Commands
The playable factions of the Inner Sphere and Clan space — Great Houses, Clan toumans, periphery realms and mercenary commands. Open commands are free to claim; pick one and you inherit its worlds, 'Mechs, pilots and rivalries.
64 commands · 53 open · 11 claimed
⚐ Open Commands
Federated Suns OPEN
House Davion. The Inner Sphere's mightiest military, built on armor doctrine and a fierce sense of honor.
Lyran Alliance OPEN
House Steiner. Boundless industrial wealth and the heaviest assault 'Mechs in the Sphere.
Republic of the Sphere OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Free Worlds League OPEN
House Marik. A fractious patchwork of provinces — politically divided, but vast in industry and manpower.
Draconis Combine OPEN
House Kurita. A militarist samurai culture where honor, duty, and the way of the warrior rule absolutely.
IND
Independent OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Clan Ghost Bear OPEN
Patient and family-bound — slow to anger, devastating once committed. They came to the Inner Sphere to stay.
Capellan Confederation OPEN
House Liao. The smallest Great House: zealous, devious, and dangerous well beyond its size.
Clan Smoke Jaguar OPEN
The most brutal of the invaders. Ferocity without mercy — and the Sphere's chosen target for retribution.
Clan Jade Falcon OPEN
Proud, aggressive, and unrelenting. The Falcons prize the Trial and the bloodname above all else.
Clan Homeworlds (general) OPEN
A Clan touman — Kerensky's heirs, fielding the deadliest war machines in known space.
Taurian Concordat OPEN
Fiercely independent periphery realm with a long memory and a deep distrust of the Federated Suns.
Magistracy of Canopus OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Hanseatic League OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Marian Hegemony OPEN
A Rome-cosplaying slaver state with legions, eagles, and ambitions far above its weight.
Clan Hell's Horses OPEN
A Clan touman — Kerensky's heirs, fielding the deadliest war machines in known space.
St. Ives Compact OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Axumite Providence OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Circinus Federation OPEN
Bandit kingdom dressed as a nation — raiders and pirates flying a flag of convenience.
Chainelane Isles OPEN
An Inner Sphere power, contesting worlds across the human sphere.
New Delphi Compact OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Aurigan Coalition OPEN
A young reformed coalition of Reach worlds, forged in civil war and led from the front.
Star League Defense Force Remnant OPEN
An independent power making its mark on the Inner Sphere.
Free Rasalhague Republic OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Star League Defense Force Remnant OPEN
An independent power making its mark on the Inner Sphere.
Star League Defense Force Remnant OPEN
An independent power making its mark on the Inner Sphere.
RIM
Rim Collection OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Clan Coyote OPEN
A Clan touman — Kerensky's heirs, fielding the deadliest war machines in known space.
Illyrian Palatinate OPEN
A pirate band — raiders staging from a hidden hub, taking what they can and vanishing.
ComStar OPEN
Keepers of the HPG network and the Star League's lost technology — a techno-mystic order with its own Com Guard army.
DIS
Disputed OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Interstellar Expeditions OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Clan Ice Hellion OPEN
A Clan touman — Kerensky's heirs, fielding the deadliest war machines in known space.
Nueva Castile OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Federated Commonwealth OPEN
An Inner Sphere power, contesting worlds across the human sphere.
ABN
Abandoned OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Umayyad Caliphate OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Clan Goliath Scorpion OPEN
Seekers of lost Star League relics, blending warrior tradition with relentless archaeological zeal.
Clan Snow Raven OPEN
Masters of the void. The Ravens' naval power and aerospace dominance are unmatched among the Clans.
Clan Blood Spirit OPEN
Insular and embittered, the Spirits trust no one — self-reliant to the point of paranoia.
Clan Cloud Cobra OPEN
A Clan of warrior-priests, devout in their Way and formidable in the air.
Clan Burrock OPEN
A Clan touman — Kerensky's heirs, fielding the deadliest war machines in known space.
Word of Blake OPEN
A pirate band — raiders staging from a hidden hub, taking what they can and vanishing.
JàrnFòlk OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Clan Steel Viper OPEN
Rigid purists obsessed with Clan honor and the Founder's vision, suspicious of any taint from the Inner Sphere.
Eridani Light Horse OPEN
The Star League's living legacy — a storied mercenary unit that fights by the old SLDF code.
Wolf's Dragoons OPEN
A mercenary command for hire — loyal to the contract and the C-bill.
Waco Rangers OPEN
A mercenary command for hire — loyal to the contract and the C-bill.
Snord's Irregulars OPEN
A mercenary command for hire — loyal to the contract and the C-bill.
Clan Fire Mandrill OPEN
A Clan touman — Kerensky's heirs, fielding the deadliest war machines in known space.
Twelfth Star Guards OPEN
A mercenary command for hire — loyal to the contract and the C-bill.
Mercenary Review Board Commission OPEN
An Inner Sphere power, contesting worlds across the human sphere.
Tooth of Ymir OPEN
A mercenary command for hire — loyal to the contract and the C-bill.
● Claimed
Outworlds Alliance CLAIMED
A pacifist-rooted periphery state turned survivor — vast, sparsely held star systems on the Combine's edge.
Clan Nova Cat CLAIMED
Mystics and visionaries who read the future in dreams — fierce warriors guided by spiritual conviction.
Clan Star Adder CLAIMED
Methodical strategists who build for the long game — disciplined, balanced, and quietly ascendant.
Clan Wolf CLAIMED
Kerensky's chosen. The most powerful and pragmatic of the invading Clans, masters of combined-arms warfare.
Tortuga Dominions CLAIMED
A pirate band — raiders staging from a hidden hub, taking what they can and vanishing.
Clan Diamond Shark CLAIMED
The merchant Clan (later Sea Fox) — warriors and traders both, turning commerce into a weapon.
Band of the Damned CLAIMED
Pirates, exiles, and the unwanted — a ragtag raider band that takes what the Sphere won't give.
Kell Hounds CLAIMED
An elite, fiercely loyal mercenary regiment with ties to House Steiner and a sterling reputation.
Northwind Highlanders CLAIMED
Scots-descended warrior clans of Northwind — proud, traditional, and brutally effective for the right cause.
Hansen's Roughriders CLAIMED
A mercenary command for hire — loyal to the contract and the C-bill.
Gray Death Legion CLAIMED
Grayson Death Carlyle's command — small, brilliant, and famous for recovering lost Star League tech.