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: Periphery, 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: Periphery describes the state of the major factories, training centers, and 
  command centers of the Periphery in the wake of the events described in Jihad Hot Spots: 
  Terra. Including detailed stats on every key system, 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: 5 January 3080
  The following report is brief compared to the other documents in this series, though this one covers multiple nations. This is due to the 
  smaller number of worlds on which factories and installations of note can be found. Additionally, the lack of firm intelligence and the insular 
  nature of the people of the Periphery means this report is more prone to inaccuracy and has more than its fair share of conjecture.
  What is notable in this report is the improvement in technological competence of several Periphery nations. The Taurians, for example, lost 
  considerable personnel and industrial capability, but what survived seems to have experienced an impressive leap forward. There are also indi-
  cations of new construction to supplant losses on several planets. This would have been unthinkable just a few decades past. While the future 
  products of the new factories remain unknown, indications exist that they will utilize advanced technology. This may be a long-term concern: 
  while we might hope to force reductions in military strength in the wake of the Jihad, the Periphery states have little reason to comply.
  The biggest unknown is the Deep Periphery. While always concealed by the murk of distance and disinterest, the absence of updates in 
  recent years is a problem that needs redress. While conducting surveillance in the open may be undesirable, efforts should be undertaken to 
  prevent us from getting blindsided. Such missions might also offer information on Clan encroachments and it never hurts to have more friends, 
  even small ones. Their direct influence may be limited, but small forces on the rim of the Inner Sphere can distract the Successor States.
  Beyond the advantages the Periphery may provide for our own agenda, we would do well to identify potential allies and enemies merely 
  because we can rely on our rivals to do the same. And we may wish to eradicate some of the smallest enemies before they have time to recover.
  HOW TO USE THIS BOOK
  Objective Raids: Periphery is a BattleTech companion to the Field Report PDF series designed to provide players with informa-
  tion about the state of the Periphery nations’ Military-Industrial complex in the aftermath of the liberation of Terra during the Jihad 
  (and prior to the official establishment of the Republic of the Sphere).
  Each Periphery nation (or grouping) is given its own chapter of this document. For each nation, there will be an Overview—a 
  brief synopsis on the systems within that nation. Split up into two types of systems, the Overview details what happened to the 
  industrial arm of the nation (Industrial Update) and its strategically important star systems (Strategic Integrity) during the Jihad 
  The next section is Industrial State, covering the status of all the military industrial companies still functioning and producing 
  war materiel within the nation and what defending units are stationed within the planetary system. The subsections are broken 
  up into Industrial Systems where factories produce war materiel and components, and Strategic Systems such as regional capitals 
  and other systems containing logistical targets including refit centers, academies, and non-production dry docks. 
  Upcoming Projects covers new facilities and lines currently being built or being converted in efforts to recover from the losses 
  suffered during the Jihad. 
  Finally, after all the nations have been dealt with individually, the Rules Annex provides an index for where to find advanced 
  game rules using the information from the planetary statistic boxes and loose guidelines for creating planetary and local militia 
  defense forces typical to Periphery installations.
  CREDITS
  Project Development: Herbert A. Beas II, Paul Sjardijn
   Development Assistance: Nicholas Marsala
   Strategic Assistant: Øystein Tvedten
  BattleTech Line Developer: Herbert A. Beas II
   Assistant Line Developer: Ben H. Rome
  Writing: Geoff Swift
  Product Editing: Ken Horner, Paul Sjardijn
  Production Staff
   Cover Design and Layout: Ray Arrastia
   Evolved Faction Logos Design: Jason Vargas
   Maps: Øystein Tvedten
  Developer’s Note: For more information about the former Free Worlds League Industry see Handbook: Minor Periphery States, Field Manual: 
  Periphery, Field Manual: Updates, Masters and Minions: The StarCorps Dossiers, any of the Jihad line of products, or Technical Readout: 3085.
  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: Thanks to Nick and Herb for the opportunity to write a second 
  Objective Raids project. I’d like to dedicate this one to Blake, unrivaled feline 
  friend of 14 years: 3 September 1996-27 December 2010. Also a special thanks 
  to Ray Arrastia, the layout king of BattleTech; he takes all the crap we write and 
  makes it look good.
  
  oTHer reaLMs anD PoWers
  2
  
  3
  CONCORDAT OVERVIEW
  The Taurian Concordat suffered the worst in the Jihad of all the 
  major Periphery powers. While some of it was due to their choice 
  of allies, the rest was due to their own rampant paranoia. Asteroids 
  cut off the head of the government when they smashed into Taurus, 
  and the emotional toll was increased by the takeover by the military. 
  With factories lost to astronomical attack and others lost to maraud-
  ing mercenaries, the Taurian military launched an all-out assault on 
  the Federated Suns. Given the major attrition in infrastructure, the 
  campaign further decimated the TDF that it now seems possible 
  that the Calderon Protectorate could make significant gains.
  INDUSTRIAL UPDATE
  Loss is the most appropriate word to describe the state of the 
  Taurian military industrial complex. They lost the factory on Perdi-
  tion and the facilities on MacLeod’s Land and Sterope suffered major 
  damage from the Hansen’s Roughriders. Their impressive facilities 
  on Taurus were lost when the asteroids fell.
  Taurus Territorial Industries suffered the worst of all the Concor-
  dat industries. Their facilities on Taurus and Sterope did not survive. 
  This crippled the Taurians’ single largest weapons producer. While  
  the Sterope factory is now undergoing repairs, it is at but a fraction 
  of its capacity. Several lines will need complete replacement. There 
  is intent to rebuild on Taurus as well, but that will require a complete 
  ground-up construction effort. The company built a new factory at 
  the Jansen’s Hold facility to turn out (Primitive) BattleMechs, and 
  quickly provide garrison ’Mechs. 
  Pinard Protectorates Limited also suffered significant damage. The 
  factories on Perdition and MacLeod’s Land faced the tender mercies 
  of the Roughriders. While the MacLeod’s Land facility is technically 
  not a total loss—our estimates place its current capacity at one-fifth 
  its former level—little has been done to begin the rebuilding of this 
  private company’s factories. The shattered Taurian economy has pre-
  vented any government funds from being provided to the company 
  as incentive to rebuild. This should continue for several years at least.
  Vandenberg Mechanized Industries has emerged as the largest 
  military manufacturer in the Concordat outside of the Hyades Cluster. 
  With none of their factories suffering damage, their production level 
  has remained at its maximum capacity with shifts operating around 
  the clock to turn out as much materiel as possible for the TDF.
  Sterope Defense Industries has returned to about half their produc-
  tion level on Sterope, while Alphard Trading Corporation’s factory on 
  Perdition is a complete loss, with the company uncertain it will rebuild 
  in the Concordat. Edge Industries on Celano suffered minor damage 
  when the Calderon Protectorate staged a raid, but they have nearly 
  recovered completely from the attack. The other minor industrial com-
  panies of the Concordat continue their operations without a break; the 
  pace demanded for the war efforts taxes personnel and machinery to 
  their limits. Liberty Arms was founded and built their Jamestown plant 
  to produce (Primitive) BattleMechs in 3075, a process that will likely ta-
  per off as damaged factories are brought back online and the necessary 
  supplies are diverted back to their usual destinations. 
  STRATEGIC INTEGRITY
  The military training apparatus of the TDF suffered compa-
  rable damage. Gone are the École Militaire of Taurus along with 
  the University of Taurus. Training for MechWarriors has resumed on 
  Taurus, but the quality of future graduates will pale beside those 
  who came before with the loss of the facilities and the faculty. The 
  losses of experienced personnel capable of training cadets in the 
  conflict with the Federated Suns will further hamper their educa-
  tion. New Vandenburg’s Naval Institute and Samantha’s Concordat 
  Aerospace Flight School were not subject to enemy aggression 
  and despite the departure of most senior cadets and combat-via-
  ble faculty for the war effort, instruction was uninterrupted at both 
  throughout the Jihad.
  Aside from those lost on Sterope, Perdition, and MacLeod’s Land 
  (where the University was also razed to the ground), the local train-
  ing academies are all intact. These lesser schools generally train only 
  local militia to defend important installations. This sees their pres-
  ence limited to those worlds deemed important by the Concordat 
  government, usually worlds with factories or critical infrastructural 
  necessity to the nation as a whole. 
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating  
  Capacity
  Brinton (O/P Computer Electronics)
  0%
  80%
  Celano (Edge Industries)
  35%
  70%
  Dicallus (Bowie Industries)
  0%
  90%
  Illiushin (Vandenberg Mechanized Ind.)
  0% 
  95%
  Jamestown (Liberty Arms)
  0%
  90%
  Jansen’s Hold (Taurus Territorial Industries)
  0% 
  75%
  MacLeod's Land (Pinard Protectorates Ltd.)
  90%
  20%
  New Vandenburg (Concordat Tele & Trans)
  0%
  95%
  New Vandenburg (Paulina Weapons)
  0% 
  80%
  New Vandenburg (Vandenberg Mech. Ind.)
  0%
  85%
  Organo (Pinard Protectorates Limited)
  0% 
  75%
  Perdition (Alphard Trading Corporation)
  100%
  0%
  Perdition (Pinard Protectorates Limited)
  100%
  0%
  Pinard (Pinard Protectorates Limited)
  0% 
  80%
  Pinard (Pinard-Dicolais Electronics)
  0% 
  80%
  Pinard (Vandenberg Mechanized Ind.)
  0%
  90%
  Pinard (Wingman Enterprises, Ltd)
  0% 
  75%
  Sterope (Sterope Defense Industries)
  85% 
  50%
  Sterope (Taurus Territorial Industries)
  90% 
  35%
  Taurus (Magna Metals)
  0%
  95%
  Taurus (Taurus Territorial Industries)
  100% 
  0%
  *Capital and personnel losses at location since the start of the Jihad.
  
  4
  CELANO
  Star Type (Recharge Time): F4V (175 hours)
  Position in System: 4
  Time to Jump Point: 16.10 days
  Number of Satellites: None
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 29°C (Temperate)
  Surface Water: 78 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Fish
  Population: 85,000
  Socio-Industrial Levels: B-D-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Aquila (Abruzzo), Maytal, and 
  Whirlstorm
  Importance: Industrial
  Only recently colonized by the Taurians, the world’s lone 
  industry began with LosTech Inc. refurbishing and selling off 
  the stores from an old SLDF cache. When LosTech went bank-
  rupt, it took foreign funding for Edge industries to take over 
  the operation. With little habitation, especially on the deadly 
  storm-swept plains of Whirlstorm, Celano typifies the Inner 
  Sphere stereotype of a Periphery world, in which the struggle 
  for survival is the focus of the local population.
  EDGE INDUSTRIES
  Main Products: Standard and Ferro-Fibrous/Aluminum Armor, 
  Streak SRM launchers, tank guns, and ordnance
  Location: Edgewood (Aquila)
  Local Terrain: Woodlands
  Local Climate: Rainy
  PLANETARY MILITIA
  Main Programs: Unarmored Infantry
  Location: Abruzzo (Aquila)
  Local Terrain: Coastal
  Local Climate: Stormy
  INDUSTRIAL STATE
  Battered and much-reduced, the Taurian industry staved off the 
  onslaught of asteroids, pirates, former allies and vengeful mercenar-
  ies enough to maintain some output. Though some factories were 
  total losses, others are undergoing repairs and expansion.
  INDUSTRIAL SYSTEMS
  BRINTON
  Star Type (Recharge Time): F2V (173 hours)
  Position in System: 5
  Time to Jump Point: 18.75 days
  Number of Satellites: 2 (Onion and Turnip)
  Surface Gravity: 1.05
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25°C (Cool-Temperate)
  Surface Water: 57 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 22,750,000
  Socio-Industrial Levels: B-B-B-B-B
  Defending Forces: None
  Landmasses (Capital City): Fawcett (Richard), Charlton, Har-
  vey, and Gladstone
  Importance: Industrial
  Famed for its computer industry, the importance of Brin-
  ton has seen O/P Computer Electronics increase the size of 
  its standing defense force to one AeroSpace regiment and a 
  regiment of well-trained infantry; one of the infantry compa-
  nies is equipped with battle armor. An ancient bioweapon set 
  off by Capellan raiders decades ago continues to infect and 
  kill all visitors. Products are shipped offworld by NBC-suited 
  personnel who vent the entire cargo area to space to kill any 
  infectious material that tagged along.
  O-P COMPUTER ELECTRONICS
  Main Products: Communication systems, and Targeting and  
  Tracking systems
  Location: Fago (Charlton)
  Local Terrain: Flatlands, Urban
  Local Climate: Arid
  
  5
  ILLIUSHIN
  Star Type (Recharge Time): M6V (207 hours)
  Position in System: 4
  Time to Jump Point: 2.34 days
  Number of Satellites: 1 (Eye)
  Surface Gravity: 1.01
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 27°C (Temperate)
  Surface Water: 66 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 35,000,000
  Socio-Industrial Levels: C-C-B-C-A
  Defending Forces: None
  Landmasses (Capital City): Flight (Dilyalevo), Harbor
  Importance: Industrial
  Nearly every type of cheese known to man is manufactured 
  on Illiushin. A fondness for dairy products among early settlers 
  and extensive grasslands enabled the cheese-making industry 
  on a tremendous scale. A pirate raid once led to a lengthy halt 
  in exports, and motivated other pirates to hunt down and pun-
  ish the offenders, establishing the hands-off policy towards the 
  agricultural regions and infrastructure of this world.
  VANDENBERG 
  MECHANIZED INDUSTRIES
  Main Products: Shadow Hawk, Stinger, Commando and Griffin  
  BattleMechs; Union-class DropShips; small craft; jump jets,  
  short range missiles; Toro and Xanthos (Primitive) BattleMechs
  Location: Cheese Whey (Pasteur)
  Local Terrain: Mountain/Urban 
  Local Climate: Windy
  Originally built as a covert factory hidden from observing eyes due 
  to the general prohibition against invading the agricultural paradise, 
  it eventually expanded into plain view. Though some of the output is 
  dedicated to the honor guard protecting the world’s precious food-
  stuff industry, most product stacks up on the outbound DropShip 
  warehouses, competing for export priority with the many cheeses.
  DICALLUS
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 3
  Time to Jump Point: 9.12 days
  Number of Satellites: 1 (Mond)
  Surface Gravity: 1.02
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 27°C (Temperate)
  Surface Water: 55 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 275,000,000
  Socio-Industrial Levels: B-B-C-B-A
  Defending Forces: None
  Landmasses (Capital City): Weiss (Nürnberg), Grün, Brün, 
  Blauwald
  Importance: Industrial
  Visitors are initially put off by the large companion dogs 
  of all natives. Necessary to defend against the varied, cunning 
  and deadly predators, who have resisted all eradication ef-
  forts, the dogs were engineered centuries ago. The dogs’ long 
  lifespans ensures people have a guardian throughout much 
  of their lives.
  BOWIE INDUSTRIES
  Main Products: Gabriel Hovercraft
  Location: Nürnberg (Weiss)
  Local Terrain: Urban
  Local Climate: Mild
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored Infantry
  Location: Nürnberg (Weiss)
  Local Terrain: Urban
  Local Climate: Mild
  
  6
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Founding (Helen)
  Local Terrain: Hills 
  Local Climate: Stormy
  JANSEN’S HOLD
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 3
  Time to Jump Point: 7.96 days
  Number of Satellites: 2 (Dak and Rogue)
  Surface Gravity: 1.06
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 26°C (Cool-Temperate)
  Surface Water: 45 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 365,000,000
  Socio-Industrial Levels: C-C-B-C-C
  Defending Forces: None
  Landmasses (Capital City): Glacia (Theo), Massak, Puttaaq
  Importance: Industrial
  TAURUS
  TERRITORIAL 
  INDUSTRIES
  Main Products: Griffin and  
  Phoenix (Primitive)  
  BattleMechs
  Location: 
  Masaaraq(Glacia)
  Local Terrain: Tundra
  Local Climate: Windy
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Gnome (Massak)
  Local Terrain: Flatlands 
  Local Climate: Stormy
  ILLIUSHIN TAURIAN ACADEMY
  Programs: WorkMech, Armor, Unarmored infantry
  Location: Dairy (Whey)
  Local Terrain: Light Urban 
  Local Climate: Mild
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Dairy (Whey)
  Local Terrain: Light Urban 
  Local Climate: Mild
  JAMESTOWN
  Star Type (Recharge Time): G1V (182 hours)
  Position in System: 5
  Time to Jump Point: 9.75 days
  Number of Satellites: 1 (York)
  Surface Gravity: 0.99
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Tropical)
  Surface Water: 75 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 250,000,000
  Socio-Industrial Levels: C-C-C-D-B
  Defending Forces: None
  Landmasses (Capital City): Helen (Founding), Chichón, Atwell
  Importance: Industrial
  LIBERTY ARMS
  Main Products: Toro, Thunderbolt and Ymir (Primitive) BattleMechs
  Location: Bowie (Bowie Seamount)
  Local Terrain: Jungle
  Local Climate: Mild
  Built from scratch in 3075 when the company was founded after 
  the terrible losses on other worlds, it is likely this plant will cease 
  production and be converted to other uses once true BattleMech 
  production levels are recovered at damaged and destroyed factories 
  elsewhere. Its location on an extinct volcano in the tropics ensures 
  workers are easy to come by.
  
  7
  NEW VANDENBURG
  Star Type (Recharge Time): F5IV (176 hours)
  Position in System: 6
  Time to Jump Point: 14.94 days
  Number of Satellites: 2 (Jefferson and Locke)
  Surface Gravity: 1.10
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 31°C (Temperate)
  Surface Water: 68 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 2,650,000,000
  Socio-Industrial Levels: B-A-C-A-C
  Defending Forces: Elements of the First Taurian Lancers
  Landmasses (Capital City): Hoyt (New Vandenburg), Suis-
  sen, South Holme
  Importance: Industrial, Logistical
  CONCORDAT TELECOM 
  AND TRANSSTELLAR
  Main Products: Quasit MilitiaMech
  Location: New Vandenburg (Hoyt)
  Local Terrain: Urban
  Local Climate: Mild
  PAULINA WEAPONS
  Main Products: Cyrano Gunship VTOL
  Location: Ariane (Hoyt)
  Local Terrain: Plains
  Local Climate: Windy
  VANDENBERG 
  MECHANIZED INDUSTRIES
  Main Products: Stinger, Archer, Marauder and Ostroc BattleMechs, 
  Hunter tank, Chippewa aerospace fighter, and Tigress small craft, 
  XL and standard fusion engines, lasers, armor and jump jets
  Location: Industrial City (Hoyt)
  Local Terrain: Urban 
  Local Climate: Mild
  A manufacturing center that had a city spring up around it, the 
  entire local economy revolves around the manufacture of war ma-
  teriel. As with many other mining towns, the workers use corporate 
  scrip to purchase supplies at the company stores.
  MACLEOD’S LAND
  Star Type (Recharge Time): G1V (182 hours)
  Position in System: 3
  Time to Jump Point: 9.75 days
  Number of Satellites: 1 (Shikiku)
  Surface Gravity: 0.99
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 32°C (Temperate)
  Surface Water: 61 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 345,000,000
  Socio-Industrial Levels: B-C-B-C-B
  Defending Forces: Concordat Commandos
  Landmasses (Capital City): Heather (Dougal), Connor, Ramirez
  Importance: Industrial
  PINARD PROTECTORATES LIMITED 
  Main Products: Locust BattleMechs, Jump Jets, Machine Guns
  Location: Castigere (Heather)
  Local Terrain: Urban
  Local Climate: Mild
  Limping along at a low  production rate that should increase in fits 
  and jumps as engineers get lines repaired and in use once more, the 
  TDF expects that Clint and Stinger production will resume eventually.
  PLANETARY MILITIA
  Main Programs: Unarmored infantry
  Location: Dougal (Heather)
  Local Terrain: Wetlands 
  Local Climate: Windy
  The militia on MacLeod’s Land has been stripped of their combat 
  vehicles to replenish the losses in the Taurian military. Their com-
  mander has put out feelers for civilians and businesses that are will-
  ing to refit their vehicles to make-shift fighting vehicles.
  
  8
  ORGANO
  Star Type (Recharge Time): K1V (192 hours)
  Position in System: 3
  Time to Jump Point: 5.18 days
  Number of Satellites: 1 (Organus)
  Surface Gravity: 1.05
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 41°C (Tropical)
  Surface Water: 54 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 27,900,000
  Socio-Industrial Levels: C-C-B-C-A
  Defending Forces: Red Chasseurs
  Landmasses (Capital City): Alphus (Typae), Omegus
  Importance: Industrial
  PINARD PROTECTORATES LIMITED
  Main Products: Sabre aerospace fighter
  Location: Althea (Alphus)
  Local Terrain: Flatlands
  Local Climate: Windy
  Planted at the infertile sandy extreme of a vast agricultural plan-
  tation, the Pinard plant performs most of its assembly underground 
  in an immense natural cavern at the border of desert and agricul-
  tural fields. Large cranes lift the completed fighters from the under-
  ground hangars when their retractable roofs are open. A nearby air-
  field facilitates transport by trained pilots to the militia headquarters 
  in Typae.
  ORGANO TAURIAN ACADEMY
  Programs: Aerospace Pilot, Armored and Unarmored Infantry, 
  Cavalry
  Location: Star City (Omegus)
  Local Terrain: Flatlands 
  Local Climate: Mild 
  PLANETARY MILITIA
  Main Programs: Aerospace fighters, Unarmored infantry
  Location: Typae (Alphus)
  Local Terrain: Flatlands 
  Local Climate: Windy
  TAURIAN NAVAL INSTITUTE
  Programs: DropShip, JumpShip and WarShip crew, officer, piloting, 
  and gunnery
  Location: University City (Hoyt)
  Local Terrain: Mountains 
  Local Climate: Stormy 
  Appearing from space as an annex to the University, the In-
  stitute makes use of the University’s classroom facilities while the 
  flattened top of nearby Aerie Butte serves as the training DropPort 
  for the Institute’s cadets. The frequently changing weather systems 
  ensure that all piloting trainees experience the full range of poten-
  tial takeoff and landing conditions. The JumpShip and WarShip pro-
  grams have received a boost as they work on repairing one of the 
  Taurian Navy’s few Star Lord JumpShips, which was heavily damaged 
  in 3078.
  NEW VANDENBURG 
  TAURIAN ACADEMY
  Programs: Armored and Unarmored Infantry, Cavalry
  Location: Almatuff City (Hoyt)
  Local Terrain: Forest 
  Local Climate: Rainy
  The southernmost city on Hoyt, this militia academy trains the 
  fierce and universally respected New Vandenburg militia. Specializ-
  ing in defensive operations, the academy maintains bases and train-
  ing fields on all the world’s continents, even the otherwise-prohibit-
  ed wildlife sanctuary of South Holme. This prepares the troopers to 
  fight invaders anywhere on the planet. 
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Zathus (South Holme)
  Local Terrain: Coastal 
  Local Climate: Rainy
  
  9
  VANDENBERG 
  MECHANIZED INDUSTRIES
  Main Products: Warhammer, and Thunderbolt BattleMechs, Ve-
  dette tank and Heavy Hover APC
  Location: Allentown (Drummond)
  Local Terrain: Urban/Hills
  Local Climate: Mild
  Located on the smallest continent, the terrain shaped the facility’s 
  growth, with portions underground in tunnels cut through the hills.
  WINGMAN ENTERPRISES LIMITED
  Main Products: Shilone and Slayer aerospace fighters, ’MechBuster 
  and Heavy Strike Fighter
  Location: Luq (Yvon)
  Local Terrain: Plains
  Local Climate: Windy
  PINARD TAURIAN ACADEMY
  Programs: Armored and Unarmored Infantry, Cavalry
  Location: Jacques (Yvon)
  Local Terrain: Urban 
  Local Climate: Mild 
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Grande Gateaux (Cecile)
  Local Terrain: Coastal 
  Local Climate: Rainy
  An effective fighting force for a militia, they have been banished 
  to Cecile after incidents with tourists who didn’t react well to their 
  ‘Taurian Superiority’ beliefs.
  PINARD
  Star Type (Recharge Time): G8V (189 hours)
  Position in System: 3
  Time to Jump Point: 6.19 days
  Number of Satellites: 1 (Cebeuq)
  Surface Gravity: 0.97
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25°C (Cool-temperate)
  Surface Water: 54 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 375,000,000
  Socio-Industrial Levels: B-B-B-B-B
  Defending Forces: Elements of the First Taurian Lancers
  Landmasses (Capital City): Yvon (Daniel), Cecile, Drummond
  Importance: Industrial
  PINARD PROTECTORATES LIMITED
  Main Products: Marauder and Phoenix Hawk BattleMechs,  
  Plainsman and Prowler vehicles
  Location: Daniel (Yvon)
  Local Terrain: Urban
  Local Climate: Mild
  PINARD-DICOLAIS ELECTRONICS
  Main Products: PowerSat satellite, TAG and ECM systems
  Location: Konstr (Cecile)
  Local Terrain: Urban
  Local Climate: Windy
  
  10
  10
  STEROPE TAURIAN ACADEMY
  Programs: Armored and Unarmored Infantry, Cavalry
  Location: Heracles (Siren)
  Local Terrain: Mountain 
  Local Climate: Snow 
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Various
  Local Terrain: Various 
  Local Climate: Various
  Sterope does not have a planetary militia but rather is protected 
  by a similar sized force split between various nobles that rule Ste-
  ropic territory. The quality and equipment of each group is varied 
  but all are capable of working together.
  TAURUS
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 4
  Time to Jump Point: 8.53 days
  Number of Satellites: 1 (Drusilla)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Temperate)
  Surface Water: 65 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 3,830,000,000
  Socio-Industrial Levels: A-B-A-B-B
  Defending Forces: Taurian Guard, Special Asteroid  
  Support Forces
  Landmasses (Capital City): Sicily (New Chappelle), Calderon
  Importance: Industrial, Command, Logistical
  With Samantha wiped out in the asteroid strikes of 3074, 
  the capital was relocated to New Chappelle. Reconstruction 
  has been promised but is yet to begin on a new planetary 
  capital of New Samantha. Much of the interstellar draw of the 
  world was lost, including the University of Taurus, one of the 
  most respected centers of learning in all human space. Still 
  the seat of the new government, Taurus may forever remain a 
  shadow of its former self while it focuses its energies towards 
  destroying the Federated Suns instead of rebuilding.
  STEROPE
  Star Type (Recharge Time): K2V (193 hours)
  Position in System: 5
  Time to Jump Point: 4.85 days
  Number of Satellites: 2 (Pleuron and Porthaon)
  Surface Gravity: 0.97
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 31°C (Temperate)
  Surface Water: 50 percent
  Recharging Station: Zenith
  HPG Class Type: None
  Highest Native Life: Mammal
  Population: 126,558,000
  Socio-Industrial Levels: A-B-B-C-C
  Defending Forces: None
  Landmasses (Capital City): Siren (Tegea), Helios, Xanthip
  Importance: Industrial
  STEROPE DEFENSE INDUSTRIES
  Main Products: : ER, pulse and standard lasers; light, ultra, LB-X 
  and standard autocannon; LRMs and rocket launchers
  Location: Tegea (Siren)
  Local Terrain: Urban
  Local Climate: Rainy
  Hansen’s Roughriders used the threat of a nuclear attack to cow 
  the defenders. Making off with a full DropShip of the factory’s out-
  put, the Roughriders left a gutted installation in their wake. Rebuild-
  ing has proceeded apace, with reports of improved automation and 
  streamlined production accounting for the slow process of return-
  ing to full production levels.
  TAURUS TERRITORIAL INDUSTRIES
  Main Products: Seydlitz aerospace fighters; Hunter tanks, Maultier 
  hover APCs, tracked APCs, heavy wheeled APCs; Asterion battle 
  armor; Union-class DropShips; antipersonnel mines, static gun 
  emplacements
  Location: Taurus City (Siren)
  Local Terrain: Urban
  Local Climate: Windy
  
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  11
  PLANETARY MILITIA
  Main Programs: Unarmored infantry
  Location: New Samantha (Calderon)
  Local Terrain: Badlands 
  Local Climate: Stormy
  STRATEGIC SYSTEMS
  PERDITION
  Star Type (Recharge Time): G6V (187 hours)
  Position in System: 5
  Time to Jump Point: 7.01 days
  Number of Satellites: None
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Tropical)
  Surface Water: 83 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 157,500,000
  Socio-Industrial Levels: B-B-D-D-C
  Defending Forces: First MacLeod’s Regiment 
  Landmasses (Capital City): Hel (Damnation), Purgatory, Hades
  Importance: Logistical
  Once home to bustling factories of Pinard Protectorates 
  Ltd and Alphard Trading Corporation, both felt the vengeful 
  hand of Hansen’s Roughriders and are now little more than 
  concrete plains on the islands where their foundations were 
  laid ages past.
  PERDITION TAURIAN ACADEMY
  Programs: Armored and Unarmored Infantry, Cavalry
  Location: Damnation (Hel)
  Local Terrain: Urban 
  Local Climate: Mild 
  MAGNA METALS 
  Main Products: PPCs, Lasers, ICEs, Fusion and XL engines, 
  DropShip and Small Craft engines
  Location: Palermo (Sicily)
  Local Terrain: Urban
  Local Climate: Windy
  TAURUS TERRITORIAL INDUSTRIES
  Main Products: Locust BattleMech, Lightning hovercraft, Warham-
  mer BattleMech refit
  Location: Samantha (Calderon)
  Local Terrain: Urban (ruins)
  Local Climate: Mild
  ÉCOLE MILITAIRE
  Programs: MechWarrior, Armored and Unarmored Infantry, Cavalry
  Location: Tulsa Flats (Sicily)
  Local Terrain: Plains 
  Local Climate: Windy
  Founded anew in Quonset huts and other temporary structures 
  after the academy’s loss with Samantha, instruction is being given 
  by those troops deemed too severely wounded to return to the 
  front. While this showcases the dedication to duty among the officer 
  corps in the fight against the Federated Suns, the crippled, burned, 
  and maimed officers have damaged the morale of the current ca-
  dets as much as the loss of the entire academy faculty and student 
  body did. No decision has been made on where the new permanent 
  academy should be constructed, with equal numbers favoring New 
  Chappelle and New Samantha.
  
  12
  12
  massive buildings are either intended as warehouse storage or for 
  new construction. However, the buildings went up before any ma-
  chinery installation was observed. It is possible they completed the 
  structure prior to placing any equipment for manufacture and as-
  sembly as a means to conceal their activities.
  WINGMAN ENTERPRISES, LTD
  Wingman’s plant on Pinard is known to be carrying out develop-
  ment of a new unit. Believed to be a conventional fighter, we expect 
  a variant on the ’MechBuster fighter they already construct to be the 
  eventual result. What modifications they will incorporate to the base 
  design remains to be seen, however.
  SAMANTHA
  Star Type (Recharge Time): G7V (188 hours)
  Position in System: 4
  Time to Jump Point: 6.57 days
  Number of Satellites: 1 (Ostia)
  Surface Gravity: 1.08
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 20°C (Cool-Temperate)
  Surface Water: 65 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 250,000,000
  Socio-Industrial Levels: B-C-C-C-B
  Defending Forces: None
  Landmasses (Capital City): Willamette (Ulritch), Big Round, 
  Little Round, Roq
  Importance: Logistical
  CONCORDAT AEROSPACE 
  FLIGHT SCHOOL
  Programs: Aerospace pilot
  Location: Fort Stratford (Willamette)
  Local Terrain: Urban 
  Local Climate: Mild 
  The academy for Concordat military pilots, this school churns 
  out cadets taught by expert instructors from the Outworlds Alliance. 
  Though graduates are fewer than the Ecole Militaire, their quality is 
  beyond reproach.
  UPCOMING PROJECTS 
  Little can be said about new construction or innovations coming 
  out of the Concordat in the short term. We have discovered that the 
  Blakists shared significant advanced technology with the Taurians. 
  Prototype units have been reported from a number of facilities, ap-
  parently meeting with varying degrees of success. The following is 
  all we have learned as to their efforts to recover from the massive 
  damage sustained and their drive to incorporate advanced technol-
  ogy to keep pace with the Inner Sphere.
  VANDENBERG  
  MECHANIZED INDUSTRIES
  Spared by the asteroid impacts, the VMI plant on Taurus has 
  been observed constructing new additions to their factory site. The 
  
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  13
  INDUSTRIAL SYSTEMS
  DIIK
  Star Type (Recharge Time): G7V (198 hours)
  Position in System: 3
  Time to Jump Point: 6.57 days
  Number of Satellites: None
  Surface Gravity: 1.05
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 40°C (Arid)
  Surface Water: 60 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Mammal
  Population: 7,500,000
  Socio-Industrial Levels: B-C-C-C-C
  Defending Forces: Third Calderon Guard
  Landmasses (Capital City): Overland (Diik City), Northland, 
  Netherland
  Importance: Industrial
  Settled only a few decades past, this world’s location cen-
  tral to the Protectorate saw the new AgroMech factory up-
  graded to produce BattleMechs, even if of older vintage, before 
  any WorkMechs were even turned out. Largely unexplored, this 
  world attracts loners, hunters, explorers, and new settlers alike. 
  Thus far, the only settlements of note are on the largest conti-
  nent of Overland. An elite company of infantry, provided by the 
  Protectorate, guards the facility and its personnel.
  PROTECTORATE ARMS 
  CONGLOMERATE
  Main Products: Toro (Primitive) BattleMech
  Location: South Diik (Overland)
  Local Terrain: Forest 
  Local Climate: Mild
  PLANETARY MILITIA
  Main Programs: Vehicle, Unarmored Infantry
  Location: Edo (Netherland)
  Local Terrain: Coastal
  Local Climate: Rainy
  PROTECTORATE 
  OVERVIEW
  The Calderon Protectorate is far from the Inner Sphere. With the 
  destabilization of the Taurian Concordat, it is likely that either the 
  Protectorate will seize control of additional neighboring worlds or 
  those worlds will come willingly. The Protectorate intends to remain 
  a stable nation independent from the Concordat, and it may pursue 
  that goal aggressively.
  INDUSTRIAL UPDATE
  Now that their new academy is churning out recruits, the big-
  gest threat to the Calderon Protectorate’s continued existence is the 
  lack of military industry. The will have personnel without equipment 
  unless it comes by way of trade. While the six worlds of the Protec-
  torate do boast significant exportable commodities, Baron Kithrong 
  has ordered conversion of existing vehicle factories to build military 
  vehicles. There is a new WorkMech plant on Diik, and several oth-
  ers under construction within the Protectorate. The lack of weap-
  ons manufacturers precludes converting them to armed variants, 
  though it is likely the fastest way in which the ranks of the Calderon 
  Guard might be filled. 
  STRATEGIC INTEGRITY
  Rushed to completion, the New Hope Military Academy on 
  Erod’s Escape will soon see its second graduating class enter the 
  Protectorate military. Per Baron Kithrong’s orders, the senior com-
  manders of the First Taurian Pride, once the Taurian Concordat’s 
  Sixth Corps, generated the curriculum for all branches of service. 
  Since the faculty numbers are few, training is the barest practical in-
  struction in actual ’Mechs since simulators have yet to be acquired. 
  The classroom instruction is mostly tactical, with cadets expected to 
  learn administration as they rise through the ranks. Several graduat-
  ing classes have already been allocated to the newly-formed Calde-
  ron Guard regiments.
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Diik (Protect. Def. Conglomerate)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  
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  14
  NEW HOPE MILITARY ACADEMY
  Programs: MechWarrior, Armored and Unarmored Infantry,  
  Cavalry, Aerospace Pilot
  Location: Shangri-La (Elysium)
  Local Terrain: Urban
  Local Climate: Mild
  The cadets and first class of graduates have formed the core of the 
  small but hopeful military of the Calderon Protectorate. That most of 
  the cadets left for the TDF during the drive into Federated Suns space 
  left doubt in the minds of Baron Kithrong and his advisors that fu-
  ture classes would hold the same loyalty to their former nation. Like 
  all such academies, it specializes in training conventional forces, but 
  includes MechWarrior and aerospace pilot programs as well.
  UPCOMING PROJECTS 
  With only one manufacturer to speak of, we were nonetheless sur-
  prised to learn that a test line for RetroTech was constructed by PAC.
  PROTECTORATE ARMS  
  CONGLOMERATE
  We have reliable intelligence reports that the PAC plant on Diik not 
  only developed a primitive ’Mech line, but they also commissioned a 
  RetroTech aerospace fighter production line. Apparently a reproduc-
  tion of an antiquated fighter design, the Star Dagger entered the Pro-
  tectorate military within the past year. The production actually exceeds 
  the graduation rate of the New Hope Military Academy, seeing some of 
  these fighters exported to the Fronc Reaches and other nations.
  STRATEGIC SYSTEMS
  EROD’S ESCAPE
  Star Type (Recharge Time): G0V (181 hours)
  Position in System: 5
  Time to Jump Point: 10.43 days
  Number of Satellites: 3 (Maui, Kauai, and Molokai)
  Surface Gravity: 1.10
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 43°C (Tropical)
  Surface Water: 68 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 18,000,000
  Socio-Industrial Levels: D-D-B-B-A
  Defending Forces: First Taurian Pride
  Landmasses (Capital City): Elysium (Shangri-La), Jacob’s 
  Retreat, Boundless, Oahu, Majorca, Tenerife
  Importance: Command, Logistical
  
  15
  15
  INDUSTRIAL STATE
  As noted above, the industrial arm of the Canopian military fared 
  better than most realms the Blakists assaulted. The Canopian war 
  industry has even grown through a combination of rebuilding and 
  new construction.
  INDUSTRIAL SYSTEMS
  BOOKER
  Star Type (Recharge Time): G8V (189 hours)
  Position in System: 3
  Time to Jump Point: 6.19 days
  Number of Satellites: None
  Surface Gravity: 0.90
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 40°C (Tropical)
  Surface Water: 50 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 12,500,000
  Socio-Industrial Levels: C-C-B-C-C
  Defending Forces: None
  Landmasses (Capital City): Strachey (Hamilton), Hatteras, 
  Somers
  Importance: Industrial
  MAGISTRACY 
  OVERVIEW
  As noted in the Field Report on the Periphery, the Canopian 
  industrial arm has prospered in the Jihad. Despite the Blakist 
  invasion and occupation on several worlds, the collaborative 
  strategy used by the Canopians during the Star League era was 
  repeated with the Blakists. That they succeeded in complet-
  ing construction of several new factories during the Jihad is  
  quite remarkable.
  INDUSTRIAL UPDATE
  Canopus IV was occupied and the national capital of Crimson 
  was firebombed by the Blakists. However, the wise city planning 
  of centuries past saw both Canopus Industries Alpha and Majesty 
  Metals & Manufacturing spared the worst of the conflict. While both 
  industrial compounds suffered minor damage, they had both re-
  turned to full capacity by 3075.
  The Word of Blake assaulted Detroit with the intent of either oc-
  cupying the world or at least taking the three Detroit Consolidated 
  factories offline, but they would be denied both objectives. Repelled 
  by the tenacious defense, the three factories suffered only minor 
  damage, slowing but not stopping production. They have since re-
  turned to full production.
  None of the other Canopian military industrial facilities on vari-
  ous worlds suffered damage of any sort. This is the result of their 
  cooperation with the Blakist occupiers and the desire of those oc-
  cupiers to leverage the output of those factories for their own pur-
  poses. Most impressive, though, was the expansion program that 
  continued throughout the conflict. Novis AT-H, Inc. built three new 
  factories on Detroit, Krimari and Palladix.
  It is telling that the Canopians were never forced to institute 
  programs to manufacture primitive BattleMechs. They maintained 
  production of modern BattleMechs throughout the Jihad.  
  STRATEGIC INTEGRITY
  Arguably the worst loss the Canopians suffered was the 
  destruction of the Canopian Institute of War during the fire-
  bombing of Crimson. Compounding the loss of their premier 
  academy, the Blakists targeted the various local academies on a 
  number of worlds when insurgencies were discovered. The pro-
  vincial academies on Bass, Lindenmarle, Megarez, Adherlwin, 
  Borgan’s Rift, Royal Foxx, Fanardir, Gallis, and Early Dawn were  
  completely destroyed. 
  Their academies were gutted, and much of their upper mili-
  tary echelon were killed during the attack on Crimson. This is 
  sure to leave a lingering effect on the quality of the MAF for 
  years to come.
  .  
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating  
  Capacity
  Booker (Bermuda Combat Systems)
  0%
  100%
  Canopus IV (Canopus Industries Alpha)
  20%
  100%
  Canopus IV (Majesty Metals & Manu.)
  25%
  100%
  Detroit (Detroit Consolidated Aerospace)
  30%
  100%
  Detroit (Detroit Consolidated MechWorks)
  25%
  100%
  Detroit (Detroit Consolidated Veh. Works)
  15%
  100%
  Detroit (Novis AT-H, Inc)
  0%
  Dunianshire (Majesty Metals & Manu.)
  0%
  100%
  Krimari (Novis AT-H, Inc)
  0%
  Marantha (Alliance Aerospace Group)
  0%
  100%
  Palladix (Novis AT-H, Inc)
  0%
  Royal Foxx (Foxx Infantry Systems)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  
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  16
  MAJESTY METALS 
  & MANUFACTURING 
  Main Products: Locust, Marauder, Phoenix Hawk, Stinger and Wasp 
  BattleMechs, Heavy Tracked APC
  Location: Mertonia (Salonika)
  Local Terrain: Urban
  Local Climate: Stormy
  Surrounded by the city that sprang up around it on the Bay of Al-
  tay, this was the premier factory in the Magistracy until the factories 
  on Detroit eclipsed it.
  EMMA CENTRELLA 
  MARTIAL ACADEMY
  Programs: MechWarrior, Armored and Unarmored Infantry, 
  Cavalry, Aerospace Pilot, Officer, VTOL Pilot, DropShip/
  JumpShip Officer/Crew
  Location: Astarte (Salonika)
  Local Terrain: Urban
  Local Climate: Stormy
  Still under construction, instruction and training is underway in 
  those buildings which have been completed while others are held 
  in local assembly areas. The owners of the local meeting halls are not 
  yet being compensated for this use.
  PLANETARY MILITIA
  Main Programs: Unarmored Infantry
  Location: Crimson (Alinia)
  Local Terrain: Urban
  Local Climate: Rainy
  BERMUDA COMBAT SYSTEMS
  Main Products: Shadow Hawk, Toro and Wasp Primitive  
  BattleMechs, Humming Bird VTOL, Components
  Location: Bermuda (Somers) 
  Local Terrain: Coastal/Urban
  Local Climate: Mild
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored Infantry
  Location: TeeJay (Strachey)
  Local Terrain: Wetlands
  Local Climate: Rainy
  CANOPUS IV
  Star Type (Recharge Time): F5IV (176 hours)
  Position in System: 4
  Time to Jump Point: 14.94 days
  Number of Satellites: 2 (Cybele, Inanna)
  Surface Gravity: 1.10
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25°C (Temperate)
  Surface Water: 60 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 1,107,500,000
  Socio-Industrial Levels: A-B-B-B-C
  Defending Forces: First and Second Canopian Cuirassiers
  Landmasses (Capital City): Alinia (Crimson), Salonika  
  and Obio
  Importance: Industrial, Command, Logistical
  CANOPUS INDUSTRIES ALPHA
  Main Products: Pike Support Vehicle
  Location: Astarte (Salonika)
  Local Terrain: Urban
  Local Climate: Stormy
  
  17
  17
  DETROIT CONSOLIDATED 
  VEHICLE WORKS
  Main Products: Danai Support Vehicle
  Location: Dearborn (North)
  Local Terrain: Urban
  Local Climate: Snowy
  NOVIS AT-H, INCORPORATED
  Main Products: Tamerlane Strike Sled
  Location: Warren (North)
  Local Terrain: Hills
  Local Climate: Windy
  Situated on the edge of the Warren Valley, this factory sprang up 
  seemingly overnight, with workers flocking to it.
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored Infantry
  Location: Ann Arbor (South)
  Local Terrain: Flatlands
  Local Climate: Stormy
  Typically the only fighting force on South, the militia kept the 
  Blakists from invading South, providing an excellent base of opera-
  tions for counter attacks.
  DUNIANSHIRE
  Star Type (Recharge Time): M0V (201 hours)
  Position in System: 6
  Time to Jump Point: 3.14 days
  Number of Satellites: 3 (Komondor, Eire, Caledon)
  Surface Gravity: 0.96
  Atmospheric Pressure: Standard (Tainted)
  Equatorial Temperature: 30°C (Tropical)
  Surface Water: 53 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 155,600,000
  Socio-Industrial Levels: B-A-B-B-C
  Defending Forces: First Canopian Brigade
  Landmasses (Capital City): Brittayne (Londinium), Battery, 
  Kongolia
  Importance: Industrial
  DETROIT
  Star Type (Recharge Time): G1V (182 hours)
  Position in System: 3
  Time to Jump Point: 9.75 days
  Number of Satellites: 2 (Livonia and Tecumseh)
  Surface Gravity: 1.03
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 33°C (Temperate)
  Surface Water: 78 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 2,105,000,000
  Socio-Industrial Levels: B-B-B-B-C
  Defending Forces: First Canopian Light Horse
  Landmasses (Capital City): South (Ann Arbor), North
  Importance: Industrial
  DETROIT CONSOLIDATED 
  AEROSPACE
  Main Products: Troika aerospace fighter
  Location: Flint (North)
  Local Terrain: Urban
  Local Climate: Snowy
  DETROIT CONSOLIDATED 
  MECHWORKS
  Main Products: Anubis, Eyleuka, Marshal, Ostroc, Stinger and Wasp 
  BattleMechs, and Trinity Battle Armor
  Location: Dearborn (North)
  Local Terrain: Urban
  Local Climate: Snowy
  Central to the world’s economy, and fulcrum of the dispute with 
  the Fronc Reaches over the world’s ownership, this factory can be 
  said to be the most advanced in the Periphery.
  
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  18
  NOVIS AT-H, INCORPORATED
  Main Products: Tamerlane Strike Sled
  Location: Eddymac (Dorian)
  Local Terrain: Urban
  Local Climate: Stormy
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Bastion (Dorian)
  Local Terrain: Mountain 
  Local Climate: Windy
  LOCKTON
  Star Type (Recharge Time): A3IV (164 hours)
  Position in System: 2
  Time to Jump Point: 39.38 days
  Number of Satellites: 2 (Oasis, Mirage)
  Surface Gravity: 1.13
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 31°C (Warm Temperate)
  Surface Water: 5 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Microbe
  Population: 13,490,000
  Socio-Industrial Levels: C-C-D-C-D
  Defending Forces: None
  Landmasses (Capital City): Lockton (Helios)
  Importance: Industrial
  Heavily reliant upon water imports from Oasis, Lockton is 
  a very inhospitable world.
  CERES METALS INDUSTRIES 
  OF LOCKTON
  Main Products: Firebee, Icarus and  Ostwar (Primitive) BattleMechs
  Location: Mynde (Lockton)
  Local Terrain: Flatlands
  Local Climate: Windy
  MAJESTY METALS 
  & MANUFACTURING
  Main Products: Koschei, Locust and Shadow Hawk BattleMechs; 
  Leopard and Princess Luxury Liner DropShips; Long Range 
  Shuttle Craft Small Craft; Wheeled APCs, Heavy LRM Carrier, 
  Heavy MML Carrier, Light SRM Carrier, Manticore, Pike, and Po 
  vehicles; Sabre aerospace fighter; Bluehawk, Guardian, and 
  Light Strike Conventional Aircraft
  Location: Giggleswick (Brittayne)
  Local Terrain: Urban 
  Local Climate: Mild
  This venerable factory has been in operation since the Star 
  League era, and was upgraded and expanded before the outbreak 
  of the Jihad. It is critical to the Magistracy military industry.
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Londinium (Brittayne)
  Local Terrain: Urban 
  Local Climate: Mild
  KRIMARI
  Star Type (Recharge Time): K7V (198 hours)
  Position in System: 3
  Time to Jump Point: 3.70 days
  Number of Satellites: 1 (Names)
  Surface Gravity: 1.05
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25°C (Temperate)
  Surface Water: 56 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 75,000,000
  Socio-Industrial Levels: C-C-C-C-B
  Defending Forces: Third Canopian Fusiliers
  Landmasses (Capital City): Dorian (Bastion), Turkleton, 
  Reedcox, Espinosa
  Importance: Industrial
  A world secure within the Magistracy borders, Krimari was 
  long known for the medical aptitude of the populace. The 
  world’s most important exports are its doctors and nurses.
  
  19
  19
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Dibblehanitz (Jubilee)
  Local Terrain: Wetlands 
  Local Climate: Stormy
  PALLADIX
  Star Type (Recharge Time): G7V (188 hours)
  Position in System: 2
  Time to Jump Point: 6.57 days
  Number of Satellites: 3 (Kinsey, Masters, Johnson)
  Surface Gravity: 1.03
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25°C (Temperate)
  Surface Water: 60 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 250,650,000
  Socio-Industrial Levels: C-C-C-C-B
  Defending Forces: None
  Landmasses (Capital City): Gdansk (Weilun), Polska, Krakow
  Importance: Industrial
  NOVIS AT-H, INCORPORATED
  Main Products: Tamerlane Strike Sled
  Location: Czarci (Polska)
  Local Terrain: Coastal
  Local Climate: Rainy
  Situated on the edge of Lake Sniardwy, the largest freshwater 
  body on the planet, residents have complained that the new fac-
  tory has already fouled the water quality and killed off several 
  fish species.
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Weilun (Gdansk)
  Local Terrain: Plains 
  Local Climate: Windy
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored infantry
  Location: Helios (Lockton)
  Local Terrain: Coastal 
  Local Climate: Arid
  Note: Any climate roll for rain or snow, instead use Blowing Sand 
  (see p. 62, TO).
  MARANTHA
  Star Type (Recharge Time): K5V (196 hours)
  Position in System: 4
  Time to Jump Point: 4.12 days
  Number of Satellites: 1 (Aramathea)
  Surface Gravity: 0.95
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Temperate)
  Surface Water: 41 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 157,000,000
  Socio-Industrial Levels: B-C-B-C-D
  Defending Forces: Third Canopian Light Horse
  Landmasses (Capital City): Jubilee (Dixonderoga), Cheath-
  am, Glory Be
  Importance: Industrial
  A world appearing beautiful from orbit, the soil is lacking in 
  the necessary components to raise crops. While tailored crops 
  were once plentiful, a series of famines in the 2980s reduced 
  the agricultural output to a nearly unsustainable level. Still, the 
  brandy prepared from native fruits remains a viable export
   ALLIANCE 
   AEROSPACE 
   GROUP
  Main Products: Lightning, Seydlitz 
  and Thunderbird aerospace fighters
  Location: Lancaster (Jubilee)
  Local Terrain: Hills/Urban
  Local Climate: Windy
  
  20
  20
  FOXX INFANTRY SYSTEMS
  A number of reports point to a new line being constructed on 
  Royal Foxx adjacent to the two parallel sites already present and 
  building Trinity battle suits. Since the industrial engineers have sep-
  arated the facilities in terms of different variant production, the con-
  clusion is that a new variant of this battle suit will soon be produced.
  ROYAL FOXX
  Star Type (Recharge Time): G1V (182 hours)
  Position in System: 4
  Time to Jump Point: 9.75 days
  Number of Satellites: 2 (Ilwynog and Fennec)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Warm-Temperate)
  Surface Water: 58 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 265,750,000
  Socio-Industrial Levels: B-B-C-D-C
  Defending Forces: None
  Landmasses (Capital City): Vixen (Reynard), Skulk, Waagosh
  Importance: Industrial
  FOXX INFANTRY SYSTEMS
  Main Products: Trinity Battle Armor
  Location: Vulpes (Vixen)
  Local Terrain: Urban
  Local Climate: Stormy
  A large factory, separate facilities exist for the different variants 
  of the Trinity.
  PLANETARY MILITIA
  Main Programs: Vehicles, Armored infantry
  Location: SummersVille (Vixen)
  Local Terrain: Coastal 
  Local Climate: Mild
  UPCOMING PROJECTS 
  Given their superior state of industry, the Canopians have rela-
  tively few R&D type projects that we have discerned. Despite the 
  good state of repair of their factories, the Canopians nevertheless 
  remain mired in the older tech level of the Succession Wars. Outside 
  of Detroit, few of their factories produce completed units with ad-
  vanced technology. 
  
  21
  21
  INDUSTRIAL SYSTEMS
  Fronc is still in a pioneer state. Industry has focused on mining, 
  farming and construction as the colonists-turned-citizens strive to 
  tame their savage worlds. Now that they must also provide for their 
  own defense, they have been scrambling to develop all the indus-
  tries necessary to protect their people and worlds. While they can 
  handle armed civilian vehicle conversions and a few new programs 
  to develop combat vehicle production, the Fronc Reaches remains 
  dependent on the Magistracy and on trade with other nations to 
  obtain defensive armaments.
  FRONC
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 5
  Time to Jump Point: 7.96 days
  Number of Satellites: 3 (Orleans, Stafford, Oswaltt)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Arid)
  Surface Water: 41 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 675,400,000
  Socio-Industrial Levels: C-C-C-C-C
  Defending Forces: Colonial Marshals
  Landmasses (Capital City): Freedom’s Ring (Paradiso), Agra 
  Primo, Gopher
  Importance: Industrial, Command, Logistical
  Capital of the Fronc Reaches, this world boasts the highest 
  population in the nation. From the barren deserts consuming 
  the central bulk of the three main landmasses to the deep wa-
  ters of the oceans, seas and rivers, Fronc is a world yet to realize 
  the promise of the ironic name given to the capital city, Paradiso.
  COLONIAL TRACTORS
  Main Products: Hetzer Wheeled Assault Guns
  Location: Ayms (Paradisa)
  Local Terrain: Plains
  Local Climate: Windy
  REACHES OVERVIEW
  The Fronc Reaches is a nation still finding its way. With the knowl-
  edge that their neighbors could easily overwhelm them at any time 
  they have instituted a crash program to build combat vehicles within 
  their borders. Re-tasking civilian vehicle factories to construct com-
  bat vehicles is a problematic but historically oft-repeated operation.
  INDUSTRIAL UPDATE
  Interstellar Agriculture Concerns is an international and inter-
  stellar conglomerate known throughout human space. While they 
  normally produce only those vehicles of interest to farmers, the 
  government on Fronc took great interest in their ability to build ar-
  ticulated and tracked vehicles. If a farm vehicle can be built from the 
  ground up, chassis to engine to driver’s seat, then so might a tank.  
  Similarly, the Colonial Tractors plant on Fronc itself has supplied 
  wheeled tractors and combines to farmers for several decades. Lack-
  ing expertise and equipment to manufacture tracked vehicles was 
  deemed no impediment, and home-grown Hetzer wheeled assault 
  guns have been rolling off the assembly lines in greater and greater 
  numbers to augment the capital’s defense.  
  STRATEGIC INTEGRITY
  Unlike their founding nations, the Reaches lack any proper 
  military academies. As they also lack a proper military, their 
  defensive posture is shoddy compared to their neighbors. An influx 
  of skilled refugees from the Inner Sphere and other Periphery 
  nations has provided a good basis for developing an educational 
  system. The Marshalry Academy, still a work in progress on Fronc, 
  will shape recruits into Marshals, but a corresponding academy for 
  the Sentinels has not yet been conceived. Thus, the Cuirassiers are 
  forced to train any new recruits one-on-one.
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating  
  Capacity
  Fronc (Colonial Tractors)
  0%
  100%
  Rockwellawan (Interstellar Ag. Conc.)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  
  22
  22
  ROCKWELLAWAN
  Star Type (Recharge Time): K2V (193 hours)
  Position in System: 2
  Time to Jump Point: 4.85 days
  Number of Satellites: 1 (Roth)
  Surface Gravity: 0.96
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Tropical)
  Surface Water: 70 percent
  Recharging Station: None
  HPG Class Type: B 
  Highest Native Life: Avian
  Population: 79,150,000
  Socio-Industrial Levels: C-C-A-C-B
  Defending Forces: Fronc Cuirassiers
  Landmasses (Capital City): Diamond (Carat), Facet, Corundum
  Importance: Industrial
  Formerly a Taurian world, the local citizens maintain the 
  fierce independence-minded mentality of their former na-
  tion. Piracy has been much decreased now that the Cuiras-
  siers maintain their home base on Rockwellawan. The world’s 
  rich mineral resources seem inexhaustible, with new strikes 
  reported on a daily basis across the landmasses.
  INTERSTELLAR 
  AGRICULTURE CONCERNS
  Main Products: Vedette tanks
  Location: Kite (Corundum)
  Local Terrain: Flatlands
  Local Climate: Stormy
  On the edge of the world’s arctic glacial region, the IAC plant has 
  manufactured tracked farm and industrial vehicles since the world 
  was in Taurian hands. Their efforts to build Vedettes have been ham-
  pered by engine and transmission issues, but their engineers have 
  been resolving failures as they occur.
  PLANETARY MILITIA
  Main Programs: Vehicle, Unarmored Infantry
  Location: Carat (Diamond)
  Local Terrain: Mountains
  Local Climate: Rainy
  THE MARSHALRY ACADEMY
  Programs: MechWarrior, Officer, Tactics, Law, Criminal Justice, 
  Adjudication
  Location: Marshaltown (Paradisa)
  Local Terrain: Badlands
  Local Climate: Mild
  Still under construction in a secure enclave outside the capital, 
  the future academy for Colonial Marshals has been carrying out 
  instruction in Freedom’s Ring for at least the last five years. Equal 
  emphasis is placed on the laws and proper enforcement within the 
  Reaches as for combat training. Lacking simulators, the BattleMechs 
  of the instructing Marshals are used to teach the cadets.
  PLANETARY MILITIA
  Main Programs: Vehicle, Unarmored Infantry
  Location: Xaing’s Nobb (Gopher)
  Local Terrain: Hills
  Local Climate: Stormy
  
  23
  23
  INDUSTRIAL SYSTEMS
  As with most other aspects of the Coalition, meager best de-
  scribes the industrial state of the Coalition. Lacking in fundamental 
  component manufacturing has limited their BattleMech-building 
  aspirations to substandard Primitive variants of well-known chassis 
  for the meantime. However, their quick development of even that 
  capability indicates a progressive and determined program to cre-
  ate a self-sustaining industrial base. Whether New Avalon allows 
  them the luxury of continued existence long enough to achieve that 
  goal is still unknown. However, the more the Coalition improves 
  themselves, the more their borders will be violated by those seeking 
  the more developed and attractive targets.
  BROKEN WHEEL
  Star Type (Recharge Time): G0V (181 hours)
  Position in System: 5
  Time to Jump Point: 10.43 days
  Number of Satellites: 1 (Axle)
  Surface Gravity: 1.08
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 41°C (Arid)
  Surface Water: 47 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 127,500,000
  Socio-Industrial Levels: B-C-C-B-C
  Defending Forces: None
  Landmasses (Capital City): Magg (Tripet), Tyre, Valvo
  Importance: Industrial
  A long-inhabited world of the Federated Suns, Broken 
  Wheel joined with Filtvelt to present a unified front against 
  the pirate threat during the Malagrotta occupation. Offering 
  a vehicle repair facility that is still being upgraded to a factory, 
  the Coalition was glad to have this world support their efforts.
  COALITION OVERVIEW
  The Filtvelt Coalition is walking a tightrope. They declared inde-
  pendence due to the traditional neglect from the Federated Suns 
  government during the Jihad when piracy was at its worst level in 
  memory. Their ability to maintain that freedom and survive as a sta-
  ble nation remains contentious. The biggest problem for the Coali-
  tion is their lack of manufacturing infrastructure. Similar to the Fronc 
  Reaches, they have a population of capable though largely unskilled 
  workers but the dearth of facilities to construct basic needs much 
  less combat vehicles is proving a crippling deficiency.
  INDUSTRIAL UPDATE
  Lacking any BattleMech factories, they surprised everyone 
  with the sudden conversion of a local WorkMech factory to build 
  Primitive ’Mechs. Located on Filtvelt, the new Coalition Armory Inc. 
  took over the dilapidated factory from Outback FarmMechs and in 
  a miraculously short time turned out their own ’Mechs, antiquated 
  technology notwithstanding. Besides the CAI plant, the Cal-Boeing 
  plant continued operations throughout the transfer of power. Their 
  limited selection of products has promoted some uniformity in the 
  Filtvelt Citizen’s Militia. This parts commonality results in a greatly 
  reduced logistical cost.
  The Quikscell plant on Broken Wheel was little more than a large 
  repair and refit warehouse, but the Coalition government directed 
  the company to begin constructing complete vehicles from scratch. 
  Their first entrant into this field is the Pegasus hovertank. While less 
  capable than more modern variants, the Succession Wars era con-
  figuration survived for centuries for a reason.  
  STRATEGIC INTEGRITY
  One benefit of the nation’s small size is that they do not need to 
  invest as much into an educational infrastructure as large nations. 
  While the lack of educational facilities in some ways contributed to 
  the discontent with New Avalon, it is less of a burden for the Coali-
  tion. 
  Expanding the Filtvelt Academy, the youngest and least well-
  regarded of the Federated Suns’ academies, provides a solid founda-
  tion for the Filtvelt Citizens Militia. With the need to fill their ranks 
  as quickly as possible, training is being curtailed for lower ranks, 
  while officer candidates remain in the program for the full term as 
  proscribed. It is not so much the lack of people that now stymies 
  improving the Militia’s quality, but a lack of educated people. Since 
  officers need a functional education in terms of reading and math-
  ematics as well as military tactics and the standard academy cur-
  riculum, the Coalition has mandated that general education of the 
  populace be increased beyond the meager efforts of the Federated 
  Suns vagabond schools, largely regarded as a failure. Until the popu-
  lation as a whole is educated to at least a secondary education level, 
  the officer corps of the Militia will suffer.
     
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating  
  Capacity
  Broken Wheel (Quikscell)
  0%
  100%
  Filtvelt (Cal-Boeing of Dorwinion)
  0%
  100%
  Filtvelt (Coalition Armory Inc.)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  
  24
  24
  COALITION ARMORY INC.
  Main Products: Dervish and Toro (Primitive) BattleMechs
  Location: Sor-Jan (Hurum)
  Local Terrain: Mountains
  Local Climate: Windy
  CAL-BOEING 
  OF 
  DORWINION
  Main Products: Ripper 
  VTOL and Boomer-
  ang Spotter Plane
  Location: Olafberg 
  (Hurum)
  Local Terrain: Urban
  Local Climate: Stormy
  Part of the large urban center of the largest continent, this plant 
  maintains a lodge for its employees, where drinks are limited to one 
  liter of beer or mead during lunch breaks. Efforts to curtail the prac-
  tice resulted in a near-riot by the workers.
  FILTVELT ACADEMY
  Main Programs: MechWarrior, Vehicle Crew, Unarmored infantry, 
  Aerospace Fighter, VTOL piloting
  Location: Underdal (Hurum)
  Local Terrain: Urban
  Local Climate: Mild
  PLANETARY MILITIA
  Main Programs: Vehicle, Unarmored Infantry
  Location: Underdal (Hurum)
  Local Terrain: Urban
  Local Climate: Mild
  QUIKSCELL
  Main Products: Pegasus 
  hovertank, Light 
  Thunderbolt Carrier
  Location: Conestoga (Magg)
  Local Terrain: Jungle
  Local Climate: Rainy
  PLANETARY MILITIA
  Main Programs: Vehicle, Unarmored Infantry
  Location: Tripet (Magg)
  Local Terrain: Coastal
  Local Climate: Stormy
  FILTVELT
  Star Type (Recharge Time): G5III (186 hours)
  Position in System: 3
  Time to Jump Point: 7.47 days
  Number of Satellites: 2 (Torbjørnskjær, Færder)
  Surface Gravity: 0.78
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 31°C (Temperate)
  Surface Water: 55 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 201,000,000
  Socio-Industrial Levels: B-C-C-C-A
  Defending Forces: None
  Landmasses (Capital City): Hurum (Undredal)
  Importance: Industrial, Command, Logistical
  As the capital of the new nation, Filtvelt is being both ag-
  gressive and cautious in its actions. While diverting all funds 
  to creating the means to manufacture combat equipment in 
  numbers and of quality to defend themselves, they are care-
  ful not to antagonize any of their powerful neighbors. The 
  combination of low gravity and Nordic ancestry often yields 
  extremely tall, fair natives despite the prominent French in-
  fluences. Its single true continent of Hurum is buttressed by 
  many large coastal islands, including Buskerud, Fyr and Olav-
  toppen, where significant agriculture flourishes, protected by 
  the surrounding water from predators like the thunderbeast.
  
  25
  25
  INDUSTRIAL STATE
  With little industry of any kind throughout the underdeveloped 
  nation, there are three arms manufacturers in the entire nation. 
  While these are staffed by competent personnel, the lack of educa-
  tional institutes and suitable technology greatly limits the capabili-
  ties of these factories. A further lack of manufacturing of high-tech 
  components is also a significant limitation. Otherwise, the Hegemo-
  ny has numerous mineral-rich worlds to be exploited, if only funding 
  or outside companies can be secured to develop them.
  INDUSTRIAL SYSTEMS
  ALPHARD
  Star Type (Recharge Time): G3IV (184 hours)
  Position in System: 4
  Time to Jump Point: 8.53 days
  Number of Satellites: 1 (Romulus)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 33°C (Temperate)
  Surface Water: 55 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 3,112,075,000
  Socio-Industrial Levels: B-B-B-C-C
  Defending Forces: III Legio
  Landmasses (Capital City): Italia (Nova Roma), Alba, Gaul, 
  Hispania, Moesia
  Importance: Industrial, Command, Logistical
  ALPHARD TRADING CORPORATION
  Main Products: Centurion (Primitive) BattleMech, Fulcrum and J. 
  Edgar hovertanks
  Location: O’Reilly (Italia) 
  Local Terrain: Hills/Urban
  Local Climate: Windy
  MARIAN HEGEMONY 
  OVERVIEW
  While the military and government of the Hegemony suffered 
  greatly from the attack on Nova Roma and the Circinian invasion, 
  their industry was largely unaffected. This is mainly due to the dis-
  tance between the factory worlds and the Hegemony’s national 
  borders. For the factories on Alphard, this was due to the distance 
  between the government center and the industrial districts. While 
  prior Caesars had pushed for infrastructural advancement through-
  out the Hegemony, Cassius has yet to establish whether he will carry 
  out the same policies. Since taking power, he has had little time for 
  such concerns, dealing with internal dissent in the Lothian Province 
  and with external threats from the Blakists and Circinians.
  INDUSTRIAL UPDATE
  Spared from the neutron bombs that took out the Caesar and 
  most of the national leadership, the factories on Nova Roma contin-
  ued production without interruption.  
  STRATEGIC INTEGRITY
  The Marians had but two academies prior to the neutron bomb 
  attack. Both the Collegium Bellorum Imperium and the Alphard 
  Air Academy were on the outskirts of Nova Roma and well within 
  the blast radius. All cadets and faculty were lost in the attack. This 
  was perhaps the greatest loss to the nation aside from the Caesar’s 
  death. With the loss of the senior military leadership and the adept 
  faculty at the academy, it will be some time before the Marian officer 
  corps recovers and the training arm is able to supply high-quality 
  new officers. For the present, only local planetary training camps are 
  providing even the rudiments of command and officer training. No 
  plans have been drawn up as to where or when to rebuild the lost 
  academies.
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating  
  Capacity
  Alphard (Alphard Trading Corporation)
  0%
  100%
  Alphard (Marian Arms, Inc.)
  0%
  100%
  Pompey (Hadrian Mechanized Industries)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  
  26
  26
  In the heart of the rau-
  cous and polluted city of Nola, 
  HMI employs thousands of 
  the nearby residents despite 
  attempts by local criminal 
  organizations to extort from 
  the company executives by 
  unionizing the workers. A low-
  level street war has persisted 
  for decades, with each side oc-
  casionally killing low-ranking 
  members of the other.
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored Infantry
  Location: Naples (Campania)
  Local Terrain: Coastal
  Local Climate: Arid
  STRATEGIC SYSTEMS
  ILLYRIA
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 3
  Time to Jump Point: 7.96 days
  Number of Satellites: 1 (Gentius)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 27°C (Temperate)
  Surface Water: 61 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 25,592,000
  Socio-Industrial Levels: C-C-C-D-B
  Defending Forces: II Legio
  Landmasses (Capital City): Cadmus (Dalmatia), Harmonia, 
  Celtus, Galas
  Importance: Command
  Capital to the Illyrian Province, the populace has been 
  much more amenable to integration with their Hegemony 
  conquerors than the residents of the Lothian Province. A cool 
  world whose ancestry is mostly of Scandinavian persuasion, 
  the population grew significantly over the last several de-
  cades due to immigration of Rasalhagian refugees.
   MARIAN ARMS,
   INCORPORATED 
  Main Products: Gladius and 
  Maultier (and other APC) 
  hovertanks; Centurion, Emperor, 
  Gladiator and Icarus (Primitive) 
  BattleMechs, Marauder II and 
  Whitworth BattleMech refits
  Location: Cisterna (Alba)
  Local Terrain: Valley
  Local Climate: Mild
  While they started the RetroTech construction program five 
  years ago, unlike other powers we expect the Marians to continue 
  building the lower tech BattleMechs for the foreseeable future due 
  to the ease and speed of construction. Nestled in the rolling hills and 
  valleys of Alba this factory is ideally situated for defense.
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored Infantry
  Location: Nova Roma (Italia)
  Local Terrain: Wetlands
  Local Climate: Rainy
  POMPEY
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 3
  Time to Jump Point: 7.96 days
  Number of Satellites: 1 (Herculaneum)
  Surface Gravity: 0.92
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 31°C (Temperate)
  Surface Water: 57 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 264,750,000
  Socio-Industrial Levels: B-C-C-C-B
  Defending Forces: III Legio
  Landmasses (Capital City): Campania (Naples), Cumae, and 
  Stabiae
  Importance: Industrial
  HADRIAN MECHANIZED INDUSTRIES
  Main Products: SRM, Laser and AC/2 Carrier vehicles, APCs, 
  Harasser hovercraft, and Shilone aerospace fighters
  Location: Nola (Campania)
  Local Terrain: Urban
  Local Climate: Mild
  
  27
  27
  UPCOMING PROJECTS 
  It is not so much a lack of ability as it is a lack of infrastructure 
  and funds that limits the innovative efforts within the Hegemony. 
  The few developments that do occur are aimed at procuring speci-
  fications for units that are already well-known elsewhere. This in-
  volves negotiating licenses from companies in other realms, which 
  can be an expensive and time-consuming process.
  HADRIAN MECHANIZED INDUSTRIES
  Our agents report that the Caesar presented plans to HMI some 
  five years past for the Heavy LRM Carrier. Since that time, HMI added 
  a new line and produced a set of prototypes to work out niggling 
  issues with developing a new production line. Full-scale production 
  is slated to begin soon, if it has not already.
  MARIAN ARMS, INC
  An apparently cooperative effort with the Alphard Trading 
  Corporation has seen the Hegemony actually build and field 
  some primitive BattleMechs. This RetroTech version of the Centu-
  rion has begun to fill the ranks of the depleted legions. Though 
  no other designs are under construction, this development could 
  signify the eventual evolution of the Hegemony to a developer 
  of new ’Mechs.
  ALPHARD TRADING CORPORATION
  Through assistance from their locations in other nations, the ATC 
  was instrumental in getting the RetroTech Centurion manufactur-
  ing line into operation. We have no indications of other imminent 
  projects, but the loss of the company’s factory in Taurian space has 
  resulted in a diversion of resources to the Hegemony.
  LOTHARIO
  Star Type (Recharge Time): M3III (204 hours)
  Position in System: 2
  Time to Jump Point: 2.67 days
  Number of Satellites: 1 (Logan)
  Surface Gravity: 1.10
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 20°C (Boreal)
  Surface Water: 70 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Mammal
  Population: 2,300,000
  Socio-Industrial Levels: C-C-C-C-D
  Defending Forces: V Legio
  Landmasses (Capital City): Anzac (Vatnajökull), Calafate, 
  Siegfried, and Furtwängler
  Importance: Command
  Capital to the Lothian Province, this world has seen much 
  unrest over the past few years. The HPG and other infrastructure 
  was destroyed, and it is expected that the province will achieve 
  independence from the Hegemony and reestablish the Lothian 
  League. This ice planet is hostile to all but the heartiest humans, 
  with some predators as large at birth as a fully adult polar bear. 
  The fur industry is the largest contributor to the economy, ben-
  efiting from the large population of rehabilitated Terran species.
  
  28
  28
  INDUSTRIAL STATE
  The distant worlds of the Periphery for the most part possess a 
  lower level of industrial development than comparable worlds in 
  the Inner Sphere. However, recent influxes of refugees from more 
  developed nations and increased funds from new arrivals and in-
  vestors, plus the drive of governments to provide security in the 
  calamitous times of the Jihad has seen quantum leaps of industrial 
  development in three of these lesser powers.
  INDUSTRIAL SYSTEMS
  OTISBERG
  Star Type (Recharge Time): F9V (180 hours)
  Position in System: 4
  Time to Jump Point: 11.19 days
  Number of Satellites: 1 (Miloe)
  Surface Gravity: 1.03
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 23°C (Cool-Temperate)
  Surface Water: 47 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 35,000,000
  Socio-Industrial Levels: C-C-C-C-A
  Defending Forces: None
  Landmasses (Capital City): Salvation (Troy), Purgatory, Ashland
  Importance: Industrial
  Otisberg has devoted massive effort to excavating the 
  ruins of Star League era factories. Some assembly lines were 
  found to be repairable, and primitive BattleMech production 
  has been ongoing for some time. The world has many active 
  volcanoes scattered about the oceans and continents, provid-
  ing fertile but dangerous soil.
  RIM MOTORS
  Main Products: Commando (Primitive) BattleMechs
  Location: Amariston (Salvation)
  Local Terrain: Plains
  Local Climate: Mild
  LESSER PERIPHERY 
  STATES OVERVIEW
  While information from the lesser Periphery states is far removed 
  from direct observation of our agents, the following summaries were col-
  lated from multiple corroborating sources and are deemed accurate. Of 
  particular note is the development of manufacturing capabilities within 
  some of these realms beyond what we reasonably have expected.
  INDUSTRIAL UPDATE
  New St. Andrews has long been an independent world. Luckily 
  avoiding the conflict between the Hegemony and the Circinians, 
  the one-world nation has devoted significant resources to obtaining 
  manufacturing technology. Meridian Manufacturing has come 
  through for the world’s leadership, though, and begun to produce 
  IndustrialMechs. Though a far cry from the BattleMech factory they 
  would surely like to have, such a target would be too tempting for 
  the nearby Hegemony to ignore. 
  The Rim Collection also boasts results from their desperate drive 
  to maintain their independence through internal manufacturing 
  of weapons. Rim Motors on Otisberg took advantage of educated 
  refugees fleeing the war engulfing the Circinus Federation to aid their 
  renovation of the ancient factory ruins of their world. The primitive 
  ’Mechs that they have produced thus far are remarkably well-built 
  considering the speed with which the operations were completed.
  No less impressive are the efforts of the Fiefdom of Randis. 
  Using their increasing power and funds, they motivated Hope 
  Industrial Works to upgrade their WorkMech factory to produce 
  primitive ’Mechs. We have been unable to determine when this 
  production began, though it was at least five years ago. These 
  primitive BattleMechs are more than sufficient to the present needs 
  of the Brotherhood, but considering the leaps and bounds of their 
  advancement, we expect to see step-wise improvement of their 
  ’Mech quality as they develop the means to manufacture the various 
  components needed to produce a non-primitive ’Mech.  
  STRATEGIC INTEGRITY
  Lacking in all the lesser Periphery states that we consider here, 
  none have academies to speak of. The closest institution to an acad-
  emy is the Brotherhood Monastery on Randis IV, whose prior brutal 
  methods might return.
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating Capacity
  New St. Andrews (Meridian Manu.)
  0%
  100%
  Otisberg (Rim Motors)
  0%
  100%
  Randis IV (Hope Industrial Works)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  
  29
  29
  BROTHERHOOD MONASTERY
  Main Programs: MechWarrior
  Location: Hope City (Hope)
  Local Terrain: Mountain
  Local Climate: Rainy
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored Infantry
  Location: Hope City (Hope)
  Local Terrain: Urban
  Local Climate: Rainy
  STRATEGIC SYSTEMS
  NEW ST. ANDREWS
  Star Type (Recharge Time): F4V (175 hours)
  Position in System: 4
  Time to Jump Point: 16.10 days
  Number of Satellites: 1 (Gealach)
  Surface Gravity: 1.05
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25°C (Temperate)
  Surface Water: 58 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Mammal
  Population: 12,340,000
  Socio-Industrial Levels: B-B-C-B-B
  Defending Forces: Nelson’s Longbows
  Landmasses (Capital City): New Scotland (Kilrymont), 
  Kinness, Scores
  Importance: Industrial, Command
  PLANETARY MILITIA
  Main Programs: Unarmored Infantry
  Location: Laudance (Scores)
  Local Terrain: Forest
  Local Climate: Mild
  UPCOMING PROJECTS 
  With the lack of concrete intelligence of these small powers, we 
  have little to report on the direction of their military manufacturing. 
  Considering the advances already made, we may deduce that the 
  newly-developed primitive BattleMech lines, for example, will see effort 
  devoted to upgrade them to build more modern tech BattleMechs.
  PLANETARY MILITIA
  Main Programs: Unarmored Infantry
  Location: Illiana (Ashland)
  Local Terrain: Mountain
  Local Climate: Rainy
  Currently guarding an excavation to a potential Star League era 
  facility, the militia is stuck far from their families and three months 
  overdue on their deployment.
  RANDIS IV
  Star Type (Recharge Time): K4V (195 hours)
  Position in System: 2
  Time to Jump Point: 4.31 days
  Number of Satellites: 1 (Eminence)
  Surface Gravity: 1.01
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 39°C (Tropical)
  Surface Water: 75 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 12,186,000
  Socio-Industrial Levels: C-C-B-B-B
  Defending Forces: Brotherhood of Randis
  Landmasses (Capital City): Hope (Hope City), Volcroth, 
  Frews, Randis
  Importance: Industrial, Command, Logistical
  A water-rich world with little land, the population has 
  swelled over the last century with peoples from many na-
  tions; the Brotherhood has demanded and enforced a policy 
  to prevent development and technological advancement 
  from damaging the environment. Once known as Hope IV, 
  the recent advances have redeemed that long ago name, and 
  repudiated the sardonic nickname of Lost Hope.
  HOPE INDUSTRIAL WORKS
  Main Products: Hawkwolf, Dervish and Firebee (Primitive) BattleMechs
  Location: Hope City (Hope)
  Local Terrain: Urban
  Local Climate: Rainy
  Housed in the capital where half the world’s population is avail-
  able to provide workers, this plant has already seen the rewards of 
  its primitive ’Mech production, with the excess being exported to 
  other systems. The Hawkwolf is a new RetroTech chassis whose con-
  figuration may change with time. Strangely, locals were not involved 
  in the construction and it is unknown who is providing the financial 
  and technical resources for the new facility.
  
  30
  30
  The capabilities of Neuva Castile are reportedly improving as 
  part of their drive to eliminate dependence upon the meddling 
  Hanseatic League. While their efforts to reverse engineer captured 
  Umayyad equipment have met with limited success through the 
  years, their military manufacturing capabilities are extremely limited 
  due to damage sustained in the generations-long conflict with the 
  Umayyads. Their efforts are limited to the single operational factory 
  within their realm.
  The Umayyads have fallen far now that the Castilians have re-
  conquered almost all their worlds. This defiant, Islam-influenced 
  faction is backed up onto little more than the first world they con-
  quered centuries ago. This has reduced their already limited indus-
  try to what is available on Granada, their capital world and really the 
  only one they can still claim ownership of. Like the Castilians and 
  the Hansa, they are focused on building materiel as fast as possible, 
  requiring a regression in technological advancement of the prod-
  ucts, despite limited production levels of more advanced—but still 
  obsolete—technology.  
  STRATEGIC INTEGRITY
  Like the lesser Periphery nations, the Deep Periphery nations 
  have no academies to speak of. Making use of cadre training meth-
  ods and on-the-job trials by fire, their militaries are far lower in qual-
  ity in terms of ability as well as technology compared to the Inner 
  Sphere and especially the Clans.
  DEEP PERIPHERY 
  OVERVIEW
  The Deep Periphery, including the nations of the Hanseatic 
  League, the Castilian Principalities and the Umayyad Caliphate, are 
  completely separate from Inner Sphere politics. Their distance from 
  the Successor States creates a buffer that allows their own internal 
  politics to dominate rather than suffer from outside pressures. This 
  has begun to change with the encroachment onto their territory 
  by the Clans. Both the Diamond Sharks and the Ice Hellions have 
  engaged in conflict with the Hanseatic League, the former claim-
  ing victory while the latter was driven off. Their home worlds have 
  experienced only one another’s hostile forces, with the Clans being 
  engaged farther afield. 
  While the distance from the Inner Sphere has kept them insulated 
  from the conflicts that routinely embroil the Successor States, it also 
  insulates them from technological advancement. With trade being 
  hindered by distance and distrust, the Deep Periphery has completely 
  missed much of the technological improvements and scientific dis-
  coveries of the past centuries. Able to maintain a late Succession Wars 
  level of technology at best, even recovered Star League technology is 
  beyond the means of the Deep Periphery to produce.
  INDUSTRIAL UPDATE
  The Hanseatic League’s merchants have always dominated their 
  politics. The best illustration is their meddling in the conflict be-
  tween the Umayyads and the Castilians over the past two centuries. 
  By fomenting conflict, they were able to profit by selling to both 
  sides. However, the Hansa’s industry itself was always secondary to 
  the mercantile concerns. As such, the Hansa were usually content to 
  trade away resources for components or materiel rather than manu-
  facture it themselves. As a result, their industry is composed of few 
  actual factories. With military production limited to Antwerp, they 
  are barely able to keep their RDF units supplied under the current 
  climate of conflict. The drive to defend against the Clans and the 
  increasing raids by the Castilians has motivated them to develop a 
  RetroTech manufacturing capability to enable faster replacement of 
  their BattleMech losses, due to their extremely limited production 
  capacity. Most of their military industry is focused on vehicle manu-
  facture, including some units developed on their own.
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Antwerp  
  (Bordello Military Goods, Inc.)
  0%
  100%
  Castile  
  (King Dumount Defense Facility)
  0%
  100%
  Granada (Alhambra Refit Station)
  0%
  100%
  Granada (Caliphate Airfield Alpha)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  
  31
  31
  PLANETARY MILITIA
  Main Programs: Vehicles, Unarmored Infantry
  Location: New Newark (Nederlandia)
  Local Terrain: Wetlands
  Local Climate: Rainy
  CASTILE
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 4
  Time to Jump Point: 9.12 days
  Number of Satellites: 0
  Surface Gravity: 1.11
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 28°C (Temperate)
  Surface Water: 70 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Reptile
  Population: 370,350,000
  Socio-Industrial Levels: C-D-B-C-B
  Defending Forces: Third Brigada
  Landmasses (Capital City): Iberia (Padre), Barthelona, 
  Marianas
  Importance: Industrial
  KING DUMOUNT DEFENSE FACILITY
  Main Products: Medium Strike conventional fighter; Shadow Hawk 
  and Rifleman (Primitive) BattleMechs, and LRM Carrier vehicles; 
  Wasp and Stinger BattleMechs
  Location: Dumount Valley (Iberia)
  Local Terrain: Hills
  Local Climate: Windy
  A small factory producing multiple unit types, the Castilians as-
  sign great prestige to the company’s officers by providing a com-
  pany of veteran infantry as bodyguards. The recent addition of the 
  RetroTech Shadow Hawk and Rifleman is the result of the loss of 
  more advanced factories during the gradual retreat from their for-
  mer conquered worlds.
  INDUSTRIAL STATE
  Outside of agricultural concerns, industry in the Deep Periphery 
  nations is very limited. What was considered primitive in the Inner 
  Sphere prior to the technological renaissance is the state of the art 
  in the Deep Periphery. Besides the distance from the Inner Sphere, 
  the lack of desirable targets contributes to the scarcity of pirate or 
  other attacks on these worlds by outsiders.
  INDUSTRIAL SYSTEMS
  ANTWERP
  Star Type (Recharge Time): G7V (188 hours)
  Position in System: 5
  Time to Jump Point: 6.57 days
  Number of Satellites: 1 (Ghent)
  Surface Gravity: 0.90
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 31°C (Temperate)
  Surface Water: 64 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Plant
  Population: 189,235,000
  Socio-Industrial Levels: B-C-B-C-C
  Defending Forces: Regional Defense Force 2
  Landmasses (Capital City): Nederlandia (Jersey City), 
  Brabant, Flanders
  Importance: Industrial
  BORDELLO MILITARY GOODS, INC.
  Main Products: Wolverine (Primitive) BattleMech; Tiger Medium 
  Tank, AC/2 Carrier and Vedette vehicles; Centurion and 
  Vulcan aerospace fighters; Phoenix Hawk, Locust, and Wasp 
  BattleMechs; Manatee DropShip
  Location: Jersey City (Nederlandia) 
  Local Terrain: Urban
  Local Climate: Mild
  Nestled in the rolling hills and valleys of Nederlandia, the 
  complex of BMG plants is noteworthy as the only Hansa factory 
  producing war materiel. With the ability to manufacture multiple 
  unit types, BMG produces less of each than it might if it focused on 
  one only.
  
  32
  32
  ALHAMBRA REFIT STATION
  Main Products: Vulcan BattleMech refit
  Location: Alhambra City (Pasadena)
  Local Terrain: Mountains 
  Local Climate: Windy
  A facility that has been in place for some time, the most 
  recent reports have indicated new developments and efforts on 
  the Umayyads’ part, apparently with Clan Diamond Shark aid, to 
  produce a standard refit of the Vulcan.
  CALIPHATE AIRFIELD ALPHA
  Main Products: Thunderbird Strike aerospace fighter and SRM  
  Carrier vehicle
  Location: Victory Plains (Pasadena)
  Local Terrain: Plains/Urban
  Local Climate: Mild
  PLANETARY MILITIA
  Main Programs: Unarmored infantry
  Location: Arcadia (Pasadena)
  Local Terrain: Coastal 
  Local Climate: Mild
  ROYALS REFIT AND 
  REPAIR STATION 
  Main Products: BattleMech and aerospace fighter refits
  Location: Real (Barthelona)
  Local Terrain: Mountains
  Local Climate: Stormy
  Located in the Détente Mountains, this refit facility is able to 
  handle BattleMechs as well as aerospace fighters. Most refits are 
  downgrades to the technological level able to be produced in the 
  Castilian Principalities.
  PLANETARY MILITIA
  Main Programs: Unarmored Infantry
  Location: Padre (Iberia)
  Local Terrain: Urban
  Local Climate: Arid
  GRANADA
  Star Type (Recharge Time): G8V (189 hours)
  Position in System: 4
  Time to Jump Point: 6.19 days
  Number of Satellites: 1 (Andalusia)
  Surface Gravity: 1.03
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 29°C (Temperate)
  Surface Water: 57 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Plant
  Population: 410,650,000
  Socio-Industrial Levels: B-C-D-C-D
  Defending Forces: Third Corps
  Landmasses (Capital City): Pasadena (Arcadia), Altadena, 
  Monrovia
  Importance: Industrial
  PRIDE OF GRANADA INDUSTRIES
  Main Products: Stinger and Wasp BattleMechs; Shadow Hawk and 
  Rifleman (Primitive) BattleMechs
  Location: Temple City (Pasadena)
  Local Terrain: Plains 
  Local Climate: Windy
  
  33
  33
  ASTURIAS
  Star Type (Recharge Time): G6V (187 hours)
  Position in System: 5
  Time to Jump Point: 7.01 days
  Number of Satellites: 2 (Grable, Mansfield)
  Surface Gravity: 0.98
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 32°C (Temperate-Hot)
  Surface Water: 65 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Mammal
  Population: 61,200,000
  Socio-Industrial Levels: C-D-C-D-B
  Defending Forces: First Brigada
  Landmasses (Capital City): Sanctorum (Sanctum), Volks-
  march, Franco
  Importance: Command, Logistical
  SANCTUARY STATION
  Main Products: Korvin Patchwork Refit
  Location: Sanctuary Hills (Sanctorum)
  Local Terrain: Hills
  Local Climate: Rainy
  A small refit station that has been tinkering with various vehicle 
  refits for decades, it is best known for the retrograde refits of the 
  Korvin tanks of the Castilian Brigadas.
  UPCOMING PROJECTS 
  In all three Deep Periphery nations, reports indicate expending 
  efforts to obtain advanced, including Clan, technology. Most indus-
  trial efforts, however, are limited to attempts to produce obsolete or 
  brand new primitive units. Specifics are unavailable, however, de-
  spite increased presence of the Diamond Sharks in the region.
  STRATEGIC SYSTEMS
  BREMEN
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 4
  Time to Jump Point: 8.53 days
  Number of Satellites: 1 (Bremerhaven)
  Surface Gravity: 1.09
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 28°C (Temperate)
  Surface Water: 70 percent
  Recharging Station: None
  HPG Class Type: None
  Highest Native Life: Avian
  Population: 129,300,000
  Socio-Industrial Levels: C-C-D-C-B
  Defending Forces: Regional Defense Force 1
  Landmasses (Capital City): Hansa (Freie Hansestadt), Weser, 
  Kreuznach
  Importance: Command
  The Hanseatic League’s capital, Bremen houses the major 
  trading families’ headquarters and homes. The Council of Mer-
  chants has their governing apparatus here, from which they 
  direct the vast trading fleets and the Regional Defense Forces. 
  Oddly, this world is not one of those where trading with out-
  siders takes place, serving to insulate the Council from direct 
  influence and reducing the likelihood of a decapitating attack.
  
  34
  34
  PIRATE OVERVIEW
  While little was known about the Tortuga Dominion prior to the 
  Jihad, even less is certain in these closing stages. The Death’s Consorts 
  left the worlds to be nominally ruled by the Blakists, and the extermi-
  nation of the Consorts increased the power vacuum in the Domin-
  ion. Various pirates forces are believed to be fighting for control over 
  the Dominion, with the Blakist rulership having vanished seemingly 
  overnight once the assault on the Terran system had begun. Never 
  home to much true industry, it was the stabilizing presence of power-
  ful pirate forces including Lady Death herself, and to a diminishing 
  extent the Blakists who ruled after the Consorts’ relocation to Mala-
  grotta, that enabled the pirate den to develop manufacturing worth 
  mentioning. Vengeance Incorporated, by all reports, is still producing 
  BattleMechs with relatively modern components, superior to those 
  found in most corners of the Periphery and Deep Periphery.
  Until another pirate force ascends to dominance of their fellows, 
  the fate of the Dominion is difficult to predict. With the presence of 
  Clan forces and determined Inner Sphere forces on their doorsteps, 
  in a climate whose hatred for pirates has been heightened after the 
  Malagrotta conquest by Death’s Consorts, the pirates of the Domin-
  ion are faced with an environment of hostility from without in addi-
  tion to the forthcoming power struggle within.
  INDUSTRIAL UPDATE
  A surprise to all the major powers, the emergence of Vengeance 
  Incorporated as a true BattleMech manufacturer from the collection 
  of junkyards and chop shops twenty years past changed the nature 
  of the pirate “nation.” No longer reliant only on theft and salvage, the 
  Tortugans now could produce their own new war materiel without 
  outside assistance, other than components quietly purchased on the 
  open Inner Sphere market. The ability to produce what was at the time 
  modern components for their ’Mechs was regarded as a significant 
  breach of corporate security within the Inner Sphere. With only one 
  assault on Tortuga Prime, a punitive strike by the Filtvelters in 3076, 
  the factories remain intact and operational. Apparently, a lack of vi-
  able intelligence on the world has kept the exact location of the facto-
  ries a secret. Some would attribute this to the efforts of the pirates, but 
  in fact the ignorance is due more to the Inner Sphere’s apathy than to 
  a failure of their intelligence arms. The slapdash and haphazard lay-
  out of the facilities on the world contributes greatly to the inability to 
  recognize the factories from orbit or high altitude. Truly, one must be 
  almost on top of them to recognize them.  
  STRATEGIC INTEGRITY
  The pirate bands have always benefited from their non-integrated 
  nature. This continues today. While a concentrated assault on one or 
  more of the worlds might annihilate a pirate force, their dispersion 
  throughout the Pirates Haven Star Cluster ensures that most of the 
  lawless bands will remain safe from attack. Relying upon disaffected 
  Inner Sphere and lately even some few Clan defectors for new recruits, 
  there is no academy or other educational infrastructure to speak of in 
  this nation where slavery is one of the largest economic components.
  STATE OF THE INDUSTRY 
  AT A GLANCE (DEC 3079)
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Tortuga (Vengeance, Inc.)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  Major PeriPhery StateS
  ian Concordat
  
  35
  35
  VENGEANCE INCORPORATED
  Main Products: Brigand BattleMechs; Vedette, Hunter and 
  Demolisher tanks
  Location: Unknown (Torment)
  Local Terrain: Urban 
  Local Climate: Windy
  Its location as yet uncertain to off-world sources, the VI factories 
  are known to produce only one Battle-Mech chassis in addition to 
  several venerable and reliable vehicles.
  PLANETARY MILITIA
  Main Programs: Vehicle, Unarmored Infantry
  Location: Raider’s Roost (Torment)
  Local Terrain: Flatlands
  Local Climate: Arid
  UPCOMING PROJECTS 
  With so little means to expand their capabilities, maintaining 
  their current facilities and production levels is the best the Tortu-
  gans can manage. Thus, there is no indication of any forthcoming 
  products or prototypes to speak of.
  INDUSTRIAL STATE
  With only one manufacturer to speak of, the factories on 
  Tortuga Prime at least have no competitors on- or off-world. 
  While the potential for a devastating strike existed with the 
  Filtvelt raid, the powerful and direct response to the invasion by 
  a force of domestically-built tanks and well-drilled infantry was 
  a surprising but wonderfully-successful defense. The factories 
  were saved, and with the mineral wealth of Tortuga Prime itself, 
  the factories are expected to remain safe and productive for the 
  foreseeable future.
  INDUSTRIAL SYSTEMS
  TORTUGA PRIME
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 3
  Time to Jump Point: 9.12 days
  Number of Satellites: 5 (Barbarossa, Kidd, Wendigo, Lafleur, 
  and Pandora)
  Surface Gravity: 0.85
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Temperate)
  Surface Water: 40 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Plant
  Population: 1,401,000
  Socio-Industrial Levels: D-C-D-D-C
  Defending Forces: None
  Landmasses (Capital City): Torment (Raider’s Roost), 
  Importance: Industrial, Command
  A hostile world whose potable water is limited to un-
  derground sources, the one main continent of Torment is 
  home to significant mineral wealth as well as the world’s 
  seven major cities. Three regiments of combat vehicles de-
  fend this world.
  
  36
  36
  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 prepara-
  tions. 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 virtu-
  ally all combat units in game play. Values higher than 1.00 reflect 
  worlds where units are significantly heavier than they are under nor-
  mal 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 game-
  play 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 Pres-
  sure, 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. Never-
  theless, the equatorial temperature helps players gauge whether much 
  of the world will likely be arctic, 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.
  The following section is provided to assist both players and game-
  masters in providing guidelines and reference tables for those wish-
  ing to use Objectives to create a game or campaign around one of the 
  listed (or one newly created) target system, factory, or city. The follow-
  ing 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 
  actually more a set of suggestions than they are “hard and fast” rules 
  for game campaigns. Those creating tracks and scenarios are en-
  couraged 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 as-
  pects of gameplay defined in Strategic Operations, and will gener-
  ally 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). Par-
  ticularly 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 ze-
  nith or nadir jump points to the target world. This transit time in-
  cludes 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
  
  37
  37
  Population defines the number of humans estimated to be liv-
  ing 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 citi-
  zens’ 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, mean-
  while, 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 lo-
  cated. 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-tra-
  verse 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.
  Finally, a world’s Importance defines its main role(s) in the infra-
  structure of its parent realm. Worlds with Industrial importance re-
  flect 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 sup-
  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 pat-
  terns, 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 sys-
  tem 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). Recharg-
  ing stations are often small and fairly unarmed, but also act as space-
  borne 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 inva-
  sions 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 sys-
  tems nearby. Such stations are always located on the planetary sur-
  face, 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 in-
  terstellar 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, mean-
  while, may target Class A worlds in an effect to secure a realm’s com-
  munications 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 cam-
  paign, 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 oper-
  ating outside of 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.
  
  38
  38
  plying 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 fin-
  ished products, while invasion forces tend to favor targeting Com-
  mand 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 exam-
  ple, the Pinard Protectorate plant on MacLeod’s Land produces Lo-
  cust BattleMechs, which will likely appear in the home defense force, 
  while the Organo Taurian Academy trains infantry, vehicle crews and 
  aerospace pilots, which will add cadets (and instructors) as infantry, 
  piloting fighters, and driving tanks to the local defense force.
  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 iden-
  tified. 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 map-
  sheet. 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 forc-
  es may encounter in the vicinity of the objective (Mild, Windy, Rainy, 
  Snowy, Stormy, or Arid/Icy). 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 
  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 ef-
  fects, gravity, and temperatures may still be in force). Otherwise, roll 
  LOCAL WEATHER TABLES
  Roll
  Mild
  Windy
  Rainy
  Stormy
  Arid/Icy
  1
  No Weather
  No Weather
  No Weather
  *
  No Weather
  2
  No Weather
  Table 1 (–1)
  Table 2 (–1)
  Table 4 (–1)
  No Weather
  3
  Table 1 (–1)
  Table 1 (+0)
  Table 2 (+0)
  Table 4 (+0)
  No Weather
  4
  Table 2 (–1)
  Table 1 (+1)
  Table 2 (+1)
  Table 4 (+1)
  Table 1 (+1)
  5
  Table 3 (–1)
  Table 2 (–1)
  Table 3 (–2)
  Table 3 (+2)
  Table 1 (+0)
  6
  Table 4 (–2)
  Table 4 (–2)
  Table 4 (–2)
  Table 2 (+2) Table 2/3**(+2)
  *Roll 1D6 Again; On 1-3 No Weather; On 4, Table 1 (–1); on 5, Ta-
  ble 2 (–1); on 6, table 3 (–1)
  **Use Table 2 for Arid and Table 3 for Icy
  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)
  
  39
  39
  CORPORATE SECURITY
  Even more important in the Periphery than the Inner Sphere, 
  military industry is accorded the best protection available. In most 
  cases this exceeds the defenses allocated to governmental instal-
  lations. Like many Inner Sphere nations, manufacturers in the Pe-
  riphery tend to rely upon mercenary forces to bolster their defenses, 
  with local militias serving as additional security. Less common in 
  the Periphery than the Inner Sphere are dedicated corporate secu-
  rity forces raised by the companies themselves. For the same rea-
  son that few companies possess such organic defenses throughout 
  human space, it simply cuts into profit margins. Unless specifically 
  noted in the individual system descriptions, consider such forces to 
  be absent in the Periphery.
  As in the Inner Sphere, factory defense forces are composed large-
  ly of the units manufactured at that site. This can produce a limited 
  force, such as the Vedettes produced at Rockwellawan’s Interstellar 
  Agriculture plant, or a combined arms force, such as the ’Mechs, tanks, 
  and aerospace fighters of the Majesty Metals & Manufacturing plant 
  on Dunianshire. Regardless of whether the site has a mercenary de-
  fender, there will be a local force fielding the homemade units in de-
  fense of the factory. This may be a dedicated component of the militia, 
  but most likely will be technicians, engineers and laborers of Green 
  quality desperately trying to protect their own livelihoods.
  Most corporate principals will have a personal security detach-
  ment. In the Periphery, this will be limited to, at most, a platoon of 
  infantry. This is especially true in the more prosperous nations of the 
  Magistracy of Canopus and the Taurian Concordat. Typically, howev-
  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 dura-
  tion 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 appropriate 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.
  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.
  Guard duty for the Caesar, Marian Hegemony.
  Marian Hegemony
  Military Ranks
  Marian Hegemony 
  Awards
  (Enlisted)
  (Officers)
  Miles 
  Probatus
  Corona Gramina
  Miles 
  Gregarius
  Legionaire
  Principes
  
  40
  40
  The Taurian Concordat requires all citizens to serve the govern-
  ment. This results in a much larger pool of reserve militia than in 
  any other nation, composed mostly of infantry with skills including 
  minelaying, scorched earth, and suicide attacks. For every 100 mil-
  lion inhabitants (round up), assign two battalions of green infantry, 
  one battalion of regular infantry, one company of veteran infantry, 
  and one platoon of elite infantry.
  The Magistracy of Canopus has planetary militias of smaller size 
  but intermediate quality. Assign one company of veteran skill infan-
  try for every 500 million inhabitants (round down), plus one com-
  pany of regular and one battalion of green infantry per 250 million 
  inhabitants (round down). 
  The Marian Hegemony uses mostly unskilled locals, including 
  convicts, for their militias. This results in large but poor quality de-
  fense forces as likely to attack the Hegemony as the enemy. Assign 
  one company of regular infantry and one battalion of green infan-
  try per 200 million inhabitants (round down), plus one company of 
  green (prisoner) infantry per 100 million inhabitants (round up).
  The Calderon Protectorate has the same tactics and training as 
  the Taurian Concordat, though at smaller numbers. Use the same 
  force type and numbers, but do so for every 200 million inhabitants 
  (round up). The Fronc Reaches prides itself on quality over quantity. 
  Assign one company of regular infantry and one company of green/
  regular tanks (Vedettes and Hetzers) per 100 million inhabitants 
  (round up), plus one company of veteran and one platoon of elite 
  infantry per world (not based on population); double the numbers 
  of regular infantry when the attacker is a pirate force. Similarly, the 
  Filtvelt Coalition boasts militias of one battalion of regular infantry 
  per 100 million (round down) and one company of veteran infantry 
  per world. Filtvelt worlds also gain one regular-skill combined com-
  pany of tanks, VTOLs, and conventional/aerospace fighters.
  The Tortuga Dominions apply overwhelming force to dissuade 
  attackers. In addition to standard militia as noted above, Tortugan 
  worlds carry one regular-skill battalion of combat vehicles.
  ACADEMIES AND  
  LOCAL TRAINING CENTERS
  Unlike factories and command centers, most academies will not 
  boast a dedicated security team beyond a platoon or two of “campus 
  security”. IInstead, as part of the curriculum, Periphery academies—
  like most Inner Sphere military academies—tend to employ their 
  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, though 
  cost effective, this generally means that the majority of the troops in 
  a campus security patrol will be of Green experience quality, punctu-
  ated by Regular or even Veteran-level instructors. 
  Almost universally, the enrollment program dictates the type 
  of patrols the academy or university employs. The major Periphery 
  academies noted in the system descriptions have their major areas 
  of study stated. Patrols of these force types will be present at the 
  er, a single bodyguard or a squad of highly-skilled and trusted troop-
  ers is tasked with these protection details. Company officials in the 
  Marian Hegemony merit a squad of troopers each, provided by the 
  Hegemony though of lesser quality than the Caesar’s Royal Guard. 
  Somewhat paradoxically, it is the smaller and less affluent nations 
  who prize the company officials more, in hopes of preventing a loss 
  of respect or dedication that might see them shutter their factory 
  and relocate. This is true for Protectorate Arms personnel on Diik, 
  where the factory, chief designers and company officers are feted 
  like royalty and provided an elite company of infantry to guarantee 
  their safety.
  To determine the rough size and composition of local corporate 
  defenses around a factory, a good rule of thumb is to provide up 
  to a lance of each unit that the factory produces and augment this 
  with conventional infantry, with the following national variations: 
  The Taurian Concordat provides an additional lance of BattleMechs 
  for each world with a ’Mech factory. The Magistracy supports cor-
  porations by deploying an infantry company at every factory loca-
  tion, in addition to the factory’s own force. The Hegemony relies on 
  their military to protect their factories, assigning no special defense 
  force. The Fronc Reaches and the Calderon Protectorate rely on con-
  ventional vehicle platoons to augment their corporate defenders, 
  adding one platoon per factory shift. The Filtvelt Coalition uses an 
  academy cadre company of Cavalier battle armor to protect their 
  limited factories.
  REGIONAL AND LOCAL MILITIA
  Typically militia forces in the Periphery deploy around gov-
  ernmental installations and important sites such as factories or 
  academies, where they follow the orders of the local command 
  authority. These are reserve or militia forces, subject to different 
  training histories depending on their faction. The makeup and 
  size of local defense forces is legion throughout the Periphery. 
  The size and technological advancement of a planetary defense 
  force is determined by the system’s Population and Socio-In-
  dustrial Index values. Well-populated worlds with top tier A- or 
  B-rated technological and industrial systems will have higher 
  numbers of troops and be better equipped, not limited to the 
  units produced on-world but including those made throughout 
  the nation. Meanwhile, C-, D- and F-tier systems in the Periphery 
  are limited to armed WorkMechs and conventional vehicles to 
  complement their infantry. 
  Typical Periphery militias might contain 1 lance of ’Mechs, 1 com-
  pany of vehicles, and 1 or more regiments of foot infantry. Worlds 
  with large populations are rare, but for worlds with 1 billion inhab-
  itants or more, assign a total of 1 company each of BattleMechs 
  and vehicles, one squadron of aerospace fighters and 1 company 
  of Inner Sphere Standard battle armor. Besides variations noted in 
  system descriptions, however, the following should be used for gen-
  erating defense forces for various Periphery worlds, based on their 
  faction, in addition to the general forces noted above. 
  
  41
  41
  eral raids by various pirate forces unlucky enough to survive the turret 
  system to encounter the minefields scattered at the foot of the wall. 
  Immense but well-camouflaged sally ports allow BattleMechs built 
  within the factory to come to the site’s defense as needed, using the 
  sophisticated video surveillance system, powered by the factory’s in-
  ternal power plant, to appear where and when needed.
  When setting a scenario that takes place within a factory com-
  plex, 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 in-
  frastructure. 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. Com-
  ponent 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 mini-
  mum level of A. 
  Due to the many factories, business models and production capa-
  bilities in existence, 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 at-
  tack, 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 im-
  mediately. 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 addi-
  tional refit kits per unit produced by the time of departure. Groups are 
  also suggested to modify this tally by the current production capabil-
  ity of the factory. If the factory hit is currently running at 90% capac-
  ity (such as Edge Industries), modify the result by .90 (round down) 
  before determining the final amount of kits available.
  These rules are solely up to the gamemaster and the player 
  group, who may choose to modify this suggestion. If specific equip-
  ment 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 pro-
  duced at that site. 
  academy or on training maneuvers nearby. For example, the Filtvelt 
  Academy typically has some mixture of a pair of aerospace fight-
  ers, lance of BattleMechs, company of infantry, platoon of tanks and 
  squadron of VTOLs patrolling the campus perimeter at all times. The 
  Organo Taurian Academy, however, puts more emphasis on aero-
  space and will have two squadrons of fighters patrolling the skies 
  while the ground is secured by a platoon of tanks and company of 
  unarmored infantry. The amount and technological level of equip-
  ment available to dedicate for cadet training at Periphery academies 
  will vary depending on the era in which the scenario is taking place; 
  the GM should use discretion when developing a cadet patrol. When 
  a system with a major academy is under a full-fledged assault, ca-
  dets assigned equipment often fall under the command of the head 
  instructors, who will report to the militia/provincial garrison com-
  mander to assist in the system defense.
  To reflect this, most academies will have approximately 4d6 
  Lances/Platoons/Squadrons of various weights (BattleMechs, fight-
  ers, and vehicles) and types (infantry) of Green-quality troops avail-
  able for defense, with the commanders of each Lance/Platoon/
  Squadron of Regular or Veteran. Training centers will have vehicles 
  and infantry, but only wealthy or highly advanced planets will pos-
  sess 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 impromp-
  tu 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 han-
  gars for housing troops. Many of these tend to be armed with weap-
  ons produced domestically, limited only by domestic supplies for 
  missile and cannon turrets, with interlocked minefields, and backed 
  up by Artillery—although target sites located within population 
  centers tend to refrain from using automated or area-effect weap-
  ons such as minefields and artillery, to avoid collateral damage. 
  Almost all factories producing war material allocate some of their 
  excess production to build up static defenses, so factories that pro-
  duce long range missiles will likely have those weapons mounted on 
  many of their weapon turrets. 
  A good example of a facility using static defenses is the Majesty 
  Metals and Manufacturing plant on Dunianshire. As a critical compo-
  nent of the Magistracy’s military industry, considering it produces 21 
  distinct units in addition to PPCs, AC/2s and AC/5s, LRMs and SRMs, 
  its defenses are severe. Besides the local militia, there are two dozen 
  turrets with interlocking fields of fire in a networked system with con-
  necting underground tunnels. These turrets are ranged in concentric 
  rings, with the armaments being those weapon systems built on site. 
  The factory itself is surrounded by a large wall that has withstood sev-
  
  Abruzzi
  Agliana
  Anaheim
  Armington
  As Samik
  Ashley
  Aucara
  Avigait
  Bacum
  Baranda
  Basantapur
  Beenleigh
  Belaire
  Birmensdorf
  Birqash
  Brockway
  Bromhead
  Brusett
  Caldwell
  Carmichael
  Cohagen
  Corella
  Corodiz
  Cotocallao
  Courcellete
  Csomad
  Cumberland
  Darwendale
  Diefenbaker
  Die Moot
  Drienfontein
  Electra
  Enchi
  Estuan
  Firgrove
  Flintoft
  Gambarare
  Great Gorge
  Gronholt
  Hadnall
  Hecheng
  Hobson
  Hoonaar
  Horsham
  Hyalite
  Islamabad
  Jaipur
  June
  Kaitangata
  Keuterville
  Kigamboni
  Kiserian
  Lindsay
  Lothair
  Macintosh
  Maia
  Malagrotta
  Mandaree
  Marodzi
  Mendham
  Merope
  Midale
  Montour
  Mordialloc
  Naka Pabni
  Narellan
  New Syrtis
  New
  Vandenburg
  Okains
  Oltepesi
  Panpour
  Pierce
  Pinard
  Pirates Haven (clst)
  Pleiades Cluster
  Ridgebrook
  Robsart
  Rollis
  Safe Port
  Shaunavon
  Songgang
  Sterope
  Taygeta
  Tegaldanas
  Tentativa
  Vackisujfalu
  Verdigreis
  Warren
  Weippe
  Wrentham
  Yuris
  50
  Samantha
  Jamestown
  Taurus
  Ishtar
  Landmark
  MacLeod's Land
  Jansen's Hold
  New Vallis
  New Gangemede
  Illiushin
  Camadeierre
  Flaum
  Burton
  Atreus Prime
  Mithron
  Renfield
  Brisbane
  Laconis
  Regis Roost
  Spitz
  Carthage
  Argos
  Hellespont
  Gant
  Celano
  Davetal II
  Davetal III
  Amber Grove
  Euschelus
  Cadiz
  Micros III
  Grossbach
  Perdition
  Logan's Land
  Norman's World
  Celentaro
  Organo
  Cyrton
  Dicallus
  Orkney
  Althea's Choice
  Mirfak
  Charleston
  Carvajal
  Tyrrhenia
  Marknick
  Erod's Escape
  Gaul
  Diik
  Oscar
  Lastpost
  100
  Abruzzi
  Agliana
  Anaheim
  Armington
  As Samik
  Ashley
  Aucara
  Avigait
  Bacum
  Baranda
  Basantapur
  Beenleigh
  Belaire
  Birmensdorf
  Birqash
  Brockway
  Bromhead
  Brusett
  Caldwell
  Carmichael
  Cohagen
  Corella
  Corodiz
  Cotocallao
  Courcellete
  Csomad
  Cumberland
  Darwendale
  Diefenbaker
  Die Moot
  Drienfontein
  Electra
  Enchi
  Estuan
  Firgrove
  Flintoft
  Gambarare
  Great Gorge
  Gronholt
  Hadnall
  Hecheng
  Hobson
  Hoonaar
  Horsham
  Hyalite
  Islamabad
  Jaipur
  June
  Kaitangata
  Keuterville
  Kigamboni
  Kiserian
  Lindsay
  Lothair
  Macintosh
  Maia
  Malagrotta
  Mandaree
  Marodzi
  Mendham
  Merope
  Midale
  Montour
  Mordialloc
  Naka Pabni
  Narellan
  New Syrtis
  New
  Vandenburg
  Okains
  Oltepesi
  Panpour
  Pierce
  Pinard
  Pirates Haven (clst)
  Pleiades Cluster
  Ridgebrook
  Robsart
  Rollis
  Safe Port
  Shaunavon
  Songgang
  Sterope
  Taygeta
  Tegaldanas
  Tentativa
  Vackisujfalu
  Verdigreis
  Warren
  Weippe
  Wrentham
  Yuris
  50
  Samantha
  Jamestown
  Taurus
  Ishtar
  Landmark
  MacLeod's Land
  Jansen's Hold
  New Vallis
  New Gangemede
  Illiushin
  Camadeierre
  Flaum
  Burton
  Atreus Prime
  Mithron
  Renfield
  Brisbane
  Laconis
  Regis Roost
  Spitz
  Carthage
  Argos
  Hellespont
  Gant
  Celano
  Davetal II
  Davetal III
  Amber Grove
  Euschelus
  Cadiz
  Micros III
  Grossbach
  Perdition
  Logan's Land
  Norman's World
  Celentaro
  Organo
  Cyrton
  Dicallus
  Orkney
  Althea's Choice
  Mirfak
  Charleston
  Carvajal
  Tyrrhenia
  Marknick
  Erod's Escape
  Gaul
  Diik
  Oscar
  Lastpost
  100
  Taurian Concordat Region
  Industrial Map - December 3079
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Province Capital
  Nation Capital
  0
  10
  20
  30
  40 lightyears
  BattleMechs
  Vehicles
  Aerospace
  fighters
  Other
  Large Crafts
  
  Trip
  Andarmax
  Andurien
  Aspropirgos
  Ayn Tarma
  Barras
  Bayindir
  Bellatrix
  Betelgeuse
  Borden
  Butzfleth
  Calseraigne
  Campoleone
  Cap Rouge
  Cavalor
  Claybrooke
  Cole Harbour
  Columbine
  Conquista
  Cursa
  Decatur
  Deschenes
  Dicon
  Drozan
  Egress
  Eleusis
  Fagerholm
  Gatchina
  Glevakha
  Gouderak
  Grand Base
  Granera
  Gunthar
  Holloway
  Hurik
  Ingonish
  Jacomarle
  Jac
  Kanata
  Kasdach
  Kurvasa
  Latice
  Leyda
  Lopez
  Lurgatan
  Madras
  Manapire
  Meadowvale
  Menke
  Mitche
  Muri
  New Roland
  Nihal
  Niomede
  Obrenovac
  Payvand
  Pilpala
  Piriapolis
  Pojos
  Primus
  Principia
  Prix
  Quimberton
  Raphael
  Renown
  Repulse
  Rohinjan
  Ruschegg
  Ryerson
  Sadurni
  Saonara
  Sax
  Scheuerheck
  Sharqah
  Shiba
  Shiro III
  Sigma Mare
  Skvorec
  Tellman's Mistake
  Thurrock
  Trznadel Cluster
  (60)
  Turin
  Umka
  Vakarel
  Vard
  Verlo
  Victoria
  Villanueva
  Ward
  Watermael
  Wisconsin
  Wright
  Xanthe III
  Xieng Khouang
  Detroit
  Spencer
  Rockwellawan
  Portland
  Herotitus
  Astrokaszy
  Thraxa
  Vixen
  Gambilon
  Marantha
  Booker
  Bass
  Afarsin
  Tarol IV
  Palladix
  Techne's Revenge
  Bethonolog
  Gallis
  Lindenmarle
  Royal Foxx
  Candiear
  Megarez
  Wildwood
  Harminous
  Krimari
  Ballad II
  Kossandra's Memory
  Hardcore
  Weistheimer
  Crawford's Delight
  Novo Tressida
  Joyz
  Lockton
  Adherlwin
  Canopus IV
  Fanardir
  Borgan's Rift
  Early Dawn
  Brixtana
  New Abilene
  Cate's Hold
  Addasar
  Dunianshire
  Luxen
  Palm
  Dainmar Majoris
  Úr Cruinne
  Cygnus
  Fronc
  Independence
  McEvans' Sacrifice
  Joppa
  Trip
  Andarmax
  Andurien
  Aspropirgos
  Ayn Tarma
  Barras
  Bayindir
  Bellatrix
  Betelgeuse
  Borden
  Butzfleth
  Calseraigne
  Campoleone
  Cap Rouge
  Cavalor
  Claybrooke
  Cole Harbour
  Columbine
  Conquista
  Cursa
  Decatur
  Deschenes
  Dicon
  Drozan
  Egress
  Eleusis
  Fagerholm
  Gatchina
  Glevakha
  Gouderak
  Grand Base
  Granera
  Gunthar
  Holloway
  Hurik
  Ingonish
  Jacomarle
  Jac
  Kanata
  Kasdach
  Kurvasa
  Latice
  Leyda
  Lopez
  Lurgatan
  Madras
  Manapire
  Meadowvale
  Menke
  Mitche
  Muri
  New Roland
  Nihal
  Niomede
  Obrenovac
  Payvand
  Pilpala
  Piriapolis
  Pojos
  Primus
  Principia
  Prix
  Quimberton
  Raphael
  Renown
  Repulse
  Rohinjan
  Ruschegg
  Ryerson
  Sadurni
  Saonara
  Sax
  Scheuerheck
  Sharqah
  Shiba
  Shiro III
  Sigma Mare
  Skvorec
  Tellman's Mistake
  Thurrock
  Trznadel Cluster
  (60)
  Turin
  Umka
  Vakarel
  Vard
  Verlo
  Victoria
  Villanueva
  Ward
  Watermael
  Wisconsin
  Wright
  Xanthe III
  Xieng Khouang
  Detroit
  Spencer
  Rockwellawan
  Portland
  Herotitus
  Astrokaszy
  Thraxa
  Vixen
  Gambilon
  Marantha
  Booker
  Bass
  Afarsin
  Tarol IV
  Palladix
  Techne's Revenge
  Bethonolog
  Gallis
  Lindenmarle
  Royal Foxx
  Candiear
  Megarez
  Wildwood
  Harminous
  Krimari
  Ballad II
  Kossandra's Memory
  Hardcore
  Weistheimer
  Crawford's Delight
  Novo Tressida
  Joyz
  Lockton
  Adherlwin
  Canopus IV
  Fanardir
  Borgan's Rift
  Early Dawn
  Brixtana
  New Abilene
  Cate's Hold
  Addasar
  Dunianshire
  Luxen
  Palm
  Dainmar Majoris
  Úr Cruinne
  Cygnus
  Fronc
  Independence
  McEvans' Sacrifice
  Joppa
  Magistracy of Canopus Region
  Industrial Map - December 3079
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Province Capital
  Nation Capital
  0
  10
  20
  30
  40 lightyears
  BattleMechs
  Vehicles
  Aerospace
  fighters
  Other
  Large Crafts
  
  Abbeville
  Adelson
  Adrian
  Alta Vista
  Altoona
  Anjin Muerto
  Armington
  Arnaudville
  Baranda
  Bassfield
  Bastrop
  Baxley
  Beaumont
  Benedict
  Bluford
  Boondock
  Broaddus
  Brockton
  Broken Wheel
  Brookeland
  Chanute
  Chenier
  Cogdell
  Cohay
  Crofton
  Csomad
  Davisville
  De Berry
  Defiance
  Delacambre
  Delos IV
  Des Arc
  Diboll
  Dothan
  Ebro
  Eustatius
  Farnsworth
  Fetsund
  Filtvelt
  Fuveau
  Gillingham
  Great Gorge
  Greeley
  Gronholt
  Gurrnazovo
  Hahira
  Hazelhurst
  Hephzibah
  Hickok
  Hivrannee
  Hoonaar
  Hortense
  Hoyleton
  Humansville
  Inman
  Jaboatao
  Jesup
  Kentwood
  Kettering
  Kilbourne
  Kirbyville
  Kountze
  Lackland
  Lihue
  Linneus
  Malagrotta
  Mararn
  Marielund
  Mauckport
  McRae
  Mejicanos
  Memphis
  Mermentau
  Metter
  Milligan
  Millray
  Minette
  Mirage
  Mokane
  Molino
  Morven
  Moultrie
  Nagel
  Neosho
  Offerman
  Okefenokee
  Olindo
  Palmyra
  Pascagoula
  Pattison
  Perdido
  Pirates Haven (clst)
  Protection
  Redondo
  Rentz
  Rosepine
  Rosiclare
  Sabanillas
  Savonburg
  Shawnee
  Sherwood
  Shubuta
  Skepptana
  Sodertalje
  St. Robert
  Steinhatchee
  Sterlington
  Stratford
  Sylvan
  Symsonia
  Tangipahoa
  Thibodaux
  Tsamma
  Urich
  Vackisujfalu
  Vandalia
  Vaucluse
  Vibrunum
  Vicente
  Waipahu
  Weldon
  Wetumpka
  Winfield
  Woodbine
  Xenia
  Zolfo
  Novo Franklin
  Mica II
  Mica V
  Mica VII
  New Gascony
  New Hati
  Tortuga Prime
  Fletcher's Feast
  New Port Royal
  Morgan's Holdfast
  Randis IV
  50
  Abbeville
  Adelson
  Adrian
  Alta Vista
  Altoona
  Anjin Muerto
  Armington
  Arnaudville
  Baranda
  Bassfield
  Bastrop
  Baxley
  Beaumont
  Benedict
  Bluford
  Boondock
  Broaddus
  Brockton
  Broken Wheel
  Brookeland
  Chanute
  Chenier
  Cogdell
  Cohay
  Crofton
  Csomad
  Davisville
  De Berry
  Defiance
  Delacambre
  Delos IV
  Des Arc
  Diboll
  Dothan
  Ebro
  Eustatius
  Farnsworth
  Fetsund
  Filtvelt
  Fuveau
  Gillingham
  Great Gorge
  Greeley
  Gronholt
  Gurrnazovo
  Hahira
  Hazelhurst
  Hephzibah
  Hickok
  Hivrannee
  Hoonaar
  Hortense
  Hoyleton
  Humansville
  Inman
  Jaboatao
  Jesup
  Kentwood
  Kettering
  Kilbourne
  Kirbyville
  Kountze
  Lackland
  Lihue
  Linneus
  Malagrotta
  Mararn
  Marielund
  Mauckport
  McRae
  Mejicanos
  Memphis
  Mermentau
  Metter
  Milligan
  Millray
  Minette
  Mirage
  Mokane
  Molino
  Morven
  Moultrie
  Nagel
  Neosho
  Offerman
  Okefenokee
  Olindo
  Palmyra
  Pascagoula
  Pattison
  Perdido
  Pirates Haven (clst)
  Protection
  Redondo
  Rentz
  Rosepine
  Rosiclare
  Sabanillas
  Savonburg
  Shawnee
  Sherwood
  Shubuta
  Skepptana
  Sodertalje
  St. Robert
  Steinhatchee
  Sterlington
  Stratford
  Sylvan
  Symsonia
  Tangipahoa
  Thibodaux
  Tsamma
  Urich
  Vackisujfalu
  Vandalia
  Vaucluse
  Vibrunum
  Vicente
  Waipahu
  Weldon
  Wetumpka
  Winfield
  Woodbine
  Xenia
  Zolfo
  Novo Franklin
  Mica II
  Mica V
  Mica VII
  New Gascony
  New Hati
  Tortuga Prime
  Fletcher's Feast
  New Port Royal
  Morgan's Holdfast
  Randis IV
  50
  Filtvelt Coalition Region
  Industrial Map - December 3079
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Province Capital
  Nation Capital
  0
  10
  20
  30 40 lightyears
  BattleMechs
  Vehicles
  Aerospace
  fighters
  Other
  Large Crafts
  
  Algenib
  Alorton
  Atzenbrugg
  Aylmer
  Baccalieu
  Ballalaba
  Bowang
  Campoleone
  Cerillos
  Conakry
  Corbeanca
  Curaumilla
  Dalcour
  Diamantina
  Edmondson
  Eromanga
  Galisteo
  Ghaziabad
  Gibraltar
  Goth Khakar
  Griffith
  Hammer
  Hazeldean
  Hednesford
  Huntington
  Islington
  Jubka
  Kakada
  Karachi
  Karakiraz
  Kendall
  Kilarney
  Kogl
  Kosciusko
  Kutludugun
  Lahti
  Landfall
  Lepaterique
  Lesnovo
  Loongana
  Maderas
  Manotick
  Maxwell
  Merton
  Negushevo
  Panjang
  Prato
  Promised Land
  Romita
  Rzhishchev
  Sackville
  Saltillo
  San Nicolas
  Schererville
  Schiedam
  Sierra
  Silver
  Stotzing
  Tchamba
  Tohelet
  Tormentine
  Valil'yevskiy
  Westover
  Wolof
  New St. Andrews
  Blantleff
  Maximillian
  Zorn's Keep
  Hardisey's Haven
  Thadora's Land
  Clayborne II
  Illyria
  Trondheimal
  Trasjkis
  Reykavis
  Niops V
  Niops VI
  Niops VII
  Astrokaszy
  Marius's Tears
  Horatius
  Pompey
  New Venice
  Suetonius
  Alphard
  Stafford
  Paulinus
  Addhara
  Lordinax
  Lothario
  Lummatii
  Leximon
  Lindassa
  Logan Prime
  Thraxa
  Vixen
  Valerius
  Algenib
  Alorton
  Atzenbrugg
  Aylmer
  Baccalieu
  Ballalaba
  Bowang
  Campoleone
  Cerillos
  Conakry
  Corbeanca
  Curaumilla
  Dalcour
  Diamantina
  Edmondson
  Eromanga
  Galisteo
  Ghaziabad
  Gibraltar
  Goth Khakar
  Griffith
  Hammer
  Hazeldean
  Hednesford
  Huntington
  Islington
  Jubka
  Kakada
  Karachi
  Karakiraz
  Kendall
  Kilarney
  Kogl
  Kosciusko
  Kutludugun
  Lahti
  Landfall
  Lepaterique
  Lesnovo
  Loongana
  Maderas
  Manotick
  Maxwell
  Merton
  Negushevo
  Panjang
  Prato
  Promised Land
  Romita
  Rzhishchev
  Sackville
  Saltillo
  San Nicolas
  Schererville
  Schiedam
  Sierra
  Silver
  Stotzing
  Tchamba
  Tohelet
  Tormentine
  Valil'yevskiy
  Westover
  Wolof
  New St. Andrews
  Blantleff
  Maximillian
  Zorn's Keep
  Hardisey's Haven
  Thadora's Land
  Clayborne II
  Illyria
  Trondheimal
  Trasjkis
  Reykavis
  Niops V
  Niops VI
  Niops VII
  Astrokaszy
  Marius's Tears
  Horatius
  Pompey
  New Venice
  Suetonius
  Alphard
  Stafford
  Paulinus
  Addhara
  Lordinax
  Lothario
  Lummatii
  Leximon
  Lindassa
  Logan Prime
  Thraxa
  Vixen
  Valerius
  Marian Hegemony Region
  Industrial Map - December 3079
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Province Capital
  Nation Capital
  0
  10
  20
  3040 lightyears
  BattleMechs
  Vehicles
  Aerospace
  fighters
  Other
  Large Crafts
  
  Hanseatic
  League
  Kampen
  Greifswald
  Thorn
  Wismar
  Bergen
  Nueva
  Castile
  Galicia
  Córdoba
  Castile
  León
  Aragon
  Granada
  Navarre
  Asturias
  Valencia
  Lübeck
  Bremen
  Gateway
  Bruges
  Riga
  Antwerp
  Stralsund
  Dorpat
  Anklan
  Novgorod
  Goslar
  Hamburg
  Visby
  Lynn
  Köningsberg
  Elbing
  Tomalov
  Falsterbo
  Köln
  Dortmund
  Braunschweig
  Stettin
  Danzig
  Kalmar
  Last Known Deep Periphery
  Industrial Map
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Province Capital
  Nation Capital
  0
  10
  20
  40 50 lightyears
  30
  BattleMechs
  Vehicles
  Aerospace
  fighters
  Other
  Large Crafts
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/BattleTech - Objectives - Periphery.pdf