Character’s Guiding Motto: "For my Family... Everything."
Character’s Fatal Flaw: His love for his wife and children can be used to sway him to actions which do not benefit the group.
Character’s Expertise: Well-read - Raven loves reading, whether it be fiction, nonfiction, or even cookbooks. Even trashy romance novels get a read sometimes, even if only so that he can laugh at how bad they are.
Knife Enthusiast - Raven loves collecting knives, and using them for hunting, cooking, and the occassional combat scenario even more.
A Real Man can Cook - Raven can cook almost anything edible and make it delectable with the right techniques and seasonings, including bushmeat, despite the diseases it carries.
Nationality/Allegiance: Federated Suns/Loyal
Background: Raven was born in a well-to-do world in Federated Suns territory, to a 'High Church' Protestant pastor and his wife. Joining the nearest Military Academy in hopes of one day finding the chance to pilot a fabled Mech, Raven was barely able to pass the test to be trusted a basic Phoenix Hawk Mech, and even then only because a cache of several units of those were discovered around his class' graduation. Nevertheless, he managed to make it as an average Mech Pilot, although he did not have the experience needed to earn the title of 'Mechwarrior'. Marrying a civilian just before the battle of Mallory's World at 2013, he fought beside Gaius Wayne and ended up forming plans to be 'honorably discharged' from service so that he can join the latter's planned mercenary company.
He, his wife, and their son (who was four when the Gawain Green Knigts were formally founded), accompanied their leader on various campaigns, although one spotted certain 'problematic tendencies' when his family was threatened; he was angrier, followed orders only to the letter and didn't give any more effort, and basically made it clear that if they were not safe, he would regard it as the fault of those charged with keeping them such. Nevertheless, he fought well enough, and his family was safe most times, that these tendencies were passed over, espcially when the Gawain Green Knights settled down to 'garrison duty'.
Then disaster struck when the Capellan Confederation lost the Fourth Succession War and the planet they were garrisoning rebelled and promptly set up its own authoritarian regime, and siezed the Green Knights' Dropships, including the one containing his wife and son. This caused him to spiral down into despair, and he genuinely pondered sending a covert message to the new Espian regime offering to betray his comrades in exchange for the lives of his family. However, this plan was derailed by his son covertly sending a message saying that he'd managed to escape the Espians' ship just as it was siezed, and he was now with the Free People's Movement.
Relieved at this news, yet knowing that his wife was still in harms' way, Raven dedicated himself to the coming fight once more, the question of divided loyalties laid to rest... For now.
Character’s Fatal Flaw: Arrogance - Andrew has always considered himself smarter, stronger, and better than most everybody else; he will defer to the adults in order to get closer to what he wants, but he considers himself 'exceptional' to dangerous levels, and bridles when called out on his flaws.
Character’s Expertise: Military Brat - Andrew has picked up a lot from spending most of his life in a mercenary company, including intense physical training, knowledge of dozens of types of guns and vehicles, and even basic tactics and strategy. This has fed his arrogance.
Well-read - Like his father, Andrew loves reading, although his preference is epic fantasy, preferably with protagonists close to his age (16). This has given him a large pool of general knowledge, but even he knows that that isn't the same as understanding.
Sneaky - Andrew is good at sneaking around; helps that he grew up around the watchful eyes of various mercenaries. From stealing cookies and sweets to bugging Ziska to take him along with him whenever she went out to the city (and even trying to sneak himself in what vehicle she was using at one point), Andrew has the makings of a troublemaker.
Nationality/Allegiance: Federated Suns/No Loyalty
Background: Andrew was born just before the formation of the Gawain Green Knights, and was four years of age when it was founded. He was raised in a loving household and family, his life sarcosanct by the rules against harming civilians. Spoiled a little by his father, Andrew learned to push the boundaries of every rules he was given without quite crossing them. Regarding himself as of prodigious intelligence (whether he was or not), Andrew soon assumed a leadership position among the children of the Green Knights' civilian contingent, making sure his lead was followed. This would have led him to devolve into a bully, had not his father caught wind of it and gave Andrew a kind but stern talking-to and involved himself more in the boy's life.
The death of one of his closest friends, Frederica, during the campaign against the Marian Hegemony further reminded him of his limits; the civilian dropship had not been attacked directly, but supplies of vital medicine had been cut off by Hegemony just as his friend caught a waterborne disease due to a broken water purifier failing to filter out the bacteria. He associated with the other kids less after that, and instead sought out Emma Ziska, one of his father's teammates. His mother disapproved of him trying to associate with her, and this caused one or two arguments before his father made peace between the both of them.
To this day, he didn't know if Ziska had been annoyed by his' constant attempts to learn from her or be her friend, but he remembers that he liked her cat.
When the halcyon days ended with the Capellan Federation withdrawing from the Espian System and Epsia itself prepared to break away, Andrew began preparing for the worst; the civilian ship they were in was very vulnerable to seizure and he had noticed that. So when the new regime, the 'New (Un)Democratic People's Republic' declared itself, Andrew took a pistol and a motor scooter and snuck off the ship, leaving behind only a note saying, "Mom, sneaking off; going to try and join Dad".
This part was a lie. Andrew knew that there had been relatively peaceful student protests going on in the capital's 'Planetary College' and so snuck off there in order to find a protest leader, preferably one with links to a deeper underground movement, who can take him in. Alternatively, should the new enemy begin violent suppression of the protests, he could follow those who escaped as any burgeoning 'resistance movement' took them in.
The latter happened, and he was promptly inducted into the 'Free People's Army' as a partisan after making several admittedly extravagant promises of 'Green Knight' support for the FPA...
Battlemech or Vehicle: N/A; Andrew is an infantry guerilla.
The outlying borders of Draconis territory make for a picturesque mix of wide open woodlands and mountainous expanses across the inhabited Earth-like worlds of the Tabayama Prefecture. Mining and agriculture are the primary functions of the populace in respect to the Combine economy and there is little chance of upward movement aside from being within the nobility of the interstellar trade bureaucracy. For generations the line of Wyatt heirs governed the movement of raw materials and assets far enough away not to draw the inquisitive eyes of the capital and still profitable and efficient enough to go relatively unnoticed. It was a careful equilibrium for Denton Wyatt, the same patient dance explained by his father and the same one he only practiced explaining to his daughter. Her younger brother would be the rightful successor to the Administration when he was older.
There had been female heirs before, but it was not the preferred in the Way and the arrival of Reya’s younger brother brought about some repose for Denton, however there was no denying that Reya was much different than her contemporaries. She was bored by politics, trade and customs, having few real friends, while her mind placed her easily at the top of her classes. The word “prodigy” was used regularly by her instructors in relation to her studies and it was obvious that even the most exacting curriculums afforded to Combine nobility were of little difficulty for her. If only such a mind had fallen to a male heir.. was the quiet sentiment among the local circles of nobility. If nothing else, the prospects of high-level university training at the prestigious Imperial Institution of Technology closer to the capital were essentially a guarantee and the thought of marrying her off to one of the ministry families seemed almost a waste of her abilities. It was an unexpected problem.
For Reya, there was no real enjoyment in the life of nobility. It was merely all she had ever known. If something was needed, there was a servant to take care of it. From meals, to wardrobe, to social outings- everything fell into place nicely, the same as it had for generations. As she grew older and became more self-aware of her status and much higher than average aptitude, the world of her family, their mountain feudal compound and their noble social caste became increasingly small and unchallenging. Granted there were some ideas and beliefs in the traditions she found naturally appealing, she knew the socially focused day to day life of her mother in politics supporting her father was not for her and that university would be the only other admissible path. The arrangements were made and she was accepted into the most difficult curriculum: beam weaponry and particle physics.
In some ways university was more rigorous in that for the first time in her life, she had true competition for head of the class with most of her classmates also coming from various noble backgrounds. However, from a social standpoint, the rigid structures were much the same as being back home. There were the same servants and monitors that took care of handling every small detail so that all focus could be set upon studies, only the faces were different. For the first time in her life, Reya began to feel a pang of actual revulsion towards her own nobility. Though she knew that failure or quitting were sentiments that could not even be remotely entertained, she could at least, for the time at hand, use her father’s own strategy of doing well enough to go purposefully unnoticed and she set her mind to things she enjoyed: hands on work; placing consistently at the head of lab practices, but always holding her efforts back in academics, spending her time looking for something that would take her out of the caste systems, even if just for a little while when she graduated.
The expeditionary forces always had need of capable engineers out in the distant periphery and with the increases in pirate activities the monetary reward was getting substantial for anyone willing to risk their neck on the frontier. Unfortunately, she knew no commander would likely take on a high-ranking nobleman’s daughter knowing the level of reprisals should any harm come to her. Any hope of adventure or freedom was going to have to come from outside the regular channels, somewhere where plausible deniability was going to have to be the criteria rather than the exception.
With even base-level astechs being highly desired, picking up a Combine trained engineer for a song was too good a deal to pass up, but there was a catch: The girl was going to have to set herself up and sell any prying eyes on joining something no less than just another private expeditionary force on the level, something she seemed, for some reason, to have wholly planned and was surprisingly efficient. It was an odd situation at first, something like seeing a piece of fine china set in place at an underground pub, but Reya became a regular fixture and something like a filter to new members of the crew. Her work was always top-notch, but finding people willing to put up with her eccentricities usually was a good sign that they were worth their salt. She demanded little, did her job, and once the defensive layers could be navigated, was as loyal a crewmember as could be asked.
At present, Reya has been with Colonel Wayne for about two years as an invested partner in the company. Occasionally she has to carefully deflect probing questions from her parents, particularly her mother wondering why she hasn’t married, but with her father’s main focus divided between raising up her brother in the trade bureaucracy while continuing to perform the job to Combine standards himself, it has been fairly easy for her to continue on without gathering a lot of unwanted attention. She has access to a tremendous amount of her family’s wealth and connections, but only draws from it in amounts inconspicuous enough to go unnoticed by the myriad of servants, bureaucrats and underlings that manage the multiple layers of her family’s accounting practices. With the current revolution on Espia, she has been forced to pull more and more to keep the company afloat while the Green Knights have been cut off from their contracted revenue stream.
Personality:
Despite the setting, it is very difficult for Reya to not exude the airs of her upbringing to newcomers to the squad. She can be vain, aloof, immature and egotistical. Attributes for which she is fairly self-aware and actually enjoys to some extent particularly in situations where she is confident that her understanding is the highest in the room. Conversely, she wants to be liked and trusted by others and tries to use her work rather than her status to gain that appreciation from others without having to overtly work for it socially.
Apropos, she is very hands-on and detail oriented in her engineering projects. Nothing is ever viewed as whole, only parts working together in a system that has the potential for improvement. Her tendency to over-analyze and master the peculiars of various weaponry can sometimes slow her down in the mires of perfectionism and she likewise becomes very attached to her projects. A mechwarrior returning with a heavily damaged unit, even through no fault of their own, will often receive a piercingly disapproving glare upon return.
Reya doesn’t view her investment in the Knights as a “job” or even that much of a lucrative business maneuver. Being with the company checks a number of personal yearnings for rebellion, adventurism and challenge. She’s not a warrior by any stretch, however, over time she has simply found herself more at home with her company of mechwarriors and technicians than she ever really felt in the sterile and composed backdrop of nobility.
Assets: A bright orange sportbike that she uses to get around when they are at port. A myriad of tools, diagnostic equipment and their associated storage. A few worker drones and a large stereo system- tends to listen to music at deafening levels while she works.
Fatal Flaw: Brutal honesty: Marit will say whatever's on her mind without a care and usually without being asked.
Expertise:
Artillery.
Sensor Operations.
Negotiation.
Nationality: Rasalhague, Draconis Combine. No allegiance.
Bio: Marit was born in 3007 into the Sons of Kalev, a mercenary company in good standing with the MRB mostly staffed by personnel of Rasalhague origin, operating on behalf of House Davion. A daughter of one of the Sons’ MechWarriors, Idun Lindgren, and a mission control officer, Joakim Saarinen, she fits the definition of a “mercenary brat” to the letter. Living among mercenaries on their dropship, the Kalevala, from day one and expected to eventually inherit the C1 Catapult passed down the generations of the Lindgren family, she’d been learning about BattleMechs and their operation since she was six. She first drove a BattleMech on her own at 15, saddling a clapped-out Locust the Sons used for training under her mother’s tutelage. She took part in her first mission in mid 3027. A band of supposed pirates raiding a remote military depot, the Sons retroactively coming to suspect they were in fact Taurians belonging to one noble or another, turned out to be much more effective than anticipated, leading to a sudden shortage of pilots and combat-ready BattleMechs. Marit was put into a mostly-restored Dervish the Sons dragged out of a lake they dropped it into a few months beforehand, even though it was missing its left arm and the SRM launchers weren’t working when she deployed, but who needs that anyway with two tons of missiles and two LRM 10 launchers?
What followed was a month of rebuilding damaged ‘Mechs and hiring new MechWarriors, followed by a fairly standard few months for a rookie mercenary MechWarrior, until fortune smiled upon the Sons of Kalev and the Saarinen family in late 3027, when Idun’s Lance managed to beat the brakes off a lone Marauder that wandered into it as it tried to reinforce its friends that were getting pummeled by the Sons. As one of the most experienced MechWarriors of the company and the one whose leadership led to its capture, it was decided it would become Idun Saarinen’s new ‘Mech. This event bumped up the date Marit would inherit the Catapult from “At some point in the future.” to “Whenever we get the Marauder running again.” meaning the pressure was now on to prove that she could be trusted with it. Eager to prove herself - in what in hindsight may have been a pretty stupid decision - Marit decided to leave the Sons of Kalev for a while to strike out on her own and signed on with Gawain's Green Knights. Babysitting a backwater Capellan world - whatever her displeasure at aiding the Confederation - should've been easy paycheck. Oh, how the tables can turn…
Personality: Marit is a free spirit, eternally chipper, chatty, upbeat and completely lacking a brain to mouth filter. Notorious joker with a penchant for singing on the job and distaste for hot weather. With the Rasalhague people's placing high value on family connection, be it between actual family or a fighting unit, Marit treats the whole mercenary company as such, manifesting itself in a tendency to be on everyone's good side, handle internal conflicts peacefully and deescalate where tempers have already flared.
An inexperienced MechWarrior comfortable in the fire support role - though she’d be the first to admit a trained monkey could drive a LRM carrier - trying to live up to her ancestors, she can sometimes try a little too hard to prove she belongs, often to the amusement of more experienced MechWarriors, and in some instances to the detriment of the mission.
Class: Archer-2R
Type: Heavy (70 t)
Appearance: For the duration of its stay on Espia, the Archer is painted an old camo pattern from centuries ago with low-vis Green Knights insignia on the shoulders and above the cockpit.
Equipment: At some point in the past, the 'Mech's usual dual LRM 20 launchers were replaced with a combination of an LRM 15 launcher and two LRM 10 launchers in the right and left torso respectively, using the three tons saved to add three heatsinks (engine and each leg).
As part of the SERE kit, Marit has a semi-automatic shotgun loaded with slugs plus a bandolier with 16 spare ones strapped to the side of her ejection seat.
Edit 13/06/2022 - Fixed a typo. Edit 17/06/2022 - Bio adjustment to make more sense within the game's timeline.
Character Name: Born Tereza Aranda, but as far as anyone in the Green Knights knows, her name is Emma Ziska.
Callsign: Alleycat
Character Archetype: Reformed Gangster Pirate
Character’s Guiding Motto: Speed is life. C-Bills are C-Bills and a job is a job. Don't make things complicated, just go fast.
Character’s Fatal Flaw: Ziska is always looking for trouble.
A reformed pirate with a string of bad habits, Ziska is an adrenaline junkie and trouble maker in equal measure. Convinced that there is little to life other than living another day and managing to have another drink, Ziska tries her best to be the life of the lengthy party that she considers her life to be.
A hedonist through and through, Ziska is exceedingly friendly, social, and full of mischief. She is charming even, when the mood strikes her, and more than a little gifted when it comes to ballroom dancing. Surprisingly, Ziska is remarkably kind for a recently reformed pirate, even to the freshest faces in Gawain’s Green Knights, be they an Astech, Technician, Infantry Soldier, Tanker, MechWarrior, or Aerojock. Despite or perhaps because of her aristocratic origins, she makes little distinction between social origins.
Although Ziska is tight-lipped when it comes to her past, there are hints in her speech, in her knowledge and in her bearing of an aristocratic upbringing. She has an obvious military background and carries herself both during combat, and in the moments when it counts, in the manner of a professional officer. Despite her clearly military education, reflecting the time honored traditions of the the Magistracy of Canopus, Ziska is an exceedingly unorthodox MechWarrior. She is a master of ambushes, lightening quick strikes, and unconventional tactics in all forms.
Ziska lives fast, drinks faster, cheerfully eats, and pilots all her mechs at full throttle. Tonnage matters little to Ziska, but she refuses to go anything but dangerously fast. When deployed on a mission, Ziska loses much of her playful charm and shifts into a far grimmer version of her off duty self. It is no secret among the Green Knights that Ziska is well-versed in asymmetric warfare and other less than honorable tactics.
When engaging her enemies, there is something predatory about Ziska. She watches, she waits, and she plans with an uncharacteristic and unexpected patience...stalking larger mechs as if she is hunting large prey. Moving through the battlefield, she wastes little energy, moving with a marked efficiently, and striking at just the right moment. Having fought her way across the edge of the Inner Sphere in one desperate battle after another, Ziska possesses an intuitive sense of timing, a sixth sense for when to move, when to attack, and when to run.
A product of two very distinct military traditions, as an officer, Ziska alternates between kindness and cruelty as needed. She leads with the cold, practiced focus of a conventional military officer, comfortable with the brutal realities of the 31st century battlefield and with a constant eye on the prize. However, Ziska has clearly learned from her time operating as a member of a roving pirate band. She is willing to listen to others, especially her subordinates, and tolerates a surprising amount of democracy in combat operations. The agency that she offers comes with a heavy price and Ziska expects nothing but the best from those around her. Ziska has few qualms about raising her voice when angered and employing precise threats. More alarmingly to some of the other officers in the Green Knights, while far from unnecessarily violent, Ziska appears to have few reservations when it comes to the level of violence required to accomplish a mission.
For her many gifts as a MechWarrior and officer, Ziska has the personality of a domesticated feline, lazying about the DropShip when off duty, and managing to do only exactly as much administrative work as is required of her.
Character’s Expertise: Reconnaissance, Tactics, and Criminal Expertise (Pirate)
Nationality/Allegiance: Ziska is a Canopian noble living in self-imposed exile. Despite her origins she holds no particular allegiance to the Magistracy of Canopus.
Background: Mysterious in all matters personal, Emma Ziska is a capable MechWarrior, respected for her talents piloting a BattleMech and her abilities as an officer in Gawain’s Green Knights. Far from sullen, she speaks freely, but rarely seems to say much of any truth or depth about herself.
Shaped by her ever changing answers, there are many stories about Ziska that circulate through Gawain’s Green Knights. Some old hands say she's a former pirate. They see cold eyes, quick hands, and the familiar, confident swagger of a scoundrel. Fresher faces, particularly those from the Periphery, mention the infamous Canopian Pleasure circuses, and the Canopian mercenaries that accompany them. Ziska knows many things about the galaxy. She has many tales to tell and amusing adventures to share. Wayne himself seems uncertain about Ziska's past and seems content to let the matter lie, lest he lose a talented MechWarrior to unnecessary politics or red tape.
Unsurprisingly, Ziska offers no clear answers when directly asked about any criminal acts she may have engaged in or questionable contracts she may have once signed. With a shrug of her shoulders and a mischievous smile, she simply dances around any serious questions about "complicated" matters like piracy.
---
Jealously guarded Magistracy of Canopus records, if acquired and carefully examined, indicate that Tereza Aranda was born on August 10th, 3005, in the city of Crimson, on Canopus IV, the planetary capital of the Magistracy of Canopus, to noblewoman Sarah Aranda and her husband Thomas. A well-respected family belonging to the Frone faction of the Canopian nobility, the Aranda family were among the few remaining descendants of the original founders of the Magistracy of Canopus.
Steeped in tradition and privilege, Tereza, the third of five children and the youngest of three daughters, was carefully groomed for a life intended to culminate in a leading position at the very top of the Magistracy Armed Forces (MAF). For a displaced Periphery pirate, Ziska thus possesses a remarkably first-rate education, carefully curated talents, and welcome social graces.
---
Pragmatic as only the citizens of the Periphery can be, Aranda's parents saw that she followed the usual pipeline intended to usher Canopian youths towards a successful, useful future. She was raised surrounded by diligent servants, serious tutors, and dedicated security forces.
Growing into an uneasy youth, Aranda completed her compulsory education with exceptional grades. Guided by a rotating collection of exhausted tutors, she received grades that did not fully reflect her lack of discipline outside of the select few topics that interested her. Still, it was clear that she had a sharp mind, and given her parentage, at the age of fifteen, Aranda was quickly shepherded into the MechWarrior training program on Canopus IV.
Her family name and the careful politics of her parents, paired with a natural aptitude for all things involving stompy robots, ensured that Aranda was quickly selected as an officer candidate. Thus, instead of being sent off to a Militia Defense or training battalion Aranda was delivered to Raventhir's Iron Hand, first regiment of the Magistracy Royal Guards, the most prestigious unit in all of the Magistracy of Canopus and the very unit tasked with protecting the Magistrix herself. Posted as a military aide-de-camp under Major Vernyce Alkobar, she received "on-the-job" training in all the finer aspects of warfare, military leadership, and the social life demanded of any serious officer. Knowledge deemed critical to thriving in the upper echelons of the MAF.
By the age of seventeen, Aranda had earned the rank of Banner Sergeant in the Magistracy Armed Forces. Well pleased with her achievements and eying a suitable future marriage following continued success, her parents purchased a commission as an Ensign for Tereza in the 1st Canopian Light Horse of the legendary Chasseurs á Cheval brigade soon after her seventeenth birthday. A storied regiment, famed for their bravery and success in battle, to the Canopians, the 1st Canopian Light Horse represented the very tip of the spear of the MAF.
In the years that followed, officially Aranda spent several years fighting pirates, killing Free Worlds League mercenaries raiding Canopian space, and keeping Marian Hegemony troops honest through the judicious application of firepower. Unofficially, along with the rest of her unit, Aranda participated in a number of clandestine raids targeting nearby Free Worlds League controlled planets. Proving herself in battle after battle and operation after operation, Aranda seemed poised for a proper promotion.
However, he culmination of what should have been a most carefully cultivated career was smashed to pieces under unclear circumstances. A band of pirates were subdued. A planet was liberated. Aranda was put up for a medal. There was a disagreement. Strong words were spoken. Alcohol was suspected to be involved. There were rumors of worse, far less palatable vices. In the days that followed, Aranda had a storied falling out with her commanding officer, a disagreement that still echoes in the memories of the 1st Canopian Light Horse. No less than five BattleMechs were heavily damaged in the brawl that ensued and some fourteen vehicles were damaged to varying degrees. Several venerable BattleMechs were left as complete write-offs, reduced to mere salvage and spare parts. With her entire company confined to quarters, Aranda, in an uncharacteristic rage, resigned her commission while still nominally under arrest. According to her commanding officer, Aranda then feigned illness, attacked one of the soldiers guarding her, stole a Heavy Gyrojet Gun, took an Astech hostage, and escaped the base pursued by four infantry squads. The soldiers that served under her tell a different story, suggesting that Aranda simply bribed the soldier guarding her and calmly walked off the base occupied by the 1st Canopian Light Horse.
A lengthy investigation by the Magistracy Intelligence Ministry (MIM) resulted in few clear findings and the ranking officer in charge of compiling the logged report could only speculate that Aranda had probably signed up with a passing mercenary company. After all, it was hardly the first time that a Canopian noblewoman had vanished into the deep periphery before anything could be done to stop her. It was widely expected by all involved that Aranda, like many a wayward noble scion before her would eventually, inevitably, come crawling back to the Magistracy of Canopus when she had exhausted the limited funds available to her.
---
Following the conclusion of the MIM investigation, records concerning Aranda are spotty, if not entirely nonexistent. A precious few reported sightings of Aranda manage to reach all the way back to Crimson, Canopus IV, and the Magistracy of Canopus. However, identification proved inconclusive, information arrived corrupted, and nothing much of value was learned. The Aranda family reluctantly accepted that they had lost a daughter. Life in the Periphery moved on, as it always did. Most people chose to forget. In the end, not even the operatives of the Magistracy Intelligence Ministry prove able to satisfactorily divine the whereabouts of the rogue Canopian noble.
However, files logged deep within ComStar databanks indicate that a suspected pirate, Emma Ziska, appeared in the Periphery during the early 3020s. Loose ties to the pirate kingdom of Tortuga were mentioned by confidential informants, but never conclusively proven. Working her way through a number of mercenary companies in questionable standing with ComStar's Mercenary Review Board (MRB), Ziska somehow established herself as a reputable MechWarrior. Anyone with knowledge of the sometimes shady dealings of the Mercenary review board, would perhaps rightly suspect that Ziska greased the right palms, sweet-talked the right ComStar Acolytes, and simply purchased the right digital documents to avoid any greater scrutiny.
With little fanfare, Ziska eventually arrived on Galatea, nominally to find more honest mercenary work with a reputable mercenary company. Armed with a positively glowing recommendation from one ComStar Precentor Alexander Wanyika, she was snapped up in record time by Colonel Gaius Wayne of the rising mercenary outfit Gawain’s Green Knights. Despite occasional problems related to her distinct disinterest in proper decorum, procedure, and avoiding trouble, Ziska has somehow managed to remain gainfully employed as a member of the Green Knights for almost three years now.
Battlemech or Vehicle: Ziska currently pilots a Raven light mech (RVN-3L) that she has most certainly acquired through dubious means.
Asset Appearance: Ziska's RVN-3L is nondescript, painted with colors and camouflage patterns according to regional and seasonal requirement of the environment that the Green Knights are operating in. Below the cockpit, Ziska painted a black cat with an arched back and raised up fur that matches the fabric patch sewn onto her cooling vest.
Asset Weaponry: A souped up Raven crammed full of tech from the recently discovered Helm Memory Core, Ziska's RVN-3L carries a small, but respectable weapons array chiefly oriented towards providing her lance with vital information through battlefield reconnaissance.
Clocking in at a mere 35 tons thanks to the use of weight saving Hellespont Lite Ferro-Fibrous armor, the RVN-3L is a sleek looking mech that is in many ways more reminiscent of a Light Aerospace Fighters fighter than a BattleMech. A Hermes 210 XL Engine provides the RVN-3L with a respectable cruising speed of 64.8 km/h and a max speed 97.2 km/h. This combination of good armoring and speed allow the RVN-3L to survive unavoidable combat encounters until reinforcements can arrive.
Although the RVN-3L is intended to operate as a recon or electronic warfare asset rather than as a front-line combatant, the light mech is equipped with two Ceres Arms Medium Lasers mounted in the Right Arm and one Harpoon-6 SRM-6 mounted in the Right Torso. One ton of CASE-Protected SRM-6 ammunition, allows fifteen shots, and can be used to cause critical damage to vulnerable internal components of an enemy unit once the armor has been breached.
Carrying the most cutting-edge electronic warfare equipment in the Inner Sphere, courtesy of the scientists at Apple Churchill, the RVN-3L is a peerless master of electronic warfare and reconnaissance. Conceived to be a force multiplier by the desperate Capellan Confederation during the Third Succession War, the RVN-3L blankets friendly units with electronic jamming using a a Ceres Metals Model 666 communication system equipped with an advanced Guardian ECM Suite.
The Apple Churchill 442x Target Acquisition Gear mounted in the Right Torso and the Apple Churchill Guiding Light Narc Missile Beacon in the Left Arm, allow the RVN-3L to provide targeting support for friendly forces. The RVN-3L carries two tons of CASE-protected NARC Missile Beacon ammunition in the Left Torso, allowing twenty four shots before resupplying is required. Critically, for a reconnaissance BattleMech the Hellespont Interrogator Beagle Active Probe mounted in the Center Torso helps to rapidly detect and classify other battlefield units whether they are camouflaged or even shut down. To ensure the accurate delivery of lasers, SRMs, and Narc Beacons the RVN-3L comes equipped with a highly accurate C-Apple Churchill target tracking system. Finally, eleven heat sinks ensure that the RVN-3L is a cool BattleMech to pilot, even when it is firing an Alpha Strike.
Beyond standard SRM ammunition, Ziska utilizes SRM inferno ammunition to set enemies on fire. Although she uses inferno rounds chiefly to overwhelm the heat dissipation system of enemy mechs, in a pinch the SRM inferno rounds can be used to devastating effect against combat vehicles, battle armor into flaming, and conventional infantry platoons.
Appearance: Average in height, Ziska has the athletic build expected of many a MechWarrior and professional soldier. She has a dusky complexion with brown eyes and long, curly dark hair that has a habit of straightening from the heat of her BattleMech's cockpit. She has no tattoos and despite having suffered equally from across the wide range of injuries inherent to plying a trade as a system traveling soldier for hire, she has no particularly noticeable scars.
Comfortable in the shadows, Ziska moves with a catlike dexterity and is known for being alarmingly quiet. She has a habit of prowling the decks of the Green Knight's DropShip in search of minor amusements to occupy her time, especially during the lengthy transit time between contracts. More than one unfortunate Green Knight has been scared half to death by the sudden, unexpected appearance of the MechWarrior, often in places where her presence is exceedingly hard to logically explain.
A casual dresser with a military flair, Ziska wears a rotating collection of combat uniforms. Largely military fatigues of a recent Capellan Confederation Armed Forces (CCAF) make, her outfits consist of a jacket, trousers and shirt or T-shirt.
Ziska is also inordinately fond of lounging around in the classic flame-resistant coveralls favored by mechanics all across the Inner Sphere and she keeps several pairs that she has permanently 'borrowed' from her Astechs and Technician. Most of the coveralls she wears appear to have been manufactured for the Federated Suns Navy (FSN) and Lyran Commonwealth Navy (LCN).
As a seasoned MechWarrior when piloting her BattleMech Ziska wears the familiar garb of a MechWarrior. Well-worn combat boots, tattered shorts, a breezy tank top, and fire resistant gloves.
Ziska's pride and joy is a heavily customized neurohelmet that she claims to have won over a game of poker in a deep periphery backwater tavern that she couldn't possibly reveal, not without having to kill someone, maybe a couple of people even. Lighter than the usual bulky neurohelmet that a MechWarrior relies on, Ziska's helmet is painted midnight black and has her call sign written in swirling red letters on both sides. Her Cooling Vest is standard, but sports a sewn on patch depicting a black cat with an arched back and raised up fur. Due to the cramped nature of a BattleMech cockpit, Ziska keeps her sidearm in a chest holster attached to her Cooling Vest.
Equipment: Adopting a loose military dress, Ziska carries a Calaveri 10mm Auto-Pistol in a holster on her right hip. A sleek, small black pistol, it is an ideal sidearm for a MechWarrior often operating inside of a cramped BattleMech cockpit.
As a final insurance policy should her BattleMech be disabled, Ziska has tucked a Mauser and Gray Firearms M-75 personal defense weapon beneath her ejection seat. A rugged design, the M-75 is a modular and compact PDW chambered for a respectable 6.5×25mm round. A bargain purchase, the M-75 comes standard with a detachable low power optic, wire folding stock, grip safety, threaded barrel, and hollow foregrip which can be used to hold a spare magazine.
As a reminder of home, Ziska keeps a Ceres Arms Slasher Combat Knife. Originating from the Capellan Confederation, the SCK is a double-edged, forged out of high quality nickel steel knife. Balanced for throwing, the SCK has a hollow, rough steel grip complete with a removable cap. Designed for export markets, the knife was popular in the Periphery, selling well in the Magistracy of Canopus and Taurian Concordant. Although Ziska chiefly uses it to cut fruit, the knife is equally useful for acts of violence when situations demand it.
Name: Benedito Davids Nickname/Callsign: Smiley Age: 37 Gender: Male Crew Position: MechTech Rank: Sergeant Nationality: Marian Hegemony (Horatius)
Appearance:
Biographical History:
A veteran pirate and reluctant participant in both the Third and Fourth Succession War, Benedito Davids, is the MechTech responsible for keeping Ziska's BattleMech running in good order.
Born in the Periphery, Davids is a native of Horatius, a medium sized planet of the Marian Hegemony, known largely for a faltering arms manufacturing facility. Raised on dreams of a burgeoning empire destined for greatness, once, once Davids would admit he truly believed in the words of a modern-day Caesar. Davids will fight. Davids will kill. Davids will do a number of things that a more 'civilized' technician will baulk at doing. However, not for ideals, not for dreams, and not for hopeful promises. No, Davids works for C-bills or hard currency, nothing more and nothing less.
The son of a bandit, the son of a long line of bandits, Davids views the Inner Sphere, Periphery, and surrounding space with none of the optimism of his younger colleagues. Thanks to the actions of the Imperator himself, Marius O'Reilly, and the particulars of growing up in a Bandit Kingdom, Davids is intimately familiar with how grim life in the 31st Century can be.
A quick hand with any tool practically since he could walk, Davids followed the expected path of any enterprising youth in the Marian Hegemony and joined up with a Marian pirate crew. The "starfarers" as they called themselves were a mixed lot. They were gentleman thieves, cutthroat murders, failed nobles, and impoverished farmers. Wretched scum to most of the Inner Sphere, Davids recalls with some pride that they had morals enough among themselves. The band of pirates had few illusions of what life was really like or where it would lead them.
Working as an Astech to a grizzled pirate mech tech, Davids learned to patch BattleMechs together with minimal parts, little time, and few workable tools. Even know, years later, few mech techs are as ingenious as Davids when it comes to figuring out how to jury-rig a BattleMech or salvage parts from a burned out husk. With the retirement of his mentor, Davids eventually secured a place as a full mech tech. Claiming a share and half of all plunder the pirates acquired, Davids did well, and sent substantial funds back to his family in the Marian Hegemony.
Carrying a growing reputation among the roving pirates of the Marian Hegemony, Davids was offered an intriguing opportunity to join the crew of a Marian privateer, the legendary or equal parts infamous, John van Rheenen, more often known as Twice-Hanged John. No mere pirate, Twice-Hanged John was commanded resources far beyond a lowly pirate and was rumored to be held in great esteem by the Imperator.
Serving under Twice-Hanged John, Davids raided across the Periphery, crossing swords with the Magistracy Armed Forces more times than he could count, and managing to live with only some moderate bruising. Branching out, the pirates launched a series of raids targeting the Free Worlds League. While successful at first, following a strong military response from the Free Worlds League military, Davids found himself fighting a losing battle against forces of the Free Worlds League Military. Captured by the 2nd Marik Militia, nicknamed The Fates, Davids found himself a prisoner of the FWL, along with some fifty other pirates.
Desperate for competent MechTechs as a result of an unfortunate air lock malfunction, the Mariks presented Davids with a rare proposition. Deeply pragmatic, the commanding officer of the Ridge Riders, the main strike unit of the Fates, Lieutenant Colonel Barton "Black Bart" Burton offered Davids a pardon if he joined the Ridge Raiders and the 2nd Marik Militia as a MechTech. Happy to avoid the hangman's noose, in contrast to the majority of the survivors of Twice-Hanged John's crew, Davids accepted without a second thought. After all, all pirates understand the value of survival.
Attached to the Ridge Riders, Davids participated in the disastrous raid on the Lyran world of Algorab in 3020. Certain the fates had once again betrayed him, he watched over half of the 2nd Marik Militia perish on Algorab V. In the end only the Ridge Riders and Second's command staff made it off planet alive. Three years of bitter rebuilding followed. The 2nd Marik Militia were now reduced to two full companies of green recruits and a recon battalion with barely more experience to count on.
When the unit was transferred to the Capellan front in 3024, Davids could see the doom the unit was destined for and he deserted as soon as the unit made planetfall. Adopting a civilian identity, Davids worked his way through a string of dubious mercenary companies and made his way to Galatea. There he was personally hired by Ziska, who claimed the now grizzled mech tech as her senior mech technician.
Personality:
Davids is a taciturn MechTech, prone to long bouts of melancholy. A man of many memories and obvious regrets, he is a soul certain of his own damnation. Unlike many a scoundrel racing headfirst towards their own death in hopes of redemption, Davids is instead merely resigned to the fact that most of the people in the Inner Sphere would prefer to see him hanged if they knew his full past.
He is shaped by most of a lifetime of piracy, more than two decades spent raiding planets scattered across the stars. A harsh disciplinarian, Davids is unafraid to use carefully employed brutality and even in his middle years he is a leader convinced of the importance of absolute obedience. Aware of the consequences of failure, he endeavors to run a tight ship. Calm, cool, and capable of great violence, should it be needed, he is a quietly intimidating figure on the DropShip. Like Ziska, there is a touch of the famed wilderness of the Periphery on him and the pair easily fall into the unspoken, sometimes strange, and decidedly unfamiliar (to most of the crew) habits of Periphery pirates.
Woe be it to anyone found in dereliction of their duty, regardless of rank, as Davids has little patience when faced with behavior that threatens the current venture. Although he is generally satisfied with Ziska and her conduct, he is known to engage in loud screaming matches with his nominal superior when he determines she is becoming too relaxed, which is often.
For reasons unclear to anyone but Ziska herself, given how little Davids appears to smile, Ziska has generously bestowed the nickname of Smiley to Davids.
Anica Kesi, beyond her role as a MechTech, is Ziska's most trusted confident, friend, and reluctant companion in most of the adventurous, usually completely inadvisable plots that are carried out by the MechWarrior.
Born in the Deep Periphery, within the confines of the enigmatic New Delphi Compact, Kesi lived an idyllic pastoral life. Outside of the recurring ravages of the Delphian Curse, an infamous virus spread throughout the New Delphi Compact, that is. A scholar at heart, Kesi's parents were geneticists, like many Delphians, working at the Virus Research and Immunization Institute (VRII) in order to discover a cure for the Delphian Curse.
Raised in the anachronistic New Delphi Compact, Kesi's early life was not that different from an agriculture life spent on Terra in the late eighteenth or early nineteenth century. Technology was limited, outside of the domains of medicine, government, and space travel, where the Delphians had managed to achieve and in some cases surpass the level attained by the Inner Sphere in the twenty-sixth century. Lacking even HPG technology, in stark contrast to the Inner Sphere and even Periphery, the New Delphi Compact had just enough technology to keep it functioning. Built around principles of pacifism and limited government, Kesi experienced little of warfare or the politics that dominate the rest of humanity.
Surrounded by green fields, forests, and fresh air, Kesi learned precious little about the broader galaxy. Like other Delphians, her family had little money, often bartering for goods with their neighbors. Only when she accompanied her parents to the planetary capital of Athenae did she use money.
A strong student, Kesi predictably attended the New Delphi University, where she graduated with a degree in mechanical engineering. Easily employed following her graduation, Kesi enjoyed a burgeoning career maintaining and sometimes designing machinery in a textile factory.
However, despite her professional success Kesi began to despair of the insulated society of the New Delphi Compact. She longed to see more. She dreamed of traveling. She began to horde information. She collected rumors. She listened to stories. She spent her evenings and nights learning about the Periphery. About the Inner Sphere. About the Great Houses. And about the MechWarriors.
Convincing the Senior Councilor of New Delphi of the need for more recent information about the Inner Sphere and particularly technology, Kesi managed to secure funding to buy passage to way to Federated Suns controlled spaced on a passing interstellar freight ship bound for the Inner Sphere.
Once there, Kesi quickly signed up with a small time mercenary company engaged by the Federated Suns. In the span of a few years, she traveled widely. Seeing as much of the Inner Sphere as she could. However, she rarely stayed in one place or with one company for long, desiring a full experience of the Inner Sphere. Always, however, always she found herself returning to the realms controlled by the Federated Suns.
As she worked, she traveled, and as she traveled she learned. She worked her way up from a lowly technician relegated to fixing simple mechanical devices. She fixed weapons. She fixed light vehicles, then tanks, and then aircraft that traveled beyond the speed of sound. Eventually she began to fix BattleMechs. Despite her humble technological origins, Kesi impressed the MechTechs left to train her with her grasp of the mechanical. She knew little of computers, it was true, but she learned at a breakneck pace. More importantly, she listened, she listened well, and she seemed to understand the underlying concepts that were critical for a functioning BattleMech.
Eventually, signing up with a modest mercenary company, called Herbert's Heroes, Kesi found herself traveling to the the frontiers of the Federated Suns. Assigned to garrison duty on Bartrock, Herbert's Heroes were tasked with defending the small, desolate planet from increasingly frequent pirate raids. Largely unsettled and uncivilized, Bartrock was important to the Federated Suns only for the rich ore and mineral deposits that had been recently discovered.
Months unfolded uneventfully. The aforementioned pirates did not make an appearance. The mercenary company rested and waited with increasing boredom. While her colleagues grumbled, Kesi spent time exploring the wilds of Bartrock. She found the desert pleasing. Harsh as it was, she found it beautiful, peaceful in a haunting way that filled her heart with bittersweet feelings.
Kesi was camping in the desert when the pirates finally struck. She heard garbled communications. She heard fighting. She heard desperate screams over the comms. She saw smoke on the horizon, but she did not falter. She walked faster towards the battle. She arrived too late. She found herself alone.
She had been left behind. The mercenary company had fled. The civilian miners around were ashen faced. They had all been left behind in the chaotic scramble to escape off planet. Some five hundred souls. Kesi among them. The pirates were smiling. Laughing even. Some of the miners fought back. Many of them died. Kesi didn't resist. She didn't see much point. Brought before the pirate leaders, Kesi was claimed as booty by Ziska. Kesi held onto little hope concerning her own fate, even the isolated citizens of the New Delphi Compact knew about pirates. They knew what pirates did. They had heard about the unmentionable crimes that pirates inflicted on their captives.
Hopes of tolerable perpetual servitude under Ziska were quickly exceeded, when the eccentric pirate promptly freed her and offered to retain Kesi as one of her personal MechTechs. Certain that professional employment underneath a pirate MechWarrior was vastly superior to enslavement, Kesi happily accepted, abruptly silencing any internal thoughts she had about the ethics of piracy.
Personality: Kesi is as focused and meticulous as one might hope, if not always expect, a MechTech to be. She appears capable of fixing anything, no matter how ancient or debilitated, channeling an understanding of technology far older by centuries than most of what is considered current in the Inner Sphere. Compared to many a MechTech, Kesi operates more by feeling and by hand than by computer or inflexible logic. When asked, Kesi jokingly says that she always tries to speak to the metal that she is working on, to understand what it is feeling and what it really wants.
A true peacemaker, Kesi is friendly, talking easily with almost anyone, and there is something remarkably reassuring about the young MechTech, an unstated certainty that somehow, improbably things will work out in the end. Still something of a stranger to the Inner Sphere, Kesi keeps a paper journal on her person at all times, within which she diligently records her many observations about the galaxy outside of the New Delphi Compact. Employing ancient methods, Kesi makes sure to post "packages", copies of her journal, to the New Delphi Compact via couriers when she is able.
Unsurprisingly, given her liberation from what promised to be a length time as an enslaved MechTech for a band of pirates, Kesi's loyalty towards Ziska is unflinching. However, while she tolerates Ziska's less than stellar habits, like Davids Kesi is completely unafraid to challenge the MechWarrior when she deems it necessary. Ziska for all her many personal faults, is exceedingly willing to at least listen to her advice, if not always to follow it.
The man, the myth, the MechTech prodigy, Sunther is nowhere near where he expected to find himself if you had asked him years ago.
Born and raised on New Avalon, Sunther grew up with an obvious series of goals in mind. Attending the New Avalon of Institute Science. Graduating the New Avalon Institute of Science. Serving with distinction in the Armed Forces of the Federated Suns. Retiring with full benefits. Accepting a posting at the New Avalon Institute of Science. And finally conducting research which would revolutionize BattleMechs across the Inner Sphere.
Ambitious as this plan was, at first, Sunther appeared to be checking off the expected boxes every step of the way. He graduated at the top of his class from a small, prohibitively expensive private school. He was accepted to, attended, and graduated from the College of Engineering at the New Avalon Institute of Science.
With a veritable pile of accolades and recommendations in hand, Sunther then secured a position as an Astech with the Davion Heavy Guards. Mentored by some of the finest MechTechs found within the AFFS, Sunther thrived and was advanced to the rank of a fully qualified MechTech. Stationed on New Avalon, working under commanding officer, Field Marshal Ran Felsner, Sunther relished his times as part of the Davion Heavy Guards. The prestige of serving in one of the companies of the Davion Brigade of Guards was intoxicating to the young technician and he enjoyed the admiration of many of his friends and family.
With his growing success, troubles, unwelcome troubles appeared for Sunther. Issues arose. Sunther felt a growing sense of dread. Anxiety assailed him. Private doubts began to nag at him. He struggled to sleep. He forgot to eat. He couldn't ask for help. He didn't know who to talk too. He soldiered on. He tried. He tried harder. He buried his feelings. Minutes turned to days, days turned to weeks, weeks turned to months, but the dark clouds continued to follow him.
And then Sunther made a mistake. He made a serious mistake. An improper solder, a poorly repaired actuator. A small mistake, but a serious one. Enough of a mistake to send an Atlas falling to the ground. Sunther's superiors were understanding, kind even, but they had no choice. His performance had been suffering for some months. The Davion Heavy Guards had standards, they had expectations to live up to, unnecessary risks could not be afforded, no matter how painful it was for them to lose one of their own.
Drummed out of the AFFS with a medical discharge, Sunther knew one thing. He could not return home. He couldn't face his parents. He couldn't see his friends. He couldn't explain. He didn't want to. Leveraging a rehearsed story, Sunther talked his way onto a mercenary company chiefly by virtue of his NAIS training.
Sunther remembers little of the year that followed. He worked hard. He thought little past maintaining and repairing the BattleMechs in front of him. When the contract ended, he elected to sign up with a new mercenary company, finding little value in fresh friendships. Following this pattern for some years, Sunther eventually met Ziska or rather found himself lost to Ziska in the course of a brawl. As Sunther tells it, the MechWarrior he was working for, challenged Ziska to settle matters honorably in a back alley brawl, following unfounded, according to Ziska accusations of cheating. Possessing little in terms of remaining C-bills, the MechWarrior offered Ziska his chief MechTech, paid for a year of his services, for a chance at redemption.
Surprising no one, Ziska accepted, but less clear is how she managed to emerge the victor of the storied fist fight. However, despite the nature of their meeting and his apprehensions about working for her, Sunther discovered that he quite enjoyed his time working underneath the outlandish MechWarrior. As a result, despite competing offers, Sunther has remained with Gawain’s Green Knights for some years now.
Personality:
Serious and prone to bouts of melancholic anxiety, Sunther remains an exceptionally gifted MechTech despite his personal issues. Clearly most comfortable around Ziska and her other mech technicians, Sunther is more than a bit reserved. He is slow to warm to others, maintaining a polite demeanor, but showing little interest in broadening his social network.
Full of doubts and professional regrets, Sunther is painfully unsure of himself in all contexts outside of those related to BattleMechs. There is something sadly desperate about Sunther. He is a man searching for an identity, a new person to become, and a new way to define the very core of his being.
Name: Virginia Kan Nickname/Callsign: Mouse Age: 25 Gender: Female Crew Position: Astech (Assistant Technician) Rank: Corporal Nationality: Capellan Confederation (Prix)
Appearance:
Biographical History:
Capellan born, Virginia Kan hails from the stormy planet of Prix. Far from wealthy, she grew up with the sparse but adequate resources offered to all Capellans. The third of four children, she spent much of her childhood following around her father, a technician responsible specializing on Capellan armored vehicles. Learning from the oil covered man and following in his example, Kan in turn spent most of her youth working on the IndustrialMechs critical to agriculture in the Capellan Federation.
With an eye on citizenship and the many benefits it entailed, at the age of 13, Kan served a stint with the Capellan Armed Forces. Two years in the Prix Home Guard was enough to earn her citizenship. Thrust into an unfolding miasma of border skirmishes between Great Houses and opportunistic pirates, Kan was ungenerous introduced to the full gamut of violence possible in the Inner Sphere.
Taking little joy in suffering, Kan still found military life appealing and inspired by the advice of some of the older MechTechs, she sought out a career as a mercenary mech technician once she had received her citizenship. The freedom to pick her contracts and higher pay proving to be more to her liking, compared to the sparse lifestyle afforded to the technicians serving as part of a militia unit of the Capellan Confederation Armed Forces.
Personality:
Even keeled, Kan possesses a generous temperament. She is decidedly non-judgemental and few things that occur in Gawain’s Green Knights appear to bother her.
Although she is reliable, many see her a bit of a free spirit, and more than one Green Knight has reacted with confusion when seeing her dancing alone in the lounge of the DropShip at odd hours. Unbothered by such hasty opinions, Kan is confident in her own choices and beliefs, happily marching to the beat of her own drum. Extremely flexible, she simply seems to go along with the flow of things as they unfold.
Name: Magnus Licht Nickname/Callsign: Snarl Age: 23 Gender: Male Crew Position: Astech (Assistant Technician) Rank: Corporal Nationality: Lyran Commonwealth (Wotan)
Appearance:
Biographical History:
An aspiring MechTech, grinding away as an Astech, Magnus Licht is a brash young man working under the careful supervision of Ziska's MechTech Davids.
The prodigal son of a wealthy family long established on the planet of Wotan, located at the very edges of the Lyran Commonwealth, Magnus is a man living his life based on singularly based on his own aspirations. A great disappointment to his parents, particularly his father, who had hoped that Magnus would adhere to family tradition and pursue a career in interstellar banking. Disowned, uncommonly for a Lyran, if the stereotype about classism and "Social Generals" is to be believed, Licht has advanced through his own merit and hard work, rather than through any of his social connections or those of his family.
Surviving the basic four month boot camps held by the LCAF to train Lyran citizens for war, Licht found himself tapped for additional training in BattleMech maintenance. Working with his hands, to the great chagrin of his parents, Licht found that there was a life outside of checking spreadsheets to account for c-bills. Despite the loud protests of his father, Magnus happily accepted an offer from the LCAF to attend the War College of Buena. His refusal to accept a purchased posting on Wotan in an administrative position is according to Magnus the reasons for his disownment.
An oasis of meritocracy, free from the classism that had afflicted the Lyran Commonwealth, the War College of Buena was a non-nonsense academy dedicated to pragmatic education of all students. Acknowledged as the finest academy for technicians in the Lyran Commonwealth, the War College of Buena impressed Licht from the moment he arrived. Although he did not receive any great degree of combat training, as part of the technical staff, Licht learned to maintain everything from small arms, electrical equipment, combat vehicles, and even BattleMechs. In line with the stated goals of the academy, by the time he graduated Licht was proficient in several technical fields relevant to BattleMechs.
Where others faltered, Licht excelled in the mentally, physically, and emotionally challenging environment of the War College of Buena. While many of his classmates, chafed under the hard, authoritarian instructors at the College, Licht seemed to only do better when faced with the endlessly critical opinions of the College staff. Even the notoriously rough treatment of the underclassman leveled by upperclassman did little to stifle Licht's motivations.
Spending some six months maintaining the BattleMechs of the Buena Training Battalion following live-fire exercises and a number of anti-pirate missions along the Periphery border, Licht received high praise from his instructors regarding his performance in the field.
Graduation from the War College of Buena, presented Licht with a unique set of opportunities. Ultimately, wary of the reputation of the LCAF as a bastion of Social Generals, Licht elected to pursue a career as a mech technician in a mercenary company. Relying on old connections, Davids somehow managed to convince Licht to accept a contract with Gawain’s Green Knights despite several other competitive offers submitted to the Astech.
Personality:
Young, ambitious, and not just a little bit proud, Magnus is force of technical opinion. He believes that his opinions or thoughts are almost always valuable and he speaks his mind freely, regardless of the rank of those around him or the prevalent mood. To his own determent, he remains largely unconcerned about the feelings of others, and he is known to deliver scathing critique if he finds quality, especially of any technical work lacking.
Beneath a prickly exterior, Magnus has a somewhat lesser known creative side. A noted musician in his youth, in social situations Magnus can be counted on to strum up a quick tune on his acoustic guitar or to sing a song to lighten the mood.
The youngest member of Ziska's technician team, Minhas appears to be perpetually to catch up to the more experienced technicians surrounding her. However, beneath her inexperience and youth, are the bones of a very talented technician, and given time it seems likely that Minhas will become a truly exceptional MechTech.
Hailing from the Oberon Confederation, Yuliana proudly proclaims herself to be from a civilized, very civilized former Bandit Kingdom. According to her, Drask's Den is like any other aspiring Inner Sphere planet, full of people simply striving for a better life.
Growing up in the Oberon Confederation, Minhas is the modern example of what can be achieved by the citizens of a Bandit Kingdom that is once again approaching the lofty aspirations attained by the Circinus Federation many centuries ago. Namely a viable nation-state supported chiefly by interstellar trade and only partly, most subtly by piracy. With such soaring ambitions in mind and with the tried example of the Periphery states to follow, the benevolent King of the Oberon Confederation even instituted an educational system shortly after Yuliana's birth.
Benefiting from such social developments, an unexpected degree of stability, and influx of MechTechs seeking fresh starts away from Inner Sphere that all coincided with her early years, Yuliana received not just a basic education but training as a proper technician.
Possessing her own ambitions, Yuliana was not content to stay in the Oberon Confederation, and as soon as she could call herself an Astech, she left for the Periphery, and then Inner Sphere. Arriving on Galatea, the young Astech somehow managed to convince Ziska to hire her after engaging in what Davids has tersely described as "several hours of constant begging, crying, and pathetic mewling."
Personality: Cheerful, Yuliana is a deeply curious young woman. She talks quickly, moves quicker, and seems to be constantly be operating as if her blood is largely composed of stimulants of one sort or another.
Happy by nature, Yuliana is unnecessarily optimistic, at least according to Ziska, and for someone born to the descendants of bandits, she has lived a remarkably charmed life.
Name:Alexander Kerensky Age: 2 Gender: Female Species: Felis catus Crew Position: Unofficial Official Ship Cat Rank: Commanding General of the Star League Nationality: Lyran
Appearance:
An adorable calico cat, with a coat of soft, glossy fur, and surprisingly sharp claws reserved for those that offend her. Being a cat, Kerensky wears only a tasteful leather collar adorned with a small metal tag listing her name, mercenary affiliation, and Star League rank.
Personality:
The exceedingly proud, mostly benevolent ruler of the No Leaf Clover, the DropShip maintained for her by Gawain’s Green Knights. Kerensky is fond of napping, pets, scritches, and the occasional belly rub. Convinced of her own supremacy and divine right to command the mercenaries Colonel Wayne has assembled for her benefit, Kerensky does not respond well to her unspoken orders being refused. Mercifully, Kerensky is quite adorable and the vast majority of her power is used only in the pursuit of snacks or cuddles.
Biographical History:
General Kerensky is confusingly, given her namesake, a female calico cat that Ziska saw fit to adopt from some derelict Steiner planet. In an impressively irreverent act, bordering on tasteless according to some ComStar adjacent mercenaries, Ziska has named her cat after the famed Star League general and hero, Alexander Kerensky. Sauntering throughout the No Leaf Clover at all hours of the day or night, regardless of the status of any doors, Kerensky manages an impressive fiefdom centering largely on the mech hanger and Ziska's private quarters. The bane of many an Astech, MechTech, or unrelated Technician, Kerensky appears certain, quite certain, that she is in fact in charge of the entire operation, and reacts poorly to any suggestions or actions that would imply otherwise.
Unfortunately for the rest of the Green Knights, any complaints delivered to Ziska regarding the conduct of her cat are simply responded to with a well-practiced sigh, a half-hearted shake of her head, and a comment on the fickle nature of all generals.
As depicted wearing the military uniform of her noble house, which is what she's going to wear in most occasions. On the shorter side.
Character Name: Duchess Ingrid Daschke
Callsign: Ramrod, assigned to her by the others. She thinks it means "ramrod straight" but it just refers to the size of the stick up her ass.
Age: 30
Character Archetype: Stuffy Noblewoman
Character’s Guiding Motto: "Fachwissen ist der Grundstein des Rittertums!" (lit. Expertise is the cornerstone of Chivalry! There's a very long and boring story about how this came to be the family's motto as a result of their actions during the Age of War. It's in German because they take their familial LARPing very seriously.)
Character’s Fatal Flaw: Complete unwillingness to bend princples. Acting the part of a proud knight is important in every single action and interaction, even if there's no honor left to defend.
Background: House Daschke effectively no longer exists. When it did exist, from the early 25th century until about two years ago, it was a minor noble house ruling over the small Lyran Commonwealth planet of Poulsbo on the Marik border alongside the (comparatively) more famous House Astra. Despite their relative obscurity, the planet's proximity to FWL space meant that it did see action often during the Succession Wars and proved itself at least somewhat useful to Lyran national interests. As the second-in-line to the family title, she still insisted on being trained to the same degree that the heir presumptive, her elder sister did. She excelled...but that didn't do anything to affect her position in the family at all. She was committed, however - even if that meant she'd be stuck as retainer to her sister for the remainder of her natural life, she wanted to see House Daschke proliferate and expand.
House Daschke did not proliferate and expand, mostly because it was successfully scattered to the four winds after a sudden and unexpected betrayal by House Astra. To condense centuries of political intrigue into one sentence, the other nobles of Poulsbo saw House Daschke as being far too sycophantic toward the interests of House Steiner in opposition towards the near-independence minded nature of Poulsbo's population. The events of the takeover were confusing at best, and at the end of it, Ingrid was left running for the hills and presumed herself to be the sole living member of House Daschke - thus, Duchess apparent.
So far were these hills that she managed to end up at the complete opposite end of the Free Worlds League. Most of her ancestral funds had been spent in a failed attempt to regain Poulsbo with no progress made and little else to show, so she basically just threw herself at the first mercenary command that would take her - Gawain's Green Knights, joining within the last year.
Vehicle: An OSR-2C Ostroc given the edgy pet name of Susser Todd, the pride of the Daschke family line. Previously well-maintained through prior generations despite the 'mech's relative rarity, it's probably in worse condition now that Ingrid's been piloting it without the support of a noble house.
Nationality/Allegiance: Free World Leagues / Disillusioned Expatriate
Background: Born in a middle class merchant family, Aroxty's dreams of pursuing academic study in LosTech archaeology were dashed by the civil war bringing strife to the Free Worlds League. Initially conscripted as an infantry, Aroxty eventually rose up to the ranks to becoming a tank commander in charge of his very own crew of oddballs, misfits (and cannibals). Upon conclusion of the civil war in 3015 and with nowhere else left to go, Aroxty and his crew left the Free World Leagues and pursued mercenary work until they came into contact with Gawain's Green Knights.
Character’s Guiding Motto: "We do the job, and we do it right."
Character’s Fatal Flaw: Savior complex. Gaius believes that it is his job to save everyone all the time, which leads to him hesitating when it comes to making the hard call.
Character’s Expertise: Leadership: Gaius has plenty of experience in command, and knows how to get the best use out of those who work for him. Tactics (Short-Term): Gaius has memorized the AFFS field manual and put it to good use for years, always ready to use the right plan for the right job, at least for the immediate situation. History Knowledge: Gaius has the benefit of a formal education and is an avid reader in his downtime, which means he can recount the history of the Inner Sphere and its triumphs and tragedies better than most.
Background: Gaius Anthony Wayne was born in 2979, on the planet of Fairfax, a world near the frontlines of the Draconis March in the Federated Suns. He was born into a privileged life; the Wayne family had made their fortunes over a thousand years ago as industrialists on Terra, and generations of prudent investments and solid leadership had allowed them to remain comfortably wealthy for centuries. He had grown up hearing stories of his heroic ancestors, mostly Mechwarriors loyal to House Davion, crusading for freedom and justice against the corruption and tyranny of the other Great Houses. Gaius was an avid student of history, though his interpretation of that history was often romanticized. Like his father, grandfather, and so forth, he was a firm believer in the Lorix Creed, a chivalrous philosophy that professed the idea that a Mechwarrior was the pinnacle of what a warrior should be, and that their highest duty was loyalty to the people under their protection and to the state they served.
During his teenage years, Gaius prepared for training in the Armed Forces of the Federated Suns, believing it was his duty and his destiny to serve House Davion to the best of his abilities. At sixteen he enrolled in the prestigious Albion Military Academy, and graduated with honors in the year 3000 at 21. His marks were solid enough to land him command of a lance in the Robinson Rangers, where he gained experience in border skirmishes against the Draconis Combine. When one of his commanding officers repeatedly misspoke his name by mashing his first and last names together, Gaius Wayne was given the callsign 'Gawain.' By 3010, he had been promoted to the rank of Captain, commanding a Battlemech company in heavy fighting against his hated Kurita foes. Now into his thirties, Gawain was a seasoned veteran, and a die-hard believer in the just and righteous cause of Davion.
In 3013, the Robinson Rangers were deployed as part of a larger Davion force to defend the agricultural planet Mallory's World from a Kurita invasion. While Gaius had seen plenty of short skirmishes and brushfire battles thus far, this was his first taste of long, heavy combat. Three grueling months of scorched-earth warfare left huge swaths of the verdant planet in ruins, and Gaius watched many of his longtime friends and comrades cut down by the Draconis Combine's guns. Still, Gawain persevered, driven by the inspiring image of his First Prince, the gallant Ian Davion himself, who led the fighting on the front lines against the elite Yorinaga Kurita...
...right until the moment Yorinaga cored out the Prince's Atlas and shot him dead.
Watching the head of state, the very embodiment of the Federated Suns and everything it stood for, die in front of him shook Gaius Wayne to his very core. All of the romance of Davion's 'Sword of Freedom,' the high-minded idealism of the Lorix Creed, counted for nothing in the face of enemy firepower. Just as his faith was drained, he saw it kindled again when Yorinaga Kurita attempted to claim Ian Davion's corpse as a trophy, only to have it stolen out from under him.
It wasn't a loyal Davion warrior who preserved the body of the First Prince, who embarrassed the dreaded Yorinaga, and who turned a crushing defeat into a victory that day. It was a band of mercenaries-- in particular, a hitherto unsung command known as the Kell Hounds, who had long been dismissed as 'rich kids playing soldier' that stepped up and cemented their reputation as heroes, and soon after, legends. Gaius had always turned up his nose at mercs, seeing them as money-grubbing contract killers little better than pirates, but on Mallory's World, he saw them in a different light. They weren't blinded by flags and fanfare, by patriotism and politics. In every way that mattered, they could be the ideal warrior personified, could uphold the image of the Mechwarrior purely through grit, skill, and loyalty only to each other and to the job.
Shortly after his time on Mallory's World, Gaius Wayne requested and received his honorable discharge from the AFFS. Spending the vast majority of the Wayne family fortune, he made his way to the mercenary hub world of Galatea, founded a small command of his own, Gawain's Green Knights. He brought with him some of his comrades from Mallory's World, such as Raven Rivers, and began looking for work as a Mech lance for hire. Within a year, he met Captain Sally Roth, owner of the DropShip No Leaf Clover, and the two became business partners. Since naval tradition declared that a force cannot have two Captains on the same ship, Gaius accepted the role of Colonel.
Gaius's relationship with Sally was...complicated, but mutually beneficial. Where he was strict, she was freewheeling. Where he was taciturn, she was brash. Where he was tactful and diplomatic, she was blunt and direct. In most situations, Gaius would see the options they had available and their consequences, while Sally would push him to make the hard decisions. As the command grew from a lance to a company, many saw Colonel Wayne and Captain Roth as the 'mom and dad' of the command. For years, rumors have circulated among the Knights of a torrid romance between Gaius and Sally, though according to both of them, anything between them is strictly professional.
By 3022, the Green Knights had established themselves as reliable pirate-hunters out on the Rimward Frontier, and were working for the Aurigan Coalition during the outbreak of the Restoration War. Gaius led the Green Knights through three years of bitter fighting against Directorate forces, as well as meddling House warriors who had heard rumors of LosTech caches being found in the region. While the Green Knights lost several Mechwarriors during the war, they also gained others, and ended up coming out ahead when House Arano was restored to power. Gaius was offered a knighthood for his efforts, but declined for reasons he has never disclosed.
After the war, Gaius returned to pirate-hunting, signing a contract with the Free Worlds League to protect their border worlds. From 3025 to 3028, he took the Green Knights on campaigns into the Periphery, primarily against the ruthless raiders and slavers of the Marian Hegemony. During one particularly nasty encounter, a shell from an enemy AC-10 caught his Battlemaster in the head, breaching the cockpit. The shrapnel from the breach mangled his left arm, and in the aftermath, Gaius had to have the arm amputated at the elbow.
The loss of his arm devastated Gaius; while he had enough C-Bills stored away to have a high-end prosthetic replace the limb, the cybernetic implants needed for fine motor control would interfere with the Neurohelmet needed to control a Battlemech. Even attempting to operate in a simulator pod caused headaches, dizziness, and nosebleeds; to pilot an actual 'Mech for more than a few minutes would cause irreparable, possibly fatal brain damage. After a lifetime of chasing the ideals of the Lorix Creed, his time as a Mechwarrior was well and truly over.
After the heavy fighting in the Restoration War and the Marian campaign, Colonel Wayne felt the need for some down time, both for the Green Knights to recover and rebuild, and for himself to adjust to his new role as a hands-off commander. Signing a contract with the Capellan Confederation for easy garrison duty, he believed, would give everyone plenty of time to heal their wounds. The outbreak of the Fourth Succession War, the CCAF's calamitous defeat, and the chaos breaking loose on Espia, however, has taken that recovery time away.
Now Gaius, still feeling as though he is half the man he once was, has to lead his warriors through a treacherous and desperate situation, knowing full-well his orders could get them all killed, and he has no way to save them if things go wrong.
Battlemech or Vehicle:
SLDI Mobile Headquarters, 'Gawain Actual'
Designed by the Star League for coordinating large-scale planetary operations, Mobile HQs boasted sophisticated communications equipment and tactical computer systems, allowing a crew to effectively command battalions across an entire planet. When linked to satellites, drone networks, and even far-away JumpShips, a fully-functional Mobile HQ with a capable crew can turn the course of a battle, or even an entire war.
Unfortunately, the loss of advanced technology caused by the Succession Wars has led most of the surviving chassis, such as Gawain Actual, to undergo significant downgrades. The holographic map table, for example, is long-gone, requiring the Green Knights to rely on conventional maps. The fusion power plant has been replaced with an internal combustion engine, making Gawain Actual reliant on fuel, and reducing its power output--for its comms arrays to function effectively, the vehicle must come to a complete stop, making it vulnerable to enemy fire. And without a satellite network to link up to, the Mobile HQ's range is greatly diminished. It is, however, still more than capable of coordinating a single company, which at the moment is all the Green Knights need.
Gawain Actual is armed with a single turret-mounted Medium Laser, allowing it only nominal defensive capabilities. The vast majority of its mass is taken up by its TharHes HQ CommSet and Diplan IX Sidesweeper target tracking system, which combine to provide accurate intel from dozens of friendly units at once. In addition to a driver, the Mobile HQ also requires a gunner for the turret-mounted laser, three comms officers to operate the CommSet, and a commander to issue orders.
Battlemaster BLR-1G, "Galatine"
Named after the magic sword of the mythical Sir Gawain, Galatine is a standard 1G model Battlemaster that has been handed down through the Wayne family for nearly two hundred years. While it doesn't boast the withering firepower of the Awesome or the sheer terrifying presence of the Atlas, the Battlemaster is a versatile and robust 'Mech that sees regular service throughout the Inner Sphere and Periphery alike. Its single Donal Particle Projector Cannon gives it middling-at-best long-range firepower, but it is devastating at short to medium range, carrying six Martell Medium Lasers, a Holly Six-Pack SRM Launcher, and a pair of Sperry-Browning .50 caliber Machine Guns.
Colonel Wayne piloted Galatine for a solid twenty-five years, for the Federated Suns and as a freelance mercenary, until the loss of his left arm left him unable to pilot a Battlemech. While he can no longer drive his ancestral 'Mech, he can't bring himself to part with it either, thus the Battlemaster has sat in the Green Knights' storage bay for three years, slowly gathering dust and occasionally being stripped of weapons and armor for active 'Mechs. Galatine, though still functional, is a shell of what it used to be...much like Gaius himself.
Currently, Galatine is aboard the No Leaf Clover, in the custody of the Espian Guards. Its cockpit is Neural-locked, making it impossible to override without an expert hacker to keep it from melting a potential hijacker's brain, but the mere fact that his 'Mech is in enemy hands drives Colonel Wayne up the wall, regardless of whether he can even pilot it anymore.
Supporting Characters:
Captain Sally Roth
A born spacer, Sally Roth inherited command of the No Leaf Clover from her parents at a young age, and she has spent a lifetime learning the hard lessons of life in the Periphery. She is brash, smart-mouthed, quick to act, and highly protective of her ship and crew. Sally will more often than not be the first to call Colonel Wayne to task if she thinks he's in the wrong...and the first to shut down anyone else speaking ill of him. Any rumors of an illicit affair between herself and the Colonel are usually met with a month's worth of latrine duty for anyone caught spreading them.
Deck Chief Solomon "Sol" Aadil
A veritable "walking TRO," Sol memorized every Technical Readout available. Studying 'Mech Engineering at the New Avalon Institute of Science, he lost the shirt off his back (as well as his arm and leg) searching for LosTech during the Restoration War, and found himself in need of a job around the same time Colonel Wayne needed a new chief technician. Since then, Chief Aadil has become a tireless leader of the Techs and AsTechs under his supervision, his thin and somewhat mousy frame belying a lion's temper and a razor-sharp wit. Many Techs fear a tongue-lashing from the Chief more than they fear enemy fire. Despite this, Sol encourages the crew to play as hard as they work, personally refereeing the 'Scrap Yard,' the weekly off-the-books fighting ring in the Vehicle Bay that the Captain and Colonel pretend not to know about.
Master Sergeant Roger Dalton
The commander of the Green Knights' infantry platoons, Master Sergeant Dalton embodies the phrase "beware the old man in a profession where men die young." A tough old bastard originally from the Taurian Concordat, Dalton has survived three decades of combat, eight bullets, and three divorces. He is gruff and irascible, and has a grim sense of gallows humor, but can always be depended on to lead his team through hell and get them out on the other side, even if he has to drag them kicking and screaming. Dalton's First Knights Foot Platoon, better known to the other Knights as "The Buckshot Boys," almost exclusively favor shotguns over assault rifles as their primary weapon.
Lieutenant Cynthia Roth
Captain Sally Roth's younger niece, Cynthia is the Green Knights' Quartermaster. Sarcastic and dry-witted, Cynthia does not suffer fools for long, and it is well-known she has Captain Sally's ear when it comes to her opinion of certain personnel. Cynthia does not care for Colonel Wayne personally, though she respects him professionally. Currently, she is one of the prisoners held captive by the NPDRE.
First-Sergeant Doctor Yuri Nakajima
A gifted surgeon originally from the Draconis Combine, Dr. Nakajima is the Green Knights' chief medical officer. Doc Yuri is serious-minded and in dire need of a sense of humor, but would gladly put her own life on the line to save another.
Communications Crew: Stephanie Lyons, Marcus Higgins, and Zack Windham
The three officers that operate the Comms suite in the Green Knights' mobile HQ, collectively known as "The GDK" (or "Those God-Damned Kids," as the Colonel refers to them), Lieutenant Lyons and Cadets Higgins and Windham would never be caught dead with each other if it weren't for the fact that they function so well as a team. Lieutenant Lyons is uptight and quotes regulations as if they were holy scripture, Higgins is little more than a walking libido, and Windham seems to think he's on the set of the latest Immortal Warrior. When they are not bickering or picking at each other, they somehow manage to come together to make the Mobile HQ's equipment sing.
Physical Appearance: Tarak is a 24 year old man with tanned skin, stands at 6'4, and weighs 265 pounds where it seems every ounce of that weight seems to be dedicated to his muscular physique. His body is much more like a worked machine running at top efficiency, he has low fat on his body and is quite prone to being cold. Tarak has short to medium-length black hair that he lets down more often than not. His eyes are these golden brown eyes that seem to always have a sharpness and almost shininess to them. He has many scars across his body, the most numerous being on his back, his torso, and on his legs, many of which look quite nasty as many were never properly treated but easily hidden by simple clothing, except for the one on his face the he received when he was younger.
Tarak is a simpler man, he has some money, but he spends very little of it on clothing. He has basic clothing at best, a tee shirt, black pants, some shorts, a jacket, and some thick and sturdy boots. Leaving to where Tarak has very little in the way of variety in clothing, to the point people will often think he has multiple sets of the same outfit, but sometimes he just forgets to clean some of his clothing and wears it, but nobody notices.
Character Archetype: Hotshot with a haunting past
Character’s Guiding Motto: Face forward and clench your fists, nothing comes to those who sit and wait.
Character’s Fatal Flaw: Tarak is trying to do the best for those he has with him left. He tries to run from the things he has done, the enemies he's made, and the people he's lost. He tries his best to keep those who he has close from being lost, yet he is slowly noticing and fearing he is losing himself. Almost to the point where all he is his machine and the murder he causes is his existance.
Character’s Expertise: Combat: Brawling, stealthy takedowns, and some Weapon training- Tarak lives to fight, his existance has always been in combat. May have it been inside the cockpit or out of it, he had always danced the Macabre Waltz with death. While out of a mech, Tarak's skills are exceptional yet improvised. He had never had any formal training, yet was taught to fight by life. He is as much a brawler as a Battle Mech pilot, he uses a variation of wild hits and precise efficent strikes while using stealth to deal with multiple opponents in a small area. Using improvised combinations, weapons, and the enviroment to deal with opponents quickly. Even with his most exceptional combat skills being in the form of brawling, he has been known to use many different weapons, firearms, and even heavier weapons such as machine guns, rockets, and other such things.
Tactics: Combat & Bounty/Pirate Hunting- Tarak's insight and instincts are beyond that of a normal person's. He is able to read deeper into most things as his intuition is that of a seasoned detective. His deductions skills were fostered from his years as a slave, a bounty/pirate hunter, and mercenary and these skills were honed especially when dealing with the many different people while being used by many different factions across the Galaxy. Yet his skills weren't just deduction and reading people to understand what they want and are thinking, it also a supernatural hunting instinct and combat intuition. His thoughts on their movement, how they'd react, and even where they are almost seem like he can read their mind. Yet this comes from years of experience from life or death experiences where a wrong move might mean he misses his mark, or worst, he becomes their prey.
Engineering: Scavenging & Field Repairs- During the years Tarak was a Mercenary and Bounty Hunter for hire, he had to spend much of his time away from base and anywhere to get proper repairs. So he to learn how to do repairs in the field to ensure he had a higher survival chance. After much time Tarak became quite good at doing quick repairs to Battle Mechs. Often spotting faults and make sure they are repaired, often the battle mechs when he first started looked as if they were scrap brawlers, using different pieces of strangely colored metal, rubber, and plastic that could be found to repair Mechs. As Tarak got better the Mechs began to become better looking, his repairs became more solid, to the point where one would never think he was using scraps. These skills came to great use when found in long solo missions, damages need to be repaired after battles and skrimishes, and often it can mean life and death if he is unable to keep his machine working, so he will scavenge what he can from other machines. Rigging broken systems to reroute power, jerry rigging operating systems and armor onto his Mech to complete the mission. This often leads to Tarak preferring Mechs that have hand actuators to take hold of things so he can actually repair things.
Nationality/Allegiance: Solaris 7/No allegiance.
Background:
Tarak was an orphan born on Solaris 7, he was in a orphanage that abused them and one night after the Caretakers killed one of the orphans in the orphanage, Tarak killed them and burnt the Orphanage down. From there the rest of the Orpahns and him lived on the streets until they were picked up by a 'Stable' that wanted to give them a chance of a better life for working for them. Once there they realized that they were stuck there as now slaves to do the work of Technicians, Mechwarriors, and other such things with no hope of actual escape from the 'Stable'. Once they were trained enough they began to sent the Mechwarriors into underground battles to begin to rig games in their favor. Either having them take fall, or substituting them out with better pilots to always come out as winners.
One night after one of the kids decided to forfeit, he was killed. Making the rest of the Orphans now plan their freedom, as once Tarak was 15, they had planned enough for them to finally make an escape. First Tarak assassinated each of the guards on the base with the planned weapons and hideouts made for this night, and once they scrap yard was cleared, they took everything they could and sold it all. Yet they were given a few hours before the owners knew, so they sold anything they could, and traded their mech for a different one, losing a lot of value on a lot of their gear, yet they had enough. While in the escape Tarak was almost cornered and died, but by the grace of god and luck he was able to get away as another criminal group they made a deal with killed the other group.
Once in Free Worlds League territory, they began taking small jobs until they were finally able to get their first real job as pirate hunters. After teaming up with a few other rag tag groups of mercenaries, many decided to go their separate ways, yet it did give the Orphans a jumping off point. They began to continue their job search, taking jobs as Bounty hunters and Pirate hunters, acting like a scalpel Tarak made a name for himself not only as an exceptional Mechwarrior, but also as an exceptional Bounty Hunter. As after a few years as a small act, the Orphans were found by the Green Knights, with them all being nearly adult age at this point with Tarak being 20 by this point, they began working for the Green Knights, putting their skills to some real use. As the Green Knights gave them a better chance at fortune than what they had before. The next 4 years have been the most profitable they've seen, until they've hit this little snag with Espia, but the Orphans have gotten out of tough situations, this time won't be much different, as long as they have each other.
Tarak was born on Solaris 7, a planet known as the 'Game World' and very well known across the Galaxy for their 'Mech fights, Gambling rings, and the fortunes won and lost daily. Yet he was not born in such a luxurious position, he was not born into some amazing line of Mechwarriors, he was not destined to be picked up by a stable to become a famous technician, he was not promised anything. He was dealt a bad hand, he was born to a prostitue mother who died in child birth, and had a father who could have been any countless men. Tarak's hand was a losing one from the start, yet it seemed he had some luck, instead of being thrown to the wind the moment he was born, he was taken into an orphanage. Yet this orphanage was nothing one would considered to be nice, this is a place where most kids were treated like shit. Fed 1/4 rations, normally kids were starved to near death and then forced to work and panhandle just to be allowed to eat. As Tarak grew, he very quickly hated life here, many of these kids came here because they had nothing. Like Tarak they were dealt shit hands in life, so many of them treated each other like siblings, as most here were no older than 5-6 years old by the time he was 8 years old, was like a big brother as he was the one to steal for them, work harder for them, and even bleed for them when one of them was caught stealing.
Yet one night, Tarak was maybe 10 at the time, it seemed that the 'care takers' got carried away, they seemed to have snapped. The night smelt of booze, as when the 'care takers' came to the orphanage at night, they seemed to have been in a sour mood, some yelling about one of the games. As yelling started to occur, a bottle smashed as a scream was heard. Tarak jumped up from the bed and went down, to see something horrifying. One of the children were on the floor with blood and glass everywhere, as Tarak looked up to the 3 adults and all he saw was red.
He dashed up the stairs as they yelled for him, Tarak took a turn and hid away in a small nook near the top of the stairs, as he took hold to a creaky old floor board he waited a moment. As the first adult passed, then the second, Tarak waited but a moment longer for the third to finally come up as he jumped with as much force as he could to rip wood from the floor and tackled the person down the stairs. Tarak Clambered quickly as he drove the wood into the neck of the adult before he threw himself off of them and the rest of the way down the stairs. As the moment he made it down to the ground level his eyes landed on the kitchen, he lunged off towards the kitchen and over the glass as he threw himself into the kitchen. He knew they had no knives, they were told they couldn't afford it, but now Tarak understood, they wanted to make sure something like this could never happen. As his eyes landed on the spoons, he grabbed one and opened a cupboard and hid inside. Almost a moment later the other adults entered the kitchen they quickly moved. Tarak waited about half a minute after he first heard the kitchen door opened before he threw himself out of his hiding space and onto the counter. As he landed he was maybe about a foot away from his next target, as he threw himself at them. When he landed on them he quickly took hold of their shoulders and took the handle of the spoon and swung his hand wide to slam the end of the spoon into their eye and smacked the end of it to put it the rest of the way in and leapt off. Once he was moving the man who he just snuck up on finally fell to the ground and alarmed the other person. Tarak was riding a wave of adrenaline that made him a like a demon. Living in this area of villainy made children grow fast. With fighting other kids, teens, and even some young adults changed Tarak into an efficent fighter and killer, using his abnormal size for his age led to him being able to take on multiple people older than him quite easily. Fight or die was the motto of there orphans, gangs ran these streets and many younger folks either strutted their stuff or were made targets. Tarak dashed away, now going back into the commons area, as when he was about to near the glass, he hopped on to the couch and dove for the stairs. When he caught himself he began running back up to see the first man he killed laying still with the other kids finally up and seeing Tarak. They looked to him and were startled, yet he waved to them as he yelled, "Hide!". They all ran into different rooms as he ran down the hall, and for a moment he saw what he needed, a painting. As he grabbed it, and as he ran he flicked the light in the hallway off. As it was dark enough to make someone miss a small detail, Tarak hid in the door way of a room and lifted the painting to cover himself. As the man ran trying to find him, there was a split second he missed Tarak, and that was all he needed. At the moment he passed, he swung the painting down to hit him on the head. When the painting hit the canvas ripped and tore as Tarak yanked the frame back to bring the man down. Using the man's drunkenness and surprise dropped the man, and when this happened Tarak used the wooden frame as a place to hold as he set his feet on the mans neck and stomped as he pulled the frame up. Snapping the mans neck and crushing his throat in one lethal motion.
After it was done, Tarak was covered in blood, the orphanage was broken, and it was time to leave. As they all surrounded their fallen 'sibling', they had stopped breathing and tears began to well in their eyes, yet they needed to leave. As they wrapped them up, they all gathered what they could and left the orphanage, burning it down as they left for somewhere else. They made it a whole 3 days before they were found by some people that were up to no good.
Tarak and his siblings were found by a group of people who offered them an escape from their lives. They can come work for them to escape their lives of destitution. All they needed to do was work as hard as they can for their Battle Mech Stable. Most saw this as an opprotunity of a life time, yet Tarak was wary. When they were brought into their new home, it was a literal scrap yard. They could see people scrounging through the materials, welding sparks flying, and what seems to be the skeleton of a BattleMech being made. As they were told, they would be clothed, fed, and given a place to sleep if they work for them. All accepted, yet Tarak was worried, he didn't know the aim, which made him uneasy. As They were settled in, they began learning the different jobs they will be passed through to see where they can work. Some had some aptitude in welding, others in management, some in talking skills, yet the one that Tarak showed exceptional skill in was as a Mechwarrior. When he enter the simulation, he seemed to have an almost comfortable feel in it as he did quite well for his first time ever touching the machine. So they assigned Tarak and the others who either showed skill as a Mechwarrior or who showed no other skills to become Mechwarriors. As they worked, the next few years seemed rough, they were yelled at if they failed or messed up, hit if they angered one of their superiors, or even if one of them were in a bad mood. Unlike in the orphanage, instead of some normal care takers, these men seemed to be strangely armed. Each of them carrying some gun and seemed all too eager to check someone, so many worked their hardest out of pure fear of death. At night was one of the few times they get time to themselves, they are all piled into one locked room with blankets and pillows in there for them. Night was when many broke down, crying in fear and wishing to leave, Tarak was always there to comfort them, cared for them, and did his best for them. Often he found moments to steal what he could to possibly to cheer some of them up, with whatever he could.
Finally Tarak had turned 14 his training was considered complete, him and many of the other kids here had been pitted against each other in BattleMechs that were being slowly formed in this 'Stable'. At this point, they were able to create and maintain 4 BattleMechs from the 'scraps' in this large scrap yard. Often times they were able to practice decently often, however in these conditions there have been plenty of accidents that occurred. Hundreds of injuries, some Mechs that were out of commission for some time, and even a few fatalities. Even if the children were mentally unstable the 'Stable' owners did not care, they were to move to their next phase, putting the kids to use. Normally you'd need to be 18 to participate as a Mechwarrior in games, however that only applies to games that were sanctioned by the Solaris Civic Council. The many underground matches that can happen across Solaris 7 however can be ran with any rules, regulations, or lack there of. Tarak's first match as his debut into the Underworld Solaris Games was something akin to what he was used to. The man infront of him was wanting to take whatever he has, his money or his life. Tarak was calm as always, they were being prepped as Tarak was given a quick run down: This will be his debut match, mattering on how he does will determine his career, and if he forfeits then he will be given an extra special punishment. Tarak had a feeling what it could mean, that could mean that they would do some form of horrifying things to him. Tarak just sat back and waited for them to be counted in. As the moment they were signaled to begin, Tarak boosted off like some deranged animal, as rounds flew Tarak shifted his body from side to side to have rounds hit nonessential armor, as the moment he meet his opponent Tarak began letting loose multiple close range shots as he began to use his Mechs body like a battering ram. Swinging his weight as he hits his opponents mech with his arms while he fires multiple shots into the opponent when the gun passes over them. Tarak using his speed and almost forcing his Mech to fall to dodge attacks and shift his position, making hitting him in such a range very difficult.
After a bout that lasted less than 2 minutes, Tarak showed his skills and ferosity in its full glory. His very frenetic and almost suicidal movements make his fighting almost seem like an animal in the ring. His swings were wild but the placement seemed calculated to force the opponent to react as he chose. To the point it almost seemed like he was in control of the fight from the start. After this amazing victory it filled many of his 'Siblings' with hope. As next came their matches, many lost their fights, only a handful at best won their fights. Everyone who were either in the support role, already fought, or were prepping to fight had to witness the reality of what occurs in these arenas. Multiple of their 'siblings' were either heavily, left mutilated from their fight, or even killed. As they had to watch, they felt a foreboding fear fall over them, this was the life they were to live. Many were given the same threat of capitulation, and all but one fought to the end. He was the weakest of will among the kids, and the fear of seeing all this happen and thinking it would happen to him, made him fearful enough to give up when the fight began. When that happened, the owners of the 'stable' promised him the punishment would occur that night. When the children were sent to their room, guards escorted them there and locked the doors. All but that one child was there, when they tried to leave the door was locked. When they called out all they heard was one of the men yell "Quiet!". As when they tried to call out again, they heard a quiet shriek of pain. All of them were startled as the took a moment and realized that was their 'sibling' crying out. As when they tried to yell the man yelled in, "If you don't shut up I'm capping one of you!" As in that moment it solidified the feelings within them, this was not their way out, no matter how hard they tried, this was worst than what they even imagined. There was no way out.
After that day, many felt more fearful, any mess up could lead to something horrifying happening to them. As the fear was compounded when they never saw their 'sibling' again, nothing changed. Tarak knew this, nothing changed, it was time for a plan to form. It was not going to be as easy as before, he needed to deal with armed men, sure Tarak was already 6'2 and was a head or so taller than most of them, yet they all had guns. A plan was going to be made, but they needed to survive during that time, with that, all the 'Mechwarriors, were given directives during their fights, many were set up to be the fall guys, they were to try and make the match look good but then get taken down. For Tarak, he was to learn each of the machines, sync with them, and he was to act as the sub for each of them. He was going to substitute out with each of the others to change the odds when it comes time, using his skills to rake in profits quickly. As over the next year, they did exactly this, many of the others became very good at taking a fall, while Tarak became very good at fighting in all different types of Mechs. Yet no matter how good the others were at taking a fall, accidents happen, often leaving where many are injured, mutilated, or killed while in these Underground arenas. All this time, Tarak was building a plan, a plan to take out their captors, and be free. Over the years, the group had slowly been stealing and hiding everything they needed: makeshift lockpicks, a properly hardened makeshift knife, an oil can made to be a suppressor, a few hiding spots around the scrap yard slowly made for them, and a small map to find it all. The only ting that is right now keeping them from reaching freedom is a 3 inch thick metal door. Yet Tarak had prepared for this moment himself, as he wrapped the small grave on the wall with the sheets, everyone of them took hold of the sheets and began to pull. The metal bent and creaked as it finally sheered and cracked under the strain.
Tarak grabbed the metal bars he looked to the edges that seemed to have been rusting and smirked. They gave them thin and rough blankets and they had to relieve themselves in the bucket in the corner. So they used the blankets to rough up the surface of the metal, and then they used their sweat, spit, and other bodily fluids to make the metal rust and weaken. They continued to do this for an entire year until finally it was time for them to escape, which was now. Tarak grabbed the metal and began to place multiple pieces in different areas of the door frame, as he bent them into the frame he began to shimmy them to where the lock would be, as once they moved it to place, he yanked them to force the lock to get shifted and slowly worked it open. Once he was done, the door was finally open, and it was time for their escape to commence. As Tarak left the room, he began to sneak about, once he left the others mode the metal and closed the door. The rain had became quite heavy at this point, making visibility poor, yet enough for him to see the lights of the guards, and the hunt began. The night was filled with blood, rain, and the silent sounds of bodies dropping. Tarak had thoroughly cleared the guards in the Scrapyard. Once it was clear, Tarak moved to where the kids were being held and opened the door and started getting them out. With clearing out the Scrap yard, they were able to move as they pleased, yet they needed to leave. The kids began grabbing the BattleMechs, tools they could, really anything and everything that could be either useful or used for money. As they left, each of the kids started to work their magic, some had used some of their time they had to set up some deals, other used their little time outside the scrapyard to find passages to be able to get off world. For them, they might at most have 24 hours, so they had to be gone by then.
Over the next 24 hours, they sold almost everything they had, keeping 2 BattleMechs, their Light Spider BattleMech that was one of the first to have gotten up and running and is known to be easily maintained, and a Phoenix Hawk that they were able to trade for one of their other larger and more well maintained Mechs. They traded their Heavy Mech frame for it to lighten their load while still keeping themselves with 2 Mechs, while the other Mech was sold for a criminally low price yet they needed it sold with no questions asked. Once they traded, bartered, and sold whatever they could, it was time to leave. Tarak was to pilot the Phoenix Hawk from one side of the city to the other where a transport ship will be taking them off world. As tarak left to get the Phoenix Hawk he was tipped off by the person who they made the trade with that there are men looking for them. Tarak knew if he was just to run to the ship, they could make it, however they needed the Mech. If they lost this Mech they'd be down to 1 and for them to do any work, it'd be suicide otherwise with such a light mech. The Spider is a really good Recon Mech, yet they needed some pushing power. Tarak took the gamble and took to piloting the Phoenix Hawk, he had to hope he sadly had no time to sync up with the Mech, so it was time to see Tarak's skills put to the test. The Neurohelmet was able to be replaced quite quickly with his own and he would have normally ran a diagnostics, yet Tarak needed to get moving. Tarak gave the man a thumbs up and started his rush to the ship. Yet it was never meant to be easy, as when he made it some of the more open area was when the trap was unleashed. Multiple Mechs began to let loose on Tarak, shooting lasers melting his armor quickly, as when he tried to return fire he realized his weapons were 'dead' and Tarak could not turn them on while in the cockpit. He cursed whatever god had forsaken him, as he had to now bear the punishment. While in this almost full sprint he was trying to intercept these attacks with his arms, using every pound of armor this thing had, as he franticly tried to figure out everything this mech had. As he found a button he was more than used to but never got to use, Jump Jets. The moment he flipped the button he flew, as he now needed to figure out flight, yet the onboard computer did it for him, as he flew his helmet told him his projected landing zone, as it was to be directly on top of one of his assailants. He set his legs to land down onto them as he deactivated the boosters at the end to allow his full weight to land on top of his target. When Tarak landed his Mech smashed straight into the mech and destroyed the cockpit of the other mech and smashed it into the ground.
Tarak was shaken by this landing, it was violent, one he was not fully ready for, but no matter, he had to move. As he ran forward, he felt his back side get slammed with missiles, lasers, and machine gun fire. Yet for Tarak he almost saw the world in slow motion, everything seemed dull, the world was beginning to stir, as he felt himself throw up in the cockpit. His mech became wobbly, it started losing balance as he was starting to lose his own balance, yet he needed to keep going. As maybe a moment after his other jump, he performed another one, sending him farther again, this time he allowed the computer to finish the full decent, not like he could have stopped it anyway. Tarak was not prepared for such an intense impact, which gave him whiplash and a concussion, making it where piloting became much more difficult, to the point where keeping the Mech standing was a miracle. Yet he had covered quite a bit of distance during this haze, as he Jumped as often as he could, yet it heated his BattleMech quite quickly, making it quite difficult to even stay awake. Yet the moment he made it to the a certain point, his pursuers almost seemed to dissappeared. As he made it to the ship, he noticed a few other Mechs there, as at first in his daze he was ready to fight, yet the moment when he was about to he noticed their other mech come out and stop him. Calling to him, but his communications were shot at this point, as they had to coax him out of his Mech where they went and laid him down to explain to him what happened. They made some sort of deal with another criminal group for protection they would pull out the remnants of this group into the open for them to be dealt with. Tarak laughed as he realized he was used to get them safety, this laugh led to him passing out.
When he awoke, it had already been sometime and they were about to leave for the Free Worlds League to start a new life there. Once they entered new territory it was time to figure out what they wished to do, and Tarak brought up the idea of starting with bounty hunting, dealing with pirates, simple things to get them notice, and maybe get enough recognition to get better jobs. Once they found a planet to set up shop, they began to figure out what they could do. At first they were unable to find much, the technicians were able to offer their services to some of the BattleMechs on world, yet they were far and few between, many didn't believe in their skill, and many others didn't even need repairs as they haven't seen combat in a while. So they had to start planet hopping, taking up small jobs that they can do, hoping that they could catch a break. It was about another year of this before they were finally able to catch a break, when they caught wind of a bounty on the head of a small pirate band that has been raiding the area. They were small time yet enough of a threat that they needed someone to handle it. Tarak offered to assist and it seemed a few other smaller time groups were willing to hop in if a Mechwarrior was there. Many of them being small time mercenaries. Them having some of their more basic credentials, yet never could get good work. All of them decided to split the reward based upon what some brought, with Tarak bringing not only his mech, another mech, and a small crew on engineers. Using their stronger talkers, the Orphans were able to negotiate a 50% split, which was quite a decent bit of money for starting. As after some quick repairs and maitnence checks on the machines, it was off to hunt down pirates. They were able to track down the pirates to a lone planet, there they landed planet side a few miles out from where they pinpointed the Pirates would be. From there they began to use recon to find that they pirates were well armed with even a Heavy BattleMech of their own, yet they seemed to be very lax at the moment. As once they had their information they began to quickly build a plan, using a multi layered assault, they would have the Mechs lead the charge with multiple layers of fire coming from different angles, they'd barrage the BattleMech and other targets with bombardments. All the while their BattleMechs would be the spear head of the fight, cutting through their vehicles and dealing with the BattleMech.
Yet the Battle was anything than what it was hoped to be, many of these mercenaries were ill experienced and often missed many of their marks. Leaving to where Tarak and his brother piloting the Spider to do much of the work. They had to use their quick movements to deal with the smaller vehicles while dodging the BattleMech submerged in a large body of water. Yet as the mech seemed to 'get going' it began to let loose such vicious barrages of laser weapons and rockets that it tore apart the Spider within a few moments and destroying the legs quickly. The only thing that saved Tarak and his nearly dead brother was that the Mercenaries began to be to hit an unmoving target. As they bombarded the Mech, Tarak took the chance to line up a shot and fired his large laser straight through the cockpit of the Mech, killing the pilot in a single shot. Once all the pirates were dealt with, the groups reconvened and began talking about splitting loot. Tarak and the Orphans laid claim to the Mech, most of the others fought over it, yet Tarak set his foot down that not only did they have to clean up the mess they made, but also had serious damage dealt to them because they were unable to deal with the BattleMech because of all the other little fighters and the random fire that could hit them at any point. After this heated argument someone nearly lost their head actually as they tried going for a weapon. As weapons were drawn, Tarak stared them all down and gave a singular warning, "If you think you can beat us, you would have taken those Pirates on you own. We were confident in doing it". As before any blood could be shed, they calmed down and decided to just get their money and go their separate ways.
With this it started the story of the Orphans and their leader being a gunslinger willing to draw a gun 20 to 1. Tarak and the Orphans began having jobs become more consistent, as they travelled their name slowly moved with them. They began being able to find work with a bit more consistency, yet it was always for some of the hardest things: Bounty Hunting & Pirate Hunting. These normally aren't considered hard until you take into account they don't follow any forms or rules or engagment. What ever they need to do, what ever they can do, even if it is random armaments not normally found, using the enviroment, even local the locals will be used by these criminals. Often leading to Tarak has often needed to learn and adapt quite quickly to a situation, sometimes it can be something simple like their first pirate hunt, but sometimes it can be they made their home somewhere heavily fortified, they have taken part of a planet hostage, or maybe they are even working with the local planetary defense to raid places more easily. Every engagment often required a different set of mind, which often lead to Tarak needing to learn how to adapt to new enviroments, tactics, weapons, and even mindsets. As no one pirate is the same, yet often they can be predicted based upon the enviroment they are in, what they are known for, and even what area they are found in. Tarak fought in many different systems, worlds, and for different people. If they paid him, he would do the work, and good work he did.
Tarak made a name as a one man army, often expected of those from Solaris 7, some of the greatest gladiators had often been contracted as one man shows in comparison to buying out a mercenary group. He was often passed over for the big jobs like taking on bigger targets with larger rewards, after all they only had one true functioning Mechwarrior, their combat effectiveness in full scale war would be laughable at best, yet when dealing with people outside the reach of planets, and too troublesome to handle for a large millitary presence, Desperado is often strolling through town. The Orphans spent a good few years like this, slowly amassing some form of wealth, slowly got some new crew members, mostly people to operate a ship, keep some maitnence, and sometimes people who found themselves aligned someway with the group, they were doing okay for themselves. Yet their big break came when they heard the Green Knights were in the sector.
The group made contact with the Green Knights and offered their proverbial sword, they were a capable crew, a Good Mech pilot, and after their work, they came with their own ship.
Appearance: Tarak's Mech was given its name based on the burnt exterior that mech had when he escaped the cusps of his captors. The Black Phoenix had however gotten a change in color pallet as of recent as white and grey are the new fashion Espia seems to sport. However, Tarak still keeps a bit of black showing underneath his Green Knight insignia on the shoulders and directly in the center of the torso. The hand actuators of the 'Mech are also a dark almost burnt black like that of its namesake. While the inside and outside of the fingers of the hand actuators seem to be stripped of the paint as if it is under constant use and wear.
Equipment:
Standing at 11 meters tall, the Phoenix Hawk was armed in such a way that it can be used in several different combat roles including command, reconnaissance, and front line duty. The primary weapon on board was a Harmon Large Laser carried in the right arm, giving the 'Mech a weapon which could strike at an enemy at a respectable distance. This was backed up by two Harmon Medium Lasers for close range combat, one in either forearm. Finally, to deter infantry attacks, the 'Mech carried two M100 Heavy Machine Guns, also split between either arm, with one ton of ammunition stored in the center torso.
Eight tons of armoring on the Phoenix Hawk gave it acceptable endurance for short combat actions, though not for any sustained brawling.
Eight tons of armoring on the Phoenix Hawk gave it acceptable endurance for short combat actions, though not for any sustained brawling. Just ten heat sinks meant the 'Mech had a relatively low heat threshold; green pilots were known to lose their 'Mechs by overtaxing this system overusing their heat-intensive weapons and jump jets.
With a 270-rated fusion engine also gave the Phoenix Hawk a solid top speed of 97.75 km/h, and the 'Mech could go from standing still to top speed within the span of 100 meters. Six jump jets split between right and left rear torsos provided a maximum jumping distance of 180 meters. These attributes helped make the 'Mech just as fast and maneuverable as its smaller brethren, the Stinger and Wasp.
It is the Phoenix Hawk's electronics, though, which truly helped it perform best as a command 'Mech for recon lances. Its Tru-Trak targeting computer was particularly accurate, while the heavily-shielded BattleCom system could overcome interfering radiation, whether ambient or man-made, that would've shut down other units. Unfortunately, Tarak was not lucky to have ever found a Tru-Trak targeting computer, so he still sticks with his Octagon Tactrac System C that he had always used.
SERE Kit- Tarak keeps a SERE(Survival Evasion Resistnace Escape) kit inside his cockpit incase he needs to eject and survive in the wilderness on his own for some time, he has a black hard polymer pack filled with MREs to last him a few days, a broken down Semi-automatic carbine with one 20 round magazine, a suppressed hand gun with one 20 round magazine, a flash light, a canteen filled with 1L of water, a knife, a trauma kit to stabilize wounds and set up broken bones, and a collapsible spade within it. This kit is attached to his seat to keep it from flying about and possibly causing damage while within the cockpit.
Combat Gear- Anytime Tarak enters his Mech, he is always ready for a combat scenario to occur when he is to leave it. So his normal combat gear includes some form of camo clothing fitting to the enviroment, a cooling vest able to take small arms fire and regulated his body temperature to allow for higher survivability inside and outside the cockpit, a pair of gloves, his boots, and some light armoring across his body to more easily take impacts and dampen blows. While on Espia, the armor is a white and grey with heavier layers to combat the cold. He wears this quite often even with the almost sauna like state inside the Mech.
Personal Cassette Player- Tarak loves to use his Personal cassette player, he uses it mostly to listen to music, especially while he is all alone or when on long recon missions. Tarak has a few favorite songs, yet anything that crosses his path are always a must listen to, especially now that they are stuck on a hostile planet, anything new is a god sent.
Nationality/Allegiance: Capellan Confederation Supporter caste, loyalist (“I ain't a diehard patriot though, more like better the devil you know”)
Background: When twelve-year-old Beau McKeough learned that he would be learning to pilot a 'Mech, he leapt in excitement right then and there, as rambunctious young boys are wont to do.
As soon as his father and older siblings told him what for exactly, however, that excitement quickly died down.
The reason he was to pilot a 'Mech, they told him, was twofold: for him to learn the family trade (for the McKeoughs owned and ran no less than the biggest timber company on Espia) as well as to render, in the words of the Ministry of Social Education, “some kind of volunteer work that can be interpreted as having made some contribution to the state,” which in the case of young Beau was to clear out swamps and forests using a Lumberjack gifted to him from the McKeoughs's fleet of IndustrialMechs.
Despite the dream having been turned into a chore, Beau nevertheless performed quite well at land clearing, even picking up a good deal of land surveying and speculating from the senior members of the government crew to which he was assigned. Upon turning 15, Beau passed his citizenship evaluation with flying colors and joined the older members of his family as a bona fide member of the Capellan Supporter caste, which counted among its number captains of industry and trade in addition to educators, economists, and members of the judiciary.
Such was Beau's performance in service of Espia that he was offered a spot at the Capella War College – which he promptly declined, stating that he knew that the chances of ever going home to one's home planet are slim to none should one become an officer, and that spending most of his boyhood day in and day out in the dank cockpit of his Lumberjack had left him burned-out and jaded as far as piloting was concerned. Desperate for a change of scenery, Beau matriculated at the University of Balya Gora (UBG), purportedly to major in civil engineering but actually to party like an animal and enjoy himself like he never did before. For not only was the “Bee Gee” Espia's number one institute for higher education, it was also the place where the best and the brightest from all over the planet got together to get drunk, get laid, and pursue a different kind of “higher learning” altogether. Nevertheless, in between the partying and the studying and the having to assist his siblings at the McKeough Timber Co. headquarters, Beau managed to graduate with honors and was given a sinecure by his father.
Beau had just completed his first year of graduate studies in geological engineering via distance learning with Sian University when news of the Capellan withdrawal broke out. Upon hearing this, Beau immediately rushed to the McKeough headquarters, where he found his parents, his siblings, their extended family, and their most trusted retainers and employees all gathered in the boardroom.
Steeling himself against the tears, Beau's father announced to all present that already he could sense where the wind was blowing, that he could feel it in his blood, for even on long-ago Terra the McKeoughs of ancient Ireland were no strangers to the never-ending cycles of calamity and upheaval. It was for this reason that the elder McKeough, in agreement with senior members of the family as well as members of the board, management, and the employees' union as well, decided to sell the company before the inevitable backlash from the increasingly-restive Servitor underclass would reduce everything they worked for into piles of worthless ash.
Before dismissing everyone for the final time, the patriarch added that while he would like nothing more during this difficult time than for his family and closest friends to accompany him to the Espian outback to lay low, perhaps it would be just as good for them, if they so wished, to go their separate ways and survive independently of one another to the best of their ability, for that was how the McKeoughs survived wars, famines, and genocides throughout the millennia; so long as a mere handful or even just one of them remained standing at the end of it all, the family could always begin anew.
With that final family reunion having adjourned as quickly as it had begun, Beau went over to his parents and informed them of his decision to find a way to stay and fight for his home, if not for the Confederation at large – but not the conspicuously unwieldly and corrupt planetary government, which as a university student he had grown to hate. After getting their blessing, Beau drove to the McKeough hangars out in the boondocks to retrieve his Lumberjack and got in touch with some politically-active loyalists he knew from university, who then put him in touch with a cell of the Capellan Citizens' Combine which during this time had not yet been subsumed into the Espian Free People's Movement.
To his horror, Beau found out that the leader running his cell was none other than Margaret Bo, an erstwhile UBG student council president. Hailing from the Directorship caste ("more like the Dictatorship caste, haha") and notorious for being a veritable Machiavellian queen bee even during their Bee Gee days, Bo didn't pass up the chance to poach him for her own cell, for he was the closest thing to a seasoned 'Mech pilot she could get from a pool of mostly civvies. Furthermore, she demanded that while serving under her, Beau should relinquish all claims to his first name, for there could only be one Bo/Beau in her cell – namely, herself.
With his first name taken from him and finding it irritating for others to either mispronounce his surname or lazily call him some variant of “Mac,” “Mackie,” or the slur-sounding “Mick,” the pilot eventually settled on just being called “you” by the others, which in time became “Hugh”: his callsign as well as the name he went by from that moment on.
Despite their working relationship having gotten off to a rocky start, the cell leader reluctantly agreed that in exchange for his unquestioning service to her excellency and as a hazard pay of sorts, as the cell's only pilot he was to be allowed to keep a moonshine still in his trailer as well as some grain and all the liquor looted from their raids in lieu of pay. After all, he reasoned, his job during raids and ambushes was to draw to himself as much enemy gunfire as he could take if they weren't close enough for him to hit with his chainsaw. “Booze helps to calm my nerves when we're not raiding, besides I'm literally a dead man walking now ain't I?” was his excuse to her. "I believe I'm entitled to that at the very least."
Margaret Bo was more of a bureaucrat than a field commander, but Hugh didn't mind her hogging all the credit each time they scored a win against the regime they both hated, so long as he got his agreed-upon share of the spoils and was permitted to drink to his heart's content in private. Bo, being uncompromisingly domineering and a teetotaler to boot, continued to secretly resent him for this; at the same time, the Capellan Citizens' Combine and the Espian Free People's Movement began to closely associate with one another.
Unfortunately for Hugh, Bo was also ambitious – so much so that after being told that she was considered for a higher position in the Free People's Army, she thought it would be a good idea to seal the deal by seizing the pilot's stash of alcohol to give to the FPA honchos as a gift, and as a grandiose show of authority, to subject him, her top (and only) pilot, to "long-overdue disciplinary action" – all the better to remind all concerned of the pecking order.
Hugh found out about this and reckoned that it was high time to get out of dodge. Later that night, he loaded into his cargo bay all the worldly possessions he still had with him, including his still, his stash of alcohol, and just to spite Margaret, an old jukebox from the cell's mess hall that he figured was a Bo family heirloom.
After convincing the guards that he was on a solo covert mission to take the stuff in his hold to some potential allies (which was still technically true, he told himself), Hugh hopped into the cockpit, powered up his Lumberjack, and strode off in search of the source of that exotic moonshine he got from the black market whose label was stamped with nothing but a green knight's helmet. That fine hooch had been on his mind ever since his first sip.
“Pretty sure it's those mercs from offworld who made that good shit,” Hugh thought to himself as an ancient Terran song* started to play on his stereo. “Gotta be.”
Battlemech:
Hugh pilots a dull-gray Lumberjack, originally an LM1/A, which with the grudging approval of Margaret Bo he paid the technologically-inclined members of their cell a significant amount of liquor to upgrade with looted weapons. The souped-up ForestryMech now sports an LRM-10 in place of one of the dumpers, additional armor, and machine guns instead of its signature lift hoist. Painted on the 'Mech's left chest plate is the iconic green Capellan Confederation emblem, now weathered. And in case anyone's wondering, it still rocks its chainsaw.
Jk, actually it's this one below if the last one wasn't good for your immersion:
Fatal Flaw: Problem with authority- Jonathan has an innate disdain for governmental structures and particularly the social protocols that follow. He finds most people/systems that believe they rule over him to be worthy of contempt and mockery.
Expertise:
Survival- Jon is able to be self sufficient in most climates and survive on his own for prolonged periods of time. He grew up being outdoors and is comfortable with even the most minimal arrangements. Tactics- Small unit tactics and understanding the lay of the land come very natural. If he’s given an objective to take or defend, his methods may not be entirely by the book, but will usually be swiftly effective. Rifles- Gunnery is one of Jon’s favorite hobbies in general. He can calculate shots based on MOA or MRAD measurements, understands compesating for windage, bullet drop and coriolis effect. He can quickly zero in a rifle or set the convergence on a mech for whatever the scenario may require.
Nationality/ Allegiance: Taurian Concordat
Background:
Hailing from New Vandenberg in the heart of the Concordat, the McCords are an old name on planet and trace roots to the uprising against the SLDF. Daily life and education were always accompanied by reminders of this lineage, but generally Jonathan and his younger brother grew up with a fairly common childhood. The family’s business was spread across the many interests of Jon’s father, Randolph, the most lucrative of which being a salvage operation, though also supported by a mass of farmland and a part-time hobby of running a mercenary/militia outfit that operated exclusively in Taurian space against pirates, mercenaries and the occasional probing forces of the neighboring great houses. McCord’s Legion were a popular force in defensive contracts and was far and away Randolph’s favorite business “hobby”. In Jonathan’s younger years, he idolized his father and the seemingly mystical nature of the Legion, known as much for their antics as their effectiveness.
Aside from the expected burdens of education, days were filled with being outdoors either on the farm driving agro-mechs, trucks, loaders- anything else he could get his hands on, going on long calls with his dad in one of their massive recovery vehicles or just hanging around the Legion. The violent history of New Vandenberg provided for plenty of work locally for excavated salvage, but offworld contracts were not out of the question. Being headquartered in one of the most hospitable climate zones on planet, not far from the protected avian preserve, meant the farm stayed busy and the workload was always backed up. Randolph was a profitable manager of his various operations, but not always the most effective one. His whims changed often and were mostly centered around the more entertaining work of the mech lance. Salvage and farming grew to lengths beyond his want or ability to manage while he was often too selfish to share the burden.
Graduating from regular schooling and during his late teenage years is when Jonathan began to glimpse the other side of the curtain in regards to the family businesses. The good and the bad. Randolph kept a lot of income moving, but also a lot of debt. There was a balance fueled by long days in the field, crafty negotiations and substantial amounts of alcohol. He was never violent or angry, just a man with a vice. Many remarked he was much more debonair with it than without and his lively company and expertise was often sought after. At the end of the day, the businesses did well. Even if they could do better, “good enough” was just perfect. The simple charisma of the man was something that Jon and his brother continually looked at with fascination as young adults and was ultimately a large part of the man he was shaped into as he headed away from home for the first time to complete his compulsory service for the Taurian Defense Force.
Even with his substantial experience with heavy equipment, like all McCords, Jonathan first volunteered for the infantry and did his first year with the TDF as a foot soldier. As with many of his peers who had grown up being outdoors around weapons and machines, military life came fairly easily and his gunnery skills more often than not put him at the top of his squad for marksmanship. After the first year his transfer to a mechanized formal training regiment was completed and he continued his service with the TDF for his required three additional years plus two more. It was during this time that he earned his callsign as he expertly retrieved another bogged down Rilfleman from his lance out of a swampy depression. It was not his favorite moniker at first, which made it stick all the more among his command and contemporaries, however over time he adopted a sort of comical ambivalence towards it, willing to simply accept it as "unique". After a career marked with battles and scraps large and small around Taurian space, Jonathan left the regular military to return home.
Growing older and having had a larger view of the space around him, Jon knew that permanent life as a mechwarrior was not for him and staying in it for very long could likely produce situations that drastically shortened his life. He struggled with it as he came to join the Legion as an “official member”. He liked to fight and he was good at it- like Randolph, it was his truest nature, but he had seen the long term effects on those that chose to stay in the cockpit. In his time away, many in the Legion had come and gone as more competition grew for contracts in response to the burgeoning Federated Commonwealth. The core regulars, the circle of pilots closest to his father, all were showing signs of their age: many with visible burns and injuries, others that had lost fingers or worse. None of them were forced to fight, it was a choice and often seemed to border on the nonsensical. It was easy to see that salvage and farming were the safe constants for the family, the steady and slow stream, but the rush of combat and quick paydays of mercenary work were hard to deny.
Jonathan knew he was going to have to make a decision and that it wouldn’t necessarily be a popular one. He wanted a life and family outside of fighting and it was within his grasp. However the decision was made for him when the Legion was ambushed in a trap on the border of Taurian/Davion space. Two members of the lance killed with mechs destroyed and Randolph’s Atlas nearly cored out leaving him paralyzed and barely alive. Jonathan scantly escaped in his Marauder covering their retreat, but the damage was done. McCord’s Legion was effectively finished in one battle. Rumors that their best days were behind them seemed to be confirmed and in the days and months following the defeat, the mystique surrounding one New Vandenberg’s oldest merc companies all but vanished. Jonathan along with his mother were left to sort out the tangled mess of Randolph’s business practices: a long line of handshake agreements, fast money and commitments that could no longer be satisfied. The thread that seemed to run common through all of it was debt and without the family patriarch at the reigns the whole balance would disintegrate.
There would barely be enough available capital to pay off the survivor debts from the Legion, ship fees and repair Jonathan’s Marauder. The complete refit and repair of Randolph’s Atlas was out of the question and would remain in its mangled state on the border of the family farm sitting alongside all the other salvage. The financial advisors made it clear: Selling assets would be the easiest way to settle up. Assets that would include the salvage company and the farm. Jonathan felt done with all of it, but he knew there was another way and if nothing else, he was going to keep the farm. The rest of it could be damned.
One man and one mech with little overhead made it easy to be the lowest bidder on a multitude of contracts, but the amount of work suited for such a combination were conversely, minute. For weeks Jonathan combed the listings for something until a niche contract popped on a small borderworld in the Andurien region of the Capellan Confederation: Protect a small number of key resources belonging to the Aqua Vitae Corporation. Travel expenses to be covered and a bonus to be paid in Neodymium upon successful completion of a set term. It seemed the locally wealthy needed some extra muscle protecting their property and thusly, Gulf Coast Recon was born and registered with the MRB to complete the task. The money from the contract would be enough to pay off his father’s debts, keep the farm and the bonus might even allow him to keep some of the more rare items from the scrapyard.
At present, Jon has been on Espia for around nine months operating in the south protecting AVC assets inland of Platform C around Yuzhny Portveyn and Nui Awa. What started as a relatively easy and mundane defense job rapidly became more complicated over the last few weeks and with his original contract period ending, Jon was ready to collect and get off system. Before the arrival of foreign mech forces and rapid dissolution of the Capellan puppet government, his AVC contact offered a payout on their original arrangement and a doubling of his existing rate in exchange for his continued service. His gut instinct warned him to take the money and leave, but he knew the extra cash could only help the family and the deluge of continued medical expenses for his father. Reluctantly he agreed to stay and less than a month later Balya Gora fell, effectively stranding him on the planet under contract.
Jon knows very little about the Green Knights other than what he has heard from the scattered remnants of the Capellan government in the south and the NPDRE propaganda machine. He has no opinion either way. AVC has been very good to him despite the volatile state of Espia, though he has his suspicions about the interworkings of their end of the planet’s political balance…
Marauder 3R - “Osceola” A mostly standard 3R Marauder in appearance, the Seminole has some more inconspicuous field upfits to secure the traditional weak points around the torso and ensure the survivability of its most distinguishable feature in the autocannon. The AC5 has a slightly lengthened barrel for higher range and velocity to the deliver the round at a single point simultaneously when zeroed-in the with the PPCs. Most onlookers first notice it’s distinctive muzzle brake before noticing the barrel length.
There are few distinguishing markings on the mech, some more recognizable than others:
1. On the side of the AC5 mounting, in line with the barrel is a Kentucky Rifle with two feathers attached at the end. One white of the wild birds near Jon’s home on New Vandenberg and one in the rust red and brown colors of the Taurian Concordat.
2. On the opposite side of the torso, behind the cockpit is his quickly comissioned company logo for Gulf Coast Recon: A cartoon stylized river otter wearing a spec-ops helmet, night vision goggles and holding a short barrelled rifle. The motif below the image reads: “Eauxn the Night”.
3. On the left rear, in dull gray, less noticeable beneath one the mech’s large cooling pods is the McCord’s old salvage company logo: Periphery Salvage & Recovery, a tow hook in the shape of a crescent moon around three stars
Other notes:
Named for the ancient Terran warrior, Osceola of the Seminole tribe of southern North America. The naming harkens to a similar struggle against foreign invaders as the McCords of New Vandenberg. Often referred to as "Ossie'" for short by technicians, this 3R Marauder was a small side project for Randolph McCord in Jonathan’s youth, though not nearly flashy enough for him to pilot personally in battle. Jon has been around it and piloted it even before any weapons were installed. He adores it and wouldn’t drive anything else bigger or smaller.
With Jon’s neural input, many have remarked that the mech has an unusual swagger about its walk and movements, making it appear loose and flexible almost like a boxer. Jon likes the simple layout of the weaponry and the outward appearance is reflected in a rhythm he keeps over the controls and weapon groups, particularly in battle. While he normally stands off and fights to his strengths as a principle, he is known to use feints, twists, reversals and other movements to catch off-guard any unsuspected pilots that manage to get close to him.
Background: The Partanens were among Blommestein Province's few hardy stragglers who didn't perish when Alpheratz cut support to its fledgling colonies. They migrated from the Outworlds Alliance across Houses Kurita and Marik for the Illyrian Palatinate, which was too removed from events to enact migration controls over the matter. They settled the capital's furthest reaches, bleak moors and marshes where no souls trod. The common pastime for such outcasts, in fact the founding principle behind Illyria, was the hunt for Star League caches. Already experienced in foraging and scrimping to survive, they reaped (barely) more fortune than their peers.
The collapsed Outworld education system rendered Dinah's parents illiterate. She herself knew no other teachers in the isolated wastes, so neither was she. They instead drafted her to crawl through Illyria's nooks for ancient LosTech. In childhood she cramped in caverns and crawled inside metal ducts. Eventually, only once, she found it: a laughably tiny vault of ballistic ordinance and primitive 'Mechs, buried neath centuries of rubble, located via a cavern that doubled as an exhaust port. Local merchants pounced, showing her family (and her by proxy) pictures of lucrative equipment. She'd fetch it from storage, all the while familiarizing herself with the machinery's underlying engineering, even operating it in limited capacity.
This prosperity ended in adulthood. Her form no longer fit the cavern's demanding dimensions. Dinah was promptly ditched by her kin, whose grim history forbade useless or redundant eaters. She wandered in search of independent contract work, pushing her out of the Palatinate's comforting climes and into the inexplicably greasy arms of Uncle Mack. She'd oft wander off for days on end. Maxwell and Morozov let her, heck, treated her better than her old folks, because she'd return with something exotic, guaranteed. Her plucky smile concealed her family's most enduring lesson: survival lay with success alone.
Battlemech or Vehicle: The Green Knights' leftovers