rather, they rebuilt the ‘Mech, equipping it with an XL gyro to add much needed ammunition and armour, and assigned it to their hidden reserves against future use.

When the Capellans chose to arm the Santos, the rebuilt Mangonel was one of the machines chosen to be a part of the deal. Unwanted by the CCAF (who didn’t otherwise use the design) and not immediately traceable to them, it was seen as both being expendable while also impressive enough to demonstrate their good faith to their prospective partners. As the heaviest ‘Mech in the weapons lot, it was claimed by Tony Jaros as his own.

In his hands, Penetrator (as he dubbed the machine) became an instrument of terror in his war for control of Pahute. More than capable of dealing with police forces and MilitaMechs, it also gave a good accounting against the RAF planetary guard’s equipment. Tony’s own skills as a marksman made the most of its long-range capabilities, allowing him to land shots long before his enemies were able to respond. Following his successful takeover of the city, he used Penetrator as a way to get around; the sight of the huge BattleMech outside a casino or nightclub was far from uncommon.

Penetrator survived the near-destruction of the Santos at the hands of the CCAF and their subsequent flight and campaign of vengeance. Since arriving on Galatea, Tony has continued to use the BattleMech in his mercenary career.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



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truetanker

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Re: Renegades
« Reply #4 on: 28 January 2021, 19:57:27 »
Tag!

( Yeah, a new adventure! )

TT
Khan, Clan Iron Dolphin
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Nav_Alpha

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Re: Renegades
« Reply #5 on: 29 January 2021, 00:17:14 »
Interesting. At least one familiar face.
Very interesting...


"Hold your position, conserve ammo... and wait for the Dragoons to go Feral"
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snakespinner

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Re: Renegades
« Reply #6 on: 29 January 2021, 00:34:20 »
Tag.
Remember Irisz from your previous story. :thumbsup:
I wish I could get a good grip on reality, then I would choke it.
Growing old is inevitable,
Growing up is optional.
Watching TrueToaster create evil genius, priceless...everything else is just sub-par.

Deadborder

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Re: Renegades
« Reply #7 on: 03 February 2021, 07:33:22 »
Terry McKinnon
Position/Rank: Lieutenant
Affiliation/Unit: Mercenary/McKinnon’s Marauders
Birth Year: 3115

The McKinnon family have been mercenaries since before the fall of the Star League, with the family tradition unlikely to change so as long as the trade exists. Since the Third Succession War, they have commanded a family unit, McKinnon’s Marauders; while it has been nearly destroyed several times, it has managed to come back from the brink each time.

Terry McKinnon is a potential heir to that tradition, albeit in an unplanned manner. While serving a garrison contract on Irurzun, Thomas McKinnon had an affair with Mary Garr, a local researcher who was assigned to one of the sites the Marauders were protecting. Unknown to him, she had a son, Terry, who was born after the Marauders had left the world. Mary and her husband, Warren, raised him, with the truth of his parentage known only to her.

At sixteen, Terry Garr, joined the DCMS, where he showed an aptitude for BattleMech combat. Following the HPG blackout he was assigned to a recon lance in the 17th Benjamin Regulars, who had rotated into the Draconis Reach. The constant fighting in the region had escalated following the Blackout, with both states seeking to full claim control of the region for their own as a prelude to a broader campaign.

Here he would have his first taste of real combat. On Wapakoneta, his recon lance were ambushed by Sandoval-backed mercenaries outside the city of Green Bay. After his Chu-i was killed in the first strike, Terry took command of the lance and rallied the survivors. Using his Panther’s mobility, he harried and distracted the attackers, keeping them pinned down and unable to either eliminate the rest of his lance or disengage. This bought the 17th enough time to send reinforcements and destroy the enemy force, pushing them back from the Green Bay region.

Warren Garr was killed in 3139, an accidental victim of gang violence who was simply in the wrong place at the wrong time. The subsequent investigation revealed that Terry was not his son. Shocked by this revelation, Terry confronted his mother and learned the truth about his parentage. Armed with this knowledge, he resigned his commission from the DCMS, and set off to find his father. His actions were driven by no small degree of anger, both at his father’s seeming abandonment and his mother’s concealment.

In 3141 he arrived on Galatea, and made contact with McKinnon’s Marauders. While he was able to provide Thomas McKinnon with proof of his identity, the situation was made more awkward when Thomas revealed that he not only was married, but also had a legitimate son, Damien, born in 3108. None the less, Thomas felt a degree of responsibility, and hired Terry as a member of the unit while agreeing to make amends towards his mother.

Despite being hired due to his parentage, Terry proved himself to be a capable MechWarrior in his own right. This won him support within the unit, but also no small degree of enmity from his half-brother who felt somewhat embarrassed and even threatened by his existence. A part of the problem was that Damien had been named as Thomas’ heir, and was at the time believed to be his only child. As such, he saw him as a potential rival for his position.

Despite this problem, Terry proved to be not only a skilled MechWarrior, but also loyal to the unit and the family’s legacy. While his name granted him a position as an officer, he worked hard to prove he was worthy of the position on his own merits. Following Thomas McKinnon’s retirement in 3148, Damien took control of the unit. This led to something of an easing of the tension between the two as it became clear that Terry had no ambitions to take Damien’s place.

Recently, Terry has been involved with Irisz Magyari’s growing alliance of mercenaries, operating on his own rather than as a representative of his unit as a whole. The two are also rumored to be romantically linked, although if this is out of mutual attraction or some plan for a mercenary dynastic union is unclear.

PXH-9 Phoenix Hawk Shadow
Mass: 45 tons
Chassis: Earthworks PXH II Endo Steel
Powerplant: Hermes 270 XL
Cruising Speed: 64 kph
Maximum Speed: 96 kph
Jump Jets: 45i Improved Jump jets
   Jump Capacity: 240 meters
Armour: Durallex Light with CASE II
Armament:
      Diverse Optics Type 35PX Large X-Pulse Laser
      2 Harmon Medium Lasers
      2 Sperry/Browning Machine Guns
Comm System: Tek Battlecomm
T&T System: Tek Tru-Track

Arriving on Galatea with no BattleMech of his own put Terry McKinnon at an immediate disadvantage. While his father did embrace him, there was also only so much that he could do to support his son. He was provided with a decades-old PXH-3M Phoenix Hawk that they had salvaged during a prior contract. Terry was none the less grateful for the BattleMech, which allowed him to capitalize on his prior experience with lighter ‘Mechs.

Terry used the BattleMech for his first few years with the Marauders, often pushing it to the limits of its mobility while aggressively riding its heat curve. Despite his skills, the BattleMech was destroyed in 3145 fighting against the CCAF on Haappajarvi while he was attempting to slow their advance and cover the Marauders’ retreat.

Following this loss, the ‘Mech was replaced with a new PXH-9 model, with Terry preferring the greater mobility of the design. He quickly learned to take advantage of these traits to flank and harry enemy forces while making himself an elusive target. These maneuvers allowed him to pin enemy forces into place and in turn make them easy targets for the rest of his lance.

With the Marauders’ recent involvement in Fontaine Marik’s war on the Marian Hegemony, Terry had ample opportunity to prove his skills. During the invasion of Illyria, his ‘Mech proved to be a lethal force in the Cadmus megaforests, leaping and harrying opponents who were hampered by the dense terrain. His mobility allowed him to claim a number of kills on heavier ‘Mechs, including a Marian Goliath piloted by a senior I Legio officer.
« Last Edit: 26 September 2021, 07:58:15 by Deadborder »
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

Deadborder

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Re: Renegades
« Reply #8 on: 03 February 2021, 07:37:36 »
Ivar Grodenko
Position/Rank: MechWarrior
Affiliation/Unit: Federated Suns/Unknown Unit
Birth Year: 3108

Ivar Grodenko is an interesting case of the twists that a man’s life can carry him through. While his family on Buchalu were outwardly poor, working class laborers, his father was in fact a lieutenant within one of the world’s organized crime syndicates. Ivar was raised with a mixture of deprivation, brutality and the promise of a better life following in his father’s footsteps. Rather, when his father was killed in 3130 during a bout of intercede fighting, Ivar seemingly disappeared.

He resurfaced in 3133 as Ivar Wolf, now a member of the Steel Wolves on Fletcher. Why he had chosen to embrace the Clan lifestyle is unclear, but it might have been as much about protection from his enemies as anything else. Ivar’s combination of drive and brutality saw him win a place as a MechWarrior within the Wolf Lancers cluster. Initially his future with the Steel Wolves looked promising, with Ivar taking part in several battles during their early campaigns.

Despite this lead, he was instead left as a part of the Steel Wolves’ skeletal garrison forces left behind to defend their holdings while Anastasia Kerensky sought greater glory. When the bulk of the Steel Wolves instead fled to Prefecture IX following her failed effort to attack Terra, Ivar and his cohorts held their ground, confident that their leader would one day return. The declaration of Fortress Republic in late 3135 saw them dig in even further, confident that their day would come.

Instead much of the surrounding region was quietly and peacefully absorbed by the Federated Suns, while the Steel Wolves showed no signs of returning to protect their holdings. After being forced to disarm, the remaining Steel Wolves on Fletcher began to break up, either abandoning their posts or seeking other opportunities. For his part, Ivar fell back on his roots, integrating himself into the planet’s underworld, specifically its underground BattleMech duelling circuit.

The Capellan conquest if the world saw crackdown on such activities, leaving Ivar Wolf isolated and frustrated at his circumstances. Things would change for him with the arrival of Magyari’ Irregulars on-world in 3145 as a part of a raiding contract, aimed at destabilizing the CCAF presence there. Looking to exploit local assets, the mercenaries made contact with Ivar, who in turn aided them in the destruction of several Capellan stockpiles. They gave him two things in return; the first was a chance to pilot a BattleMech again, and the second was a ticket off-world.

Ivar Wolf returned to Galatea with the unit, but what happened to him after that is somewhat unclear. He was actively searching for employment on the mercenary market for a short period, but then seemingly dropped out of sight before ever signing on to a unit.

He would not be seen again until late 3147 in the Federated Suns. Having reclaimed his family name, Ivar was a part of a small group operating in AFFS colours but not identified with any unit. Highly mobile, this command has been roaming worlds occupied by both the Capellan Confederation and Draconis Combine, striking at supply depots, command centers and other resources. While initially presumed to be the remnants of a destroyed command, such as those lost on Palmyra, several of the seemingly brand-new BattleMechs within their ranks suggests that they may have Sea Fox backing. However, why and what the mercantile Clan would be getting out of the deal is a mystery.

Likewise, it is unclear why Ivar is fighting for the Federated Suns, a nation that he has no connection to at all. Given his past, It is possible that his benefactors have simply offered him the one thing he was denied for so long; the chance to fight and die gloriously.

Sun Cobra 2 Rabid
Mass: 55 tons
Chassis: IX Endo Steel
Powerplant: Vox 330 XL
Cruising Speed: 64 kph
Maximum Speed: 96 kph
Jump Jets: None
   Jump Capacity: None
Armour: Advanced/3
Armament:
      2 Type DDS Kingston Extended-Range PPCs
Comm System: Build 1685 Tacticomm
T&T System: Build 2 Cat TTS with Targeting Computer

During his time with the Steel Wolves, Ivar Wolf piloted a Ghost that had been previously a part of the Fletcher Planetary Guard. As a freeborn adoptee, even being given that much honour was an achievement that Ivar had to fight hard for. He proved that he was worthy of it in clashes against the Sprit Cats and Swordsworn, where he demonstrated a combination of skill and ferocity that earned him several kills.

Ivar’s Ghost was confiscated by the AFFS during the annexation of Fletcher; it was subsequently disabled and captured by the CCAF, leaving him dispossessed. Aside from a few short periods during his involvement with illegal BattleMech fights, it would be nearly a decade before he would ride into battle again. This time it was at the controls of a salvaged Hatchetman, which would be destroyed by Warrior House Ijori forces.

His third BattleMech appears to be brand new. A Sea Fox-built Sun Cobra 2, the BattleMech has been his consistent ride since he resurfaced in 3147. Where he got it from is unclear, although the popularity of the design with the AFFS would not rule out it being taken from their supplies or salvage. Regardless of its origins, Ivar Grodenko has proven to be adept at its controls, taking advantage of its Targeting Computer to land precise, deadly hits on opponents.

So far, Rabid (as he has dubbed the ‘Mech) has proven to be a threat out of all proportion to its size. Ivar has claimed kills on a number of heavy and even assault BattleMechs through his precise shooting and seeming lack of regard for his own life. And while the Sun Cobra has been badly damaged several times, whoever provided it seems to also have no lack of supplies to keep the BattleMech running.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #9 on: 03 February 2021, 07:41:00 »
Lanie King
Position/Rank: Major
Affiliation/Unit: Mercenary/King’s Tigers
Birth Year: 3105

While it is commonly accepted that every Mercenary unit that fought for the Word of Blake was destroyed during the Jihad, the truth is much more complicated. King’s Tigers was one of those commands that survived the conflict, albeit only after suffering considerable losses. Fleeing to the Taurian Concordat, the unit survived by trading advanced Word-supplied equipment to the TDF as a part of a long-term contract.

For the better part of half a century, the Tigers would slowly rot away in the Concordat, alternating between long-term garrison assignments and employment in often futile raids against the Federated Suns. The latter did little for them beyond costing them men and equipment, further whittling away what little they had left and leaving many in fear for the unit’s viability. The coup that placed Kaff Doru in power bought the Tigers some time as the new government sought to de-escalate the tension with its neighbours.

Lanie King was only 24 when she inherited control of the unit in 3129 after her father’s sudden death. Having lived her life entirely in the Concordat while watching her family unit die around her, she embarked on a radical course of action. In 3130 she opted not to renew the Tigers’ contract with the TDF, instead taking the unit halfway across the Inner Sphere to Galatea in what could only be described as a substantial gamble. Her goal was simple; either reestablish the Tigers as a viable force, or see it break up but at least allow its members a chance at controlling their own destinies.

Her first challenge would ultimately be a legal one, as there were outstanding bounties on the unit and several of its officers. The subsequent case, King’s Tigers versus MRBC, set a legal precedent as it established that there were no surviving members of the unit from that time, and that as such, the MRBC-authorized bounty on the unit was no longer valid. With that obstacle out of the way, Lanie King fully registered the reborn Tigers with the commission.

Many expected them to simply fold, but fate was strangely fortunate to the command. The HPG blackout saw a sudden rise in tensions across the Inner Sphere, and a sudden need for mercenaries. King’s Tigers would win several contracts in the next three years that saw them gain critical experience and skill, helping to turn them from a collection of struggling survivors into a viable fighting force. Lanie King quickly matured as a commander during this period, proving to be a capable leader despite her inexperience.

By 3135, King’s Tigers had actually begun to grow as a unit, recruiting from the rapidly ballooning mercenary market. An extended contract with the Capellan Confederation netted the unit crucial experience and salvage as it faced forces in the former Republic and along the Federated Suns border. The sudden termination of their contract in 3138 left the Tigers high and dry, but Lanie King was able to use what she had to get them quickly back on the market.

For the next seven years, the Tigers would see further action across the Inner Sphere, serving with every other Successor state to some degree. From early 3146 onwards they focused on the crumbling Lyran Commonwealth, engaging in pirate hunting operations across the realm’s exposed flank, while choosing to avoid the Clan front. The only exception came in 3148, when the Tigers were among several other mercenary units that aided in the putting down of Diego Wildermar’s Buena Collective.

If Lanie King can be said to have a weakness, it is her dedication to her job. She spares little time for anything but the Tigers to the point where she is literally married to them; her wife, Miho Miazuchi, is also the unit’s chief technician, and their oldest daughter is also an apprentice MechWarrior. In recent months, Lanie King has been seen with Irisz Magyari and other members of her growing mercenary alliance.

CTF-3LL Cataphract
Mass: 70 tons
Chassis: Earthworks CTF
Powerplant: VOX 280 XL
Cruising Speed: 43 kph
Maximum Speed: 64 kph (88 kph w/MASC)
Jump Jets: None
   Jump Capacity: None
Armour: Kallon Royalstar
Armament:
      1 Imperator Code Red LB 10-X Autocannon
      1 Ceres Arms Crushed Plasma Rifle
      4 Ceres Arms Extended Range Medium Lasers
Comm System: CommuTech Multi-Channel 10
T&T System: Blazefire SightLock

In its own strange way, Lanie King’s Cataphract is a symbol of the Tiger’s resilience and determination to keep going. The BattleMech was salvaged from the Capellans during the Jihad and pressed into the Tiger’s service during that conflict. It survived their flight to the Taurian Concordat, where it remained a part of their roster for the next five decades. While other more advanced units either were destroyed or traded to the Taurians, it continued to serve, passed from one MechWarrior to another.

When Lanie King took control of it in 3127 it was less out of any family tradition of operating that particular ‘Mech, as it was the first functional machine available to her. None the less, she felt a certain degree of pride in operating it, given that it was tied to her unit’s history to such a degree. Over the years she has mastered the ‘Mech, including learning to carefully time and control the use of the MASC system to minimize the risk of damage.

On the battlefield, she is something of a pragmatist. Rather than seeking heroic duels with rival BattleMechs, King instead prefers to take an opportunistic approach, and often focuses on taking out enemy tanks or Battle Armour that are more vulnerable to her Plasma and LBX weapons. This is not to say that she is a coward by any means, and she has shown a willingness to engage more powerful foes if needs be.

Despite several opportunities to do such, Lanie has no desire to upgrade to a heavier or more powerful BattleMech, preferring to continue using her familiar Cataphract. However, despite her odd affection for the ‘Mech, she also has not given it a nickname.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #10 on: 03 February 2021, 18:51:57 »
Loving these bios and very intrigued on where it’s all going...


"Hold your position, conserve ammo... and wait for the Dragoons to go Feral"
- last words of unknown merc, Harlech, 3067

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Re: Renegades
« Reply #11 on: 11 February 2021, 06:52:43 »
Guest character courtesy of KayEmm

Kari Moreno
Position/Rank: Mercenary
Affiliation/Unit: Mercenary/Dark Suns
Birth Year: 3118

With her brightly-coloured hair and tattoo-covered arms, not to mention her relative youth, Kari Moreno des not look the part of a mercenary commander. And yet, she has thrown herself into the position with a degree of drive and determination that belies her lack of experience. Initially wary, she has matured into her role in the last five years.

The Dark Suns were a family owned mercenary unit, formed out of the remnants of several other shattered commands in the wake of the Jihad. It had always been lead by the Moreno family, who themselves had a history of mercenary service going back generations. That tradition almost ended in 3143 on Wrocaiw, when faulty intelligence on the part of the LCAF put the Dark Suns right in the path of a Jade Falcon assault. The Dark Suns were badly mauled and forced to retreat off-world; among the dead was Carlos Moreno, the unit’s then commander and Kari’s father.

In the face of such severe losses, most units would have simply folded. Instead, Kari Moreno was determined to honour her family’s legacy and rebuild her command. While essentially emptying their financial reserves, she was able to recruit enough men to put together a passably functional fighting force. Much of this was her own sheer drive to succeed more than any conventional wisdom; none the less, she made sure to build an effective force, rather than simply taking whatever she could.

Several low-risk contracts helped to bring the unit together and give it some measure of financial stability, but their true breakthrough came with a devastating raid against the Alliance Aerospace facilities on Bass. The unit were able to slip past the Canopian defenses and raid the planetside facilities, devastating the local militia forces to only minimal loss. The unit was further buoyed when it successfully repelled a Marian raid on Kendall. These successes were as much due to the Dark Suns’ abilities as it was Kari’s leadership and tactical skills.

Her skills would be put to the test in 3148 when Kari was approached by agents working for Kommandant Stephan Kurtz, an officer in the 2nd Donegal Guard. Kurtz had information pinpointing the specific Jade Falcon unit and even officer that had been responsible for the near destruction of the unit and the death of her father, identifying the culprits as the 13th Falcon Dragoons, stationed on Arcturus. He made an offer of employment for her for a raid in force on the world, aimed at disrupting the Falcon forces, stealing supplies and striking the Arcturan Arms factory.

Once the Dark Suns arrived planetside, however, the situation changed drastically. Rather than the raid in force that he had intended, Kurtz’s goal was to boost his own career and political standing by reclaiming the Commonwealth’s original capitol. He deliberately fed the Dark Suns to the Falcons, aiming to use them as bait while preserving his own forces. Quick thinking by Kari allowed her to extricate her unit and escape the trap that he had set for her.

In the aftermath of the debacle, Kari was able to present enough evidence of Kurtz’s wrongdoing to clear her unit of any misconduct. While the Dark Suns returned to Galatea to again rebuild, Kurtz was stripped of his rank and dishonorably discharged from the LCAF for his unauthorized actions.

Kari’s current situation could only be described as contradictory. In the last five years, she has grown considerably as a commander, forced to take on the role far earlier than she had ever planned to. However, on a personal level, she is remarkably insecure and suffers from a combination of self-doubt and low self-esteem that is seemingly at odds with her colourful appearance. In many ways, she also feels pressured to carry her family’s legacy forwards, even if it may not fit with her own personal plans.

Most recently, Kari has been associated with Irisz Magyari and her growing coalition of mercenaries.

BL-18-KNT Black Knight Black Sun
Mass: 75 tons
Chassis: Technicron Revised NT Endo-Composite
Powerplant: Vlar 300 Light
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
   Jump Capacity: None
Armour: Valliant Lamellor
Armament:
      1 Type DDS Kingston Extended Range PPC
      2 Series 7NC Extended Range Large Lasers
      4 Series 2NC Extended Range Medium Lasers
      1 Series 4 Small Pulse Laser
Comm System: Transcomm Alpha
T&T System: Transcomm Beta with Beagle Active Probe and Targeting Computer

Kari Moreno’s Black Knight has been in her family for generations, even before the formation of the Dark Suns. The BattleMech reportedly dates back to the Star League, having passed through numerous hands even before passing into the Moreno’s ownership. Traditionally, the BattleMech has been piloted by the senior member of the family, although there have been exceptions (such as on Wrocaiw, where Kari was piloting the ‘Mech, while Carlos was piloting a BattleMaster).

Along the way, the ‘Mech has been near destroyed and rebuilt numerous times. During the depths of the Succession Wars, it had was stripped of most of its advanced technology in order to keep it running. The recovery of technology in the years prior to the Clan Invasion saw it rebuilt again back to its prior SLDF standards. Despite several close calls, it also has become something of a lucky charm for the Moreno family; none of its members have ever died behind the controls of the BattleMech, despite numerous close calls.

When she inherited control of the Dark Suns, Kari also took over the family’s BattleMech, making it a symbol of her resilience and determination to rebuild. Its rugged design served her well over the following years, allowing her to lead her unit from the front during their operations. The BattleMech was again badly damaged in the fighting on Arcturus. In the aftermath, Kari had it rebuilt again to modern BL-18-KNT standards, complete with Clan-spec weaponry.
« Last Edit: 07 March 2021, 08:14:50 by Deadborder »
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #12 on: 11 February 2021, 06:56:01 »
Some of these are allies. Some a threats. Some may be both.

Marcus Kessels
Position/Rank: Bandit King
Affiliation/Unit: Pirate/Ghost Flames
Birth Year: 3113 (estimated)

The Ghost Flames are a pirate band that have reaped the benefits of the HPG Blackout and subsequent chaos. First emerging from the ruins of the Circrinus Federation in the early 32nd century, they remained little more than a nuance for much of their existence. However, following Grey Monday, they stepped up their attacks to take advantage of distracted enemies, quickly growing in power and reach.

Marcus Kessels is the current leader of the Ghost Flames. Little is known about his past; according to him, he was born on a supposedly dead or abandoned former Rim Worlds colony, but this cannot be verified. His early life was, by all accounts, one of deprivation, growing up poor in a scavenger society that was punctuated by bouts of violence and gang warfare. By the age of sixteen he had joined the Ghost Flames, supposedly because he saw the opportunity that the group represented (but just as likely he was press-ganged by the unit).

Regardless of how he joined, Kessels took naturally to the life of a pirate. Determined to make a better life for himself regardless of what it took, he readily used violence to achieve his aims. He claimed a spot as a MechWarrior within the Ghost Flames by the age of eighteen, likely killing another member of the band for the position. He quickly rose through the ranks of the organisation through a series of successful raids that yielded considerable plunder while leaving destruction in their wake.

When the Lyran Commonwealth began their invasion of the former Free Worlds League in 3137, Kessels chose to take advantage off the situation. He led a series of raids against the distracted LCAF, striking deeper than they had gone before. While risky, these raids paid off, bolstering his position within the pirate band. In 3141, backed by a large number of the Ghost Flames, he challenged then-leader Jonny Black for the leadership of the band. Following a short but bloody fight, Black was dead and Kessels was their new, unquestioned leader.

After a short period of consolidation (that largely involved purging any remaining loyalists) Kessels began a new campaign of violence aimed at the Lyran Commonwealth. His assaults were determined and aggressive, and only grew in boldness as the Commonwealth’s situation deteriorated. Under his control, the Ghost Flames prowled a stretch of the anti-Spinward border of the realm, treating it as their own territory.

With the LCAF best upon by all sides, they could rarely spare any forces to deal with the Ghost Flames. If anything, the formation of the breakaway Beuna Collective seemed to embolden the pirates, driving them to push further into the realm. By 3148 they were readily raiding a stretch of worlds that they collectively referred to as the Ghost Flame’s wake, preying on whatever targets they could find. Increasingly they  faced mercenary units, hired by planetary leaders, local nobles or even corporations to protect what the Lyran Government could not.

This success has solidified Marcus Kessles’ position as the leader of the band; as long as the loot keeps flowing and their raids remain successful, it is unlikely that he will be challenged anytime soon. Recent rumors have it that he has set up a base of operations within the Lyran Commonwealth itself, possibly on an otherwise dead or abandoned world, or alternatively being sheltered by a planetary noble in exchange for protection.

Outside of the Ghost Flames, Marcus Kessels has no allies but has made plenty of enemies. However, for the moment he seems confident in his position, convinced that the fractured Commonwealth will remain too focused on other matters to bring him to heel.

COR-BR Corsair Dieselnurdler
Mass: 95 tons
Chassis: Hollis Mk II (modified)
Powerplant: Pitban 285 XL
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: None
   Jump Capacity: None
Armour: Patchwork
Armament:
      2 Zeus Slingshot Gauss Rifles
      2 Magna Mk III Large Lasers
      3 TharHes SRM-4s
Comm System: Dalban Commline
T&T System: Dalban HiRez

A product of equal parts ingenuity and desperation, the first Corsairs emerged from the workshops of the Oberon Confederacy in the late Third Succession War. Essentially cobbled together from whatever parts came to hand and built to only the crudest of standards, each Corsair was functionally a unique BattleMech. The design spread across the near periphery, with hand-crafted examples cropping up in the hands of pirates and independent Periphery militaries.

This example was first sighted in 3120, being piloted by the then leader of the Ghost Flames, Jonny Black and was the only assault ‘Mech in the unit. After his death, Marcus Kessles claimed it for his own, a move that was as much about securing a symbol of his authority as it was his unwillingness to let anyone else possess such a powerful machine. Marcus would have the ‘Mech rebuilt again to suit his own purposes, including a pair of powerful Gauss Rifles as the centerpiece of its arsenal.

Marcus Kessels prefers to lead his band from the front; this is as much about making the most of his powerful  BattleMech as it is the need to reinforce his powerbase by proving his skill and bravery. The result is that the misshapen, ungainly but powerful BattleMech has become a feared sight across the worlds that the Ghost Flames target.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #13 on: 11 February 2021, 07:00:48 »
Cameron Clarke
Position/Rank: Star Captain
Affiliation/Unit: Clan Sea Fox/Spina Khanate
Birth Year: 3110

A Sea Fox warrior-merchant, Cameron Clarke presents something of an odd contradiction in his nature. While outwardly he possesses the traits that are key to the clan, being a shrewd negotiator and being able to recognize the value of an item while also knowing when to back off from a bad deal, he also seems to lack ambition. The result is that it seems that his career has stalled; however, on closer examination, it becomes apparent that he has much more at play that it would seem.

Cameron showed considerable skills during his Sibko years, both as a warrior and a merchant. His trainers faith in him paid off when he graduated at the top of his Sibko, earning a place in the Spina Khanate’s forces. His first real test came in 3133 on Sterling; a sale to the planetary guard was disrupted by a pirate attack, with the raiders seeking to seize the weapons for themselves. Cameron lead the defense of his trade mission, handily defeating the attackers. In doing so, he also impressed the clients so much that they increased their order. In 3136 he successfully competed for the Clarke Bloodname, after being sponsored by a senior member of the Khanate.

His first real setback would come in 3137 when a trade deal within the Falcon’s Reach backfired, leaving him trading several new OmniMechs for a load of Inner Sphere salvage, essentially trading at a loss. While Cameron was chastised for the loss, he reaped other benefits from the deal, such as making contacts outside of Spina Khanate’s usual sphere of influence. Like the test of the Khanate, he became involved in the reunification of the Free Worlds League, including taking part In operation HOMECOMING.

By 3140, however, his career had appeared to stall. For the last five years, Cameron had maintained the rank of Star Captain and run a small but profitable trade mission, but he had also shown no apparent interest in further advancement. Instead, his mission rotated between the mercenary market on  Galatea, and the remaining independent worlds in League space. As these operations continued to remain profitable, few seemed to be concerned with his lack of profile. If anything, Cameron’s middling performance and lack of ambition was dismissed by his fellow Sea Foxes who simply didn’t see him as a threat. His strange interest in performing covers of folk ballards only added to the image of him as largely harmless.

The truth was far more complicated. By remaining low profile and focusing on low-level but profitable trading, Cameron Clarke had been building his own personal brand within his target markets. A part of his dealing was acting as an information broker, trading in intelligence as much as he did in weapons and supplies. For example, in 3138, he sold a brand new Mad Cat Mk IV to Irisz Magyari, a mercenary who had lost her BattleMech in combat with an unknown, gigantic, three-legged BattleMech. As a part of the payment for her new OmniMech, she provided him with BattleROM footage of the encounter, which he would later sell onwards.

Such deals became his stock in trade, allowing Cameron to build up a considerable network of contacts and allies within the mercenary trade and beyond. The result is that he has become a powerful information broker on Galatea, serving the Mercenary trade well. He trades in knowledge as much as he does parts, BattleMechs or weaponry, giving him degree of a reach and influence within the trade that goes well beyond where other Sea Foxes would normally reach. It is believed that this network has the quiet backing of his Aimag, if not the entire Khanate, as a way to drum up sales and bolster their influence.

Grendel (Mongrel) D Death Fish II
Mass: 45 tons
Chassis: Process 12 Endo Steel
Powerplant: Consolidated 315 XL
Cruising Speed: 76 kph
Maximum Speed: 119 kph
Jump Jets: Clan Standard 14X
   Jump Capacity: 210 meters
Armour: Arcadia Compound Delta VII Ferro-Fiberous
Armament:
      1 Type DDS Kingston Extended Range PPC
      1 Series 2NC Extended Range Medium Laser
      1 Series 2d Medium Pulse Laser
      1 Series 4 Small Pulse Laser
      1 Mk III Type 22 SRM-6
Comm System: KP-3 “Screamer”
T&T System: Version Gamma-V TTS

While the popular image of the Sea Fox Clan is one of merchants, many overlook that it still maintains a formidable and well-equipped military; more to the point, that the same merchants that many deal with are also Clan Warriors. Cameron Clarke is a good example of the type; while outwardly a trader, he can and will take up arms to protect his dealings or to enforce his Khanate’s goals.

Cameron Clarke’s first BattleMech, once he graduated from his Sibko training, was a brand-new Grendel built at the Clan’s Channeline Isles facilities. He would nickname the ‘Mech Death Fish, a play on the Clan’s totems as well as possibly an early attempt to appear harmless through such a joking title. Those that dismissed his capabilities would soon learn to regret their mistakes, as he proved to be a skilled a MechWarrior as he was a trader, taking up arms to defend his operations.

In addition to its role in protecting his operations, Cameron Clarke often used Death Fish as a way to bolster sales through demonstrating the OmniMech’s capabilities. Even if it was priced beyond what many of his clients could afford, the simple presence of the ‘Mech and a display of what it could do often encouraged clients to expand their purchases and allowed Cameron to upsell them on items that they might not have otherwise purchased.

Cameron’s BattleMech was destroyed in combat with Regulan forces in 3148. It was replaced with a new Grendel, which he imaginatively titled Death Fish II.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #14 on: 16 February 2021, 17:00:02 »
Anrynn Pryde
Position/Rank: Star Captain
Affiliation/Unit: Clan Jade Falcon/Delta Galaxy
Birth Year: 3118

Star Captain Anrynn Pryde is a strange contradiction. While a trueborn Clan warrior, a dedicated Crusader and unquestionably loyal to both her Clan and the Mongol ideal of total warfare, she is also remarkably pleasant and friendly to a degree that seems almost disturbing.

Even when faced with the frequent trials that are a key part of Clan life, she remains remarkably, possibly even frighteningly, pleasant. When challenged, she will not back down, but at the same time will not try to harm an opponent more than needed. She is gracious in her victories and humble in her defeats, choosing instead to move on and focus on what needs to be done. During her Bloodname Trials she did not kill a single opponent (Although two were badly injured) instead incapacitating them.

However, when behind the controls of her BattleMech and facing an enemy of her Clan, Anrynn Pryde is a completely different person.

Beyond just the simple needs of defeating an enemy, she takes on a vicious, aggressive persona that strives to see them utterly destroyed. She will ruthlessly destroy her opponents, not heeding any please for mercy or restraint. She has shown no qualms about attacking non-combatants, and has gone so far as to use them to lure out an enemy. And while many among the Jade Falcons have embraced melee combat, she seems to actively relish the idea, engaging in physical attacks with her enemy wherever possible. This Anrynn is a blood-soaked killer, one who lives only for the destruction of her enemy.

Among Inner Sphere societies, such behavior would be considered to be worrying at the least, and downright disturbing by most. However, among the Clans, such behavior is often encouraged; after all, a warrior lives only to fight, and success is measured in victories and enemies defeated. Few acknowledge the seeming split in her personality, and those among her comrades that do seem to prefer her more vicious warrior nature.

It is not clear if Anrynn’s pleasant persona is just an act that she has built up in order to appear disarming and nonthreatening. Alternatively, it is possible that her vicious warrior nature is a shell she has constructed in order to better fit in with the conformist nature of Clan society, and that she really is that nice underneath it all. Or, most disturbingly, that the two separate personas exist and that she switches between the two given the situation.

Regardless of the hows and whys of her situation, there is no arguing her effectiveness. Coming of age following the Falcon rending and the rise of the golden ordun, she has been on the frontlines of the Clan’s advance towards Terra. Her career so far has been marked by constant battles, an environment in which she has so far thrived. Her bloodthirsty side has served her well, allowing her to carve a path of destruction through her Clan’s enemies.

Jade Hawk (Modified) Twilight
Mass: 75 tons
Chassis: Dynamic F14 Endo Steel
Powerplant: Starfire 375 XL
Cruising Speed: 54 kph (65 kph w/TSM)
Maximum Speed: 86 kph (97 kph w/TSM)
Jump Jets: Grandthrust Mk 5 with Partial Wing
   Jump Capacity: 180 meters
Armour: Jolassa 325
Armament:
      4 Type I SRM-6s
      2 Series 2b ER Medium Lasers
      2 Series 1g ER Small Lasers
Comm System: Raptor X-T Type III
T&T System: Goshawk E-Series with Light Active Probe

The Jade Hawk has the dubious distinction of entering service with two opposing groups at the same time. Orginally intended as a Jade Falcon totem ‘Mech, industrial espionage saw the design stolen and  copied for the mercenary market. The result has been two separate streams of development, taking the BattleMech in different directions.

Anrynn Pryde’s Jade Hawk, Twilight, is a merging of the two different families. In a rare clash, her ‘Mech faced and defeated a mercenary JHK-03 Jade Hawk. While outwardly disgusted at the ‘abomination’ she faced, Anrynn was also impressed with its capabilities; so much so that she ordered her technicians to salvage components from the downed machine. From this she was able to integrate its Triple Strength Myomer into her own BattleMech, bolstering its capabilities. Rather than incorporating its claws, however, she chose a more Falcon touch to the design, equipping it with talons.

The result is a terror of a BattleMech that is ideally suited to her ferocious combat style. Anrynn prefers to use her mobility and jump jets to close with an enemy, before engaging them at point blank range with both her weapons and vicious kicks. She prefers to aggressively ride her ‘Mech’s heat curve, keeping its enhanced myomers active as much as possible.

While risky, this approach has so far worked well for her. On Thorin, she was able to wreak terrible havoc on both the RAF and Wolf forces that opposed the Falcon invasion, closing in and eviscerating heavier BattleMechs. On Rigel Kentarus she faced off with a brand new Wolf Thresher II and literally shattered the ‘Mech with a single kick.
« Last Edit: 11 January 2023, 23:25:56 by Deadborder »
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #15 on: 16 February 2021, 17:03:47 »
Leonid Stanislav
Position/Rank: Major
Affiliation/Unit: Mercenary/Stainsalv’s Hammers
Birth Year: 3099 (assumed)

Leonid Stanislav is not just a mystery, but he is in his own way carrying on a tradition that has seemingly run through his family for generations.

The few records of his family go back to the late 30th century with Yulri Stanislav, a mercenary MechWarrior who was active in the rimward region of the Near Periphery. What made him unusual was his point of origin; it appears that Yulri immigrated inwards from somewhere deeper in the Periphery. However, efforts to find his exact point of origin have so far come to nothing. He took control of a small mercenary unit, renaming it Stanislav’s Hammers. This unit would take part in several conflicts during the early 31st century including the Aurigan civil war.

Following the end of the Fourth Succession War, the unit simply vanished. It would not resurface again until 3037, now headed up by Vladim Stanislav, Yulri’s son. This iteration of the Hammers would be far-roaming in the contracts that they took, and remained active for the next decade and a half. They would again disappear in 3052; however, it was simply assumed that thee unit had become another victim of the Clan invasion.

Rather, the Hammers would again re-emerge in 3057, now under the command of Nikolas Stanislav, the son of Vladim. This iteration of the Hammers would remain active for over two decades, working for a wide variety of employers across the Inner Sphere. The unit would take part in everything from the small conflicts of the Chaos March to fighting on both sides of the FedCom civil war under various contracts. Late in the Jihad, they would become involved with the drive into the Word of Blake Protectorate. However, they would again vanish in 3079 during the confused final days of the conflict. Given all else that happened at the time, the disappearance of a small mercenary command barely rated a mention.

The unit would not re-merge until 3132, appearing on Herotitus a month after the HPG Blackout. This incarnation of the Hammers was lead by Leonid Stanislav, who claimed to be a descendant of the family line. While DNA testing was able to verify this, he also rebuffed all efforts to explain where he had come from or where his unit had been for the last five decades. All he would offer was a cryptic statement saying that it was a place that he could no longer return to, and that there was no need to say more.

Leonid took advantage of the escalating conflicts within the Inner Sphere to build up the Hammers, a number of successful contracts allowing him to rapidly expand their strength and capabilities. B y 3137 he had relocated his unit to Galatea, abandoning the Periphery market for the more lucrative, and risky, opportunities that the Inner Sphere presented. This move paid off, with the Hammers reaping the benefits over the next decade.

Aside from the unanswered questions over his past, Leonid Stanislav presents an interesting figure. Outwardly he appears surly and argumentative, with a short temper and the occasional explosive outburst. However, this does appear to be an act; rather, his is a rather cunning individual who deliberately downplays himself while carefully exploiting his opponents and looking for their weaknesses. This approach not only dominates his personal interactions, but also his battlefield tactics, where Leonid has shown considerable skill in baiting enemies and luring them into making fatal mistakes.

He has also shown a deep hatred for the Clans, one that does appear to be genuine and is not just a part of his act. The reasons for this hatred are unclear, and may be tied to his mysterious past and the home that he supposedly cannot return to.

MAD-11D Marauder Molot
Mass: 75 tons
Chassis: GM MAD Endo-Composite
Powerplant: GM 300 XL
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
   Jump Capacity: None
Armour: Valliant Lamellor
Armament:
      2 Exostar Pinnacle Extended Range PPCs
      2 Exostar Medium X-Pulse Lasers
      1 Poland Main Model X Silver Bullet Gauss Rifle
Comm System: Dalban Micronics
T&T System: Dalban HiRez

When he first appeared in 3132, Leonid Stanislav led the Hammers from a battered MAD-2R Marauder of unknown providence. Deliberate obfuscation on his part made it unclear if the ‘Mech was of recent construction, or alternatively a vintage SLDF model. Regardless of its past, it proved to be a potent weapon in his hands, scoring a number of victories against a variety of opponents. Where possible, Leonid would try to underplay its capabilities in order to trick opponents into underestimating him and his ‘Mech.

Despite his skill, his Marauder was destroyed by Capellan forces on Tigress in 3143. While the ‘mech was salvaged, it was only good for scrap. Furthermore, Leonid seemed to deliberately scrub the wreckage of anything that could be used to identify the ‘Mech’s point of origin.

Not staying dispossessed for long, Leonid used the opportunity to upgrade to a new MAD-11D model. Behind the controls of this ‘Mech, dubbed Molot, he became much more direct and straightforward. No longer trying to hide its abilities, he instead prefers to use them to their fullest to overpower enemies in combat. This has not made him arrogant or overconfident by any means; rather it simply gives him a tool to use alongside his other deceptive tactics. This combination has been a success for Leonid, with Molot serving him and his unit well.

His previous MAD-2R has also continued in its service as well, with parts from its wreck used to repair damage to his current ride.
« Last Edit: 22 February 2021, 06:55:30 by Deadborder »
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Re: Renegades
« Reply #16 on: 16 February 2021, 17:20:12 »
Gillian Blackrock
Position/Rank: None
Affiliation/Unit: None
Birth Year: 3102

Gillian Blackrock (almost certainly an alias) has so far been through considerable changes in her life and survived a number of unexpected twists. Along the way, she has shown a remarkable ability to not only reinvent herself, but to always come out on top.

As best as can be determined, she was born on Tybalt in 3102. She was university educated and earned her Republic citizenship through low-profile community service or charitable work. In her mid-twenties, she earned a job at Bannson Universal, where she displayed a combination of skill, drive and ruthlessness that had her transferred to the company’s ‘special projects’ division. Key among her tasks there was the recruitment of personnel for what would eventually become Bannson’s Raiders.

This role would give her the unenviable task of finding usable recruits from among the mass of killers, criminals, adventurers, failed mercenaries, dropouts and so on that the Raiders discovered and moulding them into a semblance of a cohesive fighting force. While her exact role is unclear, it is suspected that Blackrock was a part of the sorting of the Raiders into their three constituent units, while also isolating those that were useful enough to become MechWarriors as well as those that were unfit for service, even by the Raiders’ questionable standards.

At some point she underwent combat training, including marksmanship and sniper instruction.  By late 3133, she was apparently attached to the Scourge full-time, acting as a scout for the unit while also engaging in other actions to support the unit’s goals. In addition to gathering intelligence, Blackrock may have been responsible for a number of assassinations in support of their operations, all undertaken through precision sniper shots.

Following the Scourge coup against Jacob Bannson, she simply vanished from  sight. During this time, it is believed that she travelled under a variety of alias, taking advantage of the vacuum created by Fortress Republic. Over the next three years there was a series of high-profile assassinations of Capellans, both military and civilian, across former Republic space that she may have been responsible for or at least involved with, but no tangible proof exists to confirm this claim.

In 3140, Blackrock resurfaced on Galatea. She quickly took advantage of her skills and training to earn a position as a freelance broker on the Mercenary’s Star. While she served in both contract negotiations and staff recruitment, her primary focus became the gathering and selling of information. This role allowed her to build up a considerable circle of allies from her clients, ones who were useful to her own goals.

Gillian Blackrock could be best described as an opportunist, but is by no means greedy or short-sighted. She has shown a remarkable ability to plan for the future and react to whatever twists that it throws in her way, but also an understanding of when to abandon her plans and move on. Her goal seems to be more about ensuring her own protection and continual survival; the wealth she has built up along the way is more of a comfort than an necessity, and serves as a useful tool to get what she wants. Above all else, she is discrete in her actions and the influence she wields. For example, while she was instrumental in the battle of Hindmarsh in 3148, her actions also ensured that neither the FWLM nor the RSMC became involved in the situation and escalated it further.

Recently she seems to have entered some sort of an alliance with renegade Republic agent Antonin Rybak. Despite their seemingly opposing goals, the two do appear to trust each other enough to support each other’s operations and share intelligence.

HVC-P6 Havoc
Mass: 35 tons
Chassis: X-H54 Endo Steel
Powerplant: Hermes 280 XL
Cruising Speed: 89 kph
Maximum Speed: 130 kph
Jump Jets: Chilton 360
   Jump Capacity: 150 meters
Armour: Jolassa 328 Ferro-Fiberous
Armament:
      4 Diverse Optics Extended Range Medium Lasers
      1 Hovertec Quad SRM 4
Comm System: Datacom 70
T&T System: Octagon Tatrac System E

At some stage in her past, likely during her time with the Scourge, Gillian Blackrock trained as a MechWarrior. Her goal was likely to simply expand her options and add to her already considerable repertoire of skills, rather than transition to the battlefield full time.

Much like it’s owner, Gillian’s Havoc has lead an interesting life. Serial XX651-098/NC was built in 3115 and sold straight to the Mercenary market. After passing through three owners, it simply dropped out of sight in 3130. It would resurface in 3133 as a part of the Scourge, indicating that it’s disappearance was likely due to its being acquired by Bannson Universal. For the next two years it was piloted by Jarvis March, a disgraced mercenary in the Scourge’s employ, before his sudden death in 3135. The BattleMech disappeared again, and would not be seen until recently.

It now appears that Blackrock may have kept the BattleMech as an insurance policy, as much about protecting herself as anything else. It is not known if she has ever faced live combat, but so far in the few exercises she has taken part in, she has only shown herself to be a mediocre MechWarrior at best. Of course, why Blackrock has chosen to reveal this facet of herself now is another mystery.
« Last Edit: 28 February 2021, 00:53:27 by Deadborder »
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How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #17 on: 17 February 2021, 16:49:46 »
Interesting lots of commanders of various units
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

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Re: Renegades
« Reply #18 on: 17 February 2021, 17:20:12 »
Tagged for more info
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

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Re: Renegades
« Reply #19 on: 20 February 2021, 21:48:33 »
I am really enjoying these. (Although I might just be a bit biased there)
Alaric Ward and WarBear - the ultimate Dark Age OTP

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Re: Renegades
« Reply #20 on: 22 February 2021, 06:45:35 »
Ronnie Raymond Jr.
Position/Rank: MechWarrior
Affiliation/Unit: Mercenary/McKinnon’s Marauders
Birth Year: 3123

Ronnie Raymond is a striking example of the difference a few years can make to a man’s life.

Born in 3123, Ronnie was the son of Connie Raymond, the commander of Raymond’s Roughnecks, and her second husband, Ron McDougal. Both mercenary commanders, the pair married to form a dynastic union between their two units. Ronnie’s treatment from his parents while growing up was one of stark contrast. His mother clearly favoured his older half-sister, Jessie, ensuring that she had the best of everything that they could afford. Conversely, Ron doted on his son, and would indulge the boy with whatever he could. The result was that Ronnie developed a mixture of entitlement and resentment, feeling he deserved more than what he had.

Growing up as a part of a family-owned mercenary unit, it was expected that Ronnie would one day join their ranks. From a young age, he showed a fascination with BattleMechs and a desire to become a MechWarrior like his mother. And while his father was a Tanker and had hoped that his son would follow in his footsteps, he also chose to support his son’s choices, regardless. Unfortunately, Ronnie turned out to be only a mediocre MechWarrior, and again overshadowed by his sister.

Ronnie was given command of a recon lance in his family unit, a position that was more about his parentage than any personal skill on his part. Service alongside his sister would see a rise in the tensions between the two as each tried to out-do the other, while Ronnie wanted to secure himself a heavier BattleMech as well. That Jessie was also clearly his mother’s preferred heir did not help Ronnie’s situation any.

When Jessie left the unit in late 3145, Ronnie saw his opportunity. His mother somewhat reluctantly accepted him as a heir, giving him his sister’s former spot in the unit and a new BattleMech. Ronnie used the opportunity to then recruit a group of MechWarriors to the unit that would be loyal to him personally, while flushing out anyone who had supported Jessie. For the next three years he loyally followed his mother’s orders, regardless of what they were, dreaming of the day that he would inherit the unit.

Those dreams came crashing down in the 3148 battle of Hindmarsh. Confronted with his mother’s full toxicity and obsessive need for revenge at the cost of her own family, Ronnie deserted the Roughnecks in the middle of the battle. After making peace with both his father and half-sister, he sought to strike out on his own and do what he could to rebuild his life. In this effort he was aided by Irisz Magyari, who used her own contacts to land him a position within McKinnon’s Marauders to help him get restarted.

Compared to where he was previously, Ronnie mellowed considerably in his attitudes and ego. He willingly accepted a demotion, knowing instead that he would now need to earn his rank based on his abilities rather than simply cruising by and assuming that his parents would get him everything that he wanted. This self-realization has led to an increase in his skills as a MechWarrior as he has endeavored to improve himself in his own right. His situation has also been aided by his friendship with his commander, Terry McKinnon, who has done a lot to encourage him. For the moment, Ronnie’s plan seems to be to work his way up the ranks based on his own merits and skills.

Outside of his unit, he remains in contact with several other former Roughnecks, including his now-retired father and his sister. He has shown no interest in locating his mother, clearly feeling that he is better off without her. Despite their family histories, he seems to have won Irisz Magyari’s confidence, enough for her to include him in her inner circle.

GRF-2N Griffin
Mass: 55 tons
Chassis: Earthworks GRF Endo Steel
Powerplant: 275 Core Tek
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Rawlings 55
   Jump Capacity: 150 meters
Armour: Valliant Chainmail
Armament:
      1 Fusigon Longtooth Extended Range PPC
      2 Holly SRM-6s
Comm System: Neil 6000
T&T System: Octagon Tartrac with Guardian ECM

When Ronnie Raymond became an active member of the Roughnecks, he was ‘rewarded’ with a factory-fresh Cadaver as his personal BattleMech. This of course only served to fuel his resentment, as he felt that he deserved a heavier and more powerful machine. Ronnie would pilot the ‘Mech for several years, showing only competent skills with it. Ambushed by Wolf Empire forces on Ashburton, Ronnie would lose his BattleMech and nearly his life before he was rescued.

The destruction of his Cadaver and subsequent desertion of Jessie Raymond from the family unit would turn out to be a blessing for him. He used his position as the last remaining family heir to justify his need for a heavier BattleMech, especially as he was now taking his sister’s position within the unit. Connie Raymond agreed (albeit reluctantly), purchasing an ex-AMSC Griffin for his use. Ronnie would continue to use the ‘Mech for the rest of his career with the Roughnecks, and took it with him when he deserted.

No longer able to coast by on his family alone, Ronnie has shown considerable growth in his skills in the last two years. The combination of mobility and ruggedness of his Griffin have served him well, both keeping him alive and giving him a potent weapon to hone his skills. He has become an adept skirmisher, proving to be unpredictable and flexible in his actions. He prefers to avoid stand-up fights, instead opting for hit-and-run attacks or flanking moves. In many ways, he seems to be tempering his own ego, focusing on what gets the job done over getting kills or making flashy moves.
« Last Edit: 11 May 2021, 09:06:11 by Deadborder »
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Re: Renegades
« Reply #21 on: 22 February 2021, 06:49:41 »
Isabella de Luca
Position/Rank: Kommander
Affiliation/Unit: Mercenary/Krymzon Guard
Birth Year: 3112

The original Krymzon Guard were formed from what could only be described as a series of bad choices. Its founder, Scarlett de Luca, was the oldest child of an Aurigan noble family. Rather than continue her responsibilities, she chose to run away from home, taking her family BattleMech with her, and instead became a pirate. She rose to lead her own band, which she named the Krymzon Guard, apparently intending to mock the Arano Royal Guards. Instead, ultimately, her band would fight for the Arano Restoration, working as surprisingly reliable mercenaries.

Despite their less than auspicious origins, the Krymzon Guard would continue to operate through the next century and a half. Their record was far from exemplary, with the unit showing a propensity to honour the letter of a contract rather than the spirit of it. For example, while serving with the newly-formed Free Rasalhague Republic, it took no actions to prevent or stop ronin attacks, as they were not contracted to do such. However, for whatever reason, be it good publicity, careful contract brokers or just plain luck, the Krymzon Guard managed to always come out ahead of their own failings, managing to maintain a positive reputation.

While always remaining in control of the de Luca family (who had become fully estranged from their Arano cousins), the Krymzon Guard would grow and shrink numerous times across the decades. On three occasions, it was functionally destroyed, and yet it always seemed to be able to bounce back. The two decades since the HPG blackout proved to be fruitful ones, as the Krymzon Guard grew in numbers and saw constant action.

Isabella de Luca is the current commander of the unit, having taken over following her father’s abrupt retirement in 3145 (that said retirement came up after an incident with a noble’s son, a tub of banana pudding and a truck full of poultry has been omitted from the unit’s history). Her background gave little indication that she had much in the way of qualification for the role besides her name, having shown little talent during training and no head for numbers at all. As a junior officer she seemed somewhat flippant, paying bonuses to her lancemates for kills and showing up to a battlefield while drunk on one occasion.

As expected, her own attitude is somewhat relaxed for a mercenary officer, showing a remarkably casual approach to managing her command. Outwardly, she seems to absolve herself of responsibility, leaving much of the day-to-day management of the command to her small team of administrators and lawyers, and instead focuses on promoting her own image and enjoying herself. She tends to make decisions based on emotion and what seems right to her rather than what might be sensible.

And yet, for all this, she so far has proven to be a resourceful and cunning battlefield commander. Isabella has shown a remarkable ability to think on the fly and adapt as needed, keeping her enemies off-balance and trying to keep up with her. She has shown a remarkable ability to come back, turning around seemingly lost battles, or at the very least, minimizing losses in the advent of a defeat. Among the unit, she has become known for what she calls ‘technical victories’, where the Krymzon Guard come out ahead, no matter what.

If anything, her outwardly flippant attitude seems to be a ruse to get her enemies to underestimate her while exposing themselves. Or it could simply be that she is incredibly lucky and that things simply go her way by chance.

Curiously, the de Luca family have a long-standing alliance with the Stanislavs and their unit, the Hammers. This goes back to when the two units fought alongside each other during the Arano civil war, and has been maintained despite the latter’s propensity to disappear for decades at a time. This connection saw both units bought into the fold of Irisz Magyari’s growing alliance.

As can be expected, Isabella’s personal life is just as loud as everything else she does. Married and divorced twice, she has two daughters, both of whom are apparently a lot more reserved then she is.

WHM-8R Warhammer Immortal
Mass: 70 tons
Chassis: Kell Reinforced 270 Endo Steel
Powerplant: Magna280
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
   Jump Capacity: None
Armour: Durallex Heavy
Armament:
      2 Fusigon Longtooth Extended Range PPCs
      2 Magna Mk IV Extended Range Medium Lasers
      2 Magna Mk VI Extended Range Small Lasers
      2 LFN Linblad Machine Guns
      1 Shannon SH-67 Streak SRM-6 Launcher
Comm System: Barret Party Line-200
T&T System: Wasat Watchdog W100

Unlike some families that have long-lasted heirloom BattleMechs, The de Luca family have had a long string of different machines over the course of generations of mercenary life. Their founder, Scarlett de Luca, piloted several different BattleMechs during the course of her career, starting with her stolen heirloom Blackjack, and ending with a rebuilt ancient Highlander. The family’s BattleMechs are seemingly as liable to be destroyed as they are to be traded off for something else.

In an apparent break from that history, Isabella has so far piloted only a single BattleMech in her career, training ‘Mechs aside. Her Warhammer was essentially given to her when she entered active service with the Krymzon Guard, a gift from her father. From the very outset, Isabella showed a propensity for pushing the BattleMech to its limits, aggressively riding its heat curve while trying to squeeze every ounce of performance out of it that she could.

As can be imagined, her BattleMech has been nearly destroyed several times, with its CASE II system proving to be the difference on more than one occasion. A legacy of repairs and rebuilds has left it looking more like a battle-scarred Succession Wars unit rather than one that is relatively new, a look that plays well to Isabella’s tactics of getting her opponent to underestimate her. More than one opponent has seen her as being an easy kill, only to be rudely surprised by her skills and its capabilities.

Isabella has nicknamed the ‘Mech Immortal; whether this is due to its seemingly indestructible nature or some other private joke of hers is another matter.
« Last Edit: 28 February 2021, 00:54:32 by Deadborder »
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How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #22 on: 22 February 2021, 06:53:35 »
Tobiasz Posavatz
Position/Rank: Star Captain
Affiliation/Unit: Escorpion Imperio/Seeker Galaxy
Birth Year: 3113

There has been little to no contact with the Clan Homeworlds since the Jihad. While rumours persist of an apocalyptic civil war, the simple fact is that the Council of Six clans refuse to discuss or even acknowledge what happened or why they are now cut off from their origins.

The Escoprion Imperio attack on Solaris VII in 3145 was an unexpected reminder that the Homeworld Clans still exist and may yet pose a threat. The Second Seeker Cluster staged a Trial of Possession for the contents of the Solaris BattleMech museum, which included a number of priceless artefacts. The Wolf Empire’s 9th Wolf Cavalry faced off against the invaders in battle on the outskirts of Solaris City, but proved to be no match for the unexpected invaders. After defeating the Wolves, the Scorpions took what they wanted and then left the world as quickly as they had appeared.

One of the Escorpion seekers leading the attack was Star Captain Tobiasz Posavatz. Decanted in 3113, he was deemed a ristar from the outset due to his exceptional skills and keen eye for detail. He also showed a keen interest in the history and lore not only of the Clan, but also the Castillians and Umayyads that it had absorbed. While he only scored a single kill in his Trial of Position (and was seconds away from a second), his potential was clear.

Tobiasz was assigned to Seeker Galaxy, where he underwent further training. In 3136, Following an extensive investigation, he led his star on an expedition to an unnamed system two jumps anti-spinward of Navarre, which was found to have a single habitable world. More intriguingly, that world was home to a long-abandoned and yet otherwise unknown Rim Worlds facility. Following a brief battle with a pirate band that was using the planet as a base of operations, Tobiasz claimed the facility for the Imperio.

His success saw him nominated for the Posavatz Bloodname in 3137. Tobiasz was able to successfully defeat his enemies, facing most of them in unaugmented combat. His final victory came through an intense sword duel that he won through precise and careful moves that wounded his opponent and forced them to yield. Following his success he would be promoted to Star Captain, taking up a position in the 2nd Seeker Cluster.

Along with the rest of the Seeker Galaxy, he took part in the Hanseatic Crusade. Tobiasz Posavatz's first actions in the campaign would have mixed results. In the initial invasion of Lubeck, his trinary faced off with the Lubeck Landsknechts, a corporate mercenary unit that was augmenting the militia forces. Posavatz claimed multiple kills among the mercenary forces, including their leader. However, like the rest of the Seeker Galaxy, he was forced into retreat by the arrival of RDF 1 to the world. He would later take part in the final invasion of Bremen, where he was able to avenge himself on the RDF.

The Seeker attack on Solaris served to further demonstrate his prowess. Tobiasz’ trinary faced off with a force from the 9th Wolf Cavalry that included both trueborn Wolves and Marik-Stewart adoptees. He challenged the Wolf Star Captain to a personal duel, easily defeating him in one-on-one combat. Following the trail, he and the rest of the Escorpion Imperio force jumped out of system, presumably returning to their homeworlds.

Tobiasz Posavatz is focused, even by Clan standards. He tends to fixate on a goal and drive towards it at the expense of all else. This process has yielded fantastic results for him so far, both in terms of his archaeological discoveries and his battlefield prowess. He prefers to fight in one-on-one duels where possible, and has no issues with fighting unaugmented if needs be. Both in his BattleMech and on foot, he prefers clean, precise strikes, focusing on exploiting an enemy’s weaknesses.

Sun Spider B Pallas
Mass: 70 tons
Chassis: PGI Type 2
Powerplant: Redline 350 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
   Jump Capacity: None
Armour: J63-3E Ferro Fiberous
Armament:
      1 Omega 12-Coil Gauss Rifle
      1 Series 7 Extended Range Large Laser
      2 Series 2b Extended Range Medium Lasers
      2 Pattern J6 Streak SRM-6
Comm System: Model J-D 067
T&T System: Hawkeye 58

An early Goliath Scorpion OmniMech, the Sun Spider has never been a common design, even within the ranks of that Clan. While potent, it would languish in disfavour for generations due to its questionable origins. It is believed that none exist in the Inner Sphere today, among the Council of Six Clans or elsewhere, but its status within Escorpion Imperio remains unclear.

The appearance of a single example among the Seeker Galaxy raid on Solaris VII was an additional surprise on top of everything else. None of the Wolf warriors that faced the Seekers had ever seen or heard of the design, leaving them unaware of its abilities and wary of its presence. Tobiasz Posavatz gave them good reason to be concerned, as the combination of his skills and his OmniMech’s abilities allowed him to easily defeat Star Captain Woden’s Blood Reaper. Tobiasz would defeat two other Wolf BattleMechs during the trial, demonstrating its capabilities to the fullest.

Recovered data from the battle suggested that this Sun Spider, nicknamed Pallas, was a vintage example dating back to Operation REVIVAL, if not earlier. The presence of just such a relic would be suited to the Seeker Galaxy, which includes not only vintage SLDF BattleMechs, but other rare and otherwise extinct designs.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #23 on: 01 March 2021, 17:28:39 »
Alexis Fairchild
Position/Rank: Commander
Affiliation/Unit: Mercenary/Fairchild’s Ravagers
Birth Year: 3117

Thomas Fairchild was a mercenary and pirate (and allegedly a former Loki agent) who worked for the Word of Blake during the Jihad. During the course of that conflict, he and his command (the self-titled Fairchild’s Ravagers) would commit numerous heinous acts for his employers, never once showing a hint of reservation at their actions. Fairchild would amass a considerable bounty, but it would never be paid out, as he vanished following the liberation of Terra. Save for one false sighting, apparently arranged by Fairchild to throw pursuers off his track, no trace of him would ever be found.

In truth, he had simply gone underground. Fairchild continued to work for a Blakist remnant group for years after the Jihad, allowing them to fulfill their own agendas for years after the end of the Jihad. His acts also intentionally tied his unit and later his family to the Blakists, forming a symbiotic relationship. He provided them with a weapon, and they shielded him from those hunting for him. His legacy would prove so toxic that it would taint his family for generations to come. His son, Michael, would essentially end up forced into the same role, unable to leave without risking exposure. Following his sudden death in 3127, that family curse would be passed on to his daughter Alexis.

The Blackout drove the Blakist group, now into its third generation, to speed up their own plans. As soon as she was old enough to take to the field, Alexis was put into service to take up her family legacy. A combination of carefully managed threats and promises kept her seemingly compliant, allowing the cabal to flex their muscles and pursue their agendas. Starting from 3137, Alexis lead a series of attacks across the former Free Worlds League and the near Periphery that were aimed at destroying their enemies.

What her backers failed to understand was that Alexis was far less compliant than they had expected. She detested her role, and quickly understood that the promises of freedom they had dangled in front of her were little more than an illusion, designed to string her along and keep her loyal. Behind the scenes she was quietly building loyalty within the Ravagers to her personally, while figuring out which of her men she could actually trust.

Her chance came in 3145 when the cabal sent her on a far-ranging operation to recover several Jihad-era data cores that had survived the decades since that conflict. Using the extended reach of the mission as cover, Fairchild quietly purged her unit of those that were more loyal to the cabal than her. In December of that year, the Ravagers struck at the Al Jubaylah headquarters of the cabal, eliminating their leadership in one fell swoop.

For the next two years the Ravagers would engage in a quiet ‘clean up’ operation that saw them take out the remnants of the cabal on several independent worlds in Free Worlds League space. They disappeared again, only to re-emerge in several raids into the Wolf Empire, hitting at both former League and Lyran Commonwealth worlds. Her reason for these attacks would remain unknown outside of the Ravagers, but they saw the unit engage and defeat Wolf forces on several occasions.

In early 3149 the battered remnants of the Ravagers arrived on Galatea. She came into contact with Antonin Rybak, a seemingly rouge Republic agent who helped broker a deal with the Galatean Defense League to clear her family’s name and allow her and her unit to operate legally. This would also bring her into contact with Irisz Magyari and her growing alliance of mercenaries.

Alexis’ goals are straightforward; to live as honest a life as she can with the hand that she has been dealt. She holds no illusions as to her grandfather’s actions, but also feels that she should have a chance to make her own way in the world. She is fiercely protective of her men, and has shown a short temper and propensity to lash out when angered or they are threatened.

Mad Cat (Timber Wolf) Thirteen
Mass: 75 tons
Chassis: Type W3 Endo Steel
Powerplant: Starfire 375 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: JF Standard
   Jump Capacity: 120 meters
Armour: Composite A-2 Ferro-Fibrous
Armament:
      2 Series 6b Extended Range Large Lasers
      2 Series 2b Extended Range Medium Lasers
      1 Series 1 Extended Range Small Laser
      2 Type XX “Great Bow” LRM-20 Launchers
Comm System: Khan Series (Type 2c)
T&T System: Series III OPT

Among Thomas Fairchild’s numerous exploits was a raid on the Wolf Occupation Zone that wound up netting him an additional prize on top of his objectives; specifically he was able to capture a mostly intact Mad Cat OmniMech. This machine would become his signature for the rest of his career, and would be a factor in his success. Like Thomas, the Mad Cat, which he nicknamed Thirteen for some unknown reason, disappeared at the end of the Jihad, and remained unaccounted for in its aftermath.

It would not appear again until 3137 when it was ‘gifted’ to Alexis by her supposed benefactors. She would use the OmniMech in a number of operations on their behalf, making full use of its capabilities. As her grandfather had before her, she left a trail of destruction in her wake; a trail that would eventually return to Al Jubaylah and those same benefactors once she turned on them. She continued to use the ‘Mech in the aftermath of her liberation, having apparently arranged a steady supply of parts and support for the ‘Mech. Given that she has operated in the Free Worlds League, this would likely come from Spina Khanate, although what the Clan agents are getting in return is unclear.

Alexis has proven particularly adept at using the OmniMech against Wolf Empire forces. The sight of a Mad Cat in the hands of a freeborn mercenary has proven to be enraging to many Trueborn warriors, a fact that she has readily taken advantage of. On Alchiba she was able to defeat Star Captain Lucius Radick through this method, luring him into a duel on her terms.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #24 on: 01 March 2021, 17:31:49 »
Noburo Tomino
Position/Rank: Chu-sa
Affiliation/Unit: Draconis Combine/1st Genyosha
Birth Year: 3109

Noburo Tomino was the first son of a Benjamin noble family who had a history of service to the Dragon going back centuries. It was expected that he would continue that tradition; certainly if Noburo had any issues with doing such he did not let them show and instead accepted his duty like a loyal Combine citizen.

While his status would have granted him no small advantage within the DCMS, Noburo proved that he was more than capable of succeeding on his own merit. His family’s connections and his own skills saw him earn a place at the Sun Zhang academy, where he immediately displayed considerable skill as both a MechWarrior and an officer. During wargames his forces were consistently successful, with Noburo racking up a considerable string of victories. While many of these often included heavy losses by his own forces, he was able to justify these as necessary sacrifices to bring about greater success for the Dragon.

During his education, Noburo showed a particular interest in anti-Clan tactics, a necessity given his likely assignment to one of the Benjamin District regiments that would be on the frontlines against the Rasalhague Dominion. This training focused not only on the issues of fighting a foe equipped with superior technology, but how to conduct a battle in an honourable manner suitable of a true Samurai without sacrificing victory. He would go on to author a term paper that suggested that while the Federated Suns may be the oldest enemy of the Dragon, the Bear was its greatest threat, using the losses suffered in the two Combine-Dominion wars as justification for his arguments.

Following his cadre period, Noburo Tomino was awarded a billet in the prestigious 2nd Benjamin  Regulars. The regiment was a part of the forces marshaled for the invasion of the Republic of the Sphere following the Blackout, seeking to reclaim ‘lost’ Combine worlds. In his first actual battles, Noburo proved to be both an adept MechWarrior and leader, scoring a string of victories against the remnant forces found in the former Republic. These would leave him somewhat dissatisfied, however, feeling that the depleted planetary guard units, ad-hoc militias and mercenary forces that he faced were not ‘worthy’ opponents.

Things changed as he Combine pushed deeper into the former Republic, driving towards Dieron and the walls of Fortress Republic. In this effort they were supported by the forces of Clan Nova Cat, with Noburo’s company assigned to work alongside a mixed Trinary from the Clan. At first, he was somewhat wary of his counterpart, Star Captain Milo Nostra, due to their background. This distance would evolve into a serious rivalry as each sought to out-perform the other, driven both by their own honour to succeed, and at a deeper level, a distrust of the other.

The net result was that Noburo’s drive to succeed bought him to attention of his superiors. In  3140, he was transferred to the elite 1st Genyosha regiment, positioned at the heart of the thrust towards the heart of the Republic, and rewarded with a new BattleMech. The unit would then become the key to the Combine’s putting down of the Nova Cat uprising, facing the Clan on a number of worlds. Noburo would face Clan forces on several planets, including his homeworld of Benjamin. This was followed by their assault on Irece where they would end the Nova Cats. During the battle, Tomino faced Milo Nostra, killing the Clan warrior in a duel.

Tomino was promoted in the aftermath of the assault, remaining with the Genyosha. After the success of the opening wave of Operation TIAMAT, his unit is positioned on the cusp of Terra. And while the Combine is expecting to face the Republic in the future, some feel that an office who is skilled in facing Clan opponents could become a necessity.

While a dedicated samurai of the Combine, Tomino has also written several novels that were published under aliases.

SH-2P Shiro Shiroi Akuma
Mass: 75 tons
Chassis: Luthien Class 74-77 Endo Steel
Powerplant: Ford 375 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
   Jump Capacity: None
Armour: Durallex Ballistic-Reinforced
Armament:
      1 Type DDS Kingston Extended-Range PPC
      4 Shigunga C Type LRM-10s
Comm System: Cipher ComSys 4 with Guardian ECM Suite
T&T System: Neko Megane 7

While the Tomino clan had generations of service to the Dragon, they had not possessed a family BattleMech since their last one was destroyed during the Jihad. This had left them at the mercy of the Dragon’s generosity for several generations; however, the Combine did not forget their faithful service. Noburo’s performance during his academy years, as well as his family’s connections, saw him assigned a Hatamoto-Suna during his time with the 2nd Benjamin. As a true samurai, he accepted the BattleMech without reservation.

On his transfer to the 1st Genyosha, Tomino was gifted with a new SH-2P Shiro as a reward for his service. Tomino immediately took a shine to the new BattleMech, seeing it as an embodiment of the Combine’s superiority. Outside of simple training and drilling, he would spend hours on perfecting his skills with the BattleMech’s sword.

His skills at its controls served him well in the annihilation of the Nova Cats, where he personally defeated a number of opponents. The BattleMech soon earned the nickname Shiroi Akuma from those that faced it, due to the skill and ferocity of its pilot. The last and most significant of its Nova Cat victims was old rival, Milo Nostra, the two facing off during the last days of the conflict. During their first and last battle, Tomino was able to defeat Nostra’s Sphinx after a fierce and bloody clash.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #25 on: 01 March 2021, 17:34:39 »
Wild bin Ottoman
Position/Rank: None
Affiliation/Unit: Mercenary/None
Birth Year: 3104

The dream of the Republic of the Sphere was that any citizen could elevate themselves through hard work and service to others. However, there were also plenty who sought to rise themselves up by other means, and saw different paths to power.

Wild bin Ottoman was one such individual. Born into a laborer family on Small World, he would come to desire wealth and power, but at his own terms. Wild fell in with the Red Jackals, a powerful gang who had their hands in a number of different operations including protection rackets, narcotics, gambling and inter-Prefecture smuggling. Initially starting out as a courier, his combination of physical strength and skill for violence saw him rise quickly through their ranks. Not held back by any sense of restraint or remorse for his actions, he soon became a powerful and respected figure among their number.

Following the ‘accidental’ death of one of the gang’s inner circle in 3130, Wild ascended to his place. Now given a position of authority, he pushed the Red Jackals to step up their activities. For the next two years they would wage a war across the planet’s underworld as they aggressively moved on other syndicates, caving into their rivals’ territories and operations. While one of the leaders of this push, Wild also fought on the proverbial frontlines, a move that was as much about using his skills as it was building support within the group.

The HPG Blackout of August 3132 barely registered in the ongoing gang war, but it did seem to give him thought. As if he knew what would be coming, Wild cut and run from the gang, escaping with a supply of hard currency and other valuables to enact his future. As a way of covering his tracks, he also left a series of tip-offs to the authorities that exposed the leadership and major operations of the Red Jackals.

Believing that power would now come through force of arms, Wild bin Ottoman used his resources and skills to find a place in Bannson’s Raiders. By March of 3133 he was a member of the Band of Five, a group that suited his propensity for violence and remorseless nature. He had managed to win himself a then-rare position as a MechWarrior, having presumably been trained by the Raiders. He was able to maintain his position through a series of battles that included several confirmed BattleMech kills, with his brutal skills having transferred well to his new position.

Ottoman was one of the few members of the Band of Five who were outside of Fortress Republic when the walls went up. Like the other remnants, he was folded into the Scourge, although kept on a distinct ‘outsider’ status due to internal unit politics. Following the coup that deposed Jacob Bannson, he fell out of favour, likely due to his past affiliations. This resulted in him apparently deserting from his post, managing to take his BattleMech with him.

Wild would spend several years working as an independent mercenary in the diminishing former Republic, but found that his past employment counted heavily against him. He would eventually resurface on Herotitus in 3141, where he became a part of the Periphery mercenary market. Given its lack of regulations and ‘no questions asked’ approach to employment, he found far greater success then he had in the Inner Sphere.

Age has somewhat tempered Wild bin Ottoman away from the brutal, violent man that he was in his youth. However, he still remains an aggressive edge that has served him well both on the battlefield and in seeking employment. For the moment, he has remained independent rather than signing on with any one unit, apparently preferring the personal power that comes from picking and choosing jobs.

HCT-5D Hatchetman Cellat
Mass: 45 tons
Chassis: Dorwinion HCT Standard
Powerplant: GM 180 XL
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: Rawlings 80
   Jump Capacity: 120 meters
Armour: Durallex Medium
Armament:
      1 Imperator Automatic Ultra-10 Autocannon
      1 Defiance B3M Extended-Range Medium Laser
Comm System: TharHes Thalia HM-22
T&T System: TharHes Ares 8A with Targeting Computer

Much like it’s MechWarrior, Wild bin Ottoman’s Hatchetman has had numerous twists in its life. The ‘Mech was built in 3064 and immediately pressed into service during the FedCom civil war. It would ultimately end up fighting on both sides of the conflict, after being captured and put back into the field. It would then fight in the Jihad, eventually becoming a part of the fledgling Republic Armed forces. It would fight against the Capellan Confederation on Tikonov during the dawn of the Republic, and again during the Capellan Crusades.

The BattleMech was apparently stolen from the Tybalt planetary guard in the chaos after the Blackout, presumably at the behest of Jacob Bannson. It was assigned to Wild bin Ottoman, who showed a considerable interest in the ‘Mech’s hatchet and the possibilities that it presented. His ferocity proved to adapt well to the battlefield, where he came to specialize in melee combat. In one notable example on Basalt, he defeated a Steel Wolf Shockwave with a sudden, frenzied hatchet attack after his Ultra autocannon failed.

Wild has continued to use the ‘Mech, which he nicknamed Cellat since, making it the only BattleMech he has used in his entire career. He has so far shown no interest in upgrading to a heavier design, although that is less about any attachment to the BattleMech as it is the realities of being an independent mercenary in the Periphery.
« Last Edit: 02 March 2021, 20:29:02 by Deadborder »
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #26 on: 07 March 2021, 08:02:51 »
Zaki Toto
Position/Rank: Commander
Affiliation/Unit: Mercenary/Toto’s Bushrangers
Birth Year: 3102

Zaki Toto was born on Gant, a world left to wither following the secession of the Calderon Protectorate. His early life was one of deprivation, spent scavenging in the ruins of the failed colony and managing a subsistence existence. Added to the hazards that the world presented was the threat of pirate attacks that would swoop down and take what little that the populace had.

Ironically, these attacks would prove to be responsible for the break Toto needed. In 3119, Barret’s Bushrangers dropped onto the world in order to clear out a pirate band that had been attacking nearby systems. Seeing an opportunity, he stowed away on one of their DropShips, and would not be discovered until they were docking with their JumpShip. Connie Barret, the young commander of the unit, was impressed with his skills and resourcefulness in what he had done, but also the sheer guts needed to try and pull it off. She offered him a place in the unit, even if it was simply as a scout and scrounger, putting his skills to work. Zaki was glad to accept the offer, seeing it as a pathway to better things.

His skills served the Bushrangers well, keeping him in Barett’s favour. In addition to expanding his scouting skills, Toto undertook informal MechWarrior training as a way to expand his options. This would pay off well for him, as following the unit’s losses on Misery, he was promoted to a MechWarrior position in order to make up for casualties. The subsequent unit merger and reforming as Raymond’s Roughnecks (with Connie Raymond reclaiming her family name) served to cement his place within its revised structure.

Connie Raymond kept him close as the unit grew, as much for his skills as ensuring that she would have somebody personally loyal to her. Embracing the prestige of being a MechWarrior at the time, he seemed to be unconcerned about her own plans and agenda, either blind to her obsession with revenge or simply ignoring it for his own benefit. She in turn rewarded that loyalty, promoting him several times; by 3137 he was the overall third-in-command of the unit. His responsibilities would eventually grow to include managing Connie’s two children as they took up active positions within the unit.

The Ashburton debacle caused the first cracks in his loyalty as Connie tried using her own children as bargaining chips against a Wolf Empire force. While he was opposed to the idea on moral grounds, he also saw the logic in her actions. His doubts would only grow with the alliances she formed over the next two years, seeing her actions as being potentially risky and driven by her own desire for revenge; however, he would remain loyal regardless, possibly not wanting to compromise his position.

That loyalty would reach breaking point during the battle of Hindmarsh. Seeing first-hand the way that Connie Raymond was willing to sacrifice her own men for her revenge, he chose to retreat from the battlefield and leave her to her fate. The survivors rallied around him, seeing him as being the highest ranking officer who was not connected to Raymond’s madness. In the aftermath of the battle, he acted as a spokesman for the surviving Roughnecks, offering their surrender.

Seeking to make a fresh start, and feeling that his men would no longer be welcome on Galatea, Zaki Toto left to Herotitus, taking a number of the surviving Roughnecks with him. Seeking to break with their tainted history, Toto renamed the unit, reclaiming the Bushrangers name. So far, his fledgling unit has begun to grow, although thus far many of the recruits have been from among the dregs of the market who have little to lose by signing on to a unit in such dire state.

Presently, the Bushrangers are in a position where they could just as easily thrive as they could collapse or fall to piracy. While he does not have much to work with, Toto has demonstrated that he is resourceful and adaptable, and is no longer bound by loyalty to somebody ruled by their obsessions. In many ways, his life has come full circle, once again driven by the simple goal to survive; something he excels at.

TNS-4S Thanatos (modified)
Mass: 75 tons
Chassis: StarFrame Heavy Endo Steel
Powerplant: Plasmastar 375 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Audi-Fokker Mark IV
   Jump Capacity: 150 meters
Armour: Durallex Heavy
Armament:
      1 Parti-Kill Snub-Nosed PPC
      2 Defiance Model XII Extended Range Medium Lasers
      1 RAMTech 600P Medium Pulse Laser
      1 Spencer Selectable MML-9
Comm System: Garret T60 FastScan with Guardian ECM Suite
T&T System: Garret F22C

Zaki Toto’s first BattleMech was an elderly, battered Stinger that was simply all the Roughnecks had to spare. Despite its small size and limited capabilities, the ‘Mech would serve him well for several years, allowing him to gain key experience on the battlefield. After five years he had upgraded to a Shadow Hawk, which well suited his preference for mobile fighting. During the early years after the Blackout, Toto’s ‘Mech would see considerable action as Connie Raymond sought to aggressively expand her unit.

After being promoted to third-in-command of the unit, Connie bought him a heavier BattleMech to better suit his new role. This Thanatos was an old example of the design that had fought in various conflicts going all the way back to the FedCom civil war. At one point it had been rebuilt into a custom configuration, one that Zaki quickly adapted to. Aside from acting as a mobile striker and cavalry unit, he also used the ‘Mech to serve as a close-range compliment to Raymond’s Falconer.

The ‘Mech was badly damaged on Hindmarsh, but survived long enough to retreat from the lost battlefield. While Toto had it rebuilt, he chose to retain its unique configuration out of familiarity. As the leader of the reformed Bushrangers, Toto leads the unit from the front, a move that is as much about his commitment as it is about the necessities of their situation.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #27 on: 07 March 2021, 08:10:51 »
Lucius Radick
Position/Rank: Star Captain
Affiliation/Unit: Wolf Empire/Beta Galaxy
Birth Year: 3115

Being identified as a ristar within the Clans is a double-edged sword. On one side, it can be a fast track to success, power and prestige in their society. On the other, a ristar who fails to live up to expectations can find themselves falling hard and fast. Lucius Radick is one such case where a promising rise appears to have stalled, potentially leaving him on the precipice.

Decanted in 3115 on Tamar, Lucius showed considerable skill from his earliest aptitude tests. His successes in his sibko were as much about his own abilities as they were playing his sibkin off against each other, exposing their weaknesses and quietly inflaming their personal feuds to his benefit. He quickly earned the favour of his instructors and keen interest from members of the Radick Bloodhouse who saw potential in him.

Lucius graduated through his Trial of Position with two kills (and coming close to his third) as a Star Commander. Assigned to Beta Galaxy’s 13th Wolf Guards Battle Cluster, he first saw action in the Clan’s incursion into Prefecture IX. During that campaign, he scored a number of easy victories against the mercenary and ad-hoc militia forces that he faced. It was during the invasion of the Marik-Stewart Commonwealth that he would truly shine, achieving a number of kills against AMSC opponents.

In 3140 he competed for and won his Bloodname, and was promoted to Star Captain, in addition to being assigned a new Warwolf OmniMech. His Trinary would see considerable action during the invasion of the Lyran Commonwealth, each time Lucius proving the faith that his superiors had put in him was not misplaced. In one key action, his Trinary was responsible for cutting off vital Lyran reinforcements, resulting in the destruction of the 10th Lyran Guards. He would see action on a number of other worlds, including the battle for Tharkad.

By 3145 his success seemed assured; driven, determined, ruthless and a skilled warrior and politician, he had the favour of powerful figures within the Radick Bloodhouse. Many had tipped him to replace Star Colonel Don Cooper as the leader of the 13th in the near future. Instead, a series of events would put his position in jeopardy.

Early in the year, the Trinary was on Keystone to collect new supplies and equipment when the world was raided by Magyari’s Irregulars. Motivated as much by the desire to defend the Clan’s resources as a desire to bolster his image, Lucius moved his unit to intercept the raiders, seeking to trap them between his  BattleMechs and the vehicles of the 5th Wolf Garrison Cluster. Instead, the mercenaries were able to outmaneuver and fight through his force, escaping easily with only light damage. Lucius was angered by this defeat, and sought a way to avenge himself.

That chance would come later in the year, when he led a raid on Ashburton where the Irregulars were currently engaged in a pirate-hunting contract. After easily defeating a pirate lance, Lucius turned his attention to the Irregulars. His plan was to face them in a straight-up battle where they could not simply cut and run, and where his forces would prove superior. Instead, the mercenaries defeated his Trinary, forcing them into retreat. Adding to his humiliation was his defeat in a one-on-one duel with Irisz Magyari, a battle that should have been on his terms.
He would spend the next two years fighting off challenges to his position while trying to retain some of his honour and prestige. A third blow would come in 3148 when he faced off with a raid by Fairchild’s Ravagers on Alchiba, aimed at destroying Wolf Empire supplies. Enraged by the sight of a freebirth piloting a Mad Cat, he challenged Alexis Fairchild to a duel, only to again be defeated and forced to retreat.

Lucius Radick is presently walking a knife edge. It is clear that he has lost the favour of his superiors through his defeats, and is no longer considered to be the ristar he once was. However, his tenacity and determination, as well as his skills in playing his opponents against each other, have helped maintain his position. With the Wolf Empire poised on the cusp of Terra, it remains to be seen if he will yet find some way to reclaim his past glory.

Warwolf Prime Black Fang
Mass: 75 tons
Chassis: WW-1 Heavy Endo Steel
Powerplant: Starfire 375 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: BMP Series XV
   Jump Capacity: 90 meters
Armour: Forging BL2 Reactive
Armament:
      1 Series II Gauss Rifle
      2 Type X “Short Bow” LRM-10 Launchers
      1 Beamsplitter Laser Anti-Missile System
Comm System: Garrett T11-b
T&T System: Sync Tracker (39-04271) with Targeting Computer

The Warwolf was developed by the Wolf Clan, but the depleted infrastructure of their old Occupation Zone prevented it from seeing mass production until the creation of the Wolf Empire. Even then, supply issues would see it only reach limited production. As a result, the Warwolf is usually only issued to ristars and prominent officers.

Lucius Radick’s Warwolf was assigned to him straight off the production line, a gift from his backers in the Radick Bloodhouse. The OmniMech suited his duelling style, using the Primary configuration’s combination of gauss rifle and targeting computer to great effect. Where possible, he would take precise shots to disable opponents by focusing on weak spots or damaged components. Of course, these actions were as much about tactical expediency as they were for the benefit of his codex. Despite his skills, Lucius would suffer a trio of defeats at the hands of freeborn opponents; two of which would be in one-on-one duels.

Even with these reversals, Lucius has been able to retain control of his Warwolf, albeit not without facing several Trials of Possession for it. That his opponents have seen the OmniMech as being desirable despite the losses he has suffered behind its controls makes it clear that the issue is seen as being with him and not any flaws on its part.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

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Re: Renegades
« Reply #28 on: 07 March 2021, 08:14:13 »
Guest character courtesy of KayEmm

Atino
Position/Rank: Captain
Affiliation/Unit: Pirate/Steel Tygers
Birth Year: 3123 (approximately)

The collapse of the Free Worlds League left numerous worlds orphaned, independent of the states that emerged in its wake. These worlds would effectively be left to their own fates, including seeing to their own defense. As can be imagined, these worlds were fertile prey for pirate bands who took advantage of the lack of authority and protection across the region.

The Steel Tygers were one such band. Emerging around 3125, they preyed on the rift of independent worlds that lay in the anti-spinward region. Despite several skirmishes with the Marik Protectors, as well as other mercenaries hired by the independent worlds, they would continue to operate with relative impunity for years. The period between the Blackout and commencement of Operation HAMMERFALL were their golden years as they fed off the chaos around them, with the inability of worlds to quickly communicate with each other helping their cause.

This success would not last, however. The reformation of the Free Worlds League would include the absorption of a number of independent worlds under its umbrella, reducing the range of targets available to them. Further expansion, as well as predation from Regulus and Andurien, would only serve to further diminish their territories. Clashes with federal forces, as well as mercenaries, saw the band suffer considerable losses. By 3147, the Steel Tygers had been forced to abandon their base of operations and push further into the rimward region simply to stay alive.

An unexpected event saw their fortunes change considerably in early 3148. A group led by a man identifying himself as Atino forced their way into the pirate band. After a short, bloody internal purge, Atino took command of the group, silencing anyone who would dare oppose him. Soon he had the loyalty of the band, and set about using it to its fullest.

Despite his relative youth, being only twenty-four at the time, he quickly proved to be a capable leader, helping to turn around the Steel Tygers’ failing fortunes. Using a combination of surprisingly accurate intelligence, careful planning and, when needed, swift and violent assaults, he was able to score a number of decisive victories for the pirate band. While backing away from the reformed Free Worlds League, he instead focused on the remaining independent worlds, as well as preying on Canopian targets, taking advantage of the latter’s preoccupation with the Capellan front.

While Atino refused to say anything about his background (to the point of threatening those that asked), it became abundantly clear that he had prior military training. While their numbers may have been reduced, under his leadership the Steel Tygers became faster and more mobile, adept at sudden strikes against poorly protected targets, while also ensuring that they faced minimal resistance. Likewise, their forces became better disciplined and more coordinated, a step above most other pirates.

Investigation into his past revealed a familial DNA link to Tuwile Ngroma, an officer in the 50th Shadow Division who remained unaccounted for at the end of the Jihad. This has in turn led to speculation that he may have been involved with a Blakist remnant group, such as the (now destroyed) Al Jubaylah cabal. The timing of his emergence coincides with the destruction of that group, suggesting that he may have escaped its fate.

Regardless of his background, Atino remains a threat as long as he remains in command of the Steel Tygers. Presently his position within the unit is secure, and unless the pirate band suffers some severe setback or loss, that is unlikely to change. Conversely, he could also represent a potential goldmine of information to anyone able to extract him.

SHD-7H Shadow Hawk Tarnished Angel
Mass: 55 tons
Chassis: Earthworks SHD II Endo Steel
Powerplant: Hermes 275 Light
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Chilton 360
   Jump Capacity: 150 meters
Armour: Maximillian 43
Armament:
      1 Imperator Code Red LB 10-X Autocannon
      1 Diverse Optics Extended Range Medium Laser
      1 Holly Enhanced LRM-5 Launcher
      1 Holly SRM-2 Launcher
Comm System: Neil 9000
T&T System: RCA Instatrac Mark XII

Unlike its pilot, Atino’s Shadow Hawk has a known history. The BattleMech was captured from the Rim Commonality Guards during a raid in 3143 by the Steel Tygers, and was claimed by the pirate band’s previous leader, Tommy Nguyen. Even as the pirate band’s territories continued to shrink, the BattleMech would become a familiar sight to their victims and Nguyen continued to aggressively lead their attacks.

He would continue to use the BattleMech for the next five years, until Atino arrived and challenged him for leadership. The pair of them fought a brief duel which resulted in Nguyen’s death and Atino unquestionably in command of the Steel Tygers. The new leader would claim the BattleMech as his own, a move that was as much about its capabilities as it was a symbolic gesture aimed at solidifying his place at the head of the pirate band.

While the Shadow Hawk is one of the heaviest ‘Mechs in the Tygers’ arsenal, Atino is well aware that it is also not the most powerful. In the field, his moves are more tactical in nature, focusing on eliminating weakened opponents or vehicles that are more vulnerable to his autocannon and missile armament. When he does engage another BattleMech head on, he does his utmost to ensure that he is in a superior position.

Atino renamed the Shadow Hawk as Tarnished Angel. Whether this is a nod of the head towards his origins or something else is unclear.
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

Deadborder

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Re: Renegades
« Reply #29 on: 14 March 2021, 20:36:44 »
Zebadiah Craine
Position/Rank: Princeps
Affiliation/Unit: Marian Hegemony/III Legio
Birth Year: 3116

Born into a patrician family on Stafford, Zebadiah Craine lived a life of entitlement from an early age. Wealthy by Marian standards, his family ensured that, as their first son, he had the best that there was to offer. This gave him a taste for luxury, one that would come to colour his career going forward. While it was expected that he would undertake millitary service, his family’s wealth and connections ensured that he would again have the best that the MHAF had to offer.

Zebadiah Craine graduated from the Collegium Bellorum Imperium with high marks, the result of both his own skill and his family’s influence. The two in combination saw him assigned a place as a Centurion within III Legio Limetanei’s Tertia Cohors, given command of a heavy BattleMech Century. He immediately found the differences on the worlds the Legio were assigned to garrison to be stark; Hazelton, Huntingdon and Landfall had all been part of the Free Worlds League until its dissolution, and as such, were far better developed than the rest of the Hegemony. This would serve to feed his need for luxuries and sense of entitlement, which would influence his further career.

He gladly supported III Legio’s raids into the reformed Free Worlds League for several reasons. First and foremost was a way of furthering his own career by bringing glory to himself through military victories. But on top of that was the frequent secondary objectives of the Legio’s raids. Not only did they capture military supplies and equipment, but they also would pillage their target worlds of luxury goods, hard currency and other wealth, most of which would end up in the hands of officers like him.

After several years of success, this campaign of raiding would come undone. In 3145 the Tertia Cohors targeted Kendall in the hope of acquiring military supplies from its factories. However, as with other attacks, the secondary goal was to line the pockets of the legion’s officers. The attackers went in expecting an easy victory, confident that they would be able to pick off their targets at leisure. However, fate had different plans in store.

Unknown to the Marians, the Kendall government had hired the Dark Suns mercenary company against such an occurrence. As a result, what was intended as a fast raid instead bogged down as the Marians were forced to fight against an experienced force that matched their capabilities. After several clashes, the Terita Cohors were forced to retreat off-world.

However, this disaster also proved to be a blessing in disguise for Zebadiah; in the aftermath of the debacle, he formed an alliance with his commander, Legatus Jamaal Steen, to shield him from repercussions for his failure. The pair of them manufactured evidence to shift blame to Princeps Troy Traviss, who conveniently had died in the final retreat. In return for his protection, Legatus Steen promoted Craine to take Traviss’ place.

With his position secure, Craine saw the invasion of the Free Worlds League as an opportunity for greater glory. He participated in a number of III Legio’s initial strikes, scoring key victories against the Free Worlds forces, proving his skills while continuing to raise his profile in the eyes of his superiors. The conquest of Gibraltar would turn that around; anticipating lining his own pockets with plunder, he would instead find himself caught up in a protracted guerrilla war that left the Legio unable to capitalize on their conquests.

For Craine, relief would come after a fashion when the Cohort was redeployed to Illyria to try and repel the FWLM’s assault. While ultimately unsuccessful, he would see one indirect benefit in the death of Prefect Mohammed Kilgore. With the loss of the Legion’s commander, Craine saw the opportunity for a further promotion as the unit was forced to rebuild.

HGN-740 Highlander Rex Aureum
Mass: 90 tons
Chassis: Star League XT
Powerplant: GM 270
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: HildCo Model 10
   Jump Capacity: 90 meters
Armour: Grumman-4 Light Ferro-Fibrous
Armament:
      1 Johnston High-Speed Extended Range PPC with Capacitor
      2 Defiance Model XII Extended Range Medium Lasers
      1 Holly LRM-20 Launcher
      1 Harpoon-6S Streak SRM-6 Launcher
      4 TacShot M-Pods
Comm System: Hector VII
T&T System: Starlight LX-1 with Artemis IV FCS

Like everything else in his life, Zebidiah Craine’s BattleMech represents his demand for wealth and comforts. Initially he was assigned to an elderly Cataphract that had been in service with the MHAF for decades. Never satisfied with the ‘Mech, he constantly sought an opportunity for something better. None the less, he showed that he was a capable MechWarrior even if he was dissatisfied with his ride. During the Kendall debacle, his skills allowed him to score several kills against both mercenary and militia forces before being forced to retreat off-world.

He would get his chance at an upgrade a year later when III Legio captured a shipment of brand new BattleMechs from Starcorps on Son Hoa. The heaviest of them was a Highlander which Craine immediately claimed for himself, citing his rank as justification. He immediately took a liking to the new machine, appreciating it as much for its capabilities as the sheer prestige of piloting such a well-known and well-renowned design.

Dubbed Rex Aureum, the Highlander would serve him well in the Hegemony’s drive into the reformed Free Worlds League. Craine would rack up a number of kills during the campaign, while the ‘Mech’s rugged design would protect him throughout. He was less successful during the counter-attack on Illyria, however, where the Free Worlds forces and their mercenary allies held the upper hand. Nonetheless, both he and his BattleMech were able to survive the failed relief of the world.
« Last Edit: 15 March 2021, 04:43:00 by Deadborder »
Author of BattleCorps stories Grand Theft Agro and Zero Signal



How to Draw MegaMek Icons the Deadborder Way. Over 9000 so far. Determination or madness?

 

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