TEXT: Jihad Plot SuPPlement
  ™
  ™
  ™
  
  ®
  STAR LEAGUE ERA 
  SUCCESSION WARS ERA
  CLAN INVASION ERA
  JIHAD ERA
  CIVIL WAR ERA
  DARK AGE ERA
  ©2012 The Topps Company Inc. All Rights Reserved. BattleTech Objectives: Lyran Alliance, Classic BattleTech, BattleTech, 
  BattleMech, and ’Mech are registered trademarks and/or trademarks of The Topps Company Inc. in the United States and/or other 
  countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  STATE OF THE INDUSTRY…
  Since the coming of the Clans, the military, industrial, and command complexes of the 
  Inner Sphere have raced against the invaders—and each other—to out-produce one another in 
  battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars 
  were reborn and revitalized, churning out ever more cutting-edge equipment, while academies 
  expanded their curriculums and sent generations of fresh warriors into battle.
  At the pinnacle of the arms race, new wars erupted, first against the Clans, and then 
  between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word 
  of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but 
  the stricken realms persevered.
  Objectives: Lyran Allaince describes the state of the major factories, training centers, 
  and command centers of House Steiner’s Lyran Allaince in the wake of the events described 
  in Jihad Hot Spots: Terra. Including detailed stats on every key system within the realm, 
  this supplement also includes basic rules to help guide players in developing BattleTech 
  scenarios focused on defending—or attacking—these critical sites.
  
  1
  TO: Devlin Stone
  FROM: David Lear
  Date: 30 January 3080
  Even though it remains unlikely that the Lyran Alliance will pose an obstacle to our ends, I have included the state of House Steiner’s 
  infrastructure into our Objectives series, to detail its Provinces’ manufacturing and logistical capability. While amenable to our future pans, it 
  should not be a foregone conclusion that Archon Adam Steiner will approve our every move, no matter how close an ally he currently is. As 
  noted in the Field Reports, there is more to the Inner Sphere than just existing military might—and in this regard, few match the Lyran Alliance 
  for its manufacturing strength, if not its martial ability. Not only should we be aware of the Alliance’s ability to resupply and rebuild its forces, we 
  should be aware of this same ability to potentially assist our own postwar recovery. 
  Nevertheless, the Alliance is in a vulnerable position right now. Its borders are home to two aggressive Clans between the Wolves and 
  the Jade Falcons. Moreover, the Combine may be licking its wounds right now, but the Dragon regularly turns its gaze to what they perceive 
  is a soft state virtually asking to be conquered. On their other borders, the Lyrans have fewer worries. Pirates along the Periphery remain a 
  persistent threat to commerce and livelihood, but hardly one that endangers national survival. The shattered remains of the Free Worlds League 
  could be capable of powerful raids, but without its central authority, the chance of large-scale invasion on that border by the former League is 
  exceedingly remote. (Ironic, considering how these very same conditions raise the possibility of hostilities against us from that same quadrant.) 
  Finally, the crumbling Blakist forces based out of Circinus remain a significant danger at present, but since the rout on Terra, we doubt this threat 
  will linger for much longer. 
  HOw TO USE THIS BOOk
  Objectives: Lyran Alliance is a BattleTech companion to the Field Report PDF-exclusive series that is designed to provide campaign 
  players and gamemasters with information about the state of the Lyran Alliance’s Military-Industrial complex immediately 
  following the liberation of Terra during the Jihad (and before the eventual formation of the Republic of the Sphere).
  This first section of this book—the Alliance Overview—is a brief update on the history of the systems within the Alliance. Split 
  up into two groups, the first is Industrial Update and the second is Strategic Integrity detailing what happened to them as a whole 
  during the Jihad 
  The next chapter, Industrial State, covers the state of all the military industrial companies still functioning and producing war 
  material for its various provinces and what defending units are stationed within the system. Listing the systems by Province, 
  the subsections are broken up into Industrial systems that have war material and components being produced in that system, 
  and Strategic Systems that are Alliance capitals and other systems containing logistical targets such as refit centers, Academies, 
  command centers and non-production dry docks. 
  Upcoming Projects covers new facilities and lines currently being built or being converted to in efforts to rebuild from the losses 
  suffered during the Jihad. 
  Finally, Rules Annex provides a index for where to find advanced game rules referenced in the planetary statistic boxes, loose 
  guidelines for creating corporate security and local militia, as well as several record sheets for generic fixed emplacements that 
  may be surrounding the target sites.
  CREDITS
  Project Development: Herbert A. Beas II
   Development Assistance: Nicholas Marsala
  BattleTech Line Developer: Herbert A. Beas II
   Assistant Line Developer: Ben H. Rome
  Writing: Ken’ Horner
  Production Staff
   Cover Design and Layout: Ray Arrastia
   Evolved Faction Logos Design: Jason Vargas
   
  Map: Øystein Tvedten
  Developer’s Note: For more information about the Lyran Alliance Industry see Handbook: House Steiner, Field Manual: Lyran Alliance,  
  Field Manual: Updates, any of the Jihad line of products, Technical Readout: 3085, Field Report: LAAF and Experimental Technical Readout: Steiner.
  Factchecking/Playtesting: 
  Joel 
  Bancroft-Connors, 
  Joshua “NCKestrel” 
  Franklin, William “Mad Capellan” Gauthier, Keith “Xotl” Hann, Johannes “jymset” 
  Heidler, Daniel “DarkISI” Isberner, Chris “Alexander Knight” Marti, Mike Miller, 
  Luke “Jellico” Robertson, Chris “Chunga” Smith, Peter Smith, Chris Wheeler, 
  Patrick Wynne
  Special Thanks: Nick for giving me this project, Randall for keeping the 
  CGL ship afloat and Herb for not causing me bodily harm. Props to Aaron 
  “Gravedigger” Pollyea for all his system and planet info, making my job easier. 
  
  2
  
  3
  AllIANCE OvERvIEw
  The Alliance suffered heavily during the Jihad. Though some of the 
  damage was inflicted in the border clashes with the Free Worlds League, 
  the Clans, and Periphery pirates, those casualties paled in comparison 
  to the punishment inflicted by the Word’s zealots. From the damaging 
  raids on Son Hoa to the ravaging of Hesperus II, all the way up to the 
  loss of the entire world of Alarion, military manufacturing was hit hard-
  est. The widespread nature of both Lyran industry in general and the 
  military-industrial complex in particular left enough to rebuild the na-
  tions defenses, but many of these same factories must themselves be 
  rebuilt if the Alliance is to recover its strength any time soon.
  IndustrIal update
  The military production of the Lyran Alliance was impacted 
  from the beginning of the Jihad. Not long after the first shots 
  were fired at Tharkad, the capital world—and all of its industries—
  were overrun. This left the Word of Blake in possession of a large 
  chunk of the Alliance’s production capability from the outset. The 
  subsequent losses of Coventry and Hesperus II—the first time either 
  world had fallen to invading forces since the Star League—further 
  compounded the situation. Yet despite losing a manufacturing 
  capability equivalent to some other Houses, the Alliance carried on 
  with the minor complexes that remained, losing some smaller ones 
  and having others raided and/or damaged. Only now is the true 
  extent of the damage coming to light.
  Defiance Industries suffered the biggest losses. Losing their 
  Tharkad facilities not only deprived them of the finished products 
  manufactured there, but also all their fusion engine production lines. 
  This in turn hampered production both on Hesperus II and Furillo. 
  When Hesperus II, the largest BattleMech facility outside of Terra, 
  later fell, Defiance was left with just its Furillo and Kwangjong-ni 
  facilities (while its CEO, Duke Daniel Brewer, remained in hiding with 
  the resistance on his homeworld). Even after Tharkad and Hesperus II 
  were reclaimed, the devastation wrought in the fighting has reduced 
  DI’s production capabilities, with over a quarter of their manufacturing 
  lines on Hesperus still non-functional as of this report.
  On the other side of the Alliance, Coventry Metal Works fared little 
  better. While they did not lose as much to sheer damage as Defiance, 
  the company remained paralyzed for years while the Word’s forces held 
  Coventry. The fighting over the facilities was not nearly as destructive 
  as seen on Tharkad or Hesperus II, but the Blakists committed so many 
  acts of sabotage in their final retreat that the facilities have been left in 
  a constant state of repair for several years.
  Collectively, nothing took a beating like the Lyran aerospace 
  industries. Before the Jihad, the Alliance had a healthy aerospace 
  industry, producing a plethora of fighters, DropShips, JumpShips, 
  and even a few WarShips. Now, the realm can only manage to 
  manufacture new Merchant-class JumpShips for its FTL needs. 
  DropShip production has been slowed by heavy losses, and the 
  aerospace fighter industry was savaged—mostly due to damage 
  STATE OF THE INDUSTRY 
  AT A GlANCE (DEC 3079)
  AlArion 
  Province
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Buena (ArcArms)
  0%
  100%
  Carlisle (Bowie)
  0%
  85%
  Carlisle (S.L. Lewis)
  0%
  100%
  Loburg (StarCorps)
  0%
  80%
  Son Hoa (StarCorps)
  75%
  35%
  Vendrell (MWBM)
  0%
  85%
  BolAn  
  Province
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Chukchi III (Maxell)
  0%
  100%
  Furillo (Defiance)
  25%
  90%
  Furillo (Lockheed/CBM)
  15%
  100%
  Furillo (N&D Targeting)
  5%
  100%
  Gallery (Dynamics)
  65%
  55%
  Halfway (ArcArms)
  0%
  100%
  coventry Province
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Coventry (CMW)
  45%
  75%
  Eutin (TharHes)
  0%
  100%
  Inarcs (Blackstone)
  0%
  75%
  Inarcs (ScolTek)
  0%
  100%
  Kwangjong-ni (Defiance)
  0%
  100%
  Loxley (Blue Shot)
  0%
  95%
  Loxley (Norse-Storm)
  0%
  80%
  Melissia (Grumman)
  0%
  100%
  Richvale (Quikscell)
  0%
  100%
  StorFors (J.B. BattleMechs)
  20%
  70%
  DonegAl Province
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Arc-Royal (ARMW)
  40%
  80%
  Arc-Royal (ComTech)
  0%
  100%
  Arcturus (ArcArms)
  0%
  40%
  Gibbs (Ioto Galactic)
  0%
  100%
  Gibbs (Lockheed/CBM)
  0%
  100%
  Tharkad (Def. Motors)
  80%
  40%
  Tharkad (Lockheed/CBM)
  75%
  35%
  Tharkad (TharHes)
  95%
  20%
  Tharkad (TAG)
  85%
  25%
  Skye Province
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Edasich (Edasich Motors)
  85%
  30%
  Hesperus II (Defiance)
  35%
  80%
  Hesperus II (Doering)
  80%
  35%
  Skye (Cyclops Inc)
  30%
  75%
  Skye (SkyePleasCrft)
  10%
  95%
  Skye (Shipil Co.)
  25%
  80%
  Solaris VII (VEST)
  95%
  15%
  *Capital and personnel losses at location since the start of the Jihad.
  
  4
  inflicted on Tharkad. As for the Alliance’s WarShip aspirations, 
  they vanished along with the entire populace of Alarion and the 
  spacedocks in that system.
  To make up the shortfalls during the Jihad, several industrial and 
  civilian concerns were pressed into wartime duty. The most noticeable 
  of these were refit centers and minor IndustrialMech manufacturers 
  that switched to producing low-quality “RetroTech” designs, many of 
  them taken from blueprints of the first BattleMechs ever made. Many 
  of these provisional factories are already beginning to shut down, 
  though until the Alliance’s main BattleMech plants return to full 
  capacity, there are many in the realm who feel some need for these 
  to remain active. A few facilities reportedly plan to continue even 
  after the LAAF discontinues orders for their products, likely hoping 
  to move to the open market. This trend, however, does not seem 
  to be the norm, as many of these manufacturers have already been 
  stretched past their logistical and financial limits, and feel particularly 
  vulnerable to raiders who might otherwise ignore them.
  The Alliance is going to have to make some hard choices in the 
  future. Lacking the capacity to rebuild as quickly as its leaders would 
  like, there are many who fear the realm’s defenses may not manage 
  to recover as fast as some of its historical enemies. If the Archon feels 
  threatened, we can expect an impact to exports for our own ranks, 
  thus impacting our own military timetables. It would thus behoove us 
  to help the Lyrans feel at ease enough to be willing to provide us with 
  military material for the near future, provided we do not compromise 
  our long term goals or get embroiled in a war on their behalf. 
  strategIc IntegrIty
  While the damage has been great, the Alliance’s training and 
  logistics chains have not suffered as badly as its industry. The 
  occupation of the national capital and one of the provincial capitals—
  along with the complete loss of another—initially shattered the 
  Lyrans’ ability of the nation to coordinate military and governmental 
  functions. The institution of the Archonettes, however, helped to 
  mitigate these effects in many ways, keeping several regions from 
  collapsing into anarchy, even though it hampered the state’s ability 
  to react as a unified whole. The rebuilding of command and logistics 
  may be the toughest challenge facing the Lyrans yet.
  Unsurprisingly, Coventry, Alarion and Tharkad were the hardest 
  hit, sending two academies underground and snuffing out a third 
  entirely. Accounting for nearly half of the Alliance’s top military 
  schools, this forced local boot camps, ad-hoc training centers, and 
  even “on-the-job-training” programs to take up the slack. In addition 
  to the emergency training measures, transfers between planetary 
  and local militias to line commands accelerated throughout the 
  realm. Front-line forces appropriated troops and material from 
  provincial and theater militias, who would in turn augment their own 
  forces from planetary militia draftees. Some planetary militias even 
  assumed command over smaller, private forces—these primarily 
  encompassed those of the lesser nobility, but in a few instances, 
  even corporate security troops were pressed into military service.
  RETROTECH FACIlITIES 
  (lImITED COmmERCIAl 
  pRODUCTION BY END OF 3079)
  System
  Company Name
  RetroTech Products
  Adelaide
  Trellshire Heavy Industries
  Ostwar, Thunderbolt 
  Arcturus
  Arcturan Arms Refit Facility
  Archer, Commando, 
  Dervish 
  Aur
  Edasich Motors
  Mackie, Ymir 
  Gienah
  Gienah BattleMechs Ltd.
  Griffin, Icarus
  Hyde
  Zettle Metals Inc.
  Commando
  Kaumberg
  Wechsel Royal Industrial 
  Repair and Heavy Machining
  Commando, Phoenix
  Rahne
  Zettle Metals Inc.
  Commando, 
  Pathfinder
  Solaris VII
  Omnitech Industries/
  Innovative Design Concepts
  Bellerophon
  
  5
  
  6
  alarIon provInce
  Aside from the loss of the entire world of Alarion to Balkist-
  engineer pandemics, the Alarion Province survived the Jihad 
  relatively well, with only some damage to Son Hoa’s manufacturing. 
  While Buena appears to be the next world in line to serve as provincial 
  capital, the tiny world of Kaumburg should not be dismissed, as the 
  capital of an Archonette many see as more cooperative with Tharkad 
  than Duchess Yago’s Buena. 
  Overall, Alarion is a low-priority region for the Alliance’s immediate 
  defense. Sharing borders with the Periphery and remnants of the Free 
  Worlds League leaves it open to piracy, but full invasions from either 
  front remain unlikely. StarCorp’s presence here represents most of the 
  Province’s importance to the Lyran defense industry. 
  IndustrIal systems
  BUENA
  Star Type (Recharge Time): G6V (187 hours)
  Position in System: 2
  Time to Jump Point: 7.01 days
  Number of Satellites: 3 (Bonita, Hermosa, Inesita)
  Surface Gravity: 1.21
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 31°C (Cool-Temperate)
  Surface Water: 64 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 1,962,000,000
  Socio-Industrial Levels: B-B-C-C-C
  Defending Forces: Bolan Training Battalion
  Landmasses (Capital City): Leugo, Santigo, Dominika, 
  Revida (Ciudad del Mar)
  Importance: Command, Industrial, Logistical
  Presumptively the next capital world of the Alarion 
  Province, Buena has been pushing the limits of the executive 
  powers granted as head of one of the realm’s Archonettes 
  almost as much as it has been its own industrial resources.
  arcturan arms
  Main Products: Marsden II MBT
  Location: Leugo
  Local Terrain: Coastal
  Local Climate: Stormy
  War college of Buena
  Main Programs: BattleMech, Aerospace, Technician
  Location: Fort Buena (Dominika)
  Local Terrain: Tundra 
  Local Climate: Snowy
  Distributed mainly among the military forces of the Buena 
  Archonette, the War College of Buena excels at technical training 
  and requires all cadets to take technical coursework.
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Leugo
  Local Terrain: Coastal
  Local Climate: Stormy
  CARlISlE
  Star Type (Recharge Time): K1V (192 hours)
  Position in System: 3
  Time to Jump Point: 5.18 days
  Number of Satellites: 1 (Dyson)
  Surface Gravity: 1.03
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 47° C (Warm-Temperate)
  Surface Water: 73 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 1,023,000,000
  Socio-Industrial Levels: B-A-C-B-B
  Defending Forces: Carlisle APM
  Landmasses (Capital City): Worrsetgard (New Prague), 
  Hollens, Hozernems 
  Importance: Industrial
  
  7
  DURAN
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 2
  Time to Jump Point: 7.96 days
  Number of Satellites: 2 (Duffy, Cuccurullo)
  Surface Gravity: 0.87
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 19°C (Cool-Temperate)
  Surface Water: 70 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 664,000,000
  Socio-Industrial Levels: C-C-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Summit, Krebs (New Naperville), 
  Foley
  Importance: Industrial
  rastaBan 
  agrIcultural products
  Main Products: Gladiator (Primitive) BattleMech, Lumberjack 
  IndustrialMech
  Location: Foley
  Local Terrain: Woodland
  Local Climate: Rainy
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Krebs
  Local Terrain: Desert
  Local Climate: Stormy
   Duran’s militia is adept at using their frequent sand storms around 
  their capital city of New Naperville to sneak up and destroy raiders.
  BoWIe IndustrIes
  Main Products: Archer, Marauder, and Razorback BattleMechs, 
  Packrat LRPV, Spindrift Aquatic SecurityMech
  Location: Brinnosburg (Worrsetgard)
  Local Terrain: Plains
  Local Climate: Mild
  s.l. leWIs, Incorporated
  Main Products: Savannah Master Hovercraft, Heavy Hover APC
  Location: Trumbull (Hollens)
  Local Terrain: Mountains
  Local Climate: Snowy
  planetary mIlItIa
  Main Programs: Vehicle, Conventional Fighter, Unarmored Infantry
  Location: Worrsetgard
  Local Terrain: Plains
  Local Climate: Windy
  
  8
  lOBURG
  Star Type (Recharge Time): M1III (202 hours)
  Position in System: 3
  Time to Jump Point: 2.96 days
  Number of Satellites: None
  Surface Gravity: 1.03
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 22° C (Mild-Temperate)
  Surface Water: 60 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 1,054,700,000
  Socio-Industrial Levels: A-B-B-C-C
  Defending Forces: None
  Landmasses (Capital City): Temptation (Stromhead)
  Importance: Industrial
  Loburg is an unexceptional world, perhaps one of the 
  reasons the StarCorps facility in the northern half of the 
  capital of Stromhead survived the Succession Wars. Much 
  of the mining is done on Hiburg, the massive, rocky second 
  planet from the local star, which is half again more massive 
  than Logburg. With Hiburg’s much greater gravity, workers 
  can only stay on its barren, airless surface for a few weeks at a 
  time before rotating back to recover on Loburg.
  starcorps IndustrIes
  Main Products: Avatar, Blackhawk-Ku, Gallant, Longbow, Sunder, 
  and Thanatos BattleMechs, Manteuffel Attack Tank, Gorilla and 
  Salrilla exoskeletons
  Location: Stromhead
  Local Terrain: Heavy Urban
  Local Climate: Rainy
  planetary mIlItIa
  Main Programs: Vehicle, Armored Infantry
  Location: Temptation
  Local Terrain: Badlands
  Local Climate: Rainy
  HERzBERG
  Star Type (Recharge Time): K9V (200 hours)
  Position in System: 3
  Time to Jump Point: 3.31 days
  Number of Satellites: 1 (Gerhard)
  Surface Gravity: 1.36
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 22°C (Temperate)
  Surface Water: 60 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Insect
  Population: 256,000,000
  Socio-Industrial Levels: C-C-A-D-D
  Defending Forces: None
  Landmasses (Capital City): Friday (Brookland), Selzheim, 
  Jaja
  Importance: Industrial
  andrea county armor yards
  Main Products: Seahunter Maritime Tank (refit)
  Location: Selzheim
  Local Terrain: Coastal
  Local Climate: Rainy
  planetary mIlItIa 
  Main Programs: Vehicle, Unarmored Infantry
  Location: Friday
  Local Terrain: Wetlands
  Local Climate: Mild
  
  9
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Sheng Chen
  Local Terrain: Flatlands
  Local Climate: Mild
  The varying landscape makes hovercraft the vehicle of choice for 
  the Son Hoa militia.
  vENDREll
  Star Type (Recharge Time): M8V (209 hours)
  Position in System: 1
  Time to Jump Point: 2.09 days
  Number of Satellites: 2 (Ying, Yang)
  Surface Gravity: 1.01
  Atm. Pressure: High (Breathable)
  Equatorial Temperature: 28°C (Temperate)
  Surface Water: 50 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 863,000,000
  Socio-Industrial Levels: B-B-D-C-C
  Defending Forces: None
  Landmasses (Capital City): Kaspur, Zanzibar (Rosewood), 
  Rhode Island, Pembrook, Fy, Gatterton
  Importance: Industrial
  mountaIn Wolf
   Battlemechs
  Main Products: Nighthawk 
  BattleMech
  Location: Monte Lupus (Kaspur)
  Local Terrain: Mountain
  Local Climate: Snowy
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Zanzibar
  Local Terrain: Wetlands (Swamp)
  Local Climate: Rainy
  SON HOA
  Star Type (Recharge Time): K0V (191 hours)
  Position in System: 2
  Time to Jump Point: 5.48 days
  Number of Satellites: None
  Surface Gravity: 1.03
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 24°C (Temperate)
  Surface Water: 61 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 2,996,000,000
  Socio-Industrial Levels: A-A-B-A-C
  Defending Forces: Brion’s Legion, First Regiment
  Landmasses (Capital City): Sheng Chen (Xiang), Lao Qi, 
  Kolajapur
  Importance: Industrial
  StarCorps spent much of the Jihad rebuilding its facilities on 
  the coast of the Vanishing Sea (so named because it almost com-
  pletely evaporates during Son Hoa’s roasting summers). Unfor-
  tunately, the Word’s most recent raids out of Circinus undid half 
  of these repairs, leaving the facility struggling to meet demand.
  starcorps IndustrIes
  Main Products: Gladiator, Highlander, King Crab, Warhammer, and 
  Wright BattleMechs
  Location: Quasong (Sheng Chen)
  Local Terrain: Coastal/Desert
  Local Climate: Windy
  
  10
  10
  TImBUkTU
  Star Type (Recharge Time): K0V (191 hours)
  Position in System: 2
  Time to Jump Point: 5.48 days
  Number of Satellites: None
  Surface Gravity: 0.94
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 52° C (Warm-Temperate)
  Surface Water: 63 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Plant
  Population: 431,000,000
  Socio-Industrial Levels: C-C-B-C-D
  Defending Forces: Fifth Alliance Guard RCT (Split with  
  New India)
  Landmasses (Capital City): Hades, Saharius (Greene)
  Importance: Command
  A long-time command center for Lyran coordination 
  against piracy in the fringes, Timbuktu is now also the pre-
  ferred jumping off point for Alliance merchants looking to 
  trade with the nearby Rim Collection. 
  strategIc systems
  kAUmBERG
  Star Type (Recharge Time): G5V (186 hours)
  Position in System: 4
  Time to Jump Point: 7.47 days
  Number of Satellites: 1 (Grobrot)
  Surface Gravity: 1.01
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 36° C (Warm-Temperate)
  Surface Water: 81 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 1,680,000,000
  Socio-Industrial Levels: C-D-C-B-A
  Defending Forces: None
  Landmasses (Capital City): Regenwald (Stuttgart), 
  Eingeschneit, Kuhlschrank
  Importance: Command
  Caught up in the struggle with Democracy Now insur-
  gents, Kaumburg was a late stabilizing force in the Jihad. 
  Archonette Sheridan has been working with Tharkad to safe-
  guard the province against raiders.
  KaumBerg planetary guard
  Main Programs: ’Mech, Vehicle, Unarmored Infantry
  Location: Stuttgart (Regenwald)
  Local Terrain: Wooded
  Local Climate: Rainy
  
  11
  11
  melIssa steIner martIal 
  academy of Bolan
  Main Programs: BattleMech, Armor, Battle Armor, Infantry, 
  Artillery, Technician, Specialist
  Location: Sabari Wastes (Sabari)
  Local Terrain: Badlands 
  Local Climate: Windy
  planetary mIlItIa
  Main Programs: Unarmored Infantry
  Location: Bolan City
  Local Terrain: Coastal
  Local Climate: Stormy
  The local militia is less capable than most, consisting mainly of 
  weekend warriors and washouts from the MSMA. This force is short on 
  vehicles and equipment, but excels at civil service and disaster relief.
  CHUkCHI III
  Star Type (Recharge Time): G5V (186 hours)
  Position in System: 3
  Time to Jump Point: 7.47 days
  Number of Satellites: 3 (Sakha, Magadan, Koryak)
  Surface Gravity: 1.07
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 24° C (Warm-Temperate)
  Surface Water: 72 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 723,000,000
  Socio-Industrial Levels: B-B-B-B-C
  Defending Forces: None
  Landmasses (Capital City): Volgus, Ruska, Devra (Novaya Kiev)
  Importance: Industrial
  Bolan provInce
  In today’s Alliance, the Bolan Province nears the bottom of 
  importance to the military. Its single foreign border now faces the 
  disorganized and weakened Free Worlds League, and while the 
  Jihad did not pass this province by, much of the damage done 
  here was that of Bolan’s own making. The rogue attack on the 
  Free Worlds League, abetted by the troublemakers in Skye, was a 
  glorious triumph for Lyran warriors—until the League fought back. 
  That Bolan has not lost more territory is a tribute to the League’s 
  magnanimous nature—and, of course, its own sundering later in 
  the war.
  Despite the damage and not being one of the greater industrial 
  powers, the Bolan Province will have a lot to contribute to the 
  Alliance military until damage is repaired elsewhere. Despite the 
  earlier losses to the League, Bolan may try once again to expand its 
  borders. If the leadership had waited, now would be a much better 
  time to do so than when the League was whole and in better shape. 
  Furillo is really the key world in the Bolan Province, but under their 
  young duchess it will need time to develop as a political power. 
  Expect that Bolan will continue to dictate the future of the province 
  for the near future.
  IndustrIal systems
  BOlAN
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 2
  Time to Jump Point: 7.96 days
  Number of Satellites: None
  Surface Gravity: 0.78
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 54°C (Desert)
  Surface Water: 44 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 3,962,000,000
  Socio-Industrial Levels: B-C-B-C-C
  Defending Forces: Tenth Lyran Regulars, Bolan Training 
  Battalion
  Landmasses (Capital City): Sakété, Kashmir (Bolan City), 
  Sabari 
  Importance: Command, Logistical
  
  12
  12
  defIance IndustrIes
  Main Products: Assassin, Axman, Clint, Cobra, Defiance, Locust, 
  Scorpion, Stalker, Uziel and Wasp BattleMechs, Gray Death 
  Standard, Scout and Heavy battle armor.
  Location: Snohomish Springs (Dereka)
  Local Terrain: Hills
  Local Climate: Rainy
  locKheed/cBm
  Main Products: Ares Assault Craft and Landing Craft small craft, 
  Walrus II Cargo Hauler conventional aircraft, Lexan Surveillance 
  Helo and Warrior Attack Helicopter VTOLs.
  Location: Telesian Heights (Wilda)
  Local Terrain: Mountain (Mesas)
  Local Climate: Mild
  nashan dIversIfIed
  Main Products: Targeting Systems, Electronics
  Location: Nashville (Dereka)
  Local Terrain: Coastal
  Local Climate: Rainy
  maxell metals, Incorporated
  Main Products: Lasers, Battleaxe, Commando and Kyudo (Primitive) 
  BattleMechs (in cooperation with N&D WorkMechs)
  Location: Novaya Kiev (Devra)
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Climate: Mild
  While many of the Lyrans’ enemies threaten its defense industries 
  with military force, Maxell faces additional threats from organized 
  crime. A three-way battle between the Malthus Syndicate, Maxell 
  security, and local eco-terrorists, has impacted many of MMI’s 
  shipments over the past five years. Despite these supply problems, 
  Maxell’s lasers remain some of the most sought-after products in the 
  Inner Sphere.
  FURIllO
  Star Type (Recharge Time): K3V (194 hours)
  Position in System: 2
  Time to Jump Point: 4.62 days
  Number of Satellites: None
  Surface Gravity: 1.12
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 36°C (Warm-Temperate)
  Surface Water: 81 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 4,618,000,000
  Socio-Industrial Levels: A-A-B-A-C
  Defending Forces: Furillo BPM
  Landmasses (Capital City): Dereka, Wilda (Telesian)
  Importance: Logistical, Industrial
  
  13
  13
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Tyrillia
  Local Terrain: Subterranean
  Local Climate: N/A
  Despite only one attack in the past few centuries, the Gallery 
  militia still drills regularly in the tunnels beneath the surface.
  GIENAH
  Star Type (Recharge Time): K0IV (191 hours)
  Position in System: 2
  Time to Jump Point: 5.48 days
  Number of Satellites: 4 (Corvis, Dobry, Mazel, Nando)
  Surface Gravity: 1.08
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 41° C (Mild-Temperate)
  Surface Water: 77 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 985,000,000
  Socio-Industrial Levels: C-C-B-B-B
  Defending Forces: None
  Landmasses (Capital City): Carrabesto, Alliago Major 
  (Ooessay), Alliago Minor
  Importance: Logistical, Industrial
  gIenah automotIve
  Main Products: Bailey Armored Car support vehicle
  Location: Molfette (Carrabesto)
  Local Terrain: Woodlands
  Local Climate: Mild
  Despite losing their combat vehicle facility, Gienah Automotive 
  continues to produce their civilian products, extending that line to 
  build the Bailey paramilitary armored car. The state of the company 
  does not look to permit contemplation of rebuilding the combat 
  vehicle lines for at least a decade.
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Wilda
  Local Terrain: Badlands
  Local Climate: Mild
  Furillo’s local militia guards the capital and the nearby Lockheed/
  CBM plant while the Province Militia protects the higher profile 
  ‘Mech and electronics production facilities. When the BPM is called 
  off world, the militia calls up its auxiliaries, including a couple of 
  retired MechWarriors, to protect both continents.
  GAllERY
  Star Type (Recharge Time): M5V (206 hours)
  Position in System: 1
  Time to Jump Point: 2.52 days
  Number of Satellites: 1 (Romaine)
  Surface Gravity: 1.03
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 27° C (Cool-Temperate)
  Surface Water: 88 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: None
  Population: 685,000,000
  Socio-Industrial Levels: B-C-A-B-D
  Defending Forces: None
  Landmasses (Capital City): Axillon, Ludella, Penrodia, Tyrillia 
  (New Stockholm)
  Importance: Industrial
  Gallery is a dark and desolate world, with most of the 
  populace living underground. This makes it reliant upon 
  imports but also highly resistant to raiding forces.
  dynamIcs 
  company
  Main Products:  
  Missile Launchers
  Location: Morintown 
  (Tyrillia)
  Local Terrain: 
  Subterranean
  Local Climate: N/A
  
  14
  14
  arcturan arms
  Main Products: Marsden II MBT
  Location: Baldic Barony (Baldic Island)
  Local Terrain: Coastal
  Local Climate: Stormy
  lestrade motors
  Main Products: Büffel Engineering Support Vehicle VIII
  Location: Wrightport (Dobson)
  Local Terrain: Jungle
  Local Climate: Rainy
  Started by the family that briefly ruled the Duchy of Skye, 
  Lestrade Motors keeps itself out of politics these days, and focuses 
  instead on providing support vehicles to the LAAF and other 
  industrial concerns.
  planetary mIlItIa 
  Main Programs: Vehicle, Unarmored Infantry
  Location: Torrence
  Local Terrain: Plains
  Local Climate: Windy 
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Ooessay (Alliago Major)
  Local Terrain: Wetlands
  Local Climate: Rainy
  HAlFwAY
  Star Type (Recharge Time): A4III (165 hours)
  Position in System: 2
  Time to Jump Point: 36.09 days
  Number of Satellites: 2 (Quarterway, Fathom)
  Surface Gravity: 0.96
  Atm. Pressure: Thin (Breathable)
  Equatorial Temperature: 12°C (Cold-Temperate)
  Surface Water: 54 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Plant
  Population: 3,563,000
  Socio-Industrial Levels: C-C-C-C-A
  Defending Forces: None
  Landmasses (Capital City): Gespar (Torrence), Krakatau, 
  Dobson
  Importance: Industrial
  A barely habitable rock with primitive, fern-like native 
  vegetation, Halfway has been a stopover point for centuries. 
  Recent troubles have made this nowhere-land ideal for 
  military manufacturing that relies upon its remote location 
  for added defense. The recent “gifting” of an enclave on 
  the lightly populated Krakatau continent has injected a lot 
  of concern into the region, with some erroneous reports 
  absurdly claiming that Devlin Stone strong-armed Adam 
  Steiner into ceding the entire planet to the Clan.
  
  15
  15
  DIxIE
  Star Type (Recharge Time): M9V (210 hours)
  Position in System: 1
  Time to Jump Point: 1.96 days
  Number of Satellites: None
  Surface Gravity: 0.86
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Warm-Temperate)
  Surface Water: 48 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 139,000,000
  Socio-Industrial Levels: B-B-B-C-C
  Defending Forces: Blackjacks
  Landmasses (Capital City): North (New Wichita), South
  Importance: Command
  An otherwise typical border world, discovery of a Star 
  League Castle Brian invited an invasion. The few relics that 
  survived the centuries of neglect have been picked clean. With 
  the relative recent peace, the Alliance has started to rebuild the 
  castle in an effort to provide a strong point along their border. 
  Throughout the Jihad, Dixie served as a resupply depot and 
  staging ground for assaults into the Free Worlds League.
  planetary mIlItIa
  Main Programs: BattleMechs, Vehicle, Unarmored Infantry
  Location: New Wichita (North)
  Local Terrain: Plains
  Local Climate: Mild
  strategIc systems
  cavanaugh II
  Star Type (Recharge Time): M9II (210 hours)
  Position in System: 4
  Time to Jump Point: 1.96 days
  Number of Satellites: 4 (Cambriae, Fododin, Nennius, 
  Tennyson)
  Surface Gravity: 0.99
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 40° C (Tropical)
  Surface Water: 80 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 935,130,000
  Socio-Industrial Levels: B-B-C-B-C
  Defending Forces: Fourth Alliance Guards RCT
  Landmasses (Capital City): Bedivere, Gareth, Gawain 
  (Caerleon), Mordred, Tristram 
  Importance: Command
  Recently reclaimed from League forces, Cavanaugh II 
  is now providing a staging ground for further forays into 
  the remains of that realm (an issue of grave concern to the 
  Archon). The local militia has not been rebuilt and much of the 
  infrastructure is just starting to recover from all the fighting 
  that engulfed this world at the start of the Jihad.
  
  16
  16
  coventry metal WorKs
  Main Products: Blitzkreig, Commando, Dart, Firestarter, Hunchback, 
  Phoenix Hawk, Scarabus, Stinger, Stiletto and Vulcan BattleMechs, 
  Copper SecurityMech
  Location: Port St. William (Veracruz)
  Local Terrain: Light Urban
  Local Climate: Mild
  Most of CMW’s output has been going straight to the LAAF, but 
  there are a few exceptions. The Dart, for example, sells far better in 
  the Federated Suns and is thus earmarked for export. Coventry has 
  also diverted some of its lighter ’Mechs to the recently reopened 
  Coventry Military Academy and its associated cadre force. CMW is 
  clearly frustrated with its current inability to manufacture heavy 
  and assault chassis at this time, an issue that is severely diluting the 
  company’s influence with the Quartermaster Command.
  coventry metal WorKs, 
  refIt facIlIty
  Main Products: Scarabus and Stinger BattleMechs
  Location: Trumbley Station (Veracruz)
  Local Terrain: Woodland
  Local Climate: Mild
  Originally a warehousing location for CMW, this refit facility 
  developed during the fight to free the planet, and now even 
  features some limited fabrication and assembly capacity. It has since 
  been used to take care of small assembly work while the main CMW 
  lines continue to undergo repairs. The local garrison typically takes 
  advantage of the facilities to remain in top form.
  COvENTRY pROvINCE
  The Coventry Province remains the Lyran Alliance’s vast frontier, 
  filled with a lot of untapped potential, especially among the worlds 
  that once belonged to the Rim Worlds Republic. In addition to 
  conservative expansion by the local industries, a populace reluctant 
  to change their frontier way of life to accept huge influxes of 
  immigrants and vulnerability to bandit raids, the province has been 
  hamstrung by recent incursions by both the Clans and the Word 
  of Blake. At first glance, it might appear that the region escaped 
  a lot of destruction, since most of the damage done focused on 
  Coventry itself. However, with government-funded military ventures 
  accounting for a fair percentage of the provincial income, the years-
  long crippling of Coventry could be felt far and wide.
  With the Jade Falcons quiet for now, and the Word on the run, 
  rebuilding has begun. This has been impeded by many reasons, 
  ranging from weakened shipping fleets to increased pirate 
  depredation in the area, but the increased military power wielded 
  by Duchess LaRue of Inarcs has abated some of the attacks as her 
  Archonette’s forces defend many of the local worlds. This, however, 
  may lead to a confrontation with the Archon as Tharkad continues 
  to asset its ultimate power and authority over all of its provincial 
  worlds. For now, as Inarcs go so goes the Coventry Province.
  INDUSTRIAl SYSTEmS
  COvENTRY
  Star Type (Recharge Time): F4V (175 hours)
  Position in System: 3
  Time to Jump Point: 16.10 days
  Number of Satellites: 1 (Wellston)
  Surface Gravity: 1.01
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Mild-Temperate)
  Surface Water: 80 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 3,623,000,000
  Socio-Industrial Levels: A-A-A-A-A
  Defending Forces: Third Royal Guards RCT
  Landmasses (Capital City): Veracruz (Port St. William), 
  Dunnigan, Sydnallia, Auckland
  Importance: Command, Industrial, Logistical.
  
  17
  17
  tharhes IndustrIes
  Main Products: Rottweiler and Sloth battle armor
  Location: TharHes Eutin (Eutin Prime)
  Local Terrain: Badlands
  Local Climate: None (Trace Atmosphere)
  With Tharkad under Blakist control, TharHes built a battle 
  armor facility on the marginally habitable moon of Eutin. The 
  factory has been a godsend to the local populace. With the influx 
  of employment, the dome-dwelling population of Eutin Prime has 
  doubled to nearly 800,000.
  planetary mIlItIa
  Main Programs: Aerospace, Armored Infantry, Unarmored Infantry
  Location: Oldenburg
  Local Terrain: Coastal
  Local Climate: Rainy
  Hardly utilized in the past, Eutin’s planetary militia received a 
  boost when TharHes set up facilities on one of the planet’s moons. In 
  addition to a few battlesuits each year, the militia recently received 
  six new aerospace fighters, giving them the ability to protect both 
  the planet and the moon better.
  INARCS
  Star Type (Recharge Time): K9III (200 hours)
  Position in System: 5
  Time to Jump Point: 3.31 days
  Number of Satellites: 1 (Agiruur)
  Surface Gravity: 0.92
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 45° C (Warm-Temperate)
  Surface Water: 60 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 704,700,000
  Socio-Industrial Levels: A-A-B-A-B
  Defending Forces: Blackstone Highlanders
  Landmasses (Capital City): Insel Desteufels (Utopia)
  Importance: Command, Industrial
  The presence of Blackstone BattleMechs and ScolTek 
  Associates, both protected by a capable local militia and 
  corporate security force, made Inarcs a natural choice to serve 
  as the center for one of the emergency Archonettes established 
  in the Jihad. Unfortunately, it now appears that Duchess Tamari 
  LaRue—likely with the support of the powerful Blackstone 
  family—is reluctant to surrender her expanded powers as the 
  Word of Blake threat continues to recede. A confrontation with 
  Tharkad is feared by many as a result.
  coventry mIlItary academy
  Main Programs: BattleMech, Technician
  Location: Fort Lawrence (Dunnigan)
  Local Terrain: Light Urban 
  Local Climate: Windy
  The rebuilt academy here has expanded to include a technician 
  program in cooperation with CMW’s needs for trained and 
  experienced workers. Seniors can often be found interning at the 
  refit facility or even the main factory complex for month-long stints 
  as part of their final education.
  planetary mIlItIa
  Main Programs: BattleMech, Vehicle, Unarmored Infantry
  Location: Nuevo Giza (Sydnallia)
  Local Terrain: Wetlands
  Local Climate: Rainy
  EUTIN
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 3
  Time to Jump Point: 8.53 days
  Number of Satellites: 2 (Eutin Prime, Eutin Minor)
  Surface Gravity: 1.00
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 29°C (Warm-Temperate)
  Surface Water: 71 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 840,000,000
  Socio-Industrial Levels: C-D-B-C-C
  Defending Forces: None
  Landmasses (Capital City): Großer, Kleiner (Oldenburg), 
  Uklei, Keller 
  Importance: Industrial
  
  18
  18
  kwANGjONG-NI
  Star Type (Recharge Time): G5V (186 hours)
  Position in System: 2
  Time to Jump Point: 7.47 days
  Number of Satellites: 2 (Right, Left)
  Surface Gravity: 0.88
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 24° C (Cool-Temperate)
  Surface Water: 63 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 535,000,000
  Socio-Industrial Levels: C-D-D-C-C
  Defending Forces: None
  Landmasses (Capital City): Atlantis (Landry), Kwan-ti, 
  Saipon
  Importance: Industrial
  defIance IndustrIes 
  manufacturIng annex
  Main Products: Banshee, Mongoose II and Zeus BattleMechs
  Location: Classified – Lost Sea
  Local Terrain: Badlands (Underwater/Extreme Depths)
  Local Climate: N/A 
  Formerly a production center for the Rim World’s Republic, 
  Defiance sunk a large amount of money into finding and refitting 
  the submerged facilities beneath Kwangjong-ni’s Lost Sea. While 
  not nearly capable of the output levels of Hesperus II, these factories 
  reportedly boast three easily configurable production lines that 
  recently reached full output. Only accessible through underwater 
  docking ports, the company’s shipping fleet consists of large cargo 
  submarines that ferry parts in and finished designs out. The local 
  militia patrols the region, keeping anyone from finding the exact 
  location for the entrance, and guarding the shorelines where these 
  subs make port.
  planetary mIlItIa
  Main Programs: Naval
  Location: Lost Sea
  Local Terrain: Ocean
  Local Climate: Stormy
  BlacKstone Battlemechs, ltd.
  Main Products: Enfield, Ostscout, Talon and Thunderbolt 
  BattleMechs
  Location: Erewhon (Insel Desteufels)
  Local Terrain: Mountain
  Local Climate: Snowy
  scolteK assocIates
  Main Products: Warbler Spotter Plane conventional fighter, Hi-
  Scout Drone and Hi-Scout Drone Carrier combat vehicles
  Location: Hellmouth (Insel Desteufels)
  Local Terrain: Flatlands
  Local Climate: Mild
  planetary mIlItIa
  Main Programs: Unarmored Infantry
  Location: Utopia (Insel Desteufels)
  Local Terrain: Coastal
  Local Climate: Windy
  
  19
  19
  norse storm
  Main Products: Devastator, Hunchback, Spector, Thunder Hawk and 
  Xanthos BattleMechs
  Location: Gray Mountains (Wilds)
  Local Terrain: Mountain
  Local Climate: Windy
  Despite the recent additions of the Hunchback and Xanthos, 
  there are still rumors that Norse Storm hopes to fit in another pair 
  of production lines to make up for those lost on Solaris VII. For now, 
  the company is standing pat. Expansion of mining facilities in the 
  planet’s asteroid ring has decreased imports from out of the system 
  but has required maintaining two habitats located there. GM’s most 
  recent attempts to recoup royalties for the Devastator design failed 
  in both Lyran and FedSuns courts, both of which found that the 
  assault ’Mech had reached public domain.
  planetary mIlItIa 
  Main Programs: Vehicle, Unarmored Infantry
  Location: South Fork (Marsden)
  Local Terrain: Hills
  Local Climate: Mild
  The Loxley militia is much more lethargic than would be 
  expected for a force responsible for two BattleMech factories. This is 
  either because of (or in spite of) both facilities’ retention of combat-
  ready veteran “test pilots” who can jump into the latest machines off 
  their own production lines to defend either site. 
  lOxlEY
  Star Type (Recharge Time): M1V (202 hours)
  Position in System: 1
  Time to Jump Point: 2.96 days
  Number of Satellites: None (Asteroid Ring)
  Surface Gravity: 1.00
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 19°C (Temperate)
  Surface Water: 58 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 45,920,000
  Socio-Industrial Levels: A-B-C-B-B
  Defending Forces: None
  Landmasses (Capital City): Marsden (South Fork), Wilds, The 
  Wastelands
  Importance: Industrial
  Blue shot Weapons
  Main Products: Starslayer BattleMech
  Location: South Fork (Marsden)
  Local Terrain: Hills
  Local Climate: Mild
  
  20
  20
  RICHvAlE
  Star Type (Recharge Time): F7V (178 hours)
  Position in System: 4
  Time to Jump Point: 12.89 days
  Number of Satellites: 3 (Leopold, Albert, Baudouin)
  Surface Gravity: 1.02
  Atm. Pressure: High (Breathable)
  Equatorial Temperature: 32°C (Warm-Temperate)
  Surface Water: 61 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 1,420,000
  Socio-Industrial Levels: C-D-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Alpha (Chico), Beta, Delta, 
  Gamma, Lambda, Omega
  Importance: Industrial
  QuIKscell company
  Main Products: AC/2 Carrier, Tracked APC, Condor Heavy Hover 
  Tank, Heavy Tracked APC, Laser Carrier, LRM Carrier, Saxon APC, 
  Scorpion Light Tank and SRM Carrier combat vehicles
  Location: Harlowe Falls (Beta)
  Local Terrain: Badlands
  Local Climate: Rainy
  To nobody’s surprise, the Harlowe Falls facility has earned more 
  fines for failures to comply with Alliance regulations than any other 
  facility in the nation. Quikscell chooses to pay the fines rather than 
  upgrade their patchwork facilities, a commitment to quality echoed in 
  their product line. As the direct employer of a quarter of Richvale’s work 
  force, planetary officials only strive to ensure that no major injuries or 
  fatalities are likely at the factories, rather than risk the public backlash 
  that would surely come from shutting the company’s operation down.
  planetary mIlItIa 
  Main Programs: Vehicle
  Location: Chico (Alpha)
  Local Terrain: Wooded (Jungle)
  Local Climate: Stormy
  Richvale’s heat and humidity preclude long periods of time 
  outside, so the militia relies upon Quikscell’s products to protect 
  them. Luckily, they receive free vehicle maintenance from the local 
  factories, and Quikscell even provides extra quality control for the 
  local vehicles’ air conditioning units.
  mElISSIA
  Star Type (Recharge Time): G9V (190 hours)
  Position in System: 5
  Time to Jump Point: 5.82 days
  Number of Satellites: 1 (Saratoga)
  Surface Gravity: 1.02
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Warm-Temperate)
  Surface Water: 60 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Reptile
  Population: 1,243,000,000
  Socio-Industrial Levels: A-A-B-B-C
  Defending Forces: Fifteenth Lyran Regulars, Rubinksy’s 
  Lighthorse
  Landmasses (Capital City): Jahreszeitwunder (Europa)
  Importance: Command, Industrial
  grumman-crI
  Main Products: Marksman Artillery Vehicle combat vehicle
  Location: Broad Run (Jahreszeitwunder)
  Local Terrain: Wetlands
  Local Climate: Stormy
  This newly built facility represents Grumman Amaglamated’s 
  first expansion into the Lyran Alliance, which received a very cool 
  welcome by locals. Despite the assurances by their native Archon, 
  many of the populace has more memories of Lyrans who perished 
  at the guns of Grumman’s Ontos tanks—the staple assault vehicle of 
  the Free Worlds League. The company is spending a good amount of 
  kroner on public relations, but crowds continue to picket the facility 
  during the workweek.
  planetary mIlItIa 
  Main Programs: Vehicle, Unarmored Infantry
  Location: Europa (Jahreszeitwunder)
  Local Terrain: Light Urban
  Local Climate: Mild 
  
  21
  21
  planetary mIlItIa 
  Main Programs: Vehicle, Unarmored Infantry
  Location: Fort Tilda (Stramm)
  Local Terrain: Woodlands
  Local Climate: Snowy
  STRATEGIC SYSTEmS
  NEw CApETOwN
  Star Type (Recharge Time): K9V (200 hours)
  Position in System: 4
  Time to Jump Point: 3.31 days
  Number of Satellites: 1 (Durban)
  Surface Gravity: 1.10
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 29° C (Cool-Temperate)
  Surface Water: 65 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 3,185,000,000
  Socio-Industrial Levels: B-B-C-C-B
  Defending Forces: Royal New Capetown Training Battalion
  Landmasses (Capital City): Eissia, Pretoria (New Hope)
  Importance: Logistical
  royal neW capetoWn 
  mIlItary academy
  Main Programs: BattleMech, 
  Aerospace, Armor, Battle 
  Armor, Infantry, Artillery, 
  Specialist
  Location: New Hope (Pretoria)
  Local Terrain: Flatlands 
  Local Climate: Mild
  Though 
  of 
  logistical 
  and 
  strategic importance, the lack of 
  local military industry likely spared 
  New Capetown from any major 
  attacks during the Jihad. The Royal 
  New Capetown Military Academy still produces quality troops, but 
  the local population’s tendency toward racism (most recently focused 
  on all things Clan) has only been exacerbated by the Falcon and Wolf 
  incursions that took place during the war.
  STORFORS
  Star Type (Recharge Time): A9V (170 hours)
  Position in System: 3
  Time to Jump Point: 23.75 days
  Number of Satellites: 1 (Uppsala)
  Surface Gravity: 0.95
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 22°C (Temperate)
  Surface Water: 72 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Microbe
  Population: 842,000,000
  Socio-Industrial Levels: A-A-B-A-B
  Defending Forces: None
  Landmasses (Capital City): Värmland (Storfors City), 
  Stramm, Inkalda
  Importance: Industrial
  One of three inhabited planets in the system, Storfors is 
  the most like Terra. Settled initially by Nordic peoples, the 
  system quickly attracted settlers of all ethnicities. Never a vital 
  importance to the defense of the realm, the refit of a smelting 
  plant into a BattleMech factory has brought increased 
  attention to this world—including that of the Word of Blake.
  Despite driving out Blakist agents years ago, it was not 
  until just recently that a collective of local entrepreneurs 
  managed to finally purchase the Blakist-controlled J. B. 
  BattleMechs factories outright, a result of J.B.’s delisting from 
  the Lyran stock exchange. This has resulted in the creation of 
  Jerome’s Trust (LA), a holding company owned by the Lyran 
  government that is dedicated to selling off all former Blakist 
  holdings in the Alliance.
  J.B. 
  Battlemechs Inc.
  Main Products: BattleMaster and 
  Chameleon BattleMechs
  Location: Godenboro (Inkalda)
  Local Terrain: Badlands (Tundra)
  Local Climate: Snowy
  
  22
  22
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Dunellan
  Local Terrain: Hills
  Local Climate: Snowy
  ARC-ROYAl
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 4
  Time to Jump Point: 8.53 days
  Number of Satellites: 2 (Deven, Thorwatch)
  Surface Gravity: 1.01
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 32° C (Mild-Temperate)
  Surface Water: 74 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 1,823,000,000
  Socio-Industrial Levels: A-A-A-A-A
  Defending Forces: Kell Hounds, The Grave Walkers, The 
  Fighting Intellectuals, plus elements of Wolf’s Dragoons 
  and Clan Wolf (in-Exile)
  Landmasses (Capital City): Gerechtland, Grunwald, 
  Gutheim (Old Connaught)
  Importance: Command, Industrial, Logistical
  Once a pleasant, almost pastoral world best known as the 
  home of the Kell family and the Kell Hounds mercenary force, 
  Arc-Royal became a major military and diplomatic command 
  center throughout the Jihad and with the combination of 
  state, Clan, mercenary, and independent forces, remains one 
  of the best-protected worlds in the entire Inner Sphere today.
  arc-royal
  mechWorKs
  Main Products: Annihilator, Arctic 
  Fox, Battle Cobra, Imp, Mangonel, 
  Mjolnir, Mongoose II, Ursus II 
  and Wolfhound BattleMechs, 
  Nighthawk PA(L) battle armor
  Location: New Hannover (Gutheim)
  Local Terrain: Hills/Light Urban
  Local Climate: Mild
  donegal provInce
  The industrial and historic heartland of the Lyran state, the 
  Donegal Province has been ravaged but not defeated. The Alliance is 
  pouring much of its available capital into this region to repair all the 
  damage inflicted on the industrial, commercial and governmental 
  assets struck here—particularly on the twin capitals of Tharkad and 
  Donegal. The perceived inequity has raised the usual grumblings, 
  but without their industrial might bringing in tax kroner, the Alliance 
  could quickly crumble in the face of another Clan offensive. In some 
  ways, Tharkad and Donegal are isolated, surrounded by enemies 
  and Archonettes reluctant to give back power. 
  IndustrIal systems
  DONEGAl
  Star Type (Recharge Time): F0V (171 hours)
  Position in System: 4
  Time to Jump Point: 21.94 days
  Number of Satellites: 1 (Seth’s Jewel)
  Surface Gravity: 1.01
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 40°C (Warm-Temperate)
  Surface Water: 80 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Reptile
  Population: 5,994,000,000
  Socio-Industrial Levels: A-A-A-A-B
  Defending Forces: Seventh Donegal Guards
  Landmasses (Capital City): Dunellan, Hinterlands, Lockenar 
  (Marsdenville)
  Importance: Command, Logistical
  A key commercial hub for the Alliance, Donegal 
  suffered early in the Jihad when a Blakist WarShip and her 
  accompanying aerospace support showered the world with 
  tactical nuclear devices that savaged educational, business, 
  and defense centers alike. With the loss of the Lockheed/CBM 
  plant to the violence of the Jihad and the destruction of most 
  of the Donegal Guards, Donegal is almost entirely removed 
  from the realm’s military-industrial complex, yet still serves to 
  coordinate vital protection for the capital region and its active 
  border with two hostile Clans.
  
  23
  23
  ARCTURUS
  Star Type (Recharge Time): K2III (193 hours)
  Position in System: 5
  Time to Jump Point: 4.85 days
  Number of Satellites: 3 (Donegal, Skye, Tamar)
  Surface Gravity: 1.02
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 33°C (Mild-Temperate)
  Surface Water: 43 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 1,000,000,000
  Socio-Industrial Levels: B-C-D-C-D
  Defending Forces: Twenty Third Arcturan Guard
  Landmasses (Capital City): Attenia (Malcheema), Borreus, 
  Chadrik, Dustina, Penrod
  Importance: Industrial, Logistical
  arcturan arms refIt facIlIty
  Main Products: 
  Crossbow 
  BattleMechs, 
  Marsden II MBT 
  combat vehicle, 
  Beowulf, Blitzkrieg, 
  Stinger, Valkyrie and 
  Viking BattleMech 
  refits, Hellcat II 
  Aerospace refit
  Location: Malcheema 
  (Attenia)
  Local Terrain: Hills
  Local Climate: Snowy
  A few decades ago 
  all that remained of the 
  once legendary Arcturan Arms complex was a small repair center 
  used by local garrisons, and a sprawling set of ruins that tourists 
  visited. Corporate risk taking and the instability of the Jihad sparked 
  a rebirth for Arcturan Arms and led them to expand, first to large-
  scale refits and then to producing new ’Mechs and combat vehicles. 
  The tours are gone but the planet has prospered from a return to 
  relevance again.
  comtech
  Main Products: MIT 23 MASH 
  Vehicle combat vehicle
  Location: Mount Zugspitze 
  (Gerechtland)
  Local Terrain: Mountain (Volcanic)
  Local Climate: Mild
  A 
  joint 
  venture 
  between 
  ComStar, the Lyran Alliance and the 
  Kell family, ComStar receives most 
  of ComTech’s output while its other 
  partners share most of the profits. 
  There was talk of expanding the 
  facility, but recent lava flow near 
  the site has forced money to be put 
  into upgrades to protect it from any 
  unwanted volcanic damage.
  Kell refIt facIlItIes
  Main Products: Firefly and Hoplite BattleMech refits
  Location: New Hannover (Gutheim)
  Local Terrain: Hills/Light Urban
  Local Climate: Mild
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Gerechtland
  Local Terrain: Mountains
  Local Climate: Rainy
  Despite the massive military presence already on Arc-Royal, the 
  local militia still trains as if they are the only protection Arc-Royal 
  has. They frequently garrison areas that the established military 
  commands do not and move their base of operation every few 
  years. During the Blakist assault, they worked primarily as liaison 
  and scouts for the other units.
  
  24
  24
  Ioto galactIc enterprIses
  Main Products: Merchant JumpShip
  Location: Ioto Orbital One
  Local Terrain: L1 Lagrange Point (Orbital)
  Local Climate: N/A
  locKheed/cBm corp.
  Main Products: Eagle, Thunderbird and Typhoon aerospace fighters, 
  Kaiseradler and Steinadler strike fighters. 
  Location: Rolfson (Perrette)
  Local Terrain: Badlands 
  Local Climate: Mild
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Bainbridge (Perrette)
  Local Terrain: Badlands
  Local Climate: Windy
  Gibbs’ thin air holds little moisture, resulting in most of the 
  planet being a barren desert. The militia is based out of the largest 
  city, Bainbridge, but rotates through the few major settlements on 
  the planet. When the Nickel Boys bandit force raided this world 
  recently, the militia guarded the Lockheed/CBM plant while several 
  cities were savaged.
  lestrade motors
  Main Products: Büffel Engineering Support Vehicle VII support 
  vehicle
  Location: Po (Penrod)
  Local Terrain: Badlands
  Local Climate: Windy
  planetary mIlItIa
  Main Programs: Vehicle, VTOL, Unarmored Infantry
  Location: Spartus (Borreus)
  Local Terrain: Wetlands
  Local Climate: Rainy
  Centrally located between all of Arcturus’ vital factories and 
  command centers, the militia has enough VTOL assets to relocate 
  almost anywhere on the planet within two standard days. About half 
  of the militia will eventually transfer to one of the Arcturan Guards 
  regiments, making up for Arcturus’ lack of a formal military academy.
  GIBBS
  Star Type (Recharge Time): G9V (190 hours)
  Position in System: 3
  Time to Jump Point: 5.82 days
  Number of Satellites: 1 (Weatherly)
  Surface Gravity: 1.00
  Atm. Pressure: Thin (Breathable)
  Equatorial Temperature: 28° C (Warm)
  Surface Water: 58 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 68,340,000
  Socio-Industrial Levels: A-A-B-B-B
  Defending Forces: None
  Landmasses (Capital City): Perrette (Rolfson), Pablo, Murray
  Importance: Industrial
  As the largest remaining hub of aerospace manufacturing 
  in the Alliance—not to mention the only shipyard capable 
  of manufacturing K-F drives for the entire realm—Gibbs’ 
  importance to the Lyrans cannot be underestimated.
  
  25
  25
  locKheed/cBm corp.
  Main Products: Eisensturm and Rapier aerospace fighters, Monarch 
  DropShip, Spacestream small craft
  Location: Cold Creek (Bremen)
  Local Terrain: Flatlands (Tundra)
  Local Climate: Snowy
  tharhes IndustrIes
  Main Products: Barghest BattleMech, Infiltrator Mk. I and Fenrir 
  battle armor
  Location: Weibetal (Bremen)
  Local Terrain: Heavy Urban (Tundra/Ice)
  Local Climate: Snowy
  tharKad aerospace group
  Main Products: Intruder and Mule DropShips
  Location: Aesiria Station
  Local Terrain: Orbital
  Local Climate: N/A
  THARkAD
  Star Type (Recharge Time): G6V (187 hours)
  Position in System: 5
  Time to Jump Point: 7.01 days
  Number of Satellites: 1 (Marsden)
  Surface Gravity: 1.10
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 20°C (Arctic)
  Surface Water: 80 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 6,892,000,000
  Socio-Industrial Levels: A-A-A-A-C
  Defending Forces: First Royal Guards RCT, Second Royal 
  Guards RCT
  Landmasses (Capital City): Bremen (Tharkad City), Franz, 
  Grolsch, Heidelberg, Sutherland
  Importance: Command, Industrial, Logistical
  Given its central location within all of Lyran space, Tharkad 
  is a naturally secure capital world and a perfect center for 
  military production, both of which stood true since the days 
  of the Star League. The Jihad shattered both in one swift 
  stroke when the Word of Blake defied all strategic doctrine 
  and blockaded the planet outright. Rebuilding is slow and 
  arduous, but even the irradiated Triad is being restored, with 
  no expense spared in the name of Lyran pride. For now, the 
  Lyran government operates out of the former summer court 
  in the tropical Tatyana Islands, but eventually, the throne and 
  the Estates General will return to their old stomping grounds 
  in Tharkad City.
  defIance motors
  Main Products: Engines, DI Morgan Assault Tank and Prowler 
  Multi-Terrain Vehicle combat vehicles
  Location: Elizabeth’s Island (Tatyana Islands)
  Local Terrain: Coastal
  Local Climate: Rainy
  
  26
  26
  strategIc systems
  CRImOND
  Star Type (Recharge Time): F8II (179 hours)
  Position in System: 4
  Time to Jump Point: 12.01 days
  Number of Satellites: 1 (Osseous)
  Surface Gravity: 1.03
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 45°C (Mild-Temperate)
  Surface Water: 50 percent
  Recharging Station: Zenith
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 926,000,000
  Socio-Industrial Levels: A-B-A-A-D
  Defending Forces: Pandora College Training Battalion
  Landmasses (Capital City): Metallerz, Chromatisch  
  (Sol City), Condor
  Importance: Logistical
  As one of the principal coordinating command points 
  along the Jade Falcon front, the LAAF has assigned a significant 
  command staff to Fort Beauord on Crimond. This world has 
  also inherited the Pandora College Training Battalion, which 
  has since become a sort of “finishing school service” for new 
  warriors in the Donegal Province.
  planetary mIlItIa 
  Main Programs: Vehicle, Unarmored Infantry
  Location: Nouveau Newfoundland
  Local Terrain: Mountains (Steppes)
  Local Climate: Windy 
  nagelrIng
  Main Programs: BattleMech, Aerospace, Armor, Battle Armor, 
  Infantry, Spacecraft, Artillery, Technician, Specialist
  Location: Bremen
  Local Terrain: Light Urban (Tundra)
  Local Climate: Snowy
  planetary mIlItIa 
  Main Programs: BattleMech, Vehicle, Unarmored Infantry
  Location: Tharkad City (Bremen)
  Local Terrain: Heavy Urban (Tundra)
  Local Climate: Snowy
  The core of the Tharkad planetary militia now composed of 
  the majority of the guerilla fighters who did not join the Royal 
  Guards after the planet was liberated. This force now focuses much 
  of its time ensuring civilian safety around the Triad clean up and 
  reconstruction projects. The militia also claims on its rolls all of the 
  individuals injured—physically or mentally—in the fighting against 
  the Blakists on Tharkad, providing jobs, medical aid, and counseling 
  to them with the full blessings and support of the planetary 
  government.
  
  27
  27
  cyclops,
  Incorporated
  Main Products: Hover APC, Drillson 
  Heavy Hover Tank, Fulcrum 
  Heavy Hovertank, Fulcrum II 
  Heavy Hovertank, GlaiveMedium 
  Tank and Saxon APC combat 
  vehicles
  Location: New Aberdeen
  Local Terrain: Hills
  Local Climate: Mild
  shIpIl company
  Main Products: Ares Assault Craft, 
  Battle Taxi, Bus, Close Assault 
  Landing Craft, Dropshuttle, Landing 
  Craft and Long-range Shuttlecraft 
  small craft, Aurora, Claymore, 
  Overlord and Union DropShips, 
  Owl strike fighter and Seydlitz 
  aerospace fighters
  Location: Edinburgh
  Local Terrain: Coastal
  Local Climate: Rainy
  Times are good for Shipil and their 
  employees—as long as one enjoys overtime. With the damage to 
  so much of their aerospace industry, Shipil has increased their 
  sales to the Alliance. This has even strained relations with Duke 
  Robert Kelswa-Steiner, much to everyone’s surprise, as Shipil has 
  cut shipments to the Skye Rangers to meet orders to the rest of 
  the LAAF.
  sKye 
  pleasure 
  craft
  Main Products: Jormungand-
  class bluewater cruiser, Sea 
  Skimmer hydrofoil 
  Location: Dublin Heights
  Local Terrain: Coastal
  Local Climate: Mild
  sKye provInce
  It is hardly a secret that the Isle of Skye, now merely the Skye 
  Province, has been a troublemaker for Tharkad for centuries. The great 
  movement for self-governance is juxtaposed with constant calls to 
  Tharkad for more resources to protect their borders, especially the one 
  with the Combine. It seems highly unlikely that the people of Skye will 
  be truly satisfied with any situation in the near future as even they don’t 
  seem to know exactly what they want. This leaves them as the largest 
  wild card in the Alliance, even beyond the expansionist Bolan Province.
  The province contains an immense amount of industry, probably 
  enough to rival the Donegal Province prior to the Jihad. The loss 
  of many heavily developed worlds to the Blakists and damage to 
  others has hurt the province greatly. Despite that, even a damaged 
  Hesperus II is still capable of putting out military systems at a rate 
  beyond that of but a few factories on Terra. Should Skye finally leave 
  the Alliance, the chances of them taking Hesperus II and some other 
  border systems without a huge fight are near zero.
  IndustrIal systems
  SkYE
  Star Type (Recharge Time): G8V/M0V (191 hours)
  Position in System: 4
  Time to Jump Point: 4.48 days
  Number of Satellites: 1 (Luna)
  Surface Gravity: 1.03
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Warm-Temperate)
  Surface Water: 70 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 4,382,000,000
  Socio-Industrial Levels: A-A-A-B-B
  Defending Forces: Skye Guards, First Skye Jaegers
  Landmasses (Capital City): New Scotland (New Glasgow)
  Importance: Command, Industrial, Logistical
  While it may be renowned as a hotbed of separatism 
  in an otherwise stable realm, Skye is one of the jewels in 
  House Steiner’s crown, and one which—under the right 
  circumstances—we may be able to secure access to without 
  a fight. We won Duke Kelswa-Steiner’s trust in the war against 
  the Word, and our Coalition defense of the world endeared 
  many of its people—especially Duchess Hermione Aten—to 
  our cause. These will be powerful points of influence in the 
  future, and the rewards should be immeasurable.
  
  28
  28
  edasIch 
  motors
  Main Products: Engines
  Location: Vesteralen (Forbidden 
  Islands)
  Local Terrain: Coastal
  Local Climate: Windy
  The ancient Star League facility 
  is on its last legs, though it remains 
  productive enough to meet the now reduced demands of Defiance 
  Industries. The citizens of Edasich are in a perpetual state of fear of 
  losing their largest employer.
  planetary mIlItIa
  Main Programs: Unarmored Infantry
  Location: New Wuhan
  Local Terrain: Mountains
  Local Climate: Snowy 
  HESpERUS II
  Star Type (Recharge Time): F2IV (173 hours)
  Position in System: 2
  Time to Jump Point: 18.75 days
  Number of Satellites: 1 (Hesperus II-Alpha)
  Surface Gravity: 1.01
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 85°C (Jungle)
  Surface Water: 40 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Reptile
  Population: 345,600
  Socio-Industrial Levels: A-A-A-A-B
  Defending Forces: Fifth Lyran Guards RCT
  Landmasses (Capital City): South Whitman (Maria’s Elegy), 
  North Whitman, East Barrens, West Barrens
  Importance: Industrial
  While most of Hesperus II remains an inhospitable waste-
  land or untamed jungles teeming with vicious megafauna, 
  the real reason population here has been kept amazingly low 
  has to due to with centuries of paranoid security and travel re-
  strictions. Eager to bring the highly prized factories here back 
  up to full capacity, however, the Lyran government encour-
  aged what may be the planet’s first real population boom in 
  over a century, though local security remains tight.
  sanglamore
  Main Programs: BattleMech, Armor, Battle Armor, Infantry, 
  Artillery, Technician, Specialist
  Location: Bannockburn
  Local Terrain: Wetlands 
  Local Climate: Rainy
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: New Glasgow
  Local Terrain: Hills
  Local Climate: Mild
  The Skye militia has a high turnover rate, often accused of being 
  a training ground for the more militant arms of Free Skye. True 
  or not, the militia regularly drills on responding to attacks at all 
  strategic locations on Skye. They even are lent DropShips from Shipil 
  to facilitate rapid relocations in the event of an emergency.
  EDASICH
  Star Type (Recharge Time): F6IV (177 hours)
  Position in System: 3
  Time to Jump Point: 13.87 days
  Number of Satellites: None
  Surface Gravity: 1.05
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 21°C (Temperate)
  Surface Water: 71 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Microbe
  Population: 1,263,000,000
  Socio-Industrial Levels: B-B-B-C-C
  Defending Forces: None
  Landmasses (Capital City): Purple, Forbidden,  
  Closure (New Wuhan)
  Importance: Industrial
  
  29
  29
  SOlARIS vII
  Star Type (Recharge Time): K1V (192 hours)
  Position in System: 7
  Time to Jump Point: 5.18 days
  Number of Satellites: 1 (Solaris VII Able)
  Surface Gravity: 1.10
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Cool-Temperate)
  Surface Water: 80 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Fish
  Population: 451,100,000
  Socio-Industrial Levels: A-A-A-A-B
  Defending Forces: Elements of the Third Lyran Guards RCT
  Landmasses (Capital City): Greyland (Solaris City), Equatus
  Importance: Industrial, Logistical
  vInIng 
  engIneerIng and 
  salvage team
  Main Products: Heleopolis and 
  Valiant BattleMechs
  Location: Xolara (Greyland)
  Local Terrain: Light Urban
  Local Climate: Rainy
  The only Solaris manufacturer 
  to survive the Jihad with the capability to make BattleMechs, 
  Vining is taking every opportunity to gather as many engineers 
  and technicians from other firms as they can. While some others 
  are struggling to put together RetroTech designs, Vining is moving 
  forward with new ideas for full-fledged BattleMechs.
  planetary mIlItIa
  Main Programs: BattleMech, Vehicle, Unarmored Infantry
  Location: Solaris City (Greyland)
  Local Terrain: Heavy Urban
  Local Climate: Rainy
  Solaris VII’s newly reconstituted militia consists of members of the 
  original Solaran security forces and survivors from the disbanded Solaris 
  Home Defense League resistance movement. Today, these forces have 
  the tough job of keeping Solaris City and its outlying areas secure and 
  relatively peaceful as the ongoing process of reconstruction continues. 
  The LAAF garrison here is content to avoid the mess that the postwar 
  Solaris City now resembles as much as possible, preferring instead to 
  patrol and camp on the more sparsely populated continent of Equatus.
  defIance IndustrIes
  Main Products: Archer, Atlas, Atlas II, Berserker, Eisenfaust, Galahad, 
  Ghost, Goliath, Griffin, Hatchetman, Nightsky, Thunder Fox, 
  Valkyrie and Zeus BattleMechs, Demolisher II, DI Morgan, 
  Fortune, Hunter Light Support Tank, Manticore Heavy Tank, 
  Patton Tank, Rommel Tank, Saxon APC and Sturmfeur Heavy 
  Tank combat vehicles, Avenger DropShip, IS Standard battle 
  armor
  Location: Maria’s Elegy (South Whitman)
  Local Terrain: Mountain
  Local Climate: Windy
  Retaking Defiance from the Blakists crippled many of the 
  production lines here. Preliminary reports indicate that it could 
  take decades to repair all the damage. This has given way to fanciful 
  rumors of “creative redesigning” that cannot be verified or dismissed 
  at this time, such as Banshees 
  built with Clan-level technology 
  or Zeus OmniMechs.
  doerIng 
  electronIcs
  Main Products: Doering 
  Electronics Communications Satellite, Electronics
  Location: Melrose Valley (South Whitman)
  Local Terrain: Jungle
  Local Climate: Rainy
  planetary mIlItIa 
  Main Programs: Vehicle 
  Location: Melrose Valley (South Whitman)
  Local Terrain: Jungle
  Local Climate: Rainy
  Between the Lyran armed forces that guard this vital planet and 
  the Defiance Self-Protection Force, there would seem to be little use for 
  additional militia. Considering the close calls that the planet has experi-
  enced and the actual loss of it to the Blakists, part of the militia from the 
  barren world of Hesperus III rotates to Hesperus II every few months. The 
  climate is too hot for infantry to be of any use without heavy, insulated 
  exo-suits, and so vehicles overwhelmingly dominate the militia ranks. 
  
  30
  30
  pORT mOSEBY
  Star Type (Recharge Time): F9V (180 hours)
  Position in System: 4
  Time to Jump Point: 11.19 days
  Number of Satellites: 1 (Kiwi)
  Surface Gravity: 1.00
  Atm. Pressure: Standard (Breathable) 
  Equatorial Temperature: 20° C (Warm-Temperate)
  Surface Water: 65 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 2,733,000,000
  Socio-Industrial Levels: C-B-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Java, Aberrant (Feintuch)
  Importance: Command, Logistical
  With their world ever in danger of invasion by the nearby 
  Draconis Combine (and, now, the Clans), Port Moseby’s 
  inhabitants viewed the Jihad as a distant threat at best. 
  Today the world continues to serve as a lynchpin to Lyrans’ 
  border defense, yet lacks a standing LAAF garrison at present. 
  Nevertheless, the militia feels up to the task of protecting 
  their world against the current threats. After all, if the current 
  détente between the Great Houses and the Clans should end 
  in hostilities now that the Word is in retreat, this planet could 
  well become the jump-off point for Lyran forces once again. 
  planetary mIlItIa
  Main Programs: MilitiaMechs, Vehicle, Unarmored Infantry
  Location: Republic
  Local Terrain: Flatlands
  Local Climate: Mild
  strategIc systems
  FREEDOm
  Star Type (Recharge Time): M5V (206 hours)
  Position in System: 6
  Time to Jump Point: 2.45 days
  Number of Satellites: 1 (Vigil’s Light)
  Surface Gravity: 1.00
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 40° C (Mild-Temperate)
  Surface Water: 70 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 1,280,000,000
  Socio-Industrial Levels: A-B-B-B-A
  Defending Forces: Alexandria FTM
  Landmasses (Capital City): Republic (Jefferson City), 
  Independence
  Importance: Command
  The planet that brought down the Terran Alliance, 
  Freedom is an apt description for the locals’ way of life. As a 
  command post for the outer edges of the Skye Province, many 
  feel their world failed the Alliance during the Jihad. While the 
  Lyran government and military lacked the resources to halt 
  Blakist encroachment in this region, Freedom’s leadership did 
  its best to coordinate a defense, only to see world after world 
  fall around them.
  planetary mIlItIa
  Main Programs: Vehicle, Unarmored Infantry
  Location: Republic
  Local Terrain: Hills
  Local Climate: Mild
  
  31
  31
  upcomIng proJects 
  The Jihad hit the Lyran Alliance where it hurt most, in its 
  industry. Where previously the Lyrans survived by outbuilding their 
  opposition, this time it will not be so easy. No longer will its various 
  agencies max out their allocations and selling off their surplus to 
  receive increased budgets next year. There will be choices, such as 
  finding a way to increase the realm’s BattleMech production to fill 
  out depleted ranks. Despite the hardships, the Alliance will rebuild. 
  When it does, expect upgrades and new products. 
  Luckily, Alliance companies will not need to stand on their own. 
  Military sales may be restricted, but the Alliance encourages trade 
  otherwise. Household products and luxuries continue to flow to other 
  realms as best as the trade fleets can manage, bringing revenue back 
  in. Lyran industry has strong ties with the Federated Suns and will 
  take advantage of the Terran corridor being free of Blakist threats (an 
  arrangement we will easily profit from). They will also resume trading 
  with their former worlds in the former Blake Protectorate—even if they 
  fly under another flag. There is also the former Free Worlds League. 
  Despite long standing military enmity, both mercantile nations 
  traded in the past and will continue to do so, further dampening any 
  hostilities that may erupt in the years ahead.
  In keeping an eye on what new military ventures the Lyrans might 
  undertake during this reconstruction period, our intelligence has 
  obtained several possibilities, the most likely of which are outlined here.
  defIance IndustrIes
  As the single largest military producer in the realm, Defiance 
  is taking what little advantage they can with the budding 
  postwar reality. Despite pumping out machines as fast as they 
  can from Kwangjong-ni, Defiance has recently begun to ratchet 
  down its production there, to focus energies elsewhere. Once 
  their Tharkad and Hesperus facilities return to desired output, 
  we believe some of the less profitable models will be transferred 
  to Kwangjong-ni so new designs can be manufactured at these 
  choice centers instead. 
  One area nearly untouched by the Jihad was Defiance’s combat 
  vehicle manufacturing, which expanded greatly over the past half 
  century, joined now by strong battle armor production. Currently, DI 
  is working on a superheavy main battle tank, as well as redesigns for 
  the popular Archer, Zeus and Hatchetman BattleMechs.
  coventry metal WorKs
  Also primarily concerned with restoring full production, we have 
  seen several different models of the trusty Stinger emerge from 
  CMW, in addition to numerous refit projects. Given lackluster reviews 
  of many of their recent new chassis, management is reportedly 
  exploring new variant configurations to correct any faults in their 
  product lines. Reports of a new Stiletto prototype give credence to 
  these reports.
  
  32
  32
  neW Issue:  
  vInIng engIneerIng  
  and salvage teams
  Rebuilding and expanding after the recent 
  warfare. It is the Company’s intention to rebuild 
  existing facilities and begin expanding opera-
  tions to increase the amount of design work 
  and customization that can be done at times.
  Founded in 3047 by NAIS graduate Doc-
  tor David Vining, VEST has built a reputation 
  as a developer of BattleMech designs, building 
  prototype machines for sale to interested buy-
  ers from any military. VEST’s successes include 
  Earthwerks’ Jackal and Grand Titan designs, as 
  well as several locally produced custom ’Mechs 
  such as the 85-ton Sasquatch.
  Listing exchange: LASE
  Expected first day of trading: 3079-06-01
  Expected money raised: 600,000,000 Kroner
  -IPO Announcements, Interstellar Trader 
  Periodical, First Quarter 3079
  starcorps
  As a massive inter-realm conglomerate, beholden to customers with varying agendas, 
  it is relatively difficult to determine what StarCorps grand plans are in the local scheme. 
  A prototype in the Capellan Confederation can suddenly show up on a production line 
  in the Lyran Alliance. For example, a more efficient Longbow, using one size missile rack, 
  may soon begin to emerge from the Son Hoa site, according to shipping manifests we 
  have obtained. 
  tharhes IndustrIes
  With their facilities smashed in the occupation of Tharkad, TharHes is barely remaining 
  solvent. Reduced to just their Barghest BattleMech line, the company will be reliant upon 
  government reconstruction loans for a long time. As a result, rumors abound of a full reunion 
  with Defiance Industries, a possible merger that would better allow both companies to 
  weather the postwar reconstruction ahead. 
  arc-royal mechWorKs
  Coming out ahead in the Jihad, the presence of the Kell Hounds and much of the Wolves 
  (in-Exile) kept direct attacks against Arc-Royal to a minimum. Strangely, of all the facilities 
  in the Inner Sphere that could be expected to begin manufacturing equipment to Clan 
  specifications, the Kells seem to insist on keeping their empires from mixing. ARM’s smaller 
  R&D department could be impeding such a jump, but as new versions of the company’s 
  trademark Wolfhound begin to emerge, it seems more likely that this is a philosophical 
  impediment, rather than a technological one. 
  locKheed/cBm
  Dominating Lyran aerospace production for centuries, Lockheed/CBM was hit as hard as many of the other defense firms. The damage 
  to the company’s Tharkad facilities was particularly hard on the LAAF, but the loss of Donegal production will hurt for even longer to come. 
  With a healthy income from their civilian products on Gibbs, Lockheed/CBM can bounce back faster than some of the Alliance’s other defense 
  corporations, and we have reliable reports that the company recently began test flights of a new OmniFighter to replace its lost medium 
  fighter lines.
  other corporatIons
  With every nation short on trained manpower for their armed forces, one of the Lyrans’ best weapons will be blunted. Given its diminished 
  production capacity at the moment, the Alliance may be forced to rethink training as a counter balance. Given the quality of the Lyrans’ 
  technological might, a combination of cutting edge firepower, and a revamped LAAF training regimen could create a powerhouse in the years 
  to come. 
  The loss of Alarion will be one of the hardest blows for the Lyrans to overcome. While their admiralty may gnash their teeth at the 
  lack of WarShip production, and their generals will fret at how to transport their troops without sufficient combat DropShips, the real 
  damage—as any Lyran could tell you—will be from the loss in JumpShip production to move forces and goods between systems. While 
  DropShip production can and will continue elsewhere, and the rising use of “Pocket WarShip” DropShips will provide a measure of 
  defense against larger capital ships, the Alliance will need to either expand Gibb’s facilities or establish another location to increase its  
  JumpShip output.
  The use of large weapons, such as autocannons, Gauss rifles and PPCs, remains a staple of Lyran fighting forces, while their use of 
  the light fusion engine seems to even outpace that of extralight reactors. The incorporation of C3 equipment is also expanding rapidly 
  among LAAF combat units, with master and slave systems most popular in command lances. We have even seen indications of LAAF 
  units embracing broader use of ECM equipment, and even Capellan-designed stealth armors. Targeting computers are also now being 
  used in many designs, but the biggest development, perhaps, is the aggressive way in which Lyran and Diamond Shark merchants are 
  eager to pursue military trade, which would give the Alliance access to quality replacement components for their stores of captured  
  Clan technology.
  
  33
  33
  numBer of satellItes
  This line indicates how many natural satellites (moons) the 
  target world has (and their names, if applicable). Many orbital 
  facilities may be found in the LaGrange Points (regions where the 
  gravitational forces between the planet and its moon or moons 
  cancel each other out), and some of these same points (specifically, 
  places near the L-1 points) are occasionally used as “pirate points” by 
  daring raiders who wish to radically cut down transit times and local 
  defense preparations. In night combat situations, worlds with one or 
  more moons or rings may produce lighting effects caused by solar 
  reflections off the lunar surfaces (depending, of course, on lunar 
  phases), while worlds without any moons at all may present equally 
  distracting effects. To reflect these possible effects as applicable, see 
  the Full Moon Night, Moonless Night, or Pitch Black rules, on p. 58 of 
  Tactical Operations.
  surface gravIty
  Surface Gravity has a distinct affect on the performance of 
  virtually all combat units in game play. Values higher than 1.00 
  reflect worlds where units are significantly heavier than they are 
  under normal Terran gravity, while values lower than 1.00 reflect 
  worlds where units are significantly lighter. The full effects of gravity 
  on combat may be found on p. 55 of Tactical Operations.
  atmospherIc pressure
  This detail describes the relative density and breathability of 
  the local atmosphere, and can have a profound impact on game 
  play if the atmosphere is anything but “Standard (Breathable)”. 
  Thinner or Thicker atmospheres can affect the use of several unit 
  types in gameplay and may even have an impact on weather 
  conditions (see Local Weather Rules, later in this section). Likewise, 
  atmospheres classified as Tainted or Toxic can affect how various 
  combat units function and suffer damage in game play. For rules 
  covering Atmospheric Pressure, see pp. 54-55 of Tactical Operations 
  for pressure variations, and p. 56 of Tactical Operations for Tainted 
  and Toxic Atmosphere effects.
  eQuatorIal temperature  
  and surface Water
  A world’s Equatorial Temperature helps define whether the world 
  can be broadly classified as hot, warm, or cold by indicating the 
  temperate (in degrees Celsius) it averages at the equator—typically 
  the warmest region on the planet’s surface. Temperatures at the 
  north and south pole of most worlds may average as much as 30 
  degrees colder than at the world’s equator, but it is always important 
  to know that local conditions such as weather and terrain can vary 
  these averages somewhat. Nevertheless, the equatorial temperature 
  helps players gauge whether much of the world will likely be arctic, 
  The following section is provided to assist both players and 
  gamemasters in providing guidelines and reference tables for those 
  wishing to use Objectives create a game or campaign around one of the 
  listed (or a newly made up) target system, factory, or city. The following 
  rules primarily rely on the players’ understanding of the core game 
  play rules found in Total Warfare (TW) and Tactical Operations (TO), but 
  additional references may be made to Strategic Operations (SO).
  Players and gamemasters alike should realize that these rules 
  are more actually a set of suggestions than they are “hard and fast” 
  rules for game campaigns. Those creating tracks and scenarios are 
  encouraged to accept, modify, or even completely ignore these 
  rules if they prove too cumbersome.
  usIng planetary 
  InformatIon
  Each of the objective systems in this book was presented with 
  a block of basic planetary data. This data provides key details that 
  players can use to further tailor their game play, reflecting the 
  unique features of the target world and the objective in question. 
  The following rules identify the core rules that apply, based on the 
  indicated world data.
  star type, posItIon In system, 
  tIme to Jump poInt
  These lines are most pertinent to the advanced aerospace aspects 
  of gameplay defined in Strategic Operations, and will generally have 
  no impact on games that focus entirely on ground combat.
  Star Type identifies the color, size, and stability of the world’s 
  primary star, as well as how long an arriving JumpShip requires 
  to charge its K-F drive while in system (using only its jump sail). 
  Particularly large and/or unstable stars can be prone to odd lighting 
  effects that can affect combat, such as glares and solar flares. Rules 
  for Glare and Solar Flare effects may be found in Tactical Operations 
  (see p. 58, TO).
  Position in System indicates how many orbital positions away 
  from the star the world orbits; a “position” could be held by other 
  planets or asteroid belts.
  The Time to Jump Point indicates how many days’ worth of travel 
  DropShips accelerating (at 1 G, the same acceleration produced by 
  gravity on Terra) would take to travel from the system’s standard 
  zenith or nadir jump points to the target world. This transit time 
  includes a mid-point turnover and 1 G deceleration rate as well, which 
  are standard transit rates to and from most worlds. Longer distances 
  between the world and its local jump point mean longer transit 
  times for incoming vessels and thus more time for local defenders to 
  arrange defenses once they realize there are inbound attackers.
  RUlES ANNEx
  
  34
  34
  vehicular protection. This detail, however, does not cover introduced 
  species the human population may have imported to the world, so 
  while a target world may be host only to native-born trees, horses 
  originally raised on Terra may yet make an appearance.
  Population defines the number of humans estimated to be living 
  on the target world. Worlds with particularly high populations—
  those numbering in the billions—are often highly developed, with 
  many major cities. Sparsely populated worlds—with populations in 
  the millions or less—are less likely to have major cities than they 
  are small towns or even tiny outposts and domed arcologies. As a 
  more densely populated world often raises the threat of local armed 
  resistance or merely more eyes to spot incoming invaders and more 
  voices to raise an alarm, raiders tend to target less populace worlds, 
  while invaders often attempt to secure the greater manpower and 
  infrastructure reflected in high population worlds.
  socIo-IndustrIal levels  
  and defendIng forces
  These two factors define the development level of the world and 
  name what military forces (if any) are likely going to be present to 
  oppose incoming attack forces.
  The world’s Socio-Industrial Level is a five-letter code used to 
  broadly define the world’s level of wealth and development using a 
  series of classic A-F letter grades. The more “A”s and “B”s that appear 
  in this code versus “D”s and “F”s will generally denote a world that 
  is more self-sufficient, technological sophisticated, and resource-
  wealthy than the average. As many of these factors can be used to 
  enhance role-playing aspects of game play, an in-depth explanation 
  of this code structure may be found on pp. 366-373 of A Time of War.
  The world’s Defending Forces detail identifies (by name) what 
  on-planet regiments (aside from local police and conventional 
  citizens’ militia) an attack force might encounter. Raiders tend to 
  target worlds that do not have major defense forces or worlds where 
  such forces are known to be small and/or damaged. Assault forces, 
  meanwhile, tend to come prepared for more strenuous resistance 
  and may even target more heavily defended worlds to tie up or 
  destroy key parts of an enemy realm’s border defenses.
  landmasses,  
  capItal cItIes, and Importance
  The major landmasses (continents, regions, and/or island chains) 
  identified on each world are then listed, with the planetary capital 
  city listed (in parentheses) beside the name of the landmass where 
  it is located. For brevity of this product, maps are not included, 
  though players may readily presume that any landmasses worth 
  naming account for large regions of a planet’s surface, and are likely 
  separated from other landmasses either by large expanses of water 
  or other difficult-to-traverse terrains (such as extensive mountain 
  ranges). Traveling between landmasses will thus often require the 
  use of high-speed rails (overland), aerospace transit (via DropShips 
  or airships), or seagoing vessels.
  tropical, desert, and so forth. If objectives fall in regions where 
  temperatures are extreme (below –30 Celsius or above 50 Celsius), 
  Extreme Temperature rules (see p. 62, TO), will apply.
  Surface Water reflects the percentage of the world’s surface that is 
  covered in water, and essentially defines whether the world might be 
  covered in vast, lifeless wastelands, lush forests, or miniscule, rocky 
  islands. Worlds with low Surface Water values (50 percent or less) will 
  rarely see much rainfall or snowfall weather effects, and water or woods 
  features on terrain maps may instead be considered sinkholes, craters, 
  and rough terrain instead to reflect the lack of significant water sources 
  and vegetation. Worlds with higher Surface Water values, meanwhile, 
  will much more likely have active, precipitation-heavy weather patterns, 
  and support more water and woods terrain features.
  rechargIng statIon, hpg class, 
  natIve lIfe, and populatIons
  These details describe other noteworthy features of a target 
  system that could affect campaigns to greater or lesser degree.
  Recharging Stations describes whether a system has any space 
  station capable of recharging a JumpShip’s KF drive (and, if so, at 
  which of the two standard Jump Points they are located). Recharging 
  stations are often small and fairly unarmed, but also act as spaceborne 
  hubs of trade and communication to the local world. Raiders often 
  avoid these stations by taking non-standard jump points, so their 
  arrival cannot be blown to the locals, but more significant invasions 
  often begin by seizing the local recharge stations instead, to secure 
  effective strategic control over the jump point.
  HPG Class defines the presence of a local hyperpulse generator 
  on the planet, indicating its ability to transmit signals to other 
  systems nearby. Such stations are always located on the planetary 
  surface, and are largely considered inviolate by all but the most 
  serious attack forces. (Attacking an HPG is still considered a crime 
  against humanity by most civilized realms.) Class A stations reflect 
  major interstellar communications hubs, while Class B stations 
  usually send transmissions in massive bundles less frequently. 
  Although any HPG can send an emergency signal to a nearby system 
  within hours of an attacking force’s discovery, many raiders target 
  worlds with Class B stations (or no stations at all), in the hopes that 
  their arrival will raise the alarm among nearby systems more slowly. 
  Assault forces, meanwhile, may target Class A worlds in an effect to 
  secure a realm’s communications hub and disrupt responses to a 
  border-wide campaign.
  Native Life describes (in very basic terms) the highest level of 
  native-born life forms the world has. More life-barren worlds in the 
  Inner Sphere may be host only to microbes or plants, while more 
  evolved planets often host their own species of animal life up to and 
  including mammals. Though this rarely impacts a planetary campaign, 
  it cannot be ignored that many local creatures can pose a threat—
  or a boon—to raiders and invaders in some circumstances, ranging 
  from being a source for local food in the event of supply shortage, or 
  a hazard to establishing secure perimeters while operating outside of 
  
  35
  35
  Finally, a world’s Importance defines its main role(s) in the 
  infrastructure of its parent realm. Worlds with Industrial importance 
  reflect those where factory development is significant and vital 
  to the military capabilities of the parent state. Logistical worlds are 
  those that play a key role in raising or training military forces and/or 
  supplying basic war materials not covered by heavy industrial output. 
  Command worlds are those with significant interstellar government 
  functions, such as regional capitals and military command centers. 
  Raiders tend to favor Industrial worlds for their resources and finished 
  products, while invasion forces tend to favor targeting Command and 
  Logistical centers to cripple the enemy’s leadership and supply lines 
  pending (if possible) the conquest of Industrial worlds.
  usIng  
  target sIte data
  In addition to planetary data, each entry listed in this book also 
  includes brief data on the various factories and facilities that make 
  critical objectives for BattleTech campaigns. These objectives come 
  in two broad classes: production sites and training sites. Production 
  sites (factories and such) will be identified by listing what their main 
  products are, while training sites are identified by listing what their 
  main programs are. In both cases, an attacker may expect some of 
  the site’s “products” scrambled to defend the target sites. For example, 
  a factory that produces Pegasus hovertanks will likely field a home 
  defense force that includes Pegasus hovertanks, while a training 
  academy that includes BattleMech programs will have a home defense 
  force that includes cadets (and instructors) piloting BattleMechs.
  The locations of these sites (by city/county, and landmass) will 
  then be listed. These tie into the planet’s local geography, as defined 
  under the planet’s Landmasses data.
  local terraIn and clImate
  Finally, the local terrain and climate around the target site 
  is identified. These factors help players set up the battlefield by 
  helping to identify what mapsheets and/or terrain dominates the 
  lands around the target site. For the Local Terrain, this most directly 
  defines the specific Random Mapsheet Table (see p. 263, TW) that 
  applies to the region around the target site. If a site indicates Orbital 
  terrain, it is a space station, and thus all action would take space on 
  a space mapsheet. If additional advanced terrain features apply—
  most often the Heavy Industrial Zone feature—they will be noted 
  in parentheses beside the Local Terrain listing, and can be found by 
  referencing the terrain tables on p. 69 of Tactical Operations.
  Local Climate then defines the dominant weather “type” that 
  forces may encounter in the vicinity of the objective (Mild, Windy, 
  Rainy, Snowy, or Stormy). This is a broad classification of weather 
  conditions that are common to that site, but the actual nature of any 
  weather at the time forces land and do battle in the area can vary 
  randomly. To reflect this, before a scenario begins, the game master 
  lOCAl wEATHER TABlES
  Roll
  Mild
  Windy
  Rainy
  Stormy
  1
  No Weather
  No Weather
  No Weather
  *
  2
  No Weather
  Table 1 (–1)
  Table 2 (–1)
  Table 4 (–1)
  3
  Table 1 (–1)
  Table 1 (+0)
  Table 2 (+0)
  Table 4 (+0)
  4
  Table 2 (–1)
  Table 1 (+1)
  Table 2 (+1)
  Table 4 (+1)
  5
  Table 3 (–1)
  Table 2 (–1)
  Table 3 (–2)
  Table 3 (+2)
  6
  Table 4 (–2)
  Table 4 (–2)
  Table 4 (–2)
  Table 2 (+2)
  *Roll 1D6 Again; On 1-3 No Weather; On 4, Table 1 (–1); on 5, 
  Table 2 (–1); on 6, table 3 (–1)
  WeAther tABle 1: 
  WinD
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Light Gale (see p. 61, TO)
  2
  Moderate Gale (see p. 61, TO)
  3
  Strong Gale (see p. 61, TO)
  4
  Storm (see p. 61, TO)
  5
  Tornado F1-F3 (see p. 61, TO)
  6+
  Tornado F4+ (see p. 62, TO)
  WeAther tABle 2: 
  rAin
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Light Fog (see p. 57, TO)
  2
  Heavy Fog (see p. 57, TO)
  3
  Light Rainfall (see p. 59, TO)
  4
  Moderate Rainfall (see p. 59, TO)
  5
  Heavy Rainfall (see p. 59, TO)
  6+
  Torrential Downpour (see p. 59, TO)
  WeAther tABle 3: 
  SnoW
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Sleet (see p. 60, TO)
  2
  Light Hail (see p. 57, TO)
  3
  Heavy Hail (see p. 58, TO)
  4
  Light Snowfall (see p. 60, TO)
  5
  Moderate Snowfall (see p. 60, TO)
  6+
  Heavy Snowfall (see p. 60, TO)
  WeAther tABle 4: 
  comBineD
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Gusting Rain (see p. 59, TO)
  2
  Snow Flurries (see p. 60, TO)
  3
  Blizzard (see p. 60, TO)
  4
  Blowing Sand (see p. 62, TO)
  5
  Ice Storm (see p. 62, TO)
  6+
  Lightning Storm (see p. 59, TO)
  
  36
  36
  other defenses
  In addition to a target’s listed defense forces, players may 
  encounter other defenses around potential objectives. Examples 
  and guidelines for these additional defenses are discussed here.
  corporate securIty
  As a general rule, installations of any military value contain 
  some sort of inherent security or defense capability. Knowing 
  that a garrisoning formation may be suddenly shipped off-world 
  during war, or distracted by a diversionary raid leaving their 
  coveted products undefended, many companies have developed 
  a standard procedure to have their own permanently stationed 
  corporate force on site to add another layer of defense against 
  raids and invasions. 
  Almost all of a corporation’s integral security forces will likely 
  be made up of designs and equipment produced by the factory 
  (or by sister site shipped from a different system, or by an affiliated 
  company if the site itself doesn’t produce combat units). It is 
  also common for many companies to hire mercenaries (or other 
  “independent contractors”) to augment their site defenses. 
  Indeed for less affluent companies or those that specialize in 
  small components, mercenary security may even outnumber the 
  corporate security forces in heavy equipment.
  should roll 1D6 and consult the appropriate Local Climate column 
  of the Local Weather Table shown below. If the result is No Weather, 
  then combat may begin with no atmospheric activities (though 
  lighting effects, gravity, and temperatures may still be in force). 
  Otherwise, roll 1D6 again, apply the modifier shown in parentheses, 
  and consult the referenced Weather Table to find the actual weather 
  conditions in the area. (For example, at an objective with a “Windy” 
  Local Climate, if the first 1D6 roll is a 4, the player rolls 1D6 again 
  and applies a +1 modifier to the result before consulting Weather 
  Table 1: Wind. If this second roll is a 3, applying +1 makes the result 
  4, and the result is a Storm in the area. The player then consults p. 61 
  of Tactical Operations to find the rules governing Storm conditions.)
  These weather conditions described by these tables are defined 
  fully in Tactical Operations (with page references as shown in the 
  table). These weather conditions will then take place for the duration 
  of the scenario. If the result is unlikely to occur (such as snow on 
  a extremely hot world), than either re-roll, or simply consider the 
  weather as a normal day.
  Note the above rules presume the availability of mapsheets and the 
  presence of a gamemaster to determine terrain and weather effects. If 
  mapsheets are unavailable, players should feel free to create terrain ap-
  propriate to the objective site, based on the short description given. If 
  no game master is available, players may devise their own methods for 
  determining who resolves the weather conditions randomly.
  
  37
  37
  regional militias were used to quickly rebuild line regiments, leaving 
  few with more than a battalion of ‘Mech forces. Prior to the Jihad 
  theaters had two to five RCTs each, most with three, while provinces 
  had up to two, with Donegal lacking a regional militia force.
  Typically, Lyran planetary militias contain 1 to 3 companies of 
  unarmored infantry (mostly foot) and conventional fighters, and a 
  battalion of armor. Some of the richer Lyran planets will have better 
  equipment, some with extra conventional fighters and a few with 
  integrated BattleMech forces. These forces are primarily of a reserve 
  nature, typically with some or all of the officers being full time and 
  handling much of the paperwork. Militias will typically be active 
  for a few weeks each year under normal conditions and all the 
  equipment will be kept in one location to muster out of. In the event 
  of an invasion or natural disaster, they will be activated and report 
  as soon as they can. In areas where raiding is more common, mainly 
  along the Periphery border, infantry near installations may house 
  their own weapons, though this can make mobilization of the full 
  militia more difficult in some cases. 
  The size and technological advancement of the planetary militia 
  is loosely based on the systems Population and Socio-Industrial 
  Index. Planets will typically have one mixed militia regiment per 
  one billion residents, with planets that are major industrial, logistical 
  or command worlds possessing double this. Top Tier A- or B-rated 
  technological and Industrial systems will have higher numbers and 
  a better equipped militias, with some even having small numbers of 
  older light to medium BattleMechs or armed IndustrialMechs within 
  the militia or capitals police departments, as well as tactical vehicles 
  armed with heavy grade weapons. C-, D- and F-tier systems in the 
  Lyran Alliance are very likely to have only the oldest conventional 
  vehicles and Infantry forces. Quality of the soldiers typically averages 
  out to Green or Regular, depending on the importance of the world 
  and proximity to a hostile border.
  As a general rule, it is common for a planetary militia to field 
  only a single company of unarmored infantry and atmospheric 
  fighters, plus two companies of combat vehicles, for every one 
  billion planetary inhabitants. If the system is advanced or important 
  enough to have BattleMechs within its militia, however, a good rule 
  of thumb is to assign approximately one lance per full one billion 
  inhabitants. The quality of the soldiers can run the gamut from 
  Green to Veteran, as retired veterans or new graduates from the 
  nearest training center often staff these forces.
  academIes and  
  local Boot camps
  Unlike factories and command centers, most academies will not 
  boast a dedicated security team beyond a platoon or two of “campus 
  security”. Instead, as part of the curriculum, the Alliance—like almost 
  all other Inner Sphere military academies—tends to employ its own 
  cadets for security patrols. While inexpensive and efficient from 
  a financial point of view, patrols often have to be overseen by a 
  higher-up to prevent slacking and irresponsible actions. As expected, 
  Unlike front-line, home guard, or planetary militia forces, 
  corporate security rarely shifts away from the site it is charged with 
  defending, nor are they typically bound to any command outside 
  of the company’s officers. This makes corporate forces often among 
  the most independent-minded in the Inner Sphere, even more so 
  in the industrial friendly Lyran Alliance. While this has helped serve 
  the state at times in the past, the powerful semi-corporate forces 
  on Inarcs could soon bring this issue to the forefront and result in 
  changes for many companies in the Alliance. 
  To determine the rough size and composition of local corporate 
  defenses around a factory, a good rule of thumb is to provide a 
  lance worth of every BattleMech, vehicle, or aerospace fighter line 
  that factory produces, and augment this with a platoon of additional 
  conventional infantry for every lance. Facilities that produce only 
  components for BattleMechs and vehicles almost always have just 
  one lance of their own security, backed up by one to four platoons 
  of conventional infantry. Most corporate security forces tend to be 
  of Regular quality.
  In addition, depending on the location and just how much often 
  the fighting has occurred in recent history, mercenary forces may also 
  be hired to provide additional protection. The strength, numbers, 
  and quality of such forces should be based on the gamemaster’s 
  discretion. These added defenses should be dealt with on a case-
  by-case basis. For example, Lockheed/CBM on Gibbs produces 
  aerospace fighters and DropShips, and so most likely will not have 
  corporate BattleMechs protecting its facility but instead a company of 
  motorized infantry, supported by a squadron of fighters and several 
  modified DropShips retained for combat and convoy escort. A fairly 
  central system well protected by Lyran forces, they are unlikely to 
  have more than a company’s worth of various mercenary BattleMechs 
  for additional ground protection around their facility. StarCorps 
  Industries, meanwhile, has over a battalion of BattleMechs—some 
  mercenary, some in-house forces using ‘Mechs awaiting shipment—
  to back up their regiment of unarmored Infantry, because Son Hoa is 
  so remote and well within reach of Periphery raiders.
  regIonal and local mIlItIa
  A nation that prospers in peacetime, the Lyran Alliance has always 
  had local militias ready to defend their worlds, the more prosperous 
  the planet, the more complex it’s militia. They also inherited the 
  Federated Suns regional militia system, with each province and 
  theater having a militia based around a BattleMech regiment.
  While planetary militias never leave their native systems, 
  regional militias are allocated to their entire region. With provinces 
  on the interior, they generally protect high value targets, such 
  as manufacturing centers, that other LAAF units are not. Theater 
  militias focus more on the strategic location of systems, also being 
  aware of the better supplied Lyran forces. At the start of the Jihad, 
  regional militias had a regiment of BattleMechs, many older designs, 
  with additional forces in the form of a mix of vehicles, infantry and 
  fighters. Not only were many ravaged by the Jihad, but many of the 
  
  38
  38
  personnel turrets, anti-BattleMech and anti-fighter emplacements, 
  and covert underground spotting bunkers all commanded by a 
  dozen advanced command and control buildings to coordinate 
  the perimeter defense. Dozens of artillery batteries, distributed 
  throughout the mountainous complex, can even be called into play 
  to hammer enemy forces at extreme ranges.
  When setting a scenario that takes place within a factory 
  complex, players should note that there is no set template for factory 
  or command center set-ups; every facility is uniquely made to fit into 
  its surrounding terrain, and accommodate whatever its products or 
  programs entail. Most may be defined by outer barriers and interior 
  structures for housing, manufacturing, and storage, but how these 
  are arranged should be best suited to the needs of your campaigns. 
  spoIls of War  
  (refIt KIts and supplIes)
  Not all attacks on systems are to conquer or to destroy the 
  infrastructure. Some units may be raiding a factory site to load up on 
  parts and advanced equipment to continue their military campaign, 
  unable to get back to their own stockpiles. 
  It should be noted if one is raiding for refit kits and spare parts, 
  that all facilities that produces units (I.e., BattleMechs and Aerospace 
  units) also can do custom work and produce Refit kits of E level 
  (see p.188, SO) for the units it produces and D for units it does not. 
  Component factories that do not produce any designs can produce 
  at most C-level (maintenance) kits. If a unit is attempting to garner 
  a refit for a unit whose unit type is different from those produced 
  at the site (i.e., a BattleMech trying to get parts at a vehicle factory 
  and the opposite) drop the rating by an additional two ratings, to a 
  minimum level of A. 
  Due to many factories business models and production capabilities, 
  only a certain amount of refit kits may be available at the time the 
  attackers take the site and when they depart. Most are assembled at 
  the time of chassis production to avoid unnecessary overhead. We 
  suggest that on an immediate arrival or successful attack, the Game 
  Master rolls 1d6/2 per chassis produced. That is the amount of refit 
  kits available for capture if the unit intends to leave immediately. If 
  they intend to stay for a length of time, roll 1d6, modified by 1 if the 
  unit stays more than a week but leaves before week 5. After week 5, 
  remove that –1 modifier, and for every full 3 weeks after that add a 
  +1 modifier to the roll (cumulative). This is the amount of additional 
  refit kits per unit produced by the time of departure. Groups are also 
  suggested to modify this tally by the current production capability 
  of the factory. If the factory hit is currently running at 82% capacity 
  (such as Nanking), modifier the result by .82 (round down) before 
  determining the final amount of kits available.
  As always, these are solely up to the gamemaster and the player 
  group, who may choose to modify this suggestion as deemed 
  necessary. If specific equipment for a particular variant is sought, it 
  is suggested to look at the Technical Readout entry for that design to 
  see if that variant is produced at that site. 
  though cost effective, this generally means that the majority of the 
  troops in a campus security patrol will be of Green experience quality, 
  punctuated by Regular or even Veteran-level instructors. An exception 
  is on New Capetown, where there is a larger security force to prevent 
  the campus from becoming a focal point for local hate groups.
  Almost universally, the enrollment program dictates the type of 
  patrols the academy or university employs. Major Lyran academies 
  have programs for most branches of the military, and so often have 
  a wide variety of soldiers patrolling at any given time, while the local 
  training centers, typically referred to as boot camps, almost always 
  rely on vehicle and infantry teams training in reconnaissance. While 
  academies and boot camps have large class sizes, the available 
  equipment dictates how many can actually fight should real combat 
  occur around them. When a system with a major academy is under 
  a full fledged assault, cadets assigned equipment often fall under 
  the command of the head instructors, who will report to the militia/
  provincial garrison commander on how to assist in the system 
  defense. 
  To reflect this, most academies will have approximately 4d6 
  Lances/Platoons/Squadrons of various weights (BattleMechs, 
  Fighters, and Vehicles) and types (Infantry) of Green-quality troops 
  available for defense, with the commanders of each Lance/Platoon/
  Squadron of Regular or Veteran. Boot camps will have Vehicles and 
  Infantry, but only wealthy or highly advanced planets will possess 
  2d6 Fighters, BattleMechs or MilitiaMechs.
  statIc defenses
  Solely dependent on the importance and location, the amount, 
  type and even the very possibility of static defenses can vary 
  widely from system to system. Interior systems without any real 
  targets of interest rarely have permanent static defenses, relying on 
  impromptu erected anti-vehicle and infantry traps, or large ditches 
  made to simply slow down a BattleMech advance. Strictly military 
  objectives isolated from civilian sectors, meanwhile, may have 
  permanent gun emplacements ready to oppose invaders, along 
  with extensive hangars for housing troops. Many of these tend to 
  be armed with weapons produced by Lyran companies, so it is not 
  surprising many of the Lyran static defenses contain autocannon 
  turrets, a perimeter of ditches, with artillery support available in 
  areas not near population centers. Almost all factories producing 
  war material allocate some of their excess production to build up 
  static defenses, so factories that produce Gauss Rifles will likely have 
  those weapons mounted on many of their weapon turrets. 
  For example, Maxell Metals on Chukchi III, and Defiance 
  Industries on Hesperus II. Maxell has about a half dozen turreted laser 
  emplacements, with a mix of extended range and pulse lasers. They 
  contain a bunker where a squad or two of troops are located, armed 
  with lethal weapons against raiders as well as non-lethal options 
  for local protesters. Defiance has a sprawling set of emplacements 
  that is just shy of meeting the requirements of a Castle Brian, with 
  hundreds of separate fixed positions, including automated anti-
  
  Terra
  A Place
  Abbadiyah
  Abejorral
  Aberystwyth
  Abramkovo
  Acamar
  Accrington
  Acrux
  Acubens
  Adelaide
  Adhafera
  Aiguebelle
  Akfata
  Al Hillah
  Al Jafr
  Alchiba
  Alcor
  Aldebaran
  Alekseyevka
  Alexandria
  Algorab
  Alhena
  Alioth
  Alkaid
  Alkalurops
  Alkes
  Alma Alta
  Alnasi
  Alphard
  Alphecca
  Alrakis
  Alshain
  Altair
  Altais
  Altenmarkt
  Althastan
  Alula Australis
  Alula Borealis
  Alya
  Alyina
  Amity
  Amminadav
  Anembo
  Annunziata
  Antares
  Apolakkia
  Apostica
  Arboris
  Arc-Royal
  Arcadia
  Arcturus
  Ardoz
  Arganda
  Aristotle
  Arluna
  Ascella
  Asta
  Athenry
  Atocongo
  Atria
  Aubisson
  Augustine
  Auldhouse
  Aur
  Australia
  Ayacucho
  Azha
  Babaeski
  Baker 3
  Ballynure
  Baryshevo
  Basiliano
  Batajnica
  Baxter
  Bedeque
  Bella I
  Benfled
  Berenson
  Bessarabia
  Beta VII
  Biloela
  Binyang
  Biota
  Biuque
  Bjornlunda
  Black Earth
  Blackjack
  Blair Atholl
  Menkent
  Blue Hole
  Blumenort
  Bobruisk
  Bolan
  Bondurant
  Bordon
  Borghese
  Bountiful Harvest
  Breukelen
  Brooloo
  Bruben
  Bryant
  Bucklands
  Buckminster
  Buena
  Butler
  Gulf Breeze
  Calafell
  Caldrea
  Caledonia
  Callison
  Callisto V
  Cameron
  Camlann
  Canal
  Canonbie
  Caph
  Capolla
  Carlisle
  Carnwath
  Carse
  Carsphairn
  Carstairs
  Liberty
  Cascade
  Castor
  Cavanaugh II
  Cebalrai
  Chaffee
  Chahar
  Champadanga
  Chan
  Chapultepec
  Chara
  Chertan
  Chhaprauli
  Chiavenna
  Chukchi III
  Ciampino
  Ciotat
  Circinus
  Clermont
  Clinton
  Coldbrook
  Colfax
  Colinas
  Colmar
  Concord
  Connaught
  Cor Caroli
  Corridan IV
  Coventry
  Crevedia
  Crimond
  Cruz Alta
  Csesztreg
  Cumbres
  Cusset
  Czarvowo
  Dalkeith
  Danais
  Danxian
  Dar-es-Salaam
  Dawn
  Dehgolan
  Deia
  Dell
  Deneb Algedi
  Denebola
  Denizli
  Devil's Rock
  Devin
  Dieron
  Dieudonne
  Diosd
  Dixie
  Domain
  Dompaire
  Donegal
  Dromini VI
  Drosendorf
  Dubhe
  Dukambia
  Duran
  Dustball
  Dyev
  Eaglesham
  Eaton
  Edasich
  Eguilles
  Eidsfoss
  Eilenburg
  Elgin
  Ellengurg
  Ellijay
  Eltanin
  Elume
  Enders Cluster (10)
  Engadin
  Engadine
  Enkoping
  Enzesfled
  Epsilon
  Epsilon Eridani
  Epsilon Indi
  Errai
  Esteros
  Etiler
  Eutin
  Evciler
  Ewanrigg
  Fatima
  Feltre
  Ferihegy
  Ferleiten
  Fianna
  Finsterwalde
  Firenze
  Fletcher
  Florida
  Fomalhaut
  Ford
  Forkas
  Fort Loudon
  Freedom
  Furillo
  Gacrux
  Galatea
  Galisteo
  Gallatin
  Gallery
  Galuzzo
  Gannett
  Ganshoren
  Garrison
  Gatineau
  Genoa
  Giausar
  Gibbs
  Gienah
  Ginestra
  Gladius
  Glengarry
  Goat Path
  Goetville
  Goito
  Graceland
  Graham IV
  Gram
  Graus
  Great X
  Greenlaw
  Griffith
  Grumium
  Grunwald
  Guatavita
  Gunzburg
  Gypsum
  Hainfeld
  Halesowen
  Halfway
  Halifax
  Hall
  Halmyre Deans
  Hamilton
  Harvest
  Heiligendreuz
  Helm
  Herzberg
  Hesperus II
  Hillerod
  Hinckley
  Hohenems
  Hollabrunn
  Hood IV
  Horneburg
  Hot Springs
  Howick
  Hsien
  Hyde
  Hyperion
  Ilzra
  Imbros III
  Inarcs
  Inchicore
  Incukalns
  Ingress
  Irian
  Issaba
  Izar
  Jabuka
  Jatznik
  Jaumegarde
  Jerangle
  Jesenice
  Kalidasa
  Kamenz
  Kandersteg
  Kandis
  Karbala
  Karkkila
  Karston
  Kaumberg
  Kaus Australis
  Kaus Borealis
  Kaus Media
  Kawich
  Keid
  Kelang
  Kelenfold
  Kempten
  Kervil
  Kessel
  Khartoum
  Khon Kaen
  Kies
  Kikuyu
  Kimball II
  Kirchbach
  Kirkcaldy
  Kitzingen
  Kladnitsa
  Ko
  Kobe
  Kochab
  Kockengen
  Kolovraty
  Komephoros
  Koniz
  Konstance
  Kookens 
  Pleasure Pit
  Kostinbrod
  Kowloon
  Krievci
  Krung Thep
  Kufstein
  Kuzuu
  Kvistgard
  Kwangchowwang
  Kwangjong-ni
  La Blon
  La Grave
  Labouchere
  Laiaka
  Lambrecht
  Lamon
  Lancaster
  Langhorne
  Launam
  Laurent
  Laurieston
  Leganes
  Leskovik
  Liao
  Liezen
  Lipton
  Loburg
  Loric
  Lost
  Lothan
  Lovinac
  Loxley
  Lucianca
  Ludwigshafen
  Lyndon
  Lyons
  Ma'anshan
  Machida
  Madiun
  Maestu
  Mahone
  Main Street
  Maisons
  Malibu
  Mandaoaaru
  Mannedorf
  Marcus
  Marfik
  Mariefred
  Marik
  Maule
  McAffe
  Meacham
  Medellin
  Medzev
  Megrez
  Melissia
  Memmingen
  Menkalinan
  Blue Diamond
  Merak
  Mercedes
  Mesa Verde
  Mezzana
  Miaplacidus
  Millerton
  Millungera
  Milton
  Minderoo
  Miquelon
  Mississauga
  Mizar
  Mkuranga
  Mogyorod
  Montmarault
  Moore
  Morges
  Moriguchi
  Moritz
  Morningside
  Mozirje
  Muphrid
  Najha
  Nanking
  Nashir
  Nathan
  Neerabup
  Nekkar
  Nestor
  New Canton
  New Capetown
  New Earth
  New Exford
  New Home
  New Hope
  New India
  New Kyoto
  New Oslo
  Procyon
  New Wessex
  Newtown Square
  Niangol
  Ni
  Nirasaki
  Nockatunga
  Noisiel
  Northwind
  Nouasseur
  Novara
  Nox
  Numki
  Nuneaton
  Nusakan
  Odessa
  Oliver
  Orestes
  Orkney
  Ormstown
  Outreach
  Pandora
  Pangkalan
  Parakoila
  Pasig
  Pencader
  Penobscot
  Phalan
  Phecda
  Pherkad
  Pike IV
  Pilkhua
  Pingree
  Planting
  Plei
  Pobeda
  Pocologan
  Pollux
  Porrima
  Port Moseby
  Poulsbo
  Predlitz
  Premana
  Preston
  Promised Land
  Qanatir
  Qarahta
  Quarell
  Quentin
  Quilino
  Qurayyat
  Radostov
  Rahne
  Rajkot
  Ramsau
  Rapla
  Rasalgethi
  Rasalhague
  Rastaban
  Recife
  Reese Station
  Remulac
  Revivim
  Rexburg
  Richvale
  Ridderkerk
  Rigil Kentarus
  Rijeka
  Roadside
  Rochelle
  Rodigo
  Romulus
  Rosice
  Rubigen
  Rukbat
  Ryde
  Sabik
  Saffel
  Saiph
  Sakhalin
  Santana
  Sapienza
  Sappir
  Saravan
  Sargasso
  Sarikavak
  Sarpsborg
  Satalice
  Savannah
  Seginus
  Seiduts
  Senftenberg
  Setubal
  Sevren
  Shahr Kord
  Shaula
  Sheratan
  Sheridan
  Shiloh
  Shimosuwa
  Shionoha
  Shirotori
  Shitara
  Sierpc
  Sirius
  Skandia
  Skokie
  Skondia
  Skye
  Small World
  Smolnik
  Soilihull
  Solaris
  Son Hoa
  Stanley
  Stantsiya
  Stanzach
  Sterling
  Stewart
  Storfors
  Strandfontein
  Styx
  Sudeten
  Suk II
  Sulafa
  Summer
  Summit
  Surcin
  Svarstaad
  Svinngarn
  Swartklip
  Symington
  Syrma
  Tainjin
  Talitha
  Tall Trees
  Tamar
  Tangua
  Tania Australis
  Tania Borealis
  Tapihue
  Telos IV
  Terra Firma
  Tetersen
  Teyvareb
  Thannhausen
  Tharkad
  Thermopolis
  Thorin
  Thuban
  Thun
  Timbiqui
  Timbuktu
  Timehri
  Timkovichi
  Tiruppur
  Toffen
  Togwotee
  Tomans
  Trell I
  Trellisane
  Trent
  Trentham
  Triesting
  Trolloc Prime
  Tsarahavana
  Tsinan
  Tsukude
  Tukayyid
  Turinge
  Twycross
  Ueda
  Uhuru
  Unukalhai
  Unzmarkt
  Upano
  Urjala
  Utrecht
  Uzhgorod
  Valloire
  Van Diemen IV
  Veckholm
  Vega
  Venaria
  Vendrell
  Vermezzo
  Viborg
  Vihtijarvi
  Vindemiatrix
  Virtue
  Volders
  Vorarlberg
  Vorzel
  Vulcan
  Waldorff
  Wasat
  Weingarten
  Westerstede
  Wheel
  Whittington
  Willunga
  Wiltshire
  Windsor
  Wing
  Winter
  Woodstock
  Wrociaw
  Wyatt
  Yed Posterior
  Yed Prior
  Yeguas
  Yorii
  York
  Zanderij
  Zaniah
  Zaprudy
  Zavijava
  Zdice
  Zebebelgenubi
  Zebeneschamali
  Zhongshan
  Zoetermeer
  Zollikofen
  Zortman
  Zosma
  Zurich
  Zvolen
  Zwenkau
  Zwipadze
  The Rack
  Pain
  Waypoint
  Clayborne II
  Diedre's Den
  Andiron
  Baltazar III
  All Dawn
  Caldarium
  Gillfillan's Gold
  Otisberg
  Slewis
  Lyran Alliance Industry Map
  December 3079
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Province Capital
  Nation Capital
  0
  10
  20
  30
  40
  50 lightyears
  BattleMechs
  Vehicles
  Aerospace
  fighters
  Other
  Large Crafts
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/BattleTech - Objectives - Lyran Alliance.pdf