TEXT: TM
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  A jihAd plot sourcebooks compAnion
  
  BATTLETECH
  TM
  TM
  35606
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  VALLEY OF BLOSSOMS, TATSUYAMA MOUNTAIN
  DIERON, DRACONIS COMBINE
  18 JUNE 3068
  “Contact ahead, Hunter One.” 
  Adept Bryn Rivenschild’s quiet voice over the King Crab’s cockpit 
  speakers belied the tenseness of the situation currently unfolding around 
  Precentor Artur Nihjo. About time. “Is it our quarry?” Nihjo was a bit con-
  cerned; half his Level II  was on the other side of the mountain. They might 
  as well have been half a world away. 
  Needle in a blasted haystack, Nihjo thought sourly. He hoped the infor-
  mation they’d pulled from their last “contact” was legit this time.
  “Roger,” came Rivenschild’s curt reply. Nihjo recognized his subordi-
  nate’s tone; the battle was about to be joined. His stomach leaped--was 
  this ﬁ nally the end? Throwing the throttle forward to its stops Nihjo jolted 
  the massive King Crab into a lumbering, forest-shaking run. The trees 
  shook from his assault machine’s passage.
  Too many times in the last four days had their quarry eluded them. 
  Things would be diﬀ erent today.
  “Confirmed,” came Adept Candace Petrokovsky’s lilting voice. “Tak-
  ing fire from a Daishi, two Panthers and a Wolverine.” A pause. “Daishi 
  fits the profile.”
  Bingo. Nihjo smiled but then frowned. The King Crab stumbled slightly 
  as it lumbered through a copse of dense Tatsuyama cherry oaks, but Nihjo 
  shouldered the twisted giants aside and crested a small rise.
  The valley ﬂ oor lay a short distance below, straddled by the foothills 
  of two large mountains. The forest arced oﬀ  to the left, wrapping up-
  ward into the low early-morning mist. A thunderous shower of dirt and 
  rock snared Nihjo’s gaze to the right; he saw the Daishi in a defensive 
  stance less than a kilometer away, colored beams intermittently con-
  necting it to Petrokovsky’s Grand Titan. The Daishi’s color scheme was 
  scratched and faded, but familiar. Nihjo and his hunters had committed 
  it to memory; it was the famed ride of Hohiro Kurita, the heir of the 
  throne of the Draconis Combine.
  He’s guarding something, Nihjo realized. The Daishi hadn’t moved, re-
  ceiving the full onslaught of Petrokovsky’s arsenal as she marched steadily 
  forward. Barely visible beyond the massive Combine ‘Mech was a downed 
  and smoking Panther. Two other machines moved slowly along the tree 
  line away from the unfolding battle. The Wolverine turned toward Nihjo, 
  ﬁ ring its PPC and igniting a nearby cherry oak.
  “Hunter Two, status.” Nihjo noted Rivenschild’s location oﬀ  to his left. 
  His Lightray was stalking the two escaping Combine ’Mechs, forcing them 
  to move cautiously. If they broke and ran the Lightray could open them up 
  from head to waist through paper-thin rear armor.
  “On station. Notice anything odd, One?”
  It occurred to him as well. “Aﬃ  rmative.” He glanced at Petrokovsky, who 
  shrugged oﬀ  a series of laser hits along her left arm that left it sparking 
  and smoking along the shoulder. “Hunter Three, status?”
  “Firm. He’s a determined bugger.”
  “Keep his attention.” Nihjo triggered his full weapon spread at the 
  Wolverine across the meadow. Much of it missed, exploding trees and 
  rock closer to the Panther, but that was by design. Nihjo wanted that 
  Wolverine’s attention on him. The responding PPC blast that washed 
  across his torso told him what he needed to know. “Hunter Two, conﬁ rm 
  Vega. Proceed.” 
  A shallow grunt was Rivenschild’s response as the Lightray’s icon shot 
  into action. Nihjo sidestepped to his right, ﬁ ring weapons at both the 
  Wolverine and Daishi. Petrokovsky’s Grand Titan took the brunt of another 
  blast from the Daishi; its right leg snapped at the knee and the massive 
  assault ’Mech shook the ground when it hit. Almost immediately its pilot 
  had it levering up on one arm, bringing weapons to bear.
  A Gaelic war cry sounded, announcing Rivenschild’s entry into the 
  fray. His target tried to jump but the Lightray tackled the Panther just as it 
  started to rise, slamming the light BattleMech to the ground, its protrud-
  ing PPC-arm snapping oﬀ  at the shoulder. The Lightray stood, straddling 
  his fallen foe.
  “Combine forces, stand down,” Nihjo called out across a general fre-
  quency. “You have no further reason to ﬁ ght today.” He watched as the 
  Daishi and Wolverine twisted and leveled all their deadly weapons at his 
  King Crab. 
  “This is Tai-sho Hohiro Kurita. I do not think you are in a position to 
  argue. We hold the advantage.”
  Nihjo laughed heartily. “Au contraire, Lord Kurita. As you can clearly see 
  from your position”— Nihjo watched the Lightray lean down and pull 
  back its arm, the three-ﬁ ngered hand pulled into a steel ﬁ st— “I have you 
  exactly where I want you. Tell your valiant samurai to stand down—or 
  my Venatori will introduce you to Dieron’s soil through the back of your 
  Panther’s head.”
  A long sigh passed. “Well played, Blakist. My forces and I surrender.” 
  Within a minute the remaining two Combine ’Mechs powered down their 
  reactors. Nihjo sent the recall signal and a terse message to Precentor 
  Winningham: COME PICK UP YOUR MESS.
  His messages acknowledged, Nihjo breathed a sigh of relief. He’d just 
  accomplished in a week what the regular Militia had failed for over two 
  months to do. He watched as the three Combine MechWarriors exited their 
  ’Mechs and knelt in the meadow under the shadow of his King Crab.
  “Konnichi-wa, Kurita-sama. Welcome to the new Dieron; we hope you 
  enjoy your stay.”
  THE NEW DIERON
  enjoy your stay.”
  1
  
  CREDITS
  Project Development: Ben H. Rome
  BattleTech Line Developer: Herb A. Beas II
  Writing: Ben H. Rome
  Production Staf 
   
  Cover Design and Layout: Matt Heerdt
   
  Evolved faction Logos Design: Jason Vargas
   
  Maps and Unit Logos: Ray Arrastia
   
  Record Sheets: David L. McCulloch
  Factchecking/Playtesting: Joel Agee, Ron Barter, Paul 
  Bowman, Bruce Ford, Johannes Heidler, Ross Hines, Mi-
  chael Koning, Mike Miller, Michael Pﬁ ster, Aaron Pollyea, 
  Craig Reed, Eric Salzman, Paul Sjardijn, Jeﬀ  Skidmore, 
  Sam Snell, Øystein Tvedten, John Unchelenko, Chris 
  Wheeler and Patrick Wynne.
  Special thanks from the author: Many thanks to the 
  hundreds of fans who participated in the Origins and 
  GenCon Dieron canon event in 2009, where a few key 
  results from the reclaiming of Dieron in 3077 were 
  determined. (You may even recognize a couple of the 
  events herein.) Our fans are the backbone of the uni-
  verse; without you, I wouldn’t have such a dynamic and 
  vast universe to plot, play, and pummel in. Thank you.
  NOTE!
  The last four pages of this PDF are sized for 11” x 17” paper. Please keep 
  this in mind when printing out the document.
  W
  elcome to another in the series of Jihad Turning Points campaign books, designed to give players the opportunity to ﬁ ght in some 
  of the landmark conﬂ icts of the Word of Blake’s Jihad. 
  The general information contained in the Atlas and Combatants sections gives players the tools needed to ﬁ ght an inﬁ nite 
  number of engagements on Dieron, while the Track section gives details on some of the larger and more pivotal battles of the planetary 
  struggle. The Track sections can be used with stand-alone games set during the Jihad era.
  The Atlas section presents a global view followed by some quick facts about Dieron. Included in this section you will ﬁ nd terrain 
  tables broken into various categories. These tables can be used as a random chart to determine the maps used in the tracks, or simply 
  as a guide to give you ideas of the types of terrain found on the world. This section also contains a list of various additional terrain types, 
  environments and other rules that can be used to enhance your game experience. All players should agree whether or not to use any or 
  all of these features before play begins.
  The Combatants section gives details on the units who participated in the conﬂ ict and can be used by players who wish to add 
  authenticity to their game. While the units who actually participated in the battles are noted, in most cases the numbers on each side are 
  left undetermined. This allows the players to pursue the tracks with diﬀ erent forces as they wish. The rough ratio of forces on each side is 
  provided as a guideline. Players should feel free to balance the forces in each track as they see ﬁ t, whether by battle value, tonnage, total 
  number of ’Mechs, or whatever else suits them. See the Chaos Campaign rules for further information on force building guidelines.
  The Tracks section presents several key battles that occurred on the world, though they are not the only ones. Unless otherwise 
  noted, the Recommended Forces use a 1:1 balance; what ratio used is agreed to by all players before force selection. Players wishing 
  to incorporate these tracks into their Chaos Campaign campaigns should use the Warchest Points (WP) listed in the brackets. Optional 
  points are awarded only if the group achieves at least one Objective while using the listed option. Objective points are cumulative as 
  they are achieved, unless otherwise noted.
  The Annex section contains two oﬃ  cial Record Sheets: the Fire Moth Aletha, the preferred OmniMech conﬁ guration of Clan Ghost Bear 
  Khan Aletha Kabrinski, commander of Alpha Galaxy; and the Kodiak Cale, the ﬁ eld-built command ’Mech of Tai-sa Cale Schultz-Tanaka of 
  the Second Dieron Regulars. 
  STAR LEAGUE ERA 
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  CIVIL WAR ERA
  DARK AGE ERA
  DARK AGE ERA
  2
  
  KazaKh  R.
  Khoomei   R.
  Fort 
  Shiro
  San Clemente
  Aldega 
  Fort 
  Cross
  Vicuña
  Castillo 
  Arratias
  Mandalgovi 
  Newbury 
  San 
  Martín
  Tatsuyama 
  City 
  Rancagua
  Olivet
  Deber 
  City
  Hughesville 
  Ulaangom 
  Aldinga 
  Quintero 
  Paradiso
  Chillán 
  Viejo
  Fort 
  Higgs
  W e n n i s a k a 
  W e n n i s a k a 
  Gobi 
  StraitS
  Caldera PaSSaGe
  ZanabaZar 
  Sea
  iZumo 
  Sea
  PataGonia 
  Sea
  Wazakashi 
  Plating
  CON 42Y
  MM 23E
  LAW-KT2
  LAW 4R-Z
  MM 59B
  KO 53R
  KO 8N
  Budapest 
  Site C
  Rock of 
  Genghis
  Tatsuyama 
  Tatsuyama 
  Dragon’s 
  Roost
  Fortress 
  Dieron
  LAW Site B
  Boeing 
  45-T
  Kyoto 
  DropPort
  Iznakki  
  Interplanetary 
  Spaceport
  Wazakashi 
  Fort 
  Shiro
  Fort 
  Cross
  Fort 
  Higgs
  KO 8N
  Site C
  Genghis
  Roost
  LAW Site B
  Boeing 
  Kyoto 
  City
  Iznakki 
  V o l t e n n a
  V o l t e n n a
  M a t a e o
  M a t a e o
  m a P u C h e 
  o C e a n
  r o u r a n 
  o C e a n
  t i b e t 
  o C e a n
  K a m a K u r a 
  o C e a n
  C a u q u i 
  o C e a n
  o f  t h e 
  D r a g o n e t
  S c a l e S
  CON 42Y
  Khentii Mountain 
  towers
  Khüiten 
  argus 
  Khoomei   R.
  Olivet
  Olivet
  L o r e t t a  M o u n t a i n s
  t h e  C h i L o e s
  a t a
  t a C a M a  D e s e r t
  a  D e s e r t
  Ulaangom 
  a t a C a M a  D e s e r t
  Mountains
  Mountains
  Hughesville 
  Hughesville 
  Hughesville 
  Mountains
  Mountains
  Tatsuyama 
  VaLLey of 
  BLossoMs
  tatsuya
  atsuya
  atsuya
  atsuyaMa 
  Mountain
  Mountain
  Mount 
  Mount 
  shanyu
  San 
  Martín
  Martín
  süKhBaatar 
  VaLLey
  Deber 
  Deber 
  Deber 
  apaLLos 
  hiLLs 
  yoMuChi Va
  hi Va
  hi VaLLey
  ey
  Castillo 
  Castillo 
  Castillo 
  Castillo 
  Arratias
  Arratias
  p a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  r e g i o n
  e g i o n
  e g i o n
  rgus 
  Tahlwynn 
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  r
  aoMori
  Cross
  e g i o n
  e g i o n
  Mountains
  ATLAS
  DIERON 
  Noble Ruler: Coordinator Hohiro Kurita
  Appointed Ruler: Tai-shu Isoroku Kurita
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 4
  Time to Jump Point: 8.53 days
  Number of Satellites: 2 (Bemer, Nebulos)
  Surface Gravity: 1.02
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 27° C (Temperate)
  Surface Water: 54 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Amphibian
  Population (3078): 3,231,000,000
  Socio-Industrial Levels: B-B-A-B-C
  3
  4
  
  ATLAS
  DIERON
  A large and thriving planet during the ﬁ rst Star League, Dieron was a major admin-
  istrative center for the Star League Army. With several factories and facilities dedicated 
  to building billions of tons of electronics for the Terran Hegemony and its forces it was a 
  ripe jewel to be picked when the Star League collapsed and the Combine quickly seized 
  the planet. They discovered, however, that the world had suﬀ ered severely during and 
  after the war to remove Stefan Amaris from power; the Star League Army had eﬀ ectively 
  stripped the planet of nearly everything of worth. Nonetheless, the Combine quickly 
  utilized the shells of Dieron’s deep mountain factories and forges and slowly built the 
  world into a thriving industrial powerhouse.
  While considered a cramped world by many due to the limited space available in 
  the narrow valleys between the planet’s huge mountain ranges, the prestige of being 
  a military district capital more than made up for the harsh conditions. Even with con-
  stant low-level earthquakes, cramped living space, and occasional political dissent, the 
  Dieronese are a content people, not much caring whose ﬂ ag is ﬂ ying over their world as 
  long as their masters take care of them. The citizenry is quite protective of their world; 
  even after centuries under Kurita rule, many locals still refer to locations and cities by 
  their original colonial names, often ignoring the oﬃ  cially-sanctioned Kuritan ones. The 
  practice causes confusion to visiting dignitaries and endless amusement to the locals.
  Mataeo is the largest continent, covering nearly 40% of the planet’s surface. The smaller, 
  southern land mass Voltenna is more of a large island in the planet’s lone ocean. Predomi-
  nately a mountainous world, Dieron is rich in natural minerals and ores. Several deep mine 
  networks dot the bulk of the Scales of the Dragonet, the longest mountain chain on the 
  planet. It stretches from the small northern polar continent of Wennisaka deep into the 
  southern equatorial region of Mataeo. Nestled in the long, shallow Sükhbaatar Valley was 
  the capital, San Martín. Once a crawling metropolis that straddled the cliﬀ s on both sides 
  of the Kazakh river the city has suﬀ ered the most from the recent ﬁ ghting that liberated 
  the system; several landslides dropped nearly a quarter of the southern portion of the 
  capital to the valley ﬂ oor. A temporary capital has been established in the smaller city of 
  Tahlwynn at the heart of the Loretta-Argus mountain basin.
  Fortress Dieron, a massive Star League fortress that occupies most of Mount Shanyu’s 
  summit, is the new center of Dieron’s military power after the destruction of the Dragon’s 
  Roost on nearby Tatsuyama Mountain. The Roost, more of a glamorized Star League bun-
  ker complex that housed the Dieron District’s lavish headquarters and governor’s palace, 
  was vaporized from orbit in the initial Blakist invasion. 
  Until the recent occupation only a portion of Fortress Dieron was being utilized. Most 
  of it had been closed since the Star League Army had abandoned the Inner Sphere. 
  Part of the massive complex was designated Fort Winston by the Eridani Light Horse 
  garrison, a name that did not stick with the locals. When the Blakists took over, they 
  unlocked the upper portions of the facility and upgraded previously-unknown defenses. 
  Fortress Dieron remains fully operational despite the massive damage it sustained dur-
  ing Dieron’s liberation; its secrets are still being catalogued by the ISF and O5P and are 
  closed to anyone without Black Secret access.
  The continent-spanning Atacama Desert girdles much of Dieron’s equator. The gray 
  volcanic sand hides numerous chasms and sinkholes, many of which are old Star League 
  exploratory mines. A series of large lakes crisscrosses a large portion of the Atacama, 
  connected to each other by the fast-ﬂ owing Khoomei River—so named from the con-
  stant low rumble of the river as it runs from the top of the Chiloe mountain range to 
  the Tibet Ocean, an elevation change of 12,587 meters. Most of Dieron’s cultural and 
  administrative centers reside in the valleys and ridges along the Khoomei, including the 
  Iznakki Interplanetary Spaceport and nearby Deber City, one of the ﬁ ve failed “modular 
  cities” program conceived by Coordinator Hugai Kurita.
  Mapsheets
  The following tables represent the categories of terrain that can be found on the 
  battleﬁ elds of Dieron. Players may either select a map from the appropriate table or 
  randomly determine which map to use, unless otherwise speciﬁ ed by the Track. MS = 
  Map Set, MSC = Map Set Compilation, BT = Classic BattleTech Introductory Box Set.
  OPTIONAL RULES
  If all players agree, the following particular eﬀ ects from Tactical Operations (TO) may 
  be used to add speciﬁ c Dieronese aspects to the battles played out. 
  Base Terrain Types 
  Terrain Modif cations
  Gravel Piles (see p. 30, TO) 
   
  Geyser (see p. 48, TO)
  Half Levels (see p. 31, TO) 
   
  Mud (see p. 50, TO)
  Sand (see p. 39, TO) 
   
  Roads, Dirt and Gravel (see p. 51, TO)
  Sheer Cliﬀ s (see p. 39, TO)
  Weather Conditions 
  Terrain Conditions
  Light Rainfall (see p. 59, TO) 
   
  Earthquake, Strength 1-3 (see p. 55, TO)
  Blowing Sand (see p. 62, TO)
  DIERON MAPSHEETS TABLE
  2D6 Result
  Map
  2
  Woodland (MS6, MSC2)
  3
  BattleForce (MS6, MSC1)
  4
  Deep Canyon #2 (MS5, MSC2)
  5
  Large Mountain #1 (MS5, MSC2)
  6
  Box Canyon (MS6, MSC2)
  7
  Deep Canyon #1 (MS5, MSC2)
  8
  Large Mountain #2 (MS5, MSC2)
  9
  Desert Mountain #1 (MS3, MSC1)
  10
  Wide River (MS6, MSC2)
  11
  Desert Mountain #2 (MS3, MSC1)
  12
  River Valley (MS2, MSC1)
  2D6 Result
  Map
  2
  Mountain Lake (MS2, MSC1)
  3
  Military Base #1 (MS7)
  4
  City Street Grid/Park* #1 (MS4, MSC1)
  5
  Moonscape #1 (MS5, MSC1)
  6
  City, Residential (MS6, MSC2)
  7
  City, Skyscraper (MS6, MSC2)
  8
  City, Downtown (MS6, MSC2)
  9
  City, Skyscraper (MS6, MSC2)
  10
  Box Canyon (MS6, MSC2)
  11
  City, Suburbs (MS6, MSC2)
  12
  Military Base #2 (MS7)
  2D6 Result
  Map
  2
  Desert Sinkhole #1 (MS3, MSC1)
  3
  Large Lakes #1 (MS4, MSC1)
  4
  Wide River (MS6, MSC2)
  5
  Open Terrain #1 (MS5, MSC1)
  6
  BattleTech (MS2, MSC1)
  7
  Desert Mountain #2 (MS3, MSC1)
  8
  City Ruins (MS2, MSC1)
  9
  Rolling Hills #1 (MS3, MSC1)
  10
  Desert Hills (MS2, MSC1)
  11
  Box Canyon (MS6, MSC2)
  12
  Moonscape #2 (MS5, MSC1)
  2D6 Result
  Map
  2
  Wide River (MS6, MSC2)
  3
  Box Canyon (MS6, MSC2)
  4
  Desert Sinkhole #2 (MS3, MSC1)
  5
  Open Terrain #1 (MS5, MSC1)
  6
  Desert Hills (MS2, MSC1)
  7
  Desert Mountain #1 (MS3, MSC1)
  8
  Rolling Hills #2 (MS3, MSC1)
  9
  Mountain Lake* (MS2, MSC1)
  10
  Desert Sinkhole #1 (MS3, MSC1)
  11
  River Delta/Drainage Basin #1* (MS4, MSC1)
  12
  Large Mountain #2 (MS5, MSC1)
  *treat all water hexes as clear terrain, with the depth indicating the sublevel of 
  the hex.
  MOUNTAIN
  URBAN TERRAIN
  BADLANDS
  DESERT
  DIERON
  5
  
  COMBATANTS
  COMBATANTS 
  This section lists the combat units that had a major contribution to the 
  Dieron campaign during the Jihad era. Each synopsis lists the unit’s arrival 
  date; if there is no end date, the unit was present through the conclusion 
  of the ten year occupation, from February 3068 through January 3078. 
  The Average Experience is the unit’s average experience rating in terms of 
  how many veteran warriors are present in a Lance/Star/Level II formation. 
  When building a force from the listed combatant, each formation can 
  have no more than that number of veteran pilots/crews; ﬁ ll the rest of 
  the remaining unit slots by rolling randomly on the Random Experience 
  Rating Table in Total Warfare (see p. 273, TW) for each unit’s skills (unless 
  otherwise noted).
  RAT shows which Random Access Tables (see p. 267, TW) to roll units 
  from when randomly determining a force. Abbreviations in italics are 
  suggestions for advanced RAT options. To build a unit (if not using a 
  player-deﬁ ned unit from a campaign), follow the Unit Generation rules 
  (see p. 264, TW). Keep in mind that RATs are approximate estimations of 
  a force’s more common units ﬁ elded on the battleﬁ eld.
  For a more advanced game, utilizing a broader range of ’Mechs, ve-
  hicles and battle armor, players should feel free to also utilize the RATs 
  in Field Manual: Draconis Combine (FMDC), Field Manual: ComStar (FMCS), 
  Field Manual: Warden Clans (FMWC), Field Manual: Lyran Alliance (FMLA), 
  Field Manual: Updates (FMU), Jihad Secrets: Blake Documents (BD), Field 
  Manual: Mercenaries, Revised (FMM), Mercenaries Supplemental (MS1), 
  Mercenaries Supplemental II (MS2), Mercenaries Supplemental Update 
  (MSU) and A Time of War (ATOW). (Visit your local game store to purchase 
  these additional products, or order them directly from www.battlecorps.
  com/catalog; PDFs for some products are also available.)
   Unit Abilities are special game rules that apply to that unit in combat. 
  Keep in mind these rules are optional and all players should agree to 
  their use before gameplay begins. The Notes section gives in-universe 
  details on the unit to help give players a “feel” for the command during 
  the Dieron campaign.
  Alpha Galaxy [Clan Ghost Bear] (October 3077)
  CO: Khan Aletha Kabrinski
  Average Experience: 5
  RAT: Clan Ghost Bear, Clan Wolf, FMWC, FMU, ATOW
  Force Abilities: Unparalleled in skill 
  among the entire Clan, Alpha Galaxy has a 
  +1 Initiative modiﬁ er for the entire Track. Ad-
  ditionally, one Point from each Star may be 
  chosen from the RAT by the controlling play-
  er, rather than being randomly determined. 
  Alpha Galaxy ignores any Forced Withdrawal 
  rules as long as there are Word of Blake units 
  on the battleﬁ eld.
  Notes: Battered and bloodied during the 
  Clan’s surge through the Word of Blake Pro-
  tectorate, Alpha Galaxy arrived at Dieron in 
  no mood to negotiate. After extensive discus-
  sion and negotiation with Gunji-no-Kanrei Minamoto, Khan Kabrinski 
  reluctantly allowed the Dieron Regulars to lead the assault as a matter of 
  honor. She refused to come to the Kuritan units’ aid, however, until prop-
  erly asked—but by then, the Regulars were nearly broken and shattered. 
  Alpha Galaxy demolished the Word’s forces with the same cold fury seen 
  elsewhere, taking no prisoners and shooting every Blakist on sight, but 
  at a huge cost; the Galaxy suﬀ ered over sixty percent casualties in the 
  Dieron assault.
  Beta Galaxy [Clan Ghost Bear] (October 3077)
  CO: Loremaster Laurie Tseng
  Average Experience: 4
  RAT: Clan Ghost Bear, Clan Diamond Shark, FMWC, FMU, ATOW
  Force Abilities: Under the Loremaster’s wise 
  command Beta gains a strategic advantage 
  against their opponents. The controlling player 
  may choose the mapsheets he is designated to 
  generate, rather than rolling randomly. The player 
  always chooses his home map edge ﬁ rst and sets 
  up second, unless the Track rules speciﬁ cally pro-
  hibit it. Beta Galaxy ignores any Forced Withdrawal 
  rules as long as there are Word of Blake units on the battleﬁ eld.
  Notes: Taking the brunt of the initial ﬁ ghting, Beta Galaxy managed to 
  force its way around a major Word of Blake blockade and occupy Olivet, 
  establishing a solid base of control for the rest of the Dominion invasion. 
  Constantly in the thick of the ﬁ ghting in and around Mataeo, Beta Galaxy 
  suﬀ ered tremendous losses before ﬁ nally putting down the harassing 
  Protectorate Militias.
  Burr’s Black Cobras [Mercenary–Word of Blake]
  (June 3068—December 3068)
  CO: Colonel Richard Burr
  Average Experience: 3
  RAT: Word of Blake, Mercenary, FMU, MSU, BD
  Force Abilities: The Black Cobras may use the 
  Oﬀ -Map Movement special ability (see p. 167, TO). 
  Also, the mercenary commander must move at 
  least one-third of his forces onto the map during 
  Turn 1 from his home edge and must thereafter 
  maintain at least a third of the Cobra forces on the 
  map. This amount is determined only at the end 
  of a Movement Phase in which the Cobra unit(s) 
  leaves the map, before weapons ﬁ re, so battle attri-
  tion during that turn thereafter does not aﬀ ect it. 
  Notes: Burr’s Black Cobras arrived on Dieron 
  soon after the Combine’s Tenth Ghost had snuck 
  onto the planet. With their continued hatred of 
  House Kurita the Cobras fell upon the Tenth’s base of operations in Deber 
  City. After several days of intense combat, the Cobras only just managed to 
  push the Tenth Ghost out of Deber City and away from the main spaceport, 
  but at the cost of Colonel Richard Burr and several elements of Fang Bat-
  talion. The Cobras remained as a support unit for various Blakist operations 
  until they were recalled to New Home for rest and reﬁ t.
  8th Dieron Regulars [Draconis Combine] (October 3077)
  CO: Tai-sa Jerry Simms
  Average Experience: 2
  RAT: House Kurita, FMDC, FMU, ATOW
  Force Abilities: The Eighth receives a +1 
  Initiative bonus during night operations. 
  Additionally, unit members receive +1 To-hit 
  modifiers instead of the standard +2 night 
  combat To-hit modiﬁ er.
  Notes: The Eighth Dieron was given the 
  honor of being one of only two Combine 
  units to join the Ghost Bear assault. As the 
  spearhead the Eighth received grievous damage upon landing near San 
  Martín as its DropShips came under constant ﬁ re from anti-aerospace 
  and artillery positions near the Word of Blake Second Division’s head-
  quarters. Steadfastly refusing advice from his commanders, Tai-sa Simms 
  pushed forward toward the heart of Fortress Dieron where the Eighth 
  was taken apart as it breached the facility’s main defenses. The shattered 
  Eighth managed to keep the door open long enough for Alpha Galaxy to 
  swarm inside, earning the respect of the Khan and her warriors. 
  6
  
  COMBATANTS
  8th Division [Word of Blake] (February 3068 – June 3071)
  CO: Precentor XIV Alex Winningham
  Average Experience: 3
  RAT: Word of Blake, Mercenary, FMCS, BD, MS1, MS2, MSU
  Force Abilities: When deployed in forces of 
  6 units or less, Eighth Division units receive a 
  +1 initiative modiﬁ er.
  Notes: Before the Jihad the Eighth Divi-
  sion was reportedly stationed in North Africa 
  on Terra. Soon after the shooting started the 
  Word of Blake identiﬁ ed the fractured SLDF as 
  a threat and the Eighth was sent to Dieron with support from Hannibal’s 
  Hermits and Burr’s Black Cobras. Though the attack initially focused on 
  the Eridani Light Horse the Word soon expanded its targets to include 
  the Third Dieron Regulars, shattering the unit and capturing the few 
  remaining survivors.
  The majority of the Eighth was recalled to the Capellan theater in mid-
  3069, leaving Dieron underdefended with only one Level III. The populace 
  seemed complacent with the change in government. After Hohiro’s 
  escape, the Word hired several small mercenary groups on short-term 
  garrison contracts, overseen by the token Eighth Division force, until the 
  arrival of the Nineteenth Division in 3071.
   
  Eridani Light Horse [Mercenary–Draconis Combine]
  (February 3068—March 3068)
  CO: Lieutenant General Edwin Amis
  Average Experience: 3
  RAT: Mercenary, Clan Wolf, House Kurita, MSU, FMDC, FMFS, FMCS
  Force Abilities: Using eclectic tactics, the 
  ELH can use Overrun Combat ability once per 
  game (see p. 193, TO).
  Notes: Occupying Fort Winston on Mount 
  Shanyu, the Twenty-First Striker Regiment and 
  the Nineteenth Cavalry of the ELH was ground 
  zero for the Blakists’ initial assault. Nearly nine-
  ty percent of the base and the two regiments 
  were caught in the multiple tactical nuclear 
  strikes from overﬂ ying DropShips, which later 
  targeted and obliterated the bulk of the Third Dieron Regulars. Despite 
  the horrendous loss of life and devastating damage done to the fort and 
  nearby city, the ELH resisted the Blakist advance on Fortress Dieron until 
  the unit’s survivors were captured. A few members of the Pathﬁ nders and 
  three MechWarriors from the Nineteenth managed to help Hohiro Kurita 
  escape in 3070 and are the brigade’s only known survivors.
  14th Division [Word of Blake] (November 3074)
  CO: Precentor XX Mary Stahl
  Average Experience: 4
  RAT: Word of Blake, House Kurita, FMU, FMDC, FMCS, BD
  Force Abilities: The Fourteenth Division 
  gained a reputation for “hit hard going in, then 
  hammer” tactics during its continual attacks 
  on various Combine worlds. Because this force 
  works better in smaller, faster attacks, the Four-
  teenth ignores any Forced Withdrawal rules in 
  play if acting as the Attacker. The Fourteenth 
  also receives a +2 Initiative modiﬁ er for the 
  ﬁ rst 3 turns of game play. This Initiative modi-
  ﬁ er is reduced by 1 point for every 2 turns (or 
  fraction thereof) that they remain in the ﬁ eld after Turn 3 (to a maximum 
  negative modiﬁ er of –3 after Turn 12).
  Notes: Fresh from executing several successful raids and assaults, 
  the Fourteenth arrived on Dieron to reinforce its defenses against an 
  anticipated invasion by the Draconis Combine. Loaded with several 
  DropShips of war materiel, the Division began upgrading the defenses in 
  and around San Martín, including the building of an additional outer wall 
  near Fortress Dieron. Amply supplied and dug in, the Fourteenth became 
  one of Clan Ghost Bear’s biggest obstacles in retaking the planet. None 
  of the Fourteenth survived to be captured by Dominion forces.
  Ghosts of the Black Watch [Mercenary–Draconis Combine]
  (October 3068—January 3069)
  CO: Colonel Loren Jaﬀ ray
  Average Experience: 3
  RAT: Mercenary, House Kurita, House Davion, FMU, MS1, MS2, MSU
  Force Abilities: Relying extensively on intel-
  ligence and reconnaissance reports, the player 
  controlling the Ghosts may elect to either select a 
  mapsheet oﬀ  the appropriate Terrain table or place 
  their units on the battleﬁ eld last. If placing units, 
  the player controlling the Ghosts may not place 
  them any farther than 3 hexes from the designated 
  home edge (or 6” if using miniature rules) and all 
  units must be facing the center of the battleﬁ eld.
  Notes: Born from an ill-advised attempt at freeing captured SLDF 
  soldiers from reported Blakist prison camps, the Black Watch was nearly 
  eliminated running the unexpected Word of Blake blockade over Dieron. 
  The few survivors managed to link up with a small Dieron resistance 
  cell and a DEST unit, breaking out Hohiro Kurita from Fortress Dieron 
  and escaping oﬀ -world. The operation managed to put Colonel Jaﬀ ray 
  square into the sights of Precentor Domini Apollyon, who dispatched the 
  Opacus Venatori to destroy the unit. Colonel Jaﬀ ray and the Ghosts were 
  last seen on Odessa ﬁ ghting for their lives against the relentless Blakist 
  special forces unit.
  Hannibal’s Hermits [Mercenary-Word of Blake]
  (February 3068—March 3070)
  CO: Colonel Hannibal Aufkophen
  Average Experience: 2
  RAT: Word of Blake, Mercenary, FMU, FMCS, MS2, ATOW
  Force Abilities: The Hermits’ heavy and as-
  sault ’Mechs may use the Oﬀ -Map Movement 
  special ability (see p. 193, TO).
  Notes: Assigned as an auxiliary force to the 
  Word of Blake during the initial assault, the 
  Hermits became valuable after the fighting 
  tapered oﬀ  in early 3069. Using their combat 
  engineers’ expertise, the Hermits were re-
  sponsible for much of the planning and building of fortiﬁ ed defenses 
  at key sites across the planet before they were ordered elsewhere. Their 
  most infamous engineering design was the mock suburbs built outside 
  San Martín, which contained entrenched tank pits, infantry tunnels, and 
  battle armor bunkers. The Fourteenth Division made good use of the 
  Hermits’ defenses during the Ghost Bear assault, holding oﬀ  several Stars 
  with only two mixed companies of motorized infantry and battle armor.
  19th Division [Word of Blake] (June 3071)
  CO: Precentor XI Rachel Eager
  Average Experience: 2
  RAT: Word of Blake, FMU, FMCS, FMDC, ATOW
  Force Abilities: Experienced in raiding and 
  quick-strike attacks, the Nineteenth uses a 
  particular mix of light, fast vehicles and Battle-
  Mechs. For every 6 units deployed, 2 must be 
  light or medium BattleMechs, 3 must be light 
  or medium vehicles, and 1 must be either 
  a battle armor squad or a light aerospace 
  ﬁ ghter, depending on the mission. Of these 
  units, only the BattleMechs may be selected 
  from Word of Blake tables; all other units are 
  determined by rolling on the Draconis Combine (House Kurita) Random 
  Assignment Table.
  7
  
  COMBATANTS
  Because of their extensive service along the Combine-FedSuns bor-
  der, whenever the Nineteenth faces a DCMS or AFFS-aﬃ  liated unit, their 
  vehicle crews modify their Driving and Gunnery skills by –1 each (to a 
  minimum value of 0/0). 
  Notes: The Nineteenth were assigned to garrison Dieron after ex-
  tended operations on Algot and Yangtze. Using Dieron as their main 
  command and supply base, the Nineteenth raided a string of ﬁ fteen 
  worlds over the next three years. Until 3076 only two Level IIs were sta-
  tioned on Dieron at any given time, their locations rotated around to fool 
  underground spy networks from gauging the Division’s true strength. 
  After 3076, the Nineteenth occupied Dieron in full, using the spoils of 
  its raids to reinforce and swell its size by half with new recruits gathered 
  from many of Dieron’s smaller settlements. The Nineteenth coordinated 
  the Blakist defense when Dominion and Combine forces invaded, col-
  lapsing Luthien Armor Works’ Khentii Towers plant and destroying over 
  eighty percent of the facility with subterranean nuclear detonations.
  Omega Galaxy [Clan Ghost Bear] (October 3077)
  CO: Galaxy Commander Kelly Forrester
  Average Experience: 2
  RAT: Clan Ghost Bear, FMU, FMWC, ATOW
  Force Abilities: Omega Galaxy need never 
  follow Clan honor when facing Inner Sphere op-
  ponents. Any special unit ability the opponent 
  possesses because they are ﬁ ghting the Clans is 
  negated. An Inner Sphere opponent may never 
  Force the Initiative against Omega. Omega Galaxy 
  ignores any Forced Withdrawal rules as long as 
  there are Word of Blake units on the battleﬁ eld.
  Notes: Damaged heavily in the fighting on 
  Dyev, Omega Galaxy arrived at Dieron only ﬁ fty percent combat ready 
  and was held back by Khan Kabrinski as a reserve force. Omega became 
  entangled in a brutal ﬁ reﬁ ght around the Clan’s main drop zone in Decem-
  ber, managing to hold oﬀ  a determined assault by several Protectorate 
  Militia forces for nearly a week. Only when reinforced by elements of Alpha 
  Galaxy—who were occupied at Fortress Dieron—did Omega manage 
  to disengage. Losses were devastating; the surviving two Clusters were 
  folded into Beta Galaxy before departing in early 3078.
  Protectorate Militia [Word of Blake] (March 3077)
  CO: various
  Average Experience: 1
  RAT: Word of Blake, Mercenary, FMU, MSU, MS1, BD, ATOW
  Force Abilities: The Protectorate Militia forces on 
  Dieron lose all of their special abilities (see p. 143, BD) 
  and suﬀ er a –2 Initiative modiﬁ er. Although Blakist-
  aligned, Protectorate Militia forces may—at the 
  controlling player’s discretion—use standard Inner 
  Sphere force arrangements (lances, companies, and 
  battalions, as described on p. 34, TW) rather than 
  Word of Blake force arrangements.
  Notes: When ROM began reporting the coming 
  Combine assault the Word of Blake began moving 
  various Protectorate Militias to Dieron, sizably increas-
  ing its on-planet defenders. All of the Liberty and 
  Fletcher PMs were relocated to Dieron in March 3077. 
  By the time of the Ghost Bear/Combine invasion in 
  late 3077 the Protectorate Militias from Acamar, Asta, 
  and Milton (without their infantry regiments) were in a dead system one 
  jump from Dieron with the combined Second and Third Divisions. The 
  combined Blakist force arrived in November, pinning the assaulting Ghost 
  Bear/DCMS forces and hitting several key staging areas. The ﬁ ghting was 
  brutal but the relative inexperience of the PM regiments showed; Ghost 
  Bear forces shattered them completely. Only the Fletcher PM managed 
  to escape oﬀ -planet but was destroyed on the outbound ﬂ ight by the 
  remains of the Ghost Bear ﬂ eet. 
  Rho Galaxy [Clan Ghost Bear] (October 3077)
  CO: Galaxy Commander Michael Hawkins
  Average Experience: 3
  RAT: Clan Ghost Bear, FMU, FMWC, ATOW
  Force Abilities: Fully experienced in urban 
  combat, Rho Galaxy forces receive a +1 Initia-
  tive bonus when the terrain is predominately 
  urban. In addition, Rho Galaxy may use the 
  Overrun Combat ability once per Track (see p. 
  193, TO).
  Notes: Tasked with seizing several of the 
  outlying industrial centers and secondary 
  spaceports while acting as the Clan’s reserve 
  unit, Rho Galaxy saw little action for the ﬁ rst 
  month of the invasion though Rho did come 
  to blows with elements of the Eighth Dieron 
  regarding the disposition of Blakist prisoners outside Fort Cross. The 
  Galaxy then received a rude awakening when they were attacked by the 
  Word’s Third Division. Their command structure shattered, Rho struck 
  back viciously and blindly, leaving a gap in the Clan line near Newbury 
  that allowed the shattered remnants of the Second Division to escape. 
  2nd Dieron Regulars [Draconis Combine] (October 3077)
  CO: Tai-sa Cale Schultz-Tanaka
  Average Experience: 3
  RAT: House Kurita, FMU, FMDC, ATOW
  Force Abilities: The Second Dieron’s ex-
  tensive experience in mountain ﬁ ghting gives 
  the unit a +1 Initiative bonus when ﬁ ghting in 
  Mountain terrain; the controlling player may 
  also choose to set up its forces last, unless the 
  Track speciﬁ cally indicates otherwise.
  Notes: The Second was accorded the right 
  to lead the Combine/Clan Ghost Bear assault 
  to reclaim Dieron from the Word of Blake. The 
  Dragon-kin air wing was decimated during 
  the Regulars’ descent, though their sacriﬁ ces resulted in few losses to the 
  ground units. Moving swiftly up the Khentii Towers range, the Second 
  managed to reclaim two minor weapons factories for the Dragon before 
  running headﬁ rst into the Word’s reinforced position at the main LAW 
  facility. The unit suﬀ ered major losses in breaching the facility and its 
  entire command structure was killed when the Word detonated the plant 
  from within. 
  2nd Division [Word of Blake] (November 3077)
  CO: Precentor XII Janis Dechartiers
  Average Experience: 2
  RAT: Word of Blake, ComStar, House Steiner, FMU, FMCS, FMLA, ATOW
  Force Abilities: Second Division units 
  receive a –2 Piloting Skill modifier to avoid 
  skidding on paved surfaces. If the Second Divi-
  sion deploys more than a single Level III in the 
  scenario, the controlling player receives a –2 
  Initiative modiﬁ er, reﬂ ecting this command’s 
  preference for smaller-scale actions.
  Notes: Heavily damaged from intense 
  ﬁ ghting on Donegal, Arcturus, and Hesperus 
  II, the Second Division spent time on Terra 
  to rest and refit. Once ROM discovered the 
  Dominion’s plan to invade Dieron the Precen-
  tor Martial ordered a task force consisting of 
  several Word of Blake WarShips, the Second 
  and Third Divisions, and several Protector-
  ate Militia forces to a dead system one jump 
  from Dieron. After the DCMS and Clan forces 
  committed themselves the Blakist WarShips 
  8
  
  COMBATANTS
  jumped in and hammered the Bear ﬂ eet. The ground forces then arrived 
  at a pirate point on the opposite side and made a hard 3G burn to land 
  and reinforce the Word’s Dieron forces. The Second became the ﬁ rst line 
  of defense for Fortress Dieron and managed to blunt the Eighth Dieron’s 
  initial charge before being replaced on the line by the Twenty-Third Divi-
  sion. Less than two Level IIIs managed to escape with a few survivors of 
  the Third Division.
  10th Ghost Regiment [Draconis Combine]
  (March 3068—June 3068)
  CO: Tai-sa Samuel Noda
  Average Experience: 3
  RAT: House Kurita, FMU, FMDC
  Force Abilities: When operating in forma-
  tions larger than a lance the Tenth Ghost 
  receives a –1 Initiative modifier due to the 
  heavy atmosphere of mistrust among many of 
  its members.
  Notes: Arriving on Dieron late in the initial 
  assault, the Tenth managed to make plan-
  etfall relatively unscathed. Grounding near 
  Deber City, the Ghosts dug in even as they retook the nearby planetary 
  spaceport. Their accomplishment was short-lived, however, when Burr’s 
  Black Cobras arrived and were tasked with rooting out the entrenched 
  Ghost Regiment. Suﬀ ering enormous casualties in the twenty-six days 
  of ﬁ ghting, the Tenth managed to outﬂ ank the mercenaries using the 
  underground subway tunnels and deal a crippling blow. Before Tai-sa
  Noda could order the ﬁ nal blow, Dieron High Command ordered the unit 
  back to the spaceport to defend it against a Blakist feint that allowed the 
  Cobras to withdraw. During the engagement, Tai-sa Samuel Noda was 
  killed and the unit barely survived a late-hour rally around Noda’s wife, 
  Gretchen. The Tenth was ordered oﬀ  the planet shortly afterwards and 
  redirected to Quentin for rest and reﬁ t.
  3rd Dieron Regulars [Draconis Combine]
  (February 3068—June 3070)
  CO: Tai-sa Gerrald Hyogo
  Average Experience: 2
  RAT: House Kurita, FMU, FMDC, ATOW
  Force Abilities: The Third Dieron’s urban-
  combat expertise makes surprising the unit 
  during city engagements nearly impossible; 
  the unit automatically wins the Initiative dur-
  ing Turn 1 of any battle in Urban terrain. The 
  Third may use the Hidden Units rules when 
  deploying its jump infantry (see p. 259, TW).
  Notes: Despite being prepared for the 
  Word’s invasion the Third suffered horrific 
  losses in the ﬁ rst two months of the attack. 
  Nearly every ﬁ xed position the Third occupied was overwhelmed by the 
  end of March; only the late arrival of the Tenth Ghost managed to delay 
  the inevitable. The remains of the Regulars surrendered after their head-
  quarters was overrun in the Chiloe, the survivors scattered and several 
  were captured and imprisoned in Blakist prison camps.
  3rd Division [Word of Blake] (November 3077)
  CO: Precentor VI Blair Otogaco
  Average Experience: 2
  RAT: Word of Blake, ComStar, House Steiner, FMU, FMCS, FMLA, ATOW
  Force Abilities: In any scenario where the 
  Third Division is the Defender and employs 
  infantry units, the controlling player may opt 
  to deploy some or all of these infantry units 
  using the Hidden Unit rules (see p. 259, TW).
  Notes: Barely three Level IIs from the Third 
  Division survived the carnage on Skye in 
  3074. Pulled back to Terra, the Division was 
  rebuilt with new recruits and officers from 
  various Protectorate Militia forces. Nearly up 
  to three-quarters of its original strength, the 
  Third was reassigned to bolster the defenses on Dieron but languished 
  for several months at Epsilon Eridani due to a transportation error. The 
  Third was reassigned to the Blakist task force designed to trap Dominion 
  and Combine forces; the vehicle- and infantry-heavy unit was deployed 
  throughout the industrial ruins of Aldinga (destroyed by orbital bom-
  bardment early in Dieron’s occupation). The Third played the role of 
  harasser well but was chewed up by Rho Galaxy and barely managed to 
  escape with the scant survivors of the decimated Second Division.
  23rd Division [Word of Blake] (July 3076)
  CO: Precentor XVIII Antonio Pietro
  Average Experience: 4
  RAT: Word of Blake, ComStar, FMU, FMCS, BD, ATOW
  Force Abilities: The Twenty-Third are 
  experts in incendiary suppression tactics. 
  When fighting in wooded or urban terrain, 
  the controlling player for this Division can 
  assign 6 units equipped with lasers, ﬂ amers, 
  PPCs or missile launchers of any kind to act as 
  a special “arsonist” squad. This squad applies 
  +4 to any rolls required to deliberately start a 
  ﬁ re (see p. 43, TO). Additionally, all the units of 
  the Twenty-Third may ignore Shutdown and 
  Ammunition Explosion checks at heat levels 
  of 14 and 19, respectively, as they are used to 
  ﬁ ghting in high temperatures.
  Notes: Relocated from Sabik, the Twenty-
  Third arrived to reinforce and take overall 
  command of the Word’s forces on Dieron. 
  Precentor Pietro used the Division to augment 
  various defensive fortiﬁ cations, including the 
  fully operational Fortress Dieron. The Twenty-
  Third made the Combine and Ghost Bear forces pay for every centimeter 
  of San Martin and other key cities, setting controlled ﬁ res to channel 
  enemy units into devastating killing zones. The Division was the last 
  obstacle Alpha Galaxy and the Eighth Dieron faced in the ﬁ nal days of 
  Dieron’s invasion, giving the invaders as good as it got and nearly suc-
  ceeding in blowing up the ancient Star League fortress. None of the 
  Twenty-Third survived.
  9
  
  TRACKS
  DEADLY RAIN
  SITUATION
  Mystic Metals Mine Site #59B
  Dieron, Draconis Combine
  4 February 3068
  Trapped within the tight conﬁ nes of his Tessen, Adept Mykal St. Clair gripped his seat harness with both hands, ﬁ ngers aching from 
  the tension. Unable to see anything but the smooth black shell of the ’Mech cocoon outside his cockpit glass, he kept his eyes ﬁ rmly 
  locked on his control board, waiting for the green “all clear” lamp to light. By then, the Tessen would be screaming its way down toward 
  the badlands below and Mykal would have his second combat drop under his belt.
  As long as he landed the Tessen on both feet this time, he’d count it a success.
  The BattleMech lurched, Mykal’s stomach shot up his throat, and the lamp went green…
  GAME SETUP
  Recommended Terrain: Mountains, Badlands
  Place 1D6+2 two-hex Medium Level 1 Buildings across the bat-
  tleﬁ eld; there must be at least four hexes between each building. 
  Attacker
  Recommended Forces: Eighth Division, Hannibal’s Hermits
  Eighth Division units enter the battle using the Combat Drop 
  rules (see p. 22, SO) on Turn 1. The Hermits’ units enter the battle-
  ﬁ eld from one edge that is not the Attacker’s designated edge; they 
  must enter the map using Running/Flank or Jumping movement. 
  Secretly designate one unit as the commander of the Attacking 
  force; this unit is of Veteran skill level. 
  Defender
  Recommended Forces: Third Dieron Regulars
  The Third Dieron’s force size should be at least 150% of the At-
  tacker’s total force. Place the Defender’s units anywhere on the 
  battleﬁ eld. If units are placed in buildings, the units must begin 
  Prone (if a BattleMech) or Hull Down (if a vehicle). Designate two 
  edges as the Third’s home edge for withdrawal purposes. Secretly 
  designate one unit as the commander of the Defending force; this 
  unit is of Veteran skill level.
  WARCHEST 
  Track Cost: 500
  Optional Bonuses
  +200 Airstrikes: Both sides are able to call upon limited air 
  support; an air strike may be declared in any End Phase after Turn 
  3. Declared air strikes occur one turn after called. [Example: An air 
  strike is called by the Attacker in the End Phase of Turn 5; the strike 
  occurs in Turn 7.] Both sides may call for one strike; the Attacker 
  receives three seventy-ton ﬁ ghters with full bomb complements, 
  the Defender receives two sixty-ton ﬁ ghters and are only capable 
  of Straﬁ ng (see p. 243, TW).
  +200 Heavy Rain: The Heavy Rainfall rules (see p. 55, TO) are in 
  eﬀ ect, starting at the beginning of Turn 3.
  OBJECTIVES
  1. Clear the Way. Cripple/Destroy at least half of the opposing 
  force.  [Reward: 300]
  2. Clear the Zone. [Attacker only] Destroy all buildings on the 
  map. [Reward: 100]
  3. Cap the Commander. [Defender only] Destroy the com-
  mander’s unit. [Reward: 100]
  SPECIAL RULES
  The following rules are in ef ect for this track:
  Forced Withdrawal
  The Defender is operating under the Forced Withdrawal rules 
  (see p. 258, TW). 
  AFTERMATH
  The initial landings of the Eighth Division at a few scattered 
  mining sites were less than successful.The Blakists found them-
  selves outnumbered as they tried to establish safe landing zones 
  for the bulk of the incoming Divisional forces, necessitating some 
  ad hoc urban renewal. Finding the Third Dieron Regulars more 
  scattered than initially believed, the Word concentrated on elimi-
  nating the Eridani Light Horse’s base on the outskirts of Fortress 
  Dieron before turning their sights on the Third Dieron. The bulk 
  of the Third was destroyed by judicious use of tactical and strate-
  gic nuclear weapons as the DCMS gathered on Voltenna, possibly 
  in preparation for a reactionary strike to retake Fortress Dieron. 
  With the majority of the Third destroyed, the Blakists began land-
  ing on Dieron with impunity.
  10
  
  TRACKS
  DEBER DOWN
  SITUATION
  Deber City
  Dieron, Draconis Combine
  10 June 3068
  The steel doors blew outward with a loud bang, oﬀ  their hinges and into the street beyond, crushing an abandoned delivery truck. 
  Emerging from the darkness through the smoldering debris like a reaper of death, the massive No-Dachi led the Tenth Ghost’s assault 
  lance into the pre-dawn mist that had settled during the night. With a wave of its elegant samurai sword it directed its companions 
  toward the lightening horizon and the enemy beyond. 
  The sky lit with ﬁ re as other emerging Ghost BattleMechs unleashed waves of missile ﬁ re upward, arcing westward to deliver death 
  to the unsuspecting mercenaries ahead.
  GAME SETUP
  Recommended Terrain: Urban, Desert
  Designate eight hexes as tunnel access points and mark them. 
  Access points may be located in any terrain except water; for pur-
  poses of movement, the access points are considered one level 
  less than the marked terrain. There should be a minimum of ﬁ ve 
  hexes between each access point.
  Attacker
  Recommended Forces: Tenth Ghost 
  Secretly select four of the eight access points; all of the Tenth’s 
  forces will enter the map from these locations. They may enter the 
  board in any direction as long as the path is legal; it costs 2 MP 
  to exit the access point. Secretly designate one unit as the force 
  commander.
  Defender
  Recommended Forces: Burr’s Black Cobras
  Secretly designate one unit as the force commander. Place at 
  least half of the Defender’s forces on the map before the Attacker 
  makes his access point selection. The remaining forces enter the 
  map from any edge at the beginning of Turn 3. 
  WARCHEST 
  Track Cost: 500
  Optional Bonuses
  +200 Dawn/Dusk: Use the Dawn/Dusk rules (see p. 58, TO).
  +200 Commanders: Secretly assign up to three additional units 
  as the commander’s elite command squad. All of these designated 
  units are of Elite experience.
  +300 Missed Shots: Use the Missed Shots rule (see p. 81, TO).
  OBJECTIVES
  1. Shatter: Cripple/Destroy at least two-thirds of the opposing 
  force.  [Reward: 400]
  2. Eliminate the leadership: Cripple/Destroy the commander 
  [Reward: 100]. (If Optional bonus Commanders (above) is used, 
  also add each member of the command squad [Reward: 50 
  each].)
  3. Minimize collateral damage: Do less than 10% damage to 
  the surrounding city. (Determine the threshold by adding up all 
  of the CF present at the beginning of Turn 1 and calculating 10%.) 
  [Reward: 200]
  SPECIAL RULES
  The following rules are in ef ect for this track:
  Tunnel Access Points
  Access points are considered to be one level less than marked, 
  are considered Paved hexes, contain the terrain as indicated on the 
  hex, and are subject to normal Stacking rules. 
  AFTERMATH
  The Tenth Ghost’s plan was a complete success. The fury of the 
  regiment fell squarely on the rear echelon of the Cobras and nearly 
  broke the mercenary force in half. The Black Cobras managed to 
  pull back and square oﬀ  in good order, despite losing their com-
  mander to the initial ambush. The fighting ebbed and flowed 
  along the outskirts of Deber City for most of Dieron’s daylight 
  hours, dwindling down only when both sides began coming up 
  short on ammunition. 
  Despite dealing the Cobras a crippling blow the Tenth was 
  recalled to defend Iznakki Spaceport before the regiment could 
  ﬁ nish oﬀ  the mercenaries. When the Tenth was ordered oﬀ -world, 
  the Cobras surged forward and managed to capture the vital 
  spaceport before DCMS forces could reinforce it, denying the 
  Combine’s defenders their last main link for supplies and cutting 
  them oﬀ   from further reinforcements.
  11
  
  TRACKS
  DRAGON RISING
  SITUATION
  Outside Fortress Dieron
  Dieron, Draconis Combine
  4 January 3069
  “Green Three, tighten up. We’ve got to plow through that canyon in double-time and we need your guns.”
  “Roger that, Green Lead. Had a blip pop up but it looks like a glitch. Can’t trust this Wobblie junk these days.”
  “I’m sure the owner would think otherwise, Three.”
  “If he was still breathing, Two.”
  “Can it, Greens. Our august personage isn’t interested in our nervous chatter.”
  “On the contrary, Colonel. The conversation is most refreshing, considering the cone of silence I’ve been in for the last several months.”
  “Kurita-san! Please stay of  the airwaves—no telling if those Blakies can—“
  “Lead! Multiple contacts just lit up ahead! Looks like the Blakists are trying to cut us of !”
  “All units, charge ahead! We must make that rendezvous! Banzai! Banzai! BANZAI!”
  GAME SETUP
  Recommended Terrain: Mountains
  Set the maps up in a Chase format (see p. 262, TW). 
  Attacker
  Recommended Forces: Ghosts of the Black Watch, Eridani Light 
  Horse, Third Dieron Regulars 
  The Attacker enters from the short edge of one side of the map, 
  as designated by the Defender. Secretly designate one BattleMech 
  unit to transport Hohiro Kurita. This unit adds a +2 penalty to all 
  To-hit rolls and a –1 bonus to all Piloting Skill rolls due to the Mech-
  Warrior’s attention to safeguarding his charge. 
  Defender
  Recommended Forces: Eighth Division, Hannibal’s Hermits
  Place all of the units on the battlefield; at least half may be 
  placed as per the Hidden Units rules (see p. 259, TW).
  WARCHEST 
  Track Cost: 500
  Optional Bonuses
  +300 Advanced Combat: Use the Glancing/Direct Blows (see p. 
  80, TO) and Missed Shots rules for Advanced Combat (see p. 81, TO).
  OBJECTIVES
  1. Human Target [Attacker only]: The unit carrying Hohiro 
  must escape oﬀ  the opposite map edge.  [Reward: 300]
  2. Human Target [Defender only]: Cripple/capture the unit 
  carrying Hohiro before it exits the battleﬁ eld. [Penalty: 300]
  3. Save the Core: Destroy/Cripple at least half of the opposi-
  tion’s forces. [Reward: 400]
  SPECIAL RULES
  The following rules are in ef ect for this track:
  Rockslides
  If a ﬁ ring unit is adjacent to a hex that is at least one level 
  higher than the unit’s occupying hex and it ﬁ res a large ballistic 
  or missile weapon (one that does a possible 15 or more damage), 
  there is a chance to trigger a rockslide. During the end phase, roll 
  2D6; a rockslide occurs on a result of a 9 or better. The rockslide 
  does 10 points of damage for every level diﬀ erence between the 
  target and originating hex. Apply damage in 5 point groups to 
  the unit’s front facing.
  AFTERMATH
  Sacriﬁ cing themselves at seemingly every turn, the prison camp 
  escapees threw themselves into the line of ﬁ re repeatedly in order 
  for the Wolverine carrying Hohiro Kurita to successfully make the 
  rendezvous with a waiting Union DropShip. Out of the original 
  thirty-five escapees, less than a company’s worth of survivors 
  managed to get aboard the Inside-Out and escape the system. 
  Only the remaining DEST troopers went on with the Coordinator’s 
  heir to New Samarkand; the remaining hodge-podge of survivors 
  gathered under Colonel Jaﬀ ray’s Black Watch banner, determined 
  to bring the ﬁ ght back to the Blakists in whatever way they could.
  12
  
  TRACKS
  SERPENTS IN STONE
  SITUATION
  Atacama Desert
  Dieron, Draconis Combine
  18 May 3070
  The Hitman staggered up the dune, its broken hip whining audibly as more sand coated the interior mechanisms. Chu-i Brent McDer-
  mott squinted as he scanned the horizon, the harsh morning sunlight overcoming the windscreen’s automatic polarization. 
  There, in the valley of sand below, lay the partially-obscured bunker his lance had been hunting this portion of the Atacama for. “Teak 
  One, this is Four. Found it,” he rasped. His ’Mech’s water recycling system had run dry the day before; already the heat emanating from the 
  Hitman’s damaged engine and hip assembly was reaching the “barely tolerable” stage.
  “Four, One. Acknowledged. Guess the storm that blew through last night helped uncover it?” 
  “Yessir, looks like it.” McDermott squinted again. Was that movement on the horizon?
  The shattering blast knocked the Hitman ﬂ at before a Gauss riﬂ e’s sonic boom rolled over the ’Mech. McDermott screamed. “Enemies 
  inbound! They found u—” 
  Teak Four ceased transmitting as the two claw-like feet of a landing Catapult pulverized the Hitman’s head.
  GAME SETUP
  Recommended Terrain: Desert
  Place one three-hex sized Hardened Level 1 building anywhere 
  on the battleﬁ eld. 
  Attacker
  Recommended Forces: Third Dieron Regulars 
  Apply 5D6 points of damage to each BattleMech unit; reroll any 
  damage that causes the unit to be Crippled or Destroyed. Each 
  vehicle unit receives 2D6 damage; ignore all mobility damage of 
  Moderate or higher. Each infantry/battle armor unit is reduced to 
  half-strength. Apply all damage in 5 point groups.  
  The Attacker enters from one designated map edge.
  Defender
  Recommended Forces: Eighth Division
  The Defender enters from the map edge farthest from the 
  building.
  WARCHEST 
  Track Cost: 300
  Optional Bonuses
  +100 Automated defenses: Add an automated turret to one 
  hex adjacent to the building. The turret has a CF of 50 and is one 
  level high. It contains six machine guns and 100 rounds of am-
  munition; the turret possesses a Gunnery equivalent of 4. It will 
  ﬁ re at the closest target with the lowest target number; if multiple 
  targets exist with the same target number, roll randomly to deter-
  mine target. 
  +200 Blowing Sand Use the Blowing Sand rules (see p. 62, TO).
  OBJECTIVES
  1. Asset Denial: Retain control of the depot at the end of the 
  battle. [Reward: 200]
  2. Damage to Destruction: Destroy/Cripple at least half of the 
  opposition’s forces. [Reward: 200]
  SPECIAL RULES
  The following rules are in ef ect for this track:
  Controlling the Depot
  The Depot is considered controlled when one side has a unit ad-
  jacent to the building. If an opposing unit is also adjacent or if no 
  units are adjacent, the building is considered neutral. If the build-
  ing is destroyed, the building is considered under control of the 
  last side that had contact in the Turn the building was destroyed. 
  If no side was adjacent in the turn the building was destroyed, 
  control is awarded to neither side.
  AFTERMATH
  Heavily damaged and on the run, the battered remains of the 
  Third Dieron not wasting away in Blakist prison camps attempted 
  to rearm and repair by raiding whatever ancient SLDF depots they 
  could ﬁ nd. Though marginally successful in locating a couple from 
  old DCMS surveyor logs, the Third found little to no relief at the 
  ancient sites. By the end of 3070 the Third Dieron ceased to exist as 
  a ﬁ ghting force when the last ranking oﬃ  cer surrendered to Blakist 
  forces in Tibet City.
  13
  
  TRACKS
  CLAW HAMMER
  SITUATION
  Chiloe Pass, near Olivet
  Dieron, Draconis Combine
  12 October 3077
  “Sir, outer post detecting a number of approaching magscan hits. Unit count unknown.”
  “Acknowledged, Adept. Please double-check our forward readiness. Won’t be long now.”
  “Yes, Precentor. Should I prepare our fall back plan?”
  “Not yet. Once we let it go, this pass will no longer exist and it’s vital we keep it open as long as possible for our own forces as well. 
  Otherwise, we’ll be trapped in Olivet.”
  “Sir, orders dictate…”
  “I know what our orders are, Adept. But I do not want to kill our troops in a prolonged siege, either. We will stand here and ﬁ ght to the 
  last; the enemy will not break us.”
  “But sir…”
  “Enough, Adept. I know my duty. Do yours, and maybe I won’t need to bring ﬁ re and death to Olivet.”
  GAME SETUP
  Recommended Terrain: Mountains, Badlands
  Attacker
  Recommended Forces: Beta Galaxy
  The Attacker enters half of their force from one designated map 
  edge on Turn 1. The remainder of the Attacker’s force enters from 
  the same edge at the beginning of any Turn in any number, up 
  until the start of Turn 9.
  Defender
  Recommended Forces: Fletcher Protectorate Militia, Twenty-Third 
  Division
  At least half of the Defender’s forces must be a mix of infantry 
  and vehicles. The Defender sets up all forces within four hexrows of 
  the map edge opposite of the Attacker’s declared home edge.
  WARCHEST 
  Track Cost: 600
  Optional Bonuses
  +300 Air support: The opposing side receives a total of ﬁ ve air 
  support missions (straﬁ ng or striking; no bombing runs available). 
  Declare the number of air support missions during the End Phase 
  of the turn prior to when the mission takes eﬀ ect.
  OBJECTIVES
  1. Asset Denial: Keep the opposing force from exiting a third of 
  its force across the opposite map edge before the end of Turn 10. 
  [Reward: 500]
  2. Steel Crush: Destroy/Cripple at least two-thirds of the op-
  position’s forces. [Reward: 500]
  AFTERMATH
  The Fletcher Protectorate Militia held out for ﬁ ve days, using the 
  rugged and pocked terrain of Chiloe Pass to their best advantage 
  while support services evacuated as many civilians from Olivet as 
  possible. Despite some much-needed bolstering by the Twenty-
  Third the combined might of Beta Galaxy—along with some 
  DropShip support—overran the defenders and Beta ﬂ ooded into 
  the Olivet valley, capturing the nearly empty city within a day.
  14
  
  TRACKS
  MY ENEMY’S ENEMY
  SITUATION
  Fort Cross, outside Aldega
  Dieron, Draconis Combine
  23 October 3077
  “By order of the Khan, you will stand down.”
  “By the order of the Kanrei, you can stick that PPC up your furry butt. You may NOT touch my prisoners, much less exterminate them! Are you 
  mad?”
  “You are in violation of the agreement made between our leaders! We have every right to treat the surat Blakists as we see f t!”
  “It doesn’t mean exterminating POWs that are in DCMS custody!”
  “There is no provision regarding custody matters. Every Blakist on this hellhole is subject to Dominion justice. There is no compromise.”
  “Yes there is. It’s at the end of my Gauss rif e barrel. Come get some, you thick-headed bastard of Kerensky.” [sonic boom]
  “Bargained poorly but done. Rho Galaxy, attack!” 
  GAME SETUP
  Recommended Terrain: Mountains, Urban
  Designate/place eight Medium Level 1 buildings (CF 35) across 
  the entire battleﬁ eld. If placed, there should be at least one hex be-
  tween buildings. Building hex size is determined by rolling 1D6 for 
  each building; the result indicates the number of hexes occupied 
  by the building.
  Attacker
  Recommended Forces: Rho Galaxy
  The Attacker enters from the opposite map edge from the De-
  fender. The Attacker can designate ten percent of their total force 
  as a reserve; these units enter the battle at the beginning of Turn 6. 
  Designate one of these reserve units as the force commander.
  Defender
  Recommended Forces: Eighth Dieron Regulars
  At least half of the Defender’s forces must be vehicle units. The 
  Defender sets up all forces on the half of the battleﬁ eld farthest 
  from the Attacker’s declared home edge. The Defender secretly 
  designates two Medium Level 1 buildings as POW compounds.
  WARCHEST 
  Track Cost: 700
  Optional Bonuses
  +300 Combat Drop [Defender]: The Attacker’s reserve force 
  arrives on Turn 6 using the Combat Drop rules (see p. 22, SO). 
  +300 Determined Foe [Attacker]: The Defender’s force is 
  assigned a command lance of BattleMechs above their original 
  deployed force; this lance has an average experience level of Elite. 
  These units enter the battleﬁ eld at the beginning of Turn 3 from 
  any map edge.
  +700 Rescue party: A Word of Blake rescue force arrives at the 
  beginning of Turn 10. The Blakist forces are elements from the 
  Twenty-Third Division and are 75% of the combined total of both 
  the Attacker and Defender’s deployed forces. The Blakist objec-
  tive is to simply cause as much damage as possible to both the 
  Attacker and Defender, destroy/cripple each side’s commander (if 
  present and as designated at the start of the game), and are oper-
  ating under Forced Withdrawal rules (It is highly recommended a 
  third party operate these units if this option is used).
  OBJECTIVES
  1. Kill them all [Attacker]: Destroy all POW buildings before the 
  end of Turn 9.  [Reward: 500]
  2. Save them all [Defender]: Prevent the destruction of all POW 
  buildings before Turn 10. [Reward: 500]
  3. Honorable Mention [Attacker]: Destroy/cripple at least ﬁ ve 
  units using strict zellbrigen rules. [Reward: 400]
  4. Venting the Rage [Defender]: Destroy/cripple at least one-
  third of the Attacker’s total deployed force.
  AFTERMATH
  Both the Combine and Dominion forces engaged with ferocity, 
  each commander believing they were in the right and stubbornly 
  refusing to back down. Only the sudden appearance of Blakist 
  ’Mechs from the Twenty-Third Division united the two combat-
  ants; the coalition forces pounded the Blakists before the prisoners 
  could escape. The Combine did manage to evacuate at least one 
  compound worth of POWs before Dominion forces leveled the 
  compounds, the fort, and the adjoining town in their bizarre quest 
  to exterminate every Blakist they found.
  15
  
  TRACKS
  CLIMBING MOUNT SHANYU
  SITUATION
  Gatepost 1A, outside Fortress Dieron
  Dieron, Draconis Combine
  12 November 3077
  A relic of the Star League and the Terran Hegemony, Fortress Dieron radiates the power and majesty of bygone eras. 
  Occupying nearly two-thirds of Mount Shanyu, the fortress boasts several artillery, turret, and orbital gun emplacements as well as nearly 
  one hundred ’Mech and vehicle bays, cavernous storage facilities, and enough space for over four regiments of troops, support personnel, and 
  command staf . Even at its height as the Dieron District capital the DCMS never used more than a f fth of the facility due to ancient lockdown 
  protocols enacted during the gathering of General Kerensky’s Exodus.
  The Word of Blake’s ascension to the summit of Mount Shanyu changed everything. A superior defensive fortress with nearly 90% of its 
  defensive capabilities now online thanks to the Word’s unlocking, Fortress Dieron can be considered nigh-impregnable. 
  The Dominion and DCMS consider themselves lucky to have outlasted the Word by the barest of margins in surviving Mount Shanyu.
  -MIIO Report 25S-DC; Code Green Secret; 10/3078
  GAME SETUP
  Recommended Terrain: Mountains
  Designate three hexrows near the middle of the battleﬁ eld; this 
  is “the wall.” The hexrow closest to the Attacker’s map edge is level 7 
  high and contains a low wall (CF 150 each hex) that provides Partial 
  Cover (see p. 102, TW) to an occupying unit.  The middle hexrow 
  has a height of 5 levels. The hexrow closest to the Defender’s map 
  edge has a height of 3 levels. 
  Designate two adjacent hexes within the middle row; these 
  each contain a massive gate to the inner ring of Fortress Dieron’s 
  outer defenses; these gates are within the rock; if the gates are de-
  stroyed, units may still cross from one side of the wall to the other 
  using the rock frame. For LOS purposes, the gates are three levels 
  high. The gates have a CF of 500 each; destroying one hex does not 
  destroy the entire gate system, though units may pass through the 
  destroyed hex as if passing through Rubble terrain. The two hexes 
  in the rows before and behind each gate are considered Level 0 
  and open (i.e. not a tunnel or bridge).
  Place six Hardened Level 3 gun emplacements (see p. 117, TO) on 
  the wall; the towers contain a turret that houses three large lasers 
  and one PPC with appropriate crew. Each gun crew is of Regular 
  skill level. Towers must be at least two hexes apart and at least one 
  hex away from the gates.
  Attacker
  Recommended Forces: Eighth Dieron Regulars
  The Attacker enters from the map edge opposite the higher por-
  tion of the wall.
  Defender
  Recommended Forces: Asta Protectorate Militia, Second Division
  The Defender’s total force is 60% of the Attacker’s. Place all of 
  the Defender’s units anywhere on the wall hexrows and/or behind 
  the wall.
  WARCHEST 
  Track Cost: 1,000
  Optional Bonuses
  +500 Fiery Shadows [Attacker]: The Defender may add an ad-
  ditional 25% of its force and place them outside the wall on the 
  battleﬁ eld (between the gates and the Attacker’s map edge), using 
  the Hidden Unit rules (see p. 259, TW). Upgrade the gun crew skill 
  levels to Veteran. 
  +500 Banzai Courage [Defender]: Once an Attacking unit re-
  ceives internal damage, it gains a +1 bonus to all To Hit rolls for the 
  remainder of the game.
  +500 Thunder from Heaven [Attacker]: The Defender receives 
  Oﬀ -Board Artillery assistance (see p. 179, TO) from four Long Tom 
  batteries. For game purposes, the batteries are located a distance of 
  three map boards from the battleﬁ eld and are of Veteran skill level.
  +500 Thunder from Hell [Defender]: The Attacker receives Oﬀ -
  Board Artillery assistance (see p. 179, TO) from ﬁ ve Sniper batteries. 
  For game purposes, the batteries are located a distance of one map 
  board from the battleﬁ eld and are of Regular skill level.
   
  OBJECTIVES
  1. Breach! [Attacker]: Blow the gates. [Reward: 500 each gate 
  opened]
  2. Punish! [Defender]: Cripple/destroy at least 75% of the At-
  tacking forces. [Reward: 1,000]
  3. Hold the Line [Attacker]: Destroy/cripple at least half of the 
  Defender’s deployed force and a minimum of four gun towers. 
  [Reward: 800]
  4. Shatter the Line [Defender]: Destroy/cripple at least half of 
  the Attacker’s deployed force. [Reward: 800]
  AFTERMATH
  After nearly a month of ﬁ ghting through the tight conﬁ nes of 
  the mountain passes leading to Mount Shanyu, the Eighth Dieron 
  arrived at the foot of Fortress Dieron and one of the two massive 
  gates along its outer defensive ring. After two days of constant as-
  sault the Eighth managed to breach the mountainous wall and, 
  incredibly, hold it against a concentrated Blakist counterattack 
  while Clan Ghost Bear’s Alpha Galaxy rushed through the gap, 
  only to stall at the shores of a mountain lake as a Mammoth-class 
  DropShip plummeted into its depths, turning the water to acid and 
  setting ﬁ re to the main causeway across the lake. Caught in the 
  open, Alpha Galaxy became targets for constant artillery ﬁ re until 
  the battered remains of the Eighth Dieron charged the oncoming 
  Blakist ground forces, giving the Khan and her troops the time to 
  reorganize and then break the onrushing Asta Protectorate Militia 
  and overrun the lower artillery positions.
  16
  
  TRACKS
  POLAR POSSIBILITIES
  SITUATION
  Fort Higgs, North Polar cap
  Dieron, Draconis Combine
  18 December 3077
  TO: GALAXY COMMANDER MICHAEL HAWKINS
  FROM: LOREMASTER LAURIE TSENG
  WATCH HAS DETECTED UNUSUAL TRANSMISSIONS AND LIGHT DROPSHIP TRAFFIC FROM A PREVIOUSLY UNKNOWN FACILITY LOCATED 
  ON THE NORTHERN ICE CAP. LOCATE AND DENY ANY FACILITY FROM ENEMY USE; EXTREME PREJUDICE IS AUTHORIZED.
  GAME SETUP
  Recommended Terrain: Mountains
  Designate/place two one-hex Medium Level 1 buildings (CF 35) 
  near the center of the battleﬁ eld.
  All clear terrain hexes are treated as coated in ice (see p. 50, TO).
  Attacker
  Recommended Forces: Rho Galaxy
  The Attacker designates two map edges as its home edge and 
  may enter the battleﬁ eld from both edges. The Attacker may stagger 
  its units; all units must enter the battleﬁ eld by the end of Turn 3.
  Defender
  Recommended Forces: Third Division 
  The Defender’s forces are 50% of the Attacker’s total force. All of 
  the Defender’s forces are set up on the battleﬁ eld as Hidden Units. 
  (see p. 259, TW). The Defender designates one map edge as its 
  home edge for withdrawal purposes.
  WARCHEST 
  Track Cost: 400
  Optional Bonuses
  +200 Snow Storm: The battlefield is affected by Moderate 
  Snowfall (see p. 60, TO). 
  +300 Party Crashers: A small force from the Second Dieron 
  arrives at the beginning of Turn 8. The DCMS unit is 25% of the 
  combined total of both the Attacker and Defender’s forces. The 
  DCMS force must place at least one unit adjacent to one of the 
  buildings (or building hex, if the buildings are destroyed) before 
  it can withdraw and are operating under Forced Withdrawal rules. 
  Their arrival is construed as interference by the Clan and the DCMS 
  is considered a legitimate target by Rho (It is highly recommended 
  a third party operate these units if this option is used.)
  OBJECTIVES
  1. Push back: Cripple/destroy at least half of the opposing force. 
  [Reward: 300]
  2. Saving grace: At least two-thirds of the player’s force must 
  survive. [Reward: 200]
  SPECIAL RULES
  The following rules are in ef ect for this track:
  Booby-trap buildings
  The buildings are booby-trapped to explode if a unit gets too 
  close or lingers too long near it. During the End Phase, determine 
  the number of enemy units within a two-hex radius of a building. If 
  there is at least one unit, roll 2D6; on a result of 11-12, the building 
  explodes, causing 20 points of damage to units in the same hex, 
  10 points of damage to adjacent units, and 5 points of damage to 
  units 2 hexes away. Damage is applied in 5 point clusters. For every 
  unit above two within proximity, add a +1 bonus to the roll.
  AFTERMATH
  The side trip to the polar cap didn’t yield immediate results to 
  either the Clan or DCMS forces that searched it, though both Watch 
  and ISF forces examining the remains of the facility in early January 
  made a startling discovery that launched several covert operations, 
  leading to the capture of a “person of interest” on a refugee Drop-
  Ship orbiting the planet.
  17
  
  TRACKS
  BLOODY TAKEDOWN
  SITUATION
  Command Summit, Fortress Dieron
  Dieron, Draconis Combine
  10 January 3078
  “Bloody sun rises to peak
  Shanyu’s hoard to bleed thick red rain
  Dragon and Bear victorious”
  -Tai-sa Jerry Sims’ death haiku
  GAME SETUP
  Recommended Terrain: Mountains, Urban
  This track may be played multiple times, as each track represents 
  an attack on one directional quadrant of Fortress Dieron’s summit 
  complex, the tip of the massive Castle Brian fortress. In addition to 
  using the Castle Brian setup rules (see p. 141, TO), the battleﬁ eld 
  is also aﬀ ected by Thin Atmosphere (see p. 55, TO) due to the ex-
  treme height of Mount Shanyu’s summit.
  The Defender automatically determines from which map edge 
  the Attacker enters the battleﬁ eld.
  Attacker
  Recommended Forces: Alpha, Beta, and Omega Galaxies, Eighth 
  Dieron Regulars
  Each quadrant is assigned to a diﬀ erent assault force. Omega 
  Galaxy splits its forces between two quadrants; one is assigned 
  to itself and the other is assigned to assist the battered Eighth 
  Dieron.
  Defender
  Recommended Forces: Second, Fourteenth, Nineteenth, Twenty-
  Third Divisions, remnants of all Protectorate Militias 
  The Twenty-Third and Fourteenth Divisions hold a quadrant 
  each, the Second and Nineteenth are combined in another, and 
  the bulk of the Protectorate Militias defend the fourth, along with 
  most of the fortress’ static defenses.
  All Defending forces begin anywhere on the battleﬁ eld; up to 
  20% of the Defender’s force in any quadrant may be deployed 
  using the Hidden Unit rules (see p. 259, TW).
  WARCHEST 
  Track Cost: 2,000 (each quadrant)
  Optional Bonuses
  +750 Earthquake: The battlefield is affected by a severe 
  earthquake (see p. 55, TO), occurring on Turn 1D6+2. If used in 
  subsequent tracks during the assault, downgrade each severity 
  level by one for each subsequent use to reﬂ ect minor aftershocks.
  OBJECTIVES
  1. No mercy. NONE: Cripple/destroy at least 75% of the oppos-
  ing force. [Reward: 2,500]
  SPECIAL RULES
  The following rules are in ef ect for this track:
  Battlef eld Morale
  If using multiple tracks for the assault, every track that is success-
  fully completed grants the player a +1 bonus to all Initiative rolls.
  AFTERMATH
  The slow assault up the sides of the massive Fortress Dieron 
  complex lasted nearly three months. At the end the liberators took 
  over sixty percent losses in personnel and equipment, wiping out 
  nearly ninety percent of the Blakist occupiers. However, the most 
  horriﬁ c damage was to the Dieronese; with four major cities burn-
  ing or destroyed, several mines and manufacturing complexes 
  ruined beyond repair, an entire continent laid to nuclear and 
  toxic waste, and the loss of civilian life exceeding the ten million 
  mark, Dieron was in dire straits and in desperate need of relief 
  and rebuilding—something the Combine could not immediately 
  provide. ISF and DCMS resources became tied up in paciﬁ cation 
  and relief eﬀ orts, even as the war moved onward, deeper into the 
  Protectorate.
  Dieron, however, was ﬁ nally “free.”
  18
  
  ’MECH RECORD SHEET
  © 2010 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo 
  are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  Life Support
  2.
  Sensors
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  Gyro
  5.
  Gyro
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (6)
  Right
  Leg
  (4)
  Left
  Arm
  (3)
  Right
  Arm
   (3)
  Left Torso (5)
  Right Torso (5)
  Left
  Leg
  (4)
  Right
  Leg
  (4)
  Left
  Leg
  (4)
  Left Arm
  (3)
  Right Arm
  (3)
  Torso Rear
  (2)
  Right
  Left
  Torso Rear
  (2)
  Right Torso
  (4)
  Left Torso
  (4)
  Center
  Torso
  Rear (2)
  Center
  Torso
  (5)
  Head (5)
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Heat Sinks:
  10 (20)
  Double
  Lower Arm Actuator 
  Hand Actuator
  ER Small Laser
  ER Small Laser
  ER Small Laser
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  MASC
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Endo Steel
  ECM Suite
  Ferro-Fibrous
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Roll Again
  ER Large Laser
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Cost: 4,178,425 C-bills
  BV: 1,388
  10
  15 [20]
  0
  FIRE MOTH ALETHA
  Clan
  Jihad
  20
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Ferro-Fibrous
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Endo Steel
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  Ferro-Fibrous
  1 
  ECM Suite 
  LT — 
  [E] 
  — 
  — 
  — 
  6
  1 
  ER Large Laser 
  RA 12 10 [DE] 
  — 
  8 
  15 25
  3 
  ER Small Laser 
  LA 
  2 
  5 [DE] 
  — 
  2 
  4 
  6
  
  ’MECH RECORD SHEET
  © 2010 WizKids, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of WizKids, Inc. All rights reserved. Catalyst Game Labs and the Catalyst Game Labs logo 
  are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  Life Support
  2.
  Sensors
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  Gyro
  5.
  Gyro
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Head
  Center
  Torso
  (31)
  Right
  Leg
  (21)
  Left
  Arm
  (17)
  Right
  Arm
   (17)
  Left Torso (21)
  Right Torso (21)
  Left
  Leg
  (21)
  Right
  Leg
  (42)
  Left
  Leg
  (42)
  Left Arm
  (34)
  Right Arm
  (34)
  Torso Rear
  (10)
  Right
  Left
  Torso Rear
  (10)
  Right Torso
  (32)
  Left Torso
  (32)
  Center
  Torso
  Rear (15)
  Center
  Torso
  (47)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Heat Sinks:
  15 (30)
  Double
  Lower Arm Actuator 
  Hand Actuator
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser
  ER Medium Laser (IS)
  ER Medium Laser (IS)
  Medium Laser (IS)
  Roll Again
  Endo Steel
  Streak SRM 6
  Streak SRM 6
  Endo Steel
  Endo Steel
  Streak SRM 6
  Streak SRM 6
  Ammo (Streak SRM 6) 15
  Ammo (Streak SRM 6) 15
  C³ Master (IS)
  C³ Master (IS)
  C³ Master (IS)
  C³ Master (IS)
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  C³ Master (IS)
  Double Heat Sink
  Heavy PPC (IS)
  Heavy PPC (IS)
  Heavy PPC (IS)
  Heavy PPC (IS)
  Endo Steel
  Roll Again
  Cost: 13,446,000 C-bills
  BV: 2,511
  3
  5
  0
  KODIAK CALE
  Clan
  Mixed Tech (Clan)
  (Experimental)
  Jihad
  100
  Endo Steel
  Autocannon/10 (IS)
  Autocannon/10 (IS)
  Autocannon/10 (IS)
  Autocannon/10 (IS)
  Autocannon/10 (IS)
  Autocannon/10 (IS)
  Autocannon/10 (IS)
  Ammo (AC/10) 10
  Ammo (AC/10) 10
  Beagle Active Probe (IS)
  Endo Steel
  Double Heat Sink
  Double Heat Sink
  Beagle Active Probe (IS)
  Lower Arm Actuator
  Double Heat Sink
  Medium Laser (IS)
  1 
  Medium Laser (IS) H 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  1 
  Autocannon/10 (IS) RT 
  3 
  10 
   — 
  5 
  10 15
   
   
   
   
  [DB,S]
  1 
  Beagle Active 
  RT — 
  [E] 
  — 
  — 
  — 
  4
   
  Probe (IS)
  1 
  C³ Master (IS) 
  LT — 
  [E] 
  — 
  — 
  — 
  —
  2 
  Streak SRM 6 
  LT 
  4 
  2/Msl 
  — 
  4 
  8 
  12
   
   
   
   
  [M,C]
  1 
  Heavy PPC (IS) 
  RA 15 15 [DE] 
  3 
  6 
  12 18
  2 
  ER Med. Laser (IS) LA 
  5 
  5 [DE] 
  — 
  4 
  8 
  12
  1 
  Medium Laser (IS) LA 
  3 
  5 [DE] 
  — 
  3 
  6 
  9
  3 
  ER Medium Laser LA 
  5 
  7 [DE] 
  — 
  5 
  10 15
  (CASE)
  (CASE)
  
  A01
  P01
  N03
  N06
  N08
  L03
  L05
  L06
  L07
  L08
  J03
  J04
  J05
  J06
  J07
  H02
  H03
  H04
  H05
  H06
  H07
  F01
  F02
  F03
  F04
  F05
  F06
  F07
  D01
  D03
  D04
  D06
  D06
  B01
  B06
  M03
  M05
  M06
  M08
  O03
  O08
  K03
  K04
  K05
  K06
  K07
  I02
  I03
  I04
  I05
  I06
  I07
  G01
  G02
  G03
  G04
  G05
  G06
  G07
  E01
  E02
  E04
  E05
  E06
  E06
  E07
  C01
  C03
  C06
  C06
  1
  3
  2
  N
  KEY
  Plains
  Desert
  Woods
  Water
  Mountains
  KEY
  Plains
  watEr
  forEst
  itEm of 
  intErEst
  dEsErt
  droPPort
  mountains
  CitY
  EPiCEntEr of  
  mEtroPolitan  
  ComPlEx;  PoPulation 
  of surrounding 
  arEa > 50,000,000
  CitY
  PoPulation of 
  surrounding 
  arEa < 1,000,000
  arCtiC
  B06
  Fort 
  Shiro
  Aldega 
  Fort 
  Cross
  Castillo 
  Arratias
  E04
  Mandalgovi 
  Gobi 
  StraitS
  J06
  Wazakashi 
  Plating
  CON 42Y
  MM 23E
  G04
  LAW-KT2
  LAW 4R-Z
  G03
  MM 59B
  Wazakashi 
  Fort 
  Shiro
  Fort 
  Cross
  M a t a e o
  M a t a e o
  M a t a e o
  M a t a e o
  M a t a e o
  M a t a e o
  M a t a e o
  F04
  M a t a e o
  F04
  M a t a e o
  M a t a e o
  H04
  H05
  I04
  CON 42Y
  CON 42Y
  Khentii Mountain 
  Khentii Mountain 
  t
  H04
  t
  H04
  owers
  owers
  H04
  owers
  H04
  F07
  F07
  F07
  G06
  F07
  Castillo 
  Castillo 
  Castillo 
  Castillo 
  Arratias
  Arratias
  Arratias
  Arratias
  p a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  F07
  a r s o n a g e  
  F07
  F07
  a r s o n a g e  
  F07
  r
  F07
  r
  F07
  F07
  r
  F07
  e g i o n
  e g i o n
  e g i o n
  F07
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  
  a r s o n a g e  r
  aoMori
  E07
  Cross
  e g i o n
  e g i o n
  e g i o n
  Mountains
  
  KazaKh  R.
  A01
  A01
  N08
  N11
  N13
  N13
  N16
  N18
  L08
  L10
  L11
  L12
  L13
  L13
  L15
  L16
  J08
  J09
  J10
  J11
  J12
  J13
  J14
  J15
  J16
  H08
  H09
  H10
  H11
  H12
  H13
  H14
  H15
  H16
  F08
  F09
  F10
  F11
  F12
  F13
  F14
  F15
  F16
  D08
  D09
  D11
  D11
  D13
  D14
  D16
  B06
  B11
  B11
  B16
  M08
  M10
  M11
  M13
  M13
  M15
  O08
  O13
  O13
  O18
  K08
  K09
  K10
  K11
  K12
  K13
  K14
  K15
  I08
  I09
  I10
  I11
  I12
  I13
  I14
  I15
  G08
  G09
  G10
  G11
  G12
  G13
  G14
  G15
  E08
  E09
  E11
  E11
  E12
  E13
  E14
  E16
  C08
  C11
  C11
  C13
  C16
  P01
  P01
  5
  7
  4
  6
  J10
  San Clemente
  Vicuña
  Newbur
  San 
  Martín
  Tatsuyama 
  City 
  Ald
  Chillán 
  Viejo
  Fort 
  Higgs
   e n n i s a k a 
   e n n i s a k a 
   e n n i s a k a 
   e n n i s a k a 
  B06
   e n n i s a k a 
  B06
  Caldera PaSSaGe
  KO 53R
  KO 8N
  N16
  Budapest 
  Site C
  E14
  E16
  Tatsuyama 
  Tatsuyama 
  E14
  Dragon’s 
  Roost
  H16
  Fortress 
  Dieron
  Fort 
  Higgs
  KO 8N
  Site C
  Roost
  V o l t e n n a
  V o l t e n n a
  V o l t e n n a
  V o l t e n n a
  V o l t e n n a
  V o l t e n n a
  V o l t e n n a
  V o l t e n n a
  V o l t e n n a
  m a P u C h e 
  o C e a n
  r o u r a n 
  o C e a n
  o f  t h e 
  o f  t h e 
  o f  t h e 
  D r a g o n e
  D r a g o n e
  D r a g o n e
  D r a g o n e
  D r a g o n e
  S c a l e S
  E13
  Tatsuyama 
  Tatsuyama 
  Tatsuyama 
  VaLLey of 
  BLossoMs
  F15
  tatsuya
  atsuya
  atsuya
  atsuyaMa a a 
  Mountain
  Mountain
  H16
  H16
  Mount 
  Mount 
  shanyu
  F16
  San 
  Martín
  Martín
  süKh
  VaL
  yo
  F08
  F08
  
  Khoomei   R.
  A01
  A01
  N18
  N21
  N23
  L17
  L18
  L18
  L20
  L21
  L22
  L23
  L23
  J17
  J18
  J19
  J20
  J21
  J22
  J23
  J24
  H17
  H18
  H19
  H20
  H21
  H22
  H23
  H24
  F17
  F18
  F19
  F20
  F21
  F22
  F23
  F24
  D16
  D18
  D19
  D21
  D21
  D23
  D24
  D01
  B16
  B21
  B21
  B01
  M16
  M18
  M18
  M20
  M21
  M23
  M23
  O18
  O23
  K16
  K17
  K18
  K19
  K20
  K21
  K22
  K23
  K24
  I16
  I17
  I18
  I19
  I20
  I21
  I22
  I23
  I24
  G16
  G17
  G18
  G19
  G20
  G21
  G22
  G23
  G24
  E16
  E17
  E18
  E19
  E21
  E21
  E22
  E23
  E24
  E01
  C16
  C18
  C21
  C21
  C23
  C01
  P01
  0110
  9
  8
  10
   
  E24
  Rancagua
  Olivet
  Deber 
  City
  nga 
  Quintero 
  Pa
  ZanabaZar 
  Sea
  iZumo 
  Sea
  PataGonia 
  Sea
  L17
  Rock of 
  Genghis
  K20
  LAW Site B
  Kyoto 
  ropPort
  J24
  Iznakki  
  Interplanetary 
  Spaceport
  Genghis
  LAW Site B
  Kyoto 
  City
  Iznakki 
  t i b e t 
  o C e a n
  K a m a K u r a 
  o C e a n
  E17
  Khüiten 
  Khüiten 
  Khüiten 
  E17
  Khüiten 
  E17
  argus 
  rgus 
  Khoomei   R.
  H23
  G22
  Olivet
  Olivet
  L o r e t t a  M o u n t a i n s
  L o r e t t a  M o u n t a i n s
  L o r e t t a  M o u n t a i n s
  L o r e t t a  M o u n t a i n s
  H20
  H21
  G20
  t h e  C h i
  h e  C h i
  h e  C h i
  h e  C h i L o e s
  o e s
  o e s
  o e s
  I20
  I21
  H20
  a t a
  t a C a M a  D e s e r t
  a  D e s e r t
  a  D e s e r t
  a  D e s e r t
  a  D e s e r t
  I21
  a  D e s e r t
  I21
  a  D e s e r t
  a  D e s e r t
  a  D e s e r t
  I24
  a t a C a M a
  E18
  Mountains
  Mountains
  Mountains
  Mountains
  F17
  G16
  aatar 
  ey
  I23
  I23
  Deber 
  Deber 
  Deber 
  apaLLos 
  hiLLs 
  J17
  H17
  I16
  I16
  I17
  I17
  Chi Va
  hi Va
  hi Va
  hi Va
  hi VaLLey
  ey
  rgus 
  Tahlwynn 
  
  N23
  N01
  N03
  L25
  L01
  L02
  L03
  J25
  J01
  J02
  J03
  H25
  H01
  H02
  F25
  F01
  M25
  M01
  M03
  O23
  O03
  K25
  K01
  K02
  K03
  I25
  I01
  I02
  G25
  G01
  P01
  0109
  0108
  0107
  0106
  0105
  0104
  0103
  0102
  0101
  0309
  0308
  0307
  0306
  0305
  0304
  0303
  0302
  0301
  0508
  0507
  0506
  0505
  0504
  0503
  0502
  0501
  0707
  0706
  0705
  0704
  0703
  0702
  0701
  0906
  0905
  0904
  0903
  0902
  0901
  1105
  1104
  1103
  1102
  1101
  1306
  1305
  1304
  1303
  1302
  1301
  1507
  1506
  1505
  1504
  1503
  1502
  1501
  0208
  0207
  0206
  0205
  0204
  0203
  0202
  0201
  0408
  0407
  0406
  0405
  0404
  0403
  0402
  0401
  0607
  0606
  0605
  0604
  0603
  0602
  0601
  0806
  0805
  0804
  0803
  0802
  0801
  1005
  1004
  1003
  1002
  1001
  1205
  1204
  1203
  1202
  1201
  1406
  1405
  1404
  1403
  1402
  1401
  +0
  N
  +6
  P
  +6
  P
  +6
  P +6
  P +6
  P
  +6
  P +6
  P +6
  P
  +6
  P
  +6
  P +6
  P
  +6
  P
  M25
  H01
  H02
  Hughesville 
  I01
  I02
  Ulaangom 
  adiso
  Boeing 
  45-T
  O23
  O03
  O23
  Boeing 
  C a u q u i 
  o C e a n
  H25
  Ulaangom 
   D e s e r t
   D e s e r t
   D e s e r t
   D e s e r t
  G25
  G01
  Hughesville 
  Hughesville 
  Hughesville 
  H25
  ntains
  ntains
  ntains
  ntains
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Turning Points/Jihad Turning Points - Dieron.pdf