TEXT: Jihad Plot SuPPlement
  ™
  ™
  ™
  
  ®
  STAR LEAGUE ERA 
  SUCCESSION WARS ERA
  CLAN INVASION ERA
  JIHAD ERA
  CIVIL WAR ERA
  DARK AGE ERA
  ©2011 The Topps Company Inc. All Rights Reserved. BattleTech Objectives: Capellan Confederation, Classic BattleTech, BattleTech, 
  BattleMech, and ’Mech are registered trademarks and/or trademarks of The Topps Company Inc. in the United States and/or other 
  countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  STATE OF THE INDUSTRY…
  Since the coming of the Clans, the military, industrial, and command complexes of the 
  Inner Sphere have raced against the invaders—and each other—to out-produce one another in 
  battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars 
  were reborn and revitalized, churning out ever more cutting-edge equipment, while academies 
  expanded their curriculums and sent generations of fresh warriors into battle.
  At the pinnacle of the arms race, new wars erupted, first against the Clans, and then 
  between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word 
  of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but 
  the stricken realms persevered.
  Objectives: Capellan Confederation describes the state of the major factories, training 
  centers, and command centers of House Liao’s Capellan Confederation in the wake of the 
  events described in Jihad Hot Spots: Terra. Including detailed stats on every key system 
  within the realm, this supplement also includes basic rules to help guide players in 
  developing BattleTech scenarios focused on defending—or attacking—these critical sites.
  
  1
  TO: Devlin Stone
  FROM: David Lear
  Date: 30 December 3079
  Knowing that the Capellan Confederation is likely to be the biggest outside opponent and obstacle, I have commissioned a series of supple-
  ments starting with House Liao to detail its Commonalities manufacturing and logistical capability. Briefly discussed  in my Field Report, there 
  is much more to go over than just the size of and skill of its military formations that was detailed in my previous document. An Army lives on its 
  “stomach”, and if you take away its ability to resupply and replace its losses, you take away its capability to fight. 
  Knowing that we will likely be the primary target for the Confederation in the coming years, it seems prudent to assemble the systems that 
  would be the most viable targets for retaliatory action. Not limiting this report to simply Industrial targets, I have expanded it to list major acad-
  emies and logistical and command centers so should we be forced to a fight, we can thoroughly plan our objectives to hit whatever we need to 
  to achieve our desired effect.
  Though small compared to the other Inner Sphere powers, the Confederation remains in a strong place. It’s neighboring rival, the Federated 
  Suns is spread thin across multiple borders. The Free Worlds League is one in name only, splintering into over half a dozen provinces, none of 
  which can do more than mount some probing raids on it. With is rimward border covered by a loyal Magistracy of Canopus, it leaves only their 
  border with us a perceived significant threat to them. 
  HOw TO USE THIS BOOk
  Objectives: Capellan Confederation is a BattleTech companion to the Field Report PDF-exclusive series that is designed to provide 
  campaign players and gamemasters with information about the state of the Capellan Confederation’s Military-Industrial complex 
  immediately following the liberation of Terra during the Jihad (and before the eventual formation of the Republic of the Sphere).
  This first section of this book—the Confederation Overview—is a brief update on the history of the systems within the Confed-
  eration. Split up into two groups, the first is Industrial Update and the second is Strategic Integrity detailing what happened to them 
  as a whole during the Jihad 
  The next chapter, Industrial State, covers the state of all the military industrial companies still functioning and producing war 
  material for its various provinces and what defending units are stationed within the system. Listing the systems by Commonalities, 
  the subsections are broken up into Industrial systems that have war material and components being produced in that system, and 
  Strategic Systems that are Commonality capitals and other systems containing logistical targets such as refit centers, Academies, 
  and non-production dry docks. 
  Upcoming Projects covers new facilities and lines currently being built or being converted to in efforts to rebuild from the losses 
  suffered during the Jihad. 
  Finally, Rules Annex provides a index for where to find advanced game rules referenced in the planetary statistic boxes, loose 
  guidelines for creating corporate security and local militia, as well as several record sheets for generic fixed emplacements that 
  may be surrounding the target sites.
  CREDITS
  Project Development: Herbert A. Beas II
   Development Assistance: Nicholas Marsala
  BattleTech Line Developer: Herbert A. Beas II
   Assistant Line Developer: Ben H. Rome
  Writing: Nicholas Marsala
  Production Staff
   Cover Design and Layout: Ray Arrastia
   Evolved Faction Logos Design: Jason Vargas
   
  Map: Øystein Tvedten
  Factchecking/Playtesting: Joel Bancroft-Connors, Roland “ColBosch” Boshnack, Joshua “NCKestrel” Franklin, William “Mad 
  Capellan” Gauthier, Keith “Xotl” Hann, Johannes “jymset” Heidler, Daniel “DarkISI” Isberner, Chris “Alexander Knight” Marti, Luke “Jellico” 
  Robertson, Chris “Chunga” Smith, Peter Smith, Chris Wheeler, Patrick Wynne
  Special Thanks: To Herb and Randall for letting me give this product line a shot.
  Developer’s Note: For more information about the Capellan Confederation Industry see Handbook: House Liao Field Manual: Capellan 
  Confederation, Field Manual: Updates, any of the Jihad line of products, or Technical Readout: 3085.
  
  2
  
  3
  CONFEDERATION 
  OvERvIEw
  The Confederation’s infrastructure suffered many blows at the 
  onset of the Jihad, starting with Duke George Hasek’s Operation 
  SOVEREIGN JUSTICE. With many Confederation industries concen-
  trated on a handful of systems, as each world was hit, so were most 
  of their factory complexes. Word of Blake’s eventual follow-ups were 
  no less devastating—indeed, in one case, Necromo, a world—and 
  its entire productive output—was outright destroyed. 
  INDUSTRIAl UpDATE
  Early on, the military industries of the Capellan Confederation 
  were hit hard, first by the Federated Suns in an effort to liberate 
  the former St. Ives Compact, and later on when the Word of Blake 
  descended upon them in several attempts to decapitate the small 
  state. After the second attempt to conquer Sian failed in 3074, at-
  tacks against the Confederation largely tapered off to scattered raids 
  and assassination attempts. Nearly a year passed with only isolated 
  incidents before the Confederation—after furiously rebuilding its 
  depleted strength—struck back in force against the Word of Blake 
  and fighting began anew. 
  Ceres Metals took the most damage during the fighting by far, 
  with its numerous facilities in the St. Ives and Sian Commonalities 
  struck repeatedly. St. Ives took the worst of the damage, as security 
  forces attempting to deny the Federated Suns troops access to the 
  production facilities executed “scorched earth” tactics during their 
  retreat. This damage, however, was moderate compared to the fol-
  lowing Word of Blake assaults, where aerial and orbital bombardment 
  resulted in the near destruction of Ceres’ half-repaired facilities. The 
  only site left unharmed was Ceres’ factory on Menke, where elements 
  of McCarron’s Armored Cavalry were stationed during their counterof-
  fensive and successfully deterred any potential raiders. 
  The second largest corporation, Earthwerks, was hit equally hard 
  on Grand Base and Ares. However, where Ares was attacked by AFFS 
  troops, the Grand Base complex was instead the victim of industrial 
  sabotage (possibly by rival Tao Mechworks). The latter attack nearly 
  destroyed Earthwerks’ fusion engine plant, and caused significant 
  collateral damage to the surrounding buildings. Earthwerks’ retalia-
  tion on Styk promised to escalate the affair into a full-fledged corpo-
  rate war until the Jihad spread deeper to Capellan space and forced 
  the rival companies to put aside their differences. (Undoubtedly, the 
  Chancellor himself also played a role in settling this dispute as well.)
  Hellespont Industries lost much of their personnel and operat-
  ing capital between the two campaigns for Sian, but this was due 
  to their lending of company security forces to surrounding areas 
  during the second assault. With security troops taking up garrison 
  work for the state, front-line forces were free to reinforce and pro-
  tect the Forbidden City. The gamble paid off, saving Sian despite 
  widespread damage to Hellespont’s facilities. In gratitude, Chan-
  cellor Sun-Tzu personally assisted in relieving much of the com-
  STATE OF THE INDUSTRY 
  AT A GlANCE (DEC 3079)
  Capella 
  Commonality
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Ares (Bergan)
  38%
  82%
  Ares (EarthWerks)
  25%
  90%
  Ares (Quikscell)
  85%
  52%
  Bithinia (Bithinian)
  0%
  100%
  Capella (Ceres)
  0%
  91%
  Capella (Ras-Owens)
  0%
  80%
  liao 
  Commonality
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Corey (Hollis)
  0%
  100%
  Nanking (Kallon)
  85%
  13%
  Sarna (Asuncion)
  0%
  95%
  Sarna (Tengo)
  0%
  100%
  Styk (Tao)
  63%
  63%
  Sian 
  Commonality
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Betelgeuse (Aldis)
  18%
  100%
  Betelgeuse (Firmir) 
  45%
  78%
  Betelgeuse (Hellespont) 
  0%
  88%
  Grand Base (EarthWerks)
  38%
  70%
  Menke (Ceres)
  0%
  100%
  Menke (Menke)
  0%
  100%
  Menke (SCorps)
  0%
  100%
  Sian (Ceres)
  47%
  90%
  Sian (Hellespont)
  50%
  82%
  Sian (Hellespont MW)
  22%
  89%
  Sian (Saroyan)
  60%
  76%
  St. iveS 
  Commonality
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Indicass (Ceres)
  22%
  100%
  St. Ives (Ceres)
  86%
  45%
  St. Ives (HildCo)
  67%
  42%
  St. Ives (Mujika)
  20%
  100%
  St. Ives (SCorps)
  72%
  66%
  St. Ives (Tengo)
  22%
  100%
  Texlos (HildCo)
  25%
  100%
  Texlos (Kajuka)
  30%
  100%
  Texlos (Texlos)
  22%
  100%
  Warlock (Ceres)
  39%
  79%
  viCtoria
  Commonality
  System (Company)
  Losses*
  Current  
  Operating Capacity
  Victoria (EarthWerks)
  0%
  100%
  Victoria (Shengli) 
  84%
  63%
  Victoria(Trellis)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  
  4
  STRATEGIC INTEGRITY
  As with its industries, the concentration of the Confederation’s 
  major academies and command centers on only a handful of worlds 
  proved to be a double-edge sword. As each system was hit, the lo-
  gistical assets allowed the defenders to concentrate their strength 
  around each vital target, bit it also meant that the fighting damaged 
  just about every facility located on-planet. 
  The Liao and St. Ives Commonalities were—as expected—hit the 
  worst. Their training cadres were thrown into the fight, decimated as 
  they put up a valiant defense against various attackers. The regional 
  training centers (RTCs) and command centers were often struck first, 
  often to devastating effect. 
  Overall, the RTCs of the various duchies are playing a far greater 
  role than anyone else expected. With most only producing tank 
  crews and infantry soldiers, those destroyed in the early part of the 
  decade were able to recover with little loss in materiel. Only the 
  most coreward duchies are still missing their RTCs, but even those 
  may come back online within the next two years. These centers, hav-
  ing by far the largest classes within the Confederation, are graduat-
  ing soldiers for conventional units at an alarming rate, but at a no-
  ticeable expense of quality. This is not surprising, as the home guard 
  commands remain just under sixty percent strength at the time of 
  this writing.
  While this may not seem like much of a handicap when com-
  pared to front-line forces of the Inner Sphere, it should be noted that 
  there is traditionally a home guard regiment providing the normal 
  defense for every system. This perhaps illustrates why the Confeder-
  ation is so focused on rebuilding, as its primary mobile defense is in 
  disarray. Without the support of home guard troops, the Capellans 
  are currently ill prepared to launch any offensives more damaging 
  than a raid.
  pany’s reconstruction costs, and authorized development of a new 
  Hellespont facility on Betelgeuse.
  Outside of the early fighting and the loss of all assets on Nec-
  romo, many of the Industrial systems still held by the Confederation 
  are fully repaired and back up to full production capacity, though 
  several key ones are still suffering from the lingering effects of the 
  damage. During the Jihad, companies set-up temporary assembly 
  lines to produce RetroTech versions of many older designs, but as 
  more advanced facilities came back online these were shut down 
  to shift resources back to more capable products. Most of these are 
  now shut down, with only Hellespont and Asuncion still operating 
  (at reduced capacity).
  Statewide, the Confederation’s military output is completely 
  dedicated to rebuilding its front-line and Home Guard forces, as well 
  as those of its Magistracy allies. It would not be surprising to see 
  their rejuvenated armies unleashed on our borders in the coming 
  years in an effort to retake systems that they deem historically “Ca-
  pellan”, such as Tikonov. 
  TEmpORARY  
  RETROTECH FACIlITIES  
  (SHUT DOwN BY END OF 3079)
  System
  Company Name
  RetroTech Products
  Boardwalk
  Confederation Defense Corp.
  FireBee, Thunderbolt 
  Glasgow
  Wesley Industries
  Firebee 
  Tsinghai
  Hollis Incorporated
  Xanthos 
  Ward
  Ceres Metals Industries 
  Emperor, Helepolis, 
  Rifleman
  
  5
  
  6
  INDUSTRIAl STATE
  For the sake of clarity, I am organizing the detail reports of the 
  various key worlds, industries, and other potential objective targets 
  by the various sub-states (Commonalities) of the Capellan Confeder-
  ation, with a separate section for similar targets in nonaligned and/
  or disputed territories. Though I was tempted to include the Capel-
  lans’ Canopian allies in this report, I have decided to maintain treat-
  ing these as separate entities, as was done with the Field Reports.
  For brevity, only basic statistics and bare bones summaries of 
  the various systems are included here. Additional details can be 
  obtained and verified through research that is beyond the scope 
  of this report, and may require active surveillance to confirm to ad-
  equate degree. Last-known defending forces stationed in each per-
  tinent objective’s system are given, where possible, as well as why 
  the system is considered important, and even dominant terrain and 
  climate conditions that can be expected around the potential target 
  sites. For more information about local military formations, refer to 
  the faction’s specific Field Report. 
  Not listed are the inherent paramilitary forces that never stray 
  too far from their respective facilities, the relatively minor—but of-
  ten hard to quantify—base or corporate security troops. Such forces 
  can vary wildly in size and experience, with the best-equipped typi-
  cally fielding products of local manufacture (such as ’Mech factories 
  fielding a lance or two of their own designs) or assets typically em-
  ployed for other routine missions (such as transport DropShips and 
  support craft at command centers or orbital stations). 
  The Importance category for each objective identifies all of these 
  sites by three broad classifications: Industrial, Command, and Logis-
  tical. Industrial objectives produce war goods, either as components 
  or finished units, from personal arms to vehicles or even WarShips. 
  Command objectives note targets that often base high-ranking of-
  ficers, provincial or even realm leadership, and have the permanent 
  facilities to co-ordinate multi-planet campaigns. Logistical objec-
  tives are those that play a key role in maintaining materiel for the 
  realm’s defense, be they advanced training centers (beyond the 
  basic boot camps all systems can boast), or dry-docks and refit sta-
  tions used to repair or refit combat units (but which are unable to 
  manufacture new products). It is common to see many important 
  systems possess two, or even all three classifications, depending on 
  the local facilities. 
  CApEllA 
  COmmONAlITY
  For almost thirty years, the Capella Commonality was the last 
  significant buffer between Sian and a final assault by the Federated 
  Commonwealth. The Sarna March, once a large swath of territory that 
  belonged to House Liao, was transformed for a generation into the 
  front line between the Capellan capital and Steiner-Davion troops. 
  As a result, the Commonality evolved a mass of fortifications and 
  staging grounds. Static defenses were prepared, and home guard 
  and militia regiments entrenched—only to instead be unleashed 
  against their would-be attackers during Operation Guerrero.
  Though these defenders prided themselves on their vigilance, 
  the advances of Xin Sheng and the creation of the Liao Common-
  ality has done much to demilitarize the region. Many fortifications 
  were temporarily abandoned, and home guard forces were moved 
  off to assist in the defense of the Liao and St. Ives Commonalities 
  instead. Steps were taken, however, to ensure that the shut down 
  fortifications can be reactivated in record time (a fact that aided the 
  Commonality in resisting Blakist raids), so attacks in this Common-
  ality may find more resistance than originally expected should any 
  operation last more than a couple days. 
  INDUSTRIAl SYSTEmS
  ARES
  Star Type (Recharge Time): M1IV (202 hours)
  Position in System: 8
  Time to Jump Point: 2.96 days
  Number of Satellites: 1 (Aphrodite)
  Surface Gravity: 0.98
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 42°C (Temperate)
  Surface Water: 36 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 4,520,000,000
  Socio-Industrial Levels: A-A-C-A-D
  Defending Forces: The Green Machine, elements of the 
  Third Confederation Reserve Cavalry
  Landmasses (Capital City): Harmonia (New Olympia), Anteros 
  Importance: Industrial, Logistical
  Important both symbolically and strategically to the Con-
  federation, Ares has always maintained prominent front-line de-
  fenses that proved themselves several times over the centuries.
  BERGAN INDUSTRIES
  Main Products: Locust and Stinger BattleMechs
  Location: Ausapolis (Anteros)
  Local Terrain: Light Urban
  Local Climate: Mild
  
  7
  BITHINIA 
  Star Type (Recharge Time): F7V (178 hours)
  Position in System: 2
  Time to Jump Point: 12.89 days
  Number of Satellites: Paludina, Valvata, Littorina
  Surface Gravity: .9
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30° C (Warm-Temperate)
  Surface Water: 55 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 3,710,700,000
  Socio-Industrial Levels: B-B-B-B-B
  Defending Forces: Elements of Laurel’s Legion
  Landmasses (Capital City): Chalcedon, Cius, Nicomdeia 
  (Bithinia)
  Importance: Industrial, Logistical
  BITHINIAN BAllISTICS
  Main Products: BattleMech and Vehicle Autocannons, Artillery.
  Location: Hera (Cius)
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Climate: Mild
  Located right next to a complex refinery, defense of the factory 
  has been forced to expand around the refinery facilities, which in-
  creases the manpower needed for security, and often involves what-
  ever front-line garrison is stationed on-planet at the time. 
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Cius
  Local Terrain: Badlands
  Local Climate: Stormy
  EARTHwERkS lImITED
  Main Products: Danais, Kuan Ti, Overlord, and Union-class Dropships 
  Location: Ausapolis (Anteros)
  Local Terrain: Light Urban 
  Local Climate: Mild
  QUIkSCEll COmpANY
  Main Products: AC Carrier, Arrow IV Carrier, Bulldog Medium Tank, 
  Heavy Tracked APC, LRM Carrier, Manticore Tank, SRM Carrier, 
  Scorpion Light Tank, Tracked APC
  Location: Ausapolis (Anteros)
  Local Terrain: Light Urban 
  Local Climate: Mild
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Anteros
  Local Terrain: Hills 
  Local Climate: Windy
  
  8
  RASHpUR-OwENS INC. 
  Main Products: Achilles, Avenger, Excalibur, Lung Wang and Triumph 
  DropShips; Invader, Merchant, and Monolith JumpShips
  Location: L1 Point
  Local Terrain: Orbital
  Local Climate: Not Applicable
   It is expected that Rashpur-Owens will soon abandon rebuild-
  ing the warship interplanetary drive facility that was moved to the 
  now-destroyed Necromo site, as they now lack the Blakist expertise 
  that assisted in the construction—and disassembly—of the initial 
  facility.
  CApEllA wAR COllEGE
  Main Programs: MechWarrior, 
  Aerospace, DropShip, Jump-
  Ship, Vehicles, Armored and 
  Unarmored Infantry
  Location: Herald (Pociello)
  Local Terrain: Light Urban 
  Local Climate: Mild
  DUCHY RTC
  Main Programs: Vehicle, Unar-
  mored Infantry
  Location: Pociello
  Local Terrain: Woodlands
  Local Climate: Mild
  Stationed only a hundred kilometers away from the Capella 
  War College, the Capella Duchy RTC constantly cross-trains with the 
  MechWarriors and aerospace fighters, honing their combined arms 
  training that often leads to the creation of many of the augmented 
  lances the Confederation has been increasingly using. 
  CApEllA
  Star Type (Recharge Time): G8III/F6III (189 hours)
  Position in System: 7
  Time to Jump Point: 6.19 days
  Number of Satellites: 1 (Nikos)
  Surface Gravity: 1.02
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 38° C (Very Hot)
  Surface Water: 60 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Plant
  Population: 6,382,000,000
  Socio-Industrial Levels: A-A-B-A-D
  Defending Forces: Holdfast Guard
  Landmasses (Capital City): Llagarres (Memorial City), Pociello
  Importance: Command, Industrial, Logistical
  Capella suffered several raids that did nothing but wear 
  down the Holdfast Guards and inflict significant casualties to 
  the populace. Luckily for the industry here, none made it to 
  the various production facilities. 
  CERES mETAlS INDUSTRIES
  Main Products: Firestarter OmniMech, Maruader, Ostroc, Snake, 
  Thunder, Ti’Tsang, and Vindicator BattleMechs; Defiance and 
  Transit aerospace fighters; Katya Conventional Fighter; Fa Shih, 
  Inner Sphere Standard, and Yin Long battle armor
  Location: Ceres City (Llagarres)/L1 Point
  Local Terrain: Heavy Urban (Heavy Industrial Zone)/Orbital
  Local Climate: Mild/Not Applicable
  The largest BattleMech production facility inside Capellan space, 
  the main branch of Ceres Metals takes defense of their facility very 
  seriously; only fanatical corporate security teams are used to protect 
  the massive complex. At its peak, corporate security outnumbered 
  both front-line and Home Guard Garrison. In addition to its prod-
  ucts, many high-tech components are produced for shipment to 
  other facilities. 
  
  9
  GEI-FU
  Star Type (Recharge Time): F5II (176 hours)
  Position in System: 3
  Time to Jump Point: 14.94 days
  Number of Satellites: 1 (Yè xīng)
  Surface Gravity: 0.95
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 43° C (Tropical)
  Surface Water: 72 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammals
  Population: 2,068,200,000
  Socio-Industrial Levels: B-C-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Zìyóu (Yushui), Tiāntáng 
  Importance: Logistical
  Gei-Fu continually boasts the highest percentage of enroll-
  ment in Capellan space, something recognized as vital now 
  with the lack of manpower for the Confederation military. The 
  Duchy RTC is currently overflowing with applicants, so a num-
  ber are shipped off to other training centers in smaller Duchies 
  to keep the flow steady. 
  DUCHY RTC
  Main Programs: BattleMech, Aerospace Fighter, Vehicle, Unar-
  mored Infantry
  Location: Yīdiànyuán (Tiāntáng)
  Local Terrain: Flatlands
  Local Climate: Rainy
   Many instructors involved with Gei-Fu’s RTC are petitioning the 
  Strategios to allow the rebuilding of the Third Capellan Defense 
  Force, but no progress is anticipated in being made until the rest of 
  the CCAF has finished rebuilding from the casualties suffered during 
  the Jihad. 
  STRATEGIC SYSTEmS
  ExEDOR 
  Star Type (Recharge Time): F2V (172 hours)
  Position in System: 4
  Time to Jump Point: 18.75 days
  Number of Satellites: None
  Surface Gravity: 1.15
  Atmospheric Pressure: Thick (Tainted/Caustic)
  Equatorial Temperature: 30° C (Warm-Tropical)
  Surface Water: 53 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammals
  Population: 224,200
  Socio-Industrial Levels: B-C-C-C-D
  Defending Forces: None
  Landmasses (Capital City): Tardess (Sanctuary)
  Importance: Logistical
  Exedor’s population swelled during the Fourth Succes-
  sion War and the more recent Jihad, with many refugees hop-
  ing the lack of real military industry would keep the violence 
  away. With almost all of the local population underground 
  and little real industry, overcrowding and unrest climbed rap-
  idly until the government authorized a massive tunnel expan-
  sion program set to run till 3100, putting people to work and 
  creating more space for the increased population.
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Tardess
  Local Terrain: Badlands
  Local Climate: Rainy
  One of the three facilities with permanent structures above 
  ground, the Exedor RTC uses the tainted atmosphere to train sol-
  diers in XCT Operations, regularly trading slots with more conven-
  tional Duchy RTCs for its other systems.
  
  10
  10
  kASHIllA
  Star Type (Recharge Time): M1V (202 hours)
  Position in System: 4
  Time to Jump Point: 2.96 days
  Number of Satellites: 1 (Libby)
  Surface Gravity: 1.0
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 36° C (Tropical)
  Surface Water: 20 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 1,813,500,000
  Socio-Industrial Levels: C-C-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Kashilla (Leah)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Kashilla
  Local Terrain: Mountains
  Local Climate: Stormy
  OvERTON
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 3
  Time to Jump Point: 7.96 days
  Number of Satellites: 1 (Heysham)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Temperate-Tropical)
  Surface Water: 78 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 1,320,000,000
  Socio-Industrial Levels: C-C-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Yarmouth (Glasson)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Yarmouth
  Local Terrain: Mountains
  Local Climate: Snowy
  INGERSOll
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 5
  Time to Jump Point: 9.12 days
  Number of Satellites: 2 (Talley and Rand)
  Surface Gravity: 1.01
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Tropical)
  Surface Water: 52 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 4,520,000,000
  Socio-Industrial Levels: B-C-A-A-C
  Defending Forces: None
  Landmasses (Capital City): Aleshia, Danika, Hurtong (Ko-
  modo), Suíhe, Tang, Zhen
  Importance: Logistical
  Ingersoll’s major landmasses are actually broken up into 
  groupings of large paradise islands the size of small conti-
  nents, and as a result, most travel between the planet’s major 
  cities is done via seagoing vessels, commercial aircraft, or sub-
  orbital DropShip flight.
  DUCHY RTC
  Main Programs: Aerospace Fighter, Vehicle, Unarmored Infantry
  Location: Danika
  Local Terrain: Coastal
  Local Climate: Windy
  
  11
  11
  lIAO COmmONAlITY 
  The recently reconstituted Liao Commonality, lying closest to 
  Terra, bore the brunt of the Blakist Jihad. These systems, having 
  been scarred already by the fighting of the Fourth Succession War 
  and later during Operation Guerrero, were savaged anew with the 
  formation of the Blakist Protectorate that annexed or conquered 
  approximately a dozen systems early in the war. Vengeful Capellan 
  forces reclaimed many of these systems later on—sometimes after 
  battling our own coalition troops when they landed in the same sys-
  tems. It is here where much of the Confederation’s rebuilding efforts 
  are most apparent.
  Our analysts agree that military operations from this Common-
  ality will focus on the former Protectorate, with goals to not only 
  protect the recently captured Nanking facilities, but for a lightning 
  strike aimed at retaking Tikonov from us, a far greater prize than any 
  of Sun-Tzu’s other recent acquisitions.  
  INDUSTRIAl SYSTEmS
  COREY
  Star Type (Recharge Time): M1V (202 hours)
  Position in System: 3
  Time to Jump Point: 2.96 days
  Number of Satellites: 1 (Celt)
  Surface Gravity: 1.0
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 36° C (Tropical)
  Surface Water: 86 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 2,110,000,000
  Socio-Industrial Levels: B-B-B-B-C
  Defending Forces: None
  Landmasses (Capital City): Vallhala (Valasha)
  Importance: Industrial
  HOllIS INCORpORATED
  Main Products: Catapult, Huron Warrior, Xanthos BattleMechs, Bat-
  tleMech refit and repair facilities
  Location: Valasha, (Vallhala)
  Local Terrain: Light Urban (Heavy Industrial Zone)
  Local Climate: Mild
  NANkING
  Star Type (Recharge Time): G1V (182 hours)
  Position in System: 4
  Time to Jump Point: 9.75 days
  Number of Satellites: 4 (Chang-o, How-Chu, Kun-Lun, Yi)
  Surface Gravity: 1.06
  Atmospheric Pressure: Standard (Breathable)
  Surface Water: 70 percent
  Equatorial Temperature: 36° C (Tropical)
  Highest Native Life: Plants
  Recharging Station: Zenith and Nadir
  HPG Class Type: A
  Population: 5,972,080,000
  Socio-Industrial Levels: A-A-A-B-A
  Defending Forces: Elements of Second McCarron’s Armored 
  Cavalry 
  Landmasses (Capital City): Jianye, Shanlu, Yangtze (Yang-Ku) 
  Importance: Industrial
  kAllON INDUSTRIES
  Main Products: Shadow Hawk and Wolverine BattleMechs; Ontos 
  and Partisan Tanks
  Location: Yang-Ku (Yangtze)
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Climate: Mild
  
  12
  12
  SARNA mARTIAl ACADEmY
  Main Programs: BattleMech, Armor, Unarmored Infantry, Aero-
  space, Officer
  Location: Sarna (Jacarlos)
  Local Terrain: Flatlands/Light Urban 
  Local Climate: Mild
  DUCHY RTC
  Main Programs: BattleMech, Aero-
  space, Armor, Unarmored Infantry
  Location: Svoboda (Jacarlos)
  Local Terrain: Mountains
  Local Climate: Windy
  The Duchy RTC enrollment has leveled off since 3067, with more 
  cadets now willing to stay on and become part of the front line CCAF. 
  STYk
  Star Type (Recharge Time): K2IV (193 hours)
  Position in System: 2
  Time to Jump Point: 4.88 days
  Number of Satellites: 2 (Dianthus, Pantheons)
  Surface Gravity: 1.10
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Tropical)
  Surface Water: 78 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 934,000,000
  Socio-Industrial Levels: B-B-B-B-C
  Defending Forces: Ambemarle’s Highlanders
  Landmasses (Capital City): Burtnik (Lorelei), Curulewski, 
  Deyoung, Gowan, Panozzo North, Panozzo South, Shaw, 
  Sucherman, Young
  Importance: Industrial, Logistical
  TAO mECHwORkS
  Main Products: Crusader, Victor Class BattleMech
  Location: Lorelei (Burtnik)
  Local Terrain: Light Urban 
  Local Climate: Rainy
  Having just recently come back online, Tao MechWorks is still strug-
  gling to get back to full capacity after Capellan, Blakist, and even other 
  corporate forces inflicted damage to the facilities during the Jihad.
  SARNA
  Star Type (Recharge Time): F8IV (179 hours)
  Position in System: 3
  Time to Jump Point: 12.01 days
  Number of Satellites: 1 (Grace)
  Surface Gravity: 1.03
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 41°C (Very Hot)
  Surface Water: 70 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Reptile
  Population: 3,034,000,000
  Socio-Industrial Levels: A-A-D-C-D
  Defending Forces: Sarna Marital Academy Cadre
  Landmasses (Capital City): Borah, Canoshal, Jacarlos (Sarna), 
  Oahu, Yanti
  Importance: Command, Industrial, Logistical
  ASUNCION INDUSTRIES
  Main Products: Wolverine primitive BattleMech. 
  Location: Gerriado (Borah)
  Local Terrain: Light Urban
  Local Climate: Rainy
  Set up in 3074 to assist in 
  the keeping the Confedera-
  tion’s military equipped with 
  any sort of military hardware, 
  now that the Jihad is ending 
  and focus is back on quality 
  equipment, Asuncion is eval-
  uating the profitability of this 
  line in the near future.
  TENGO AEROSpACE
  Main Products: Yangtze Air Transport; Cheetah, Lightning and Thrush 
  Aerospace Fighter; Mammoth, Mule and Seeker DropShips
  Location: Backtal (Canoshal)
  Local Terrain: Flatlands 
  Local Climate: Windy
  Untouched during the Jihad, Tengo has been running around 
  the clock producing fighters and DropShips for the CCAF. Unsub-
  stantiated rumors have Tengo attempting to produce a Mule Q-ship 
  in possible clandestine operations against future targets, most likely 
  coalition forces. 
  
  13
  13
  lIAO
  Star Type (Recharge Time): K5V (196 hours)
  Position in System: 3
  Time to Jump Point: 4.85 days
  Number of Satellites: 1 (Elias’ Promise)
  Surface Gravity: 1.05
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Temperate)
  Surface Water: 55 percent
  Recharging Station: Nadir
  HPG Class Type: A
  Highest Native Life: Reptile
  Population: 3,800,000,000
  Socio-Industrial Levels: B-C-C-D-A
  Defending Forces: Dynasty Guards, First St. Ives Lancers
  Landmasses (Capital City): Anderia, Beilù (Chang-an), Nánlù
  Importance: Command, Logistical
  lIAO CONSERvATORY 
  OF mIlITARY ARTS
  Main Programs: BattleMech, Aerospace, 
  Vehicle, Armored and Unar-
  mored Infantry
  Location: Chang-an (Beilù)
  Local Terrain: Woodlands
  Local Climate: Mild
  DUCHY RTC
  Main Programs: Vehicle,  
  Unarmored Infantry
  Location: Nánlù
  Local Terrain: Woodlands
  Local Climate: Rainy
  STRATEGIC SYSTEmS
  HIGHSpIRE
  Star Type (Recharge Time): F9V (180 hours)
  Position in System: 2
  Time to Jump Point: 11.19 days
  Number of Satellites: 1 (Peak)
  Surface Gravity: 0.99
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 38°C (Tropical)
  Surface Water: 78 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Plant
  Population: 1,234,000,000
  Socio-Industrial Levels: B-C-C-D-C
  Defending Forces: None
  Landmasses (Capital City): Chu-Li (Crescent)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Chu-Li
  Local Terrain: Mountains
  Local Climate: Rainy
  A large increase in Maskirovka personnel on and around the RTC 
  campus signals that the Confederation is intent on keeping an eye 
  on any potential Thuggee resurgence. Although Highspire’s duch-
  ess, Kali Liao, was exonerated for her “selfless service to the state” 
  during the Jihad, it is doubtful that Chancellor Sun-Tzu Liao relishes 
  the idea of a repeat performance. 
  
  14
  14
  REmSHIElD
  Star Type (Recharge Time): F9V (180 hours)
  Position in System: 2
  Time to Jump Point: 11.19 days
  Number of Satellites: None
  Surface Gravity: 0.99
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 38°C (Temperate)
  Surface Water: 40 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 833,000,000
  Socio-Industrial Levels: B-C-B-C-D
  Defending Forces: Elements of the Fifth Confederation Re-
  serve Cavalry
  Landmasses (Capital City): Betty, Julia (Mineral City)), Tonya
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Betty
  Local Terrain: Badlands
  Local Climate: Stormy
  OlD kENTUCkY
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 4
  Time to Jump Point: 8.53 days
  Number of Satellites: 2 (Foster, Rowan)
  Surface Gravity: 1.1
  Atmospheric Pressure: High (Breathable)
  Equatorial Temperature: 45° C (Very Hot)
  Surface Water: 56 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 923,000,000
  Socio-Industrial Levels: B-C-C-B-C
  Defending Forces: None
  Landmasses (Capital City): Argos, Dargo (Lexington), Nugget
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Nugget
  Local Terrain: Woodlands (Jungle)
  Local Climate: Mild
  Old Kentucky RTC is the Confederation’s premier jungle warfare 
  training facility. The Duchy will often trade platoon-sized slots with 
  other districts to let their own infantry regiments gain a wider vari-
  ety of tactical options while strengthening the defense of the Con-
  federation in other locals.  
  
  15
  15
  YUNNAH
  Star Type (Recharge Time): K3III (194 hours)
  Position in System: 6
  Time to Jump Point: 4.62 days
  Number of Satellites: None
  Surface Gravity: 1.0
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 43°C (Very Hot)
  Surface Water: 76 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 1,100,000
  Socio-Industrial Levels: C-D-C-C-C
  Defending Forces: Elements of the Sixth Confederation  
  Reserve Cavalry
  Landmasses (Capital City): Burma (Yunnah Prime)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Burma
  Local Terrain: Flatlands
  Local Climate: Windy
  The Duchy has taken full advantage of Yunnah’s sparse popula-
  tion, using the large swath of untouched lands nearby to train in 
  large-scale combat maneuvers.
  wEI
  Star Type (Recharge Time): G3IV (184 hours)
  Position in System: 3
  Time to Jump Point: 8.53 days
  Number of Satellites: 2 (Arils and Arlis)
  Surface Gravity: 1.0
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 45°C (Very Hot)
  Surface Water: 76 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Reptiles
  Population: 1,630,000,000
  Socio-Industrial Levels: C-D-C-F-B
  Defending Forces: None
  Landmasses (Capital City): Province (Vandannis City)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Province
  Local Terrain: Mountains
  Local Climate: Rainy
  
  16
  16
  SIAN COmmONAlITY
  The heart of the Capellan Confederation, the Sian Commonal-
  ity is also historically the most vulnerable administrative district in 
  the Inner Sphere (up until the Clan Invasion, which put the heart of 
  the Draconis Combine just one jump away from two Clans). Because 
  of its proximity to outside powers, the Sian Commonality is always 
  heavily defended, with its home guard forces rarely leaving the re-
  gion (the most exception being the war to reclaim St. Ives). 
  Despite constant raids and damage, the industry in this Com-
  monality is among the strongest in the Confederation. Many com-
  panies actively prepare for war, stockpiling supplies and spare parts 
  to rebuild infrastructure when the dust settles. The biggest casualty 
  the Jihad inflicted to this region was Buenos Aires, which remains 
  quarantined at this time (though, curiously, no plans have been put 
  in motion to move its RTC to a different location just yet). 
  INDUSTRIAl SYSTEmS
  BETElGEUSE
  Star Type (Recharge Time): M2I (203 hours)
  Position in System: 2
  Time to Jump Point: 2.86 days
  Number of Satellites: None
  Surface Gravity: .95
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35° C (Tropical)
  Surface Water: 43 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 4,225,000,000
  Socio-Industrial Levels: B-A-B-A-C
  Defending Forces: House Kamata
  Landmasses (Capital City): Bulwark (Bidan), Ecchi
  Importance: Industrial, Logistical
  AlDIS INDUSTRIES
  Main Products: Behemoth Heavy Tank, Demolisher Heavy Tank, 
  Regulator Hovertank, Schrek PPC carrier, Zhukov Heavy Tank
  Location: Kingston (Bulwark
  Local Terrain: Heavy Urban 
  Local Climate: Mild
  FIRmIR wEApONRY
  Main Products: BattleMech and Vehicle Lasers
  Location: Kingston (Bulwark
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Climate: Mild
  HEllESpONT INDUSTRIAlS
  Main Products: UrbanMech BattleMech, Icarus and Wasp Primitive 
  BattleMechs
  Location: Kingston (Bulwark)
  Local Terrain: Heavy Urban 
  Local Climate: Mild
  With the Blakists more than willing to target the production fa-
  cilities themselves, Hellespont chose to diversify their locations and 
  reactivate their production center on Betelgeuse. Limited to Urban-
  mechs and retrotech designs, the winding down of the Jihad is hav-
  ing production of the primitive designs about to be shut down.
  DUCHY RTC
  Main Programs: Aerospace Fighter, Vehicle, Unarmored Infantry
  Location: Ecchi
  Local Terrain: Hills
  Local Climate: Rainy
  
  17
  17
  mENkE
  Star Type (Recharge Time): K7V (198 hours)
  Position in System: 2
  Time to Jump Point: 3.70 days
  Number of Satellites: 1 (Darbonne)
  Surface Gravity: 1.13
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 42°C (Very Hot)
  Surface Water: 74 percent
  Recharging Station: Zenith
  HPG Class Type: A
  Highest Native Life: Plant
  Population: 5,613,000,000
  Socio-Industrial Levels: A-B-C-C-C
  Defending Forces: Third McCarron’s Armored Cavalry
  Landmasses (Capital City): Menke Prime (Archibald), Menke 
  Beta, Menke Omega. 
  Importance: Command, Industrial, Logistical
  As the home base of McCarron’s Armored Cavalry, Menke 
  not only boasts tight security, extensive facilities and a milita-
  ristic culture, but also has the ability to coordinate Interstellar 
  campaigns should other nearby command systems fall to en-
  emy aggression. 
  CERES mETAlS
  Main Products: Po, Heavy Tanks
  Location: Archibald
  Local Terrain: Heavy Urban 
  Local Climate: Rainy
  Though the Ceres Metals facilities still manufactures the original 
  Po tank, its production has been cutting back in favor of the more 
  advanced Po II model. 
  mENkE ARmOR AND ARmAmENTS
  Main Products: Arrow IV Artillery systems, BattleMech Armor, Mis-
  sile, and Targeting systems
  Location: Archibald
  Local Terrain: Woodlands/Light Urban 
  Local Climate: Rainy
  Menke A&A dedicates as much of their production to the Mc-
  Carron’s Armored Cavalry as requested. With the heavy fighting in 
  recent years, that has reached almost ninety percent. 
  GRAND BASE
  Star Type (Recharge Time): G5IV (186 hours)
  Position in System: 4
  Time to Jump Point: 7.47 days
  Number of Satellites: 2 (Hightower and Capetown)
  Surface Gravity: 1.10
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 36°C (Tropical)
  Surface Water: 34 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 4,620,000,000
  Socio-Industrial Levels: A-A-C-A-C
  Defending Forces: None
  Landmasses (Capital City): Behemoth (Hudson)
  Importance: Industrial
  EARTHwERkS lTD.
  Main Products: Archer, Cataphract, Griffin, Shadow Hawk, and 
  Stinger BattleMechs; Sherpa Armored Truck. BattleMech repair 
  and refit facilities
  Location: Behemoth
  Local Terrain: Hills
  Local Climate: Windy
  Tucked away from populated areas, the Earthwerks complex of-
  ten has double the normal security or military forces present, due to 
  elements of various forces arriving on-site for rest and refit between 
  military operations. 
  
  18
  18
  CERES mETAlS
  Main Products: Thunder BattleMech
  Location: Imarra
  Local Terrain: Woodland/Wetlands
  Local Climate: Rainy
  HEllESpONT INDUSTRIES 
  Main Products: Heavy Wheeled and Tracked APCs, Hover APC, 
  Maxim Hover Transport, Pegasus Scout Hover Tank, Scorpion 
  Light Tank, and Vedette Medium Tank; Fa Shih and standard 
  battle armor
  Location: Sylbari (Imarra)
  Local Terrain: Coastal/Heavy Urban
  Local Climate: Rainy
  HEllESpONT ’mECH wORkS
  Main Products: Assassin, Men Shen, Pillager, Raven, Sha Yu, Stinger, 
  and Wasp BattleMechs. 
  Location: Sylbari (Imarra)/L2 point
  Local Terrain: Coastal/Heavy Urban/Orbital 
  Local Climate: Rainy/Not Applicable 
  During the First attack on Sian in 3070, portions of the Word of 
  Blake battled the corporate aerospace defense force, succeeding in 
  damaging the production facilities for several years. 
  STARCORpS INDUSTRIES
  Main Products: Emperor and Warhammer BattlMechs
  Location: Archibald/L2 point
  Local Terrain: Light Urban/Orbital
  Local Climate: Rainy/Not Applicable
  DUCHY RTC
  Main Programs: Vehicle, Armored and Unarmored Infantry
  Location: Menke Omega
  Local Terrain: Woodlands
  Local Climate: Stormy
  Not just producing trained warriors for the home guards and 
  outside duchies, Menke’s RTC also assists in training armored infan-
  try exclusively for the Armored Cavalry units. 
  SIAN
  Star Type (Recharge Time): G0III (181 hours) 
  Position in System: 2 
  Time to Jump Point: 10.43 days 
  Number of Satellites: 3 (Fu Hsi, Nüwa, Shennong) 
  Surface Gravity: 1.00 
  Atmospheric Pressure: Standard (Breathable) 
  Equatorial Temperature: 30°C (Temperate-Tropical) 
  Surface Water: 70 percent 
  Highest Native Life: Plant 
  Recharging Station: Zenith and Nadir 
  HPG Class Type: A
  Population (3076): 7,243,000,000 
  Socio-Industrial Levels: A-A-C-A-C 
  Defending Forces: First Capellan Defense Force, Fifth McCar-
  ron’s Armored Cavalry
  Landmasses (Capital City): Imarra, Liaoning, South Home, 
  Wuhan (Zi-jin Cheng) 
  Importance: Command, Industrial, Logistical
  Other than a few ruins left deliberately as a memorial to 
  those lost in the Blakist attacks, the rest of the Confederation 
  capital is completely rebuilt. Plans seem to be underway to 
  prevent any new surprise attacks like the bombardment of 
  Forbidden City or the smuggling of troops during the second 
  assault of Sian in 3074. While details are sketchy, we believe 
  this may include placement of advanced remote sensors all 
  over the planet and a rudimentary SDS system based off of 
  sub-capital weapons. 
  
  19
  19
  STRATEGIC SYSTEmS
  AlTORRA
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 4
  Time to Jump Point: 8.53 days
  Number of Satellites: 1 (Delilah)
  Surface Gravity: 0.83
  Atmospheric Pressure: Thin (Breathable)
  Equatorial Temperature: 39°C (Tropical)
  Surface Water: 76 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammals
  Population: 1,011,000,000
  Socio-Industrial Levels: C-C-C-D-C
  Defending Forces: Renshield’s Dragoons
  Landmasses (Capital City): Costello (Tara)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Aerospace, Vehicle, Unarmored Infantry
  Location: Costello
  Local Terrain: Woodlands
  Local Climate: Windy
  HARlOC
  Star Type (Recharge Time): F0V (171 hours)
  Position in System: 5
  Time to Jump Point: 21.94 days
  Number of Satellites: None
  Surface Gravity: 0.96
  Atmospheric Pressure: Thin (Breathable)
  Equatorial Temperature: 30° C (Tropical)
  Surface Water: 65 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 731,200,000
  Socio-Industrial Levels: C-C-C-C-D 
  Defending Forces: None
  Landmasses (Capital City): Dupree (Harloc Prime) 
  Importance: Logistical
  The prevalence of many deadly predators on Harloc’s sole 
  continent has led the inhabitants to develop a very martial so-
  ciety, making this a prime location for a RTC.
   SAROYAN SpECIAl
   pRODUCTION
  Main Products: Heavy Strike Fighter, 
  Transgressor Aerospace Fighter
  Location: Imarra
  Local Terrain: Badlands 
  Local Climate: Windy
  SIAN CENTER 
  FOR mARTIAl 
  DISCIplINES
  Main Programs: BattleMech, 
  Aerospace, DropShip, 
  JumpShip, Vehicles, Armored 
  and Unarmored Infantry
  Location: Wuhan
  Local Terrain: Light Urban
  Local Climate: Mild
   SIAN
   UNIvERSITY
  Main Programs: Officer
  Location: Liaoning
  Local Terrain: Coastal/Wetlands
  Local Climate: Rainy
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Guangxi (Wuhan)
  Local Terrain: Coastal/Wetlands
  Local Climate: Windy
  
  20
  20
  HOUSEkARlE
  Star Type (Recharge Time): G6V (187 hours)
  Position in System: 3
  Time to Jump Point: 7.01 days
  Number of Satellites: 1 (Royal)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 38°C (Tropical)
  Surface Water: 64 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 1,980,000,000
  Socio-Industrial Levels: B-C-B-C-C
  Defending Forces: None
  Landmasses (Capital City): Hastings (Godwinson), Stanford
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Standford
  Local Terrain: Flatlands
  Local Climate: Windy
  DUCHY RTC
  Main Programs: BattleMech, Vehicle, Unarmored Infantry
  Location: Dupree
  Local Terrain: Badlands
  Local Climate: Snowy
  The Harloc RTC is credited with producing the Harloc Raiders 
  regiment, and takes much pride in that fact. Top-rated cadets often 
  attempt to use their grades and connections to wrangle an assign-
  ment to that once-native command. 
  HOllOwAY
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 5
  Time to Jump Point: 9.12 days
  Number of Satellites: 2 (Jolly and Martin)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Tropical)
  Surface Water: 59 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 1,330,600,000
  Socio-Industrial Levels: C-C-C-C-C
  Defending Forces: Elements of the Second Capellan Defense 
  Force
  Landmasses (Capital City): Bethesda, Flushing (Belmont), 
  Morristown
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Morristown
  Local Terrain: Wetlands
  Local Climate: Stormy
  
  21
  21
  SHIBA
  Star Type (Recharge Time): K9V (200 hours)
  Position in System: 5
  Time to Jump Point: 3.31 days
  Number of Satellites: 1 (Amity)
  Surface Gravity: 1.09
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35°C (Tropical)
  Surface Water: 52 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 2,000,600,000
  Socio-Industrial Levels: C-C-B-C-C
  Defending Forces: Syn’s Hussars
  Landmasses (Capital City): Abbey (Montauk), Abbot
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Abbot
  Local Terrain: Flatlands
  Local Climate: Windy
  kRIN
  Star Type (Recharge Time): K2V (193 hours)
  Position in System: 4
  Time to Jump Point: 4.85 days
  Number of Satellites: None
  Surface Gravity: 1.07
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 28°C (Temperate-Tropical)
  Surface Water: 52 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 2,272,000,000
  Socio-Industrial Levels: B-B-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Auburn (Pole), Fairfax
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Fairfax
  Local Terrain: Mountains
  Local Climate: Snowy
  
  22
  22
  ST. IvES COmmONAlITY
  The fires of the Jihad came first to St. Ives Commonality in the 
  form of Duke Hasek’s SOVEREIGN JUSTICE, and later in the Word of 
  Blake’s repeated raids and assaults on its key worlds. The twin wars 
  damaged the Commonality, with St. Ives itself suffering from several 
  full-scale assaults. 
  It is easy to see why the St Ives Commonality would be such a 
  contested area. Its high concentration of highly developed worlds 
  and heavy military industry offers a tremendous boon to any realm 
  that claims them—provided the fighting hasn’t destroyed these vi-
  tal assets in the bargain. This Commonality’s Duchy Regional Train-
  ing Centers are also among the most advanced in the Confedera-
  tion, with all four churning out MechWarriors for their home guard 
  forces as well as conventional soldiers. 
  INDUSTRIAl SYSTEmS
  INDICASS
  Star Type (Recharge Time): A7V (168 hours)
  Position in System: 1
  Time to Jump Point: 27.98 days
  Number of Moons: None
  Surface Gravity: 1.0
  Atmospheric Pressure: High (Breathable)
  Equatorial Temperature: 56° C (Arid/Very Hot)
  Surface Water: 22 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Microbes
  Population: 28,520,000
  Socio-Industrial Levels: B-B-A-B-D
  Defending Forces: None
  Landmasses (Capital City): Indicass (Xin Singapore)
  Importance: Industrial, Logistical
  Only two things keep Indicass populated: its vast reserves 
  of raw materials surrounding the sole body of water that com-
  panies use to produce war goods, and a military training facil-
  ity to protect the system.
  CERES mETAlS
  Main Products: Galleon Tank, Heavy Hover APC, Hetzer Wheeled 
  Assault Gun, Swift Wind Scout Car, Wheeled APC
  Location: Xin Singapore (Indicass)
  Local Terrain: Heavy Urban
  Local Climate: Mild
  The first to settle Indicass, Ceres Metals have invested a lot into 
  ensuring its people are comfortable on the otherwise desert planet, 
  going so far as creating a lush forest around the capital, known as 
  the “Black Forest”
  DUCHY RTC
  Main Programs: BattleMech, Vehicle, Unarmored Infantry
  Location: Indicass
  Local Terrain: Badlands
  Local Climate: Windy
  The Indicass RTC maintains a sizable presence in the planet’s out-
  lands, where its cadets train for action in inhospitable environments.
  ST. IvES
  Star Type (Recharge Time): G8V (189 hours) 
  Position in System: 3 
  Time to Jump Point: 6.19 days 
  Number of Satellites: 1 (Cochrane) 
  Surface Gravity: 1.01 
  Atmospheric Pressure: Standard (Breathable) 
  Equatorial Temperature: 34°C (Tropical) 
  Surface Water: 67 percent 
  Highest Native Life: Plant 
  Recharging Station: Zenith and Nadir 
  HPG Class Type: A
  Population: 5,258,000,000 
  Socio-Industrial Levels: A-A-B-A-C 
  Defending Forces: Second St. Ives Lancers, St. Ives Academy 
  of Martial Sciences Training Group. 
  Landmasses (Capital City): Liaoning (Tian-tan), ‘Zona
  Importance: Command, Industrial, Logistical
  With much of its industry built in underground caverns, 
  only small portions of the command centers and factory com-
  plexes on St. Ives were exposed to the Word of Blake onslaught. 
  This helped spare much of the production lines, though the 
  determined Blakist invaders still left their mark. 
  CERES mETAlS
  Main Products: Blackjack, Phoenix Hawk ; Po II Heavy Tank
  Location: ‘Zona
  Local Terrain: Mountains
  Local Climate: Windy
  
  23
  23
  TExlOS
  Star Type (Recharge Time): K8V (199 hours)
  Position in System: 6
  Time to Jump Point: 3.47 days
  Number of Satellites: 3 (Maxia, Alicia, and Rose)
  Surface Gravity: 0.99
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30°C (Temperate-Tropical)
  Surface Water: 45 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 5,520,000,000
  Socio-Industrial Levels: A-B-B-B-B
  Defending Forces: None
  Landmasses (Capital City): Livius (Valencia), Titus
  Importance: Industrial
  HIlDCO INTERplANETARY
  Main Products: Lightning Aerospace Fighters
  Location: Titus
  Local Terrain: Flatlands/Woodlands
  Local Climate: Rainy
  kAjUkA AEROSpACE DIvISION
  Main Products: BattleMech and Aerospace grade lasers
  Location: Valencia (Livius)
  Local Terrain: Light Urban/Flatlands
  Local Climate: Rainy
  HIlDCO INTERplANETARY
  Main Products: Victor, and Pillager BattleMechs
  Location: Tain-tan (Liaoning)
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Climate: Mild
  mUjIkA AEROSpACE 
  TECHNOlOGIES
  Main Products: Thrush Aerospace Fighter; Guardian, ‘Mechbuster, 
  and Crane Conventional Fighters; Boomerang Spotter Plane, 
  Bullet Suicide Drone. 
  Location: ‘Zona
  Local Terrain: Flatlands 
  Local Climate: Windy
  TENGO AEROSpACE
  Main Products: Cheetah, Lightning 
  Aerospace fighters.
  Location: Tain-tan (Liaoning)
  Local Terrain: Light Urban 
  Local Climate: Mild
  STARCORpS
  Main Products: Avatar, Black Hawk-KU, 
  and Sunder OmniMechs, Longbow 
  and Emperor BattleMechs
  Location: Liaoning
  Local Terrain: Mountains  
  Local Climate: Windy
  ST. IvES ACADEmY 
  OF mARTIAl SCIENCES
  Main Programs: BattleMech, 
  Aerospace, Armor, Armored and 
  Unarmored Infantry, Officer
  Location: Liaoning
  Local Terrain: Woodlands 
  Local Climate: Mild
  DUCHY RTC
  Main Programs: BattleMech, Vehicle, 
  Unarmored Infantry
  Location: ‘Zona
  Local Terrain: Hills
  Local Climate: Rainy
  
  24
  24
  DUCHY RTC
  Main Programs: BattleMech, Aerospace, Vehicle, Unarmored In-
  fantry
  Location: Warlock
  Local Terrain: Mountains
  Local Climate: Snowy
  Tucked into the snowy mountains far from the capital city, War-
  lock’s RTC is the Confederation’s premier facility for cold-weather, 
  high-altitude training. Graduates of these programs are well versed 
  in combat conditions where thin air, snow, ice, and sub-freezing 
  temperatures are the norm.
  STRATEGIC SYSTEmS
  DENBAR
  Star Type (Recharge Time): M2IV (203 hours)
  Position in System: 8
  Time to Jump Point: 2.86 days
  Number of Satellites: 1 (Kenilworth)
  Surface Gravity: 0.98
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 32°C (Temperate-Tropical)
  Surface Water: 67 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Plant
  Population: 1,432,000,000
  Socio-Industrial Levels: C-D-C-D-C
  Defending Forces: None
  Landmasses (Capital City): Bellhaven, Lothian (Barns)
  Importance: Logistical
  DUCHY RTC
  Main Programs: BattleMech, Vehicle, Unarmored Infantry
  Location: Pictish (Bellhaven)
  Local Terrain: Light Urban
  Local Climate: Mild
  TExlOS mIlTRONICS
  Main Products: Communications and targeting and tracking systems
  Location: Valencia (Livius)
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Climate: Rainy
  wARlOCk
  Star Type (Recharge Time): F9IV (180 hours)
  Position in System: 3
  Time to Jump Point: 11.19 days
  Number of Satellites: 1 (Blackguard)
  Surface Gravity: 1.03
  Atmospheric Pressure: Thin (Breathable)
  Equatorial Temperature: 5°C (Arctic)
  Surface Water: 12 percent
  Recharging Station: Zenith and Nadir
  HPG Class Type: B
  Highest Native Life: Plant
  Population: 5,451,800,000
  Socio-Industrial Levels: A-A-C-A-D
  Defending Forces: None
  Landmasses (Capital City): Warlock (Solitude)
  Importance: Industrial
  CERES mETAlS
  Main Products: Blackjack OmniMech, Cossack, Helios, Ostroc and 
  Marauder BattleMechs; Minion Hovertank, Morningstar Com-
  mand Vehicle
  Location: Solitude (Warlock)
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Climate: Snowy
  
  25
  25
  vICTORIA 
  COmmONAlITY
  Only a few systems in the Victoria Commonality felt the Jihad 
  directly. Indeed, the most devastating impact of the conflict could 
  well have been the betrayal of the Olsen’s Rangers mercenary com-
  mand, whose sudden treachery and departure nearly destroyed the 
  Shengli Arms facilities on Victoria itself in 3068. Though this region is 
  the least developed out of all the Commonalities, the progress made 
  in the past decade has been impressive; many industries now capi-
  talize on the increased trade through this area and the neighboring 
  Magistracy of Canopus. 
  Because it lacks much in the way of industry, the Victoria Com-
  monality’s borders are perhaps the least protected in the Confedera-
  tion. This does not make them an easy target though; any potential 
  campaign against this region is likely to face resistance from nearby 
  Magistracy troops rushing in to assist their Capellan allies. 
  INDUSTRIAl SYSTEmS
  vICTORIA
  Star Type (Recharge Time): K7IV (198 hours)
  Position in System: 2
  Time to Jump Point: 3.70 days
  Number of Satellites: 4 (Jocelyn, Jennifer, Astrid, Lissete)
  Surface Gravity: 1.00
  Atmospheric Pressure: Thin (Breathable)
  Equatorial Temperature: 2°C (Boreal)
  Surface Water: 9 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Plants
  Population: 2,112,000,000
  Socio-Industrial Levels: A-A-C-B-D
  Defending Forces: Prefectorate Guard, Lethal Injection
  Landmasses (Capital City): Victoria (Barns)
  Importance: Command, Industrial, Logistical
  Given the planet’s cold and often-violent weather patterns, 
  most of Victoria’s population lives underground in vast domes 
  and caverns.
  EARTHwERkS lImITED
  Main Products: Flea BattleMech
  Location: Victoria
  Local Terrain: Mountains
  Local Climate: Snowy
  SHENGlI ARmS
  Main Products: Duan Gung, Jinggau, Lao 
  Hu and BattleMechs
  Location: Pictish (Victoria)
  Local Terrain: Mountains
  Local Climate: Snowy
   
  TREllIS ElECTRONICS
  Main Products: Communications and targeting and tracking sys-
  tems
  Location: Trellis (Victoria)
  Local Terrain: Light Urban
  Local Climate: Snowy 
  vICTORIA ACADEmY OF 
  ARmS AND TECHNOlOGY
  Main Programs: BattleMech, 
  Aerospace, Vehicle
  Location: Trellis (Victoria)
  Local Terrain: Light Urban 
  Local Climate: Snowy
  Victoria is probably the 
  only major military academy 
  to have more technicians en-
  rolled than those in combat 
  disciplines.
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Victoria
  Local Terrain: Badlands
  Local Climate: Stormy
  
  26
  26
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Broad
  Local Terrain: Coastal/Wetlands
  Local Climate: Rainy
  Drozan’s RTC boasts excellent training programs for jump and 
  motorized infantry; it also turns out cadets who excel in underwater 
  operations thanks to a well-funded combat SCUBA program. 
  EGRESS
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 5
  Time to Jump Point: 8.53 days
  Number of Satellites: None
  Surface Gravity: 1.0
  Atmospheric Pressure: High (Breathable)
  Equatorial Temperature: 35° C (Temperate-Tropical)
  Surface Water: 41 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Avian
  Population: 2,835,000,000
  Socio-Industrial Levels: C-C-C-D-D
  Defending Forces: None
  Landmasses (Capital City): Bowie (Smith), Hilt
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Bowie
  Local Terrain: Woodlands
  Local Climate: Rainy
  STRATEGIC SYSTEmS
  DECATUR
  Star Type (Recharge Time): G5V (186 hours)
  Position in System: 4
  Time to Jump Point: 7.47 days
  Number of Satellites: None
  Surface Gravity: 0.95
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 36° C (Tropical)
  Surface Water: 80 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Reptiles
  Population: 1,420,000,000
  Socio-Industrial Levels: C-C-C-C-B
  Defending Forces: None
  Landmasses (Capital City): Decatur (Macon)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Dectaur
  Local Terrain: Flatlands
  Local Climate: Mild
  DROzAN
  Star Type (Recharge Time): F2V (173 hours)
  Position in System: 5
  Time to Jump Point: 18.75 days
  Number of Satellites: 0
  Surface Gravity: 0.96
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 29°C (Temperate)
  Surface Water: 71 percent
  Recharging Station: Zenith and Nadir
  HPG Class Type: A
  Highest Native Life: Mammals
  Population: 6,240,000,000
  Socio-Industrial Levels: C- D-C-C-A
  Defending Forces: None
  Landmasses (Capital City): Broad, Walton (Rid)
  Importance: Logistical
  
  27
  27
  SAx
  Star Type (Recharge Time): F5V (176 hours)
  Position in System: 2
  Time to Jump Point: 14.94 days
  Number of Satellites: None
  Surface Gravity: 0.90
  Atmospheric Pressure: Thin (Breathable)
  Equatorial Temperature: 32° C (Temperate-Tropical)
  Surface Water: 85 percent
  Recharging Station: Zenith and Nadir
  HPG Class Type: B
  Highest Native Life: Microbes
  Population: 1,691,200,000
  Socio-Industrial Levels: C-C-D-C-D
  Defending Forces: None
  Landmasses (Capital City): Sax (Alicante)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Sax
  Local Terrain: Badlands
  Local Climate: Snowy
  TURIN
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 5
  Time to Jump Point: 9.12 days
  Number of Satellites: 1 (Shroud)
  Surface Gravity: 1.02
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 32°C (Arid-Temperate)
  Surface Water: 23 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 3,996,000,000
  Socio-Industrial Levels: C-D-C-D-A
  Defending Forces: None
  Landmasses (Capital City): Turin (Porter)
  Importance: Logistical
  ROllIS
  Star Type (Recharge Time): F3V (174 hours)
  Position in System: 2
  Time to Jump Point: 17.36 days
  Number of Satellites: 1 (Rory)
  Surface Gravity: 1.02
  Atmospheric Pressure: Thin (Breathable)
  Equatorial Temperature: 32°C (Temperate-Tropical)
  Surface Water: 56 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Plant
  Population: 92,000,000
  Socio-Industrial Levels: D-D-D-F-C
  Defending Forces: Elements of Kingston’s Rangers
  Landmasses (Capital City): Como (New Harmon), Spruce, 
  Wright
  Importance: Logistical
  ROllIS REpAIR CENTER
  Main Function: DropShip repair and refit facilities
  Location: L1 Point
  Local Terrain: Orbital
  Local Climate: Not Applicable
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Wright
  Local Terrain: Woodlands
  Local Climate: Windy
  Rollis’ sparse population has left its Regional Training Center free 
  to use the planet’s large swaths of undeveloped land to train in vari-
  ous large-scale combat exercises. 
  
  28
  28
  HSIEN
  Star Type (Recharge Time): G0V (181 hours)
  Position in System: 1
  Time to Jump Point: 10.43 days
  Number of Moons: 1 (Lin)
  Surface Gravity: 0.74
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 48° C (Very Hot)
  Surface Water: 54 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptiles
  Population: 3,580,000,000
  Socio-Industrial Levels: B-B-C-B-C
  Defending Forces: Fourth McCarron’s Armored Cavalry, 
  Fourth Tau Ceti Rangers
  Landmasses (Capital City): Chengu (Zhi-Chiang), Montong, 
  Dendeez
  Importance: Command
  The most recent fighting on Hsien was a three-way cam-
  paign between our Coalition, the Word of Blake’s militia, and 
  Capellan troops. Though a tentative cease-fire now exists since 
  the Word’s defeat, we have unconfirmed rumors of low level 
  sparring between our forces and the Fourth MAC.
  lIBERTY
  Star Type (Recharge Time): K0V (191 hours)
  Position in System: 5
  Time to Jump Point: 5.48 days
  Number of Satellites: None
  Surface Gravity: .84
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 34° C (Warm-Temperate)
  Surface Water: 87 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 85,000,000
  Socio-Industrial Levels: B-B-C-B-C
  Defending Forces: House Imarra
  Landmasses (Capital City): Chone, Dendez, Klieksa (Dronane)
  Importance: Command
  Positioned deep inside the former Protectorate, this system 
  bears heavy scars on its numerous small islands. Should full 
  combat break out between our Coalition and the Confedera-
  tion, this system will be a key battle site, as the veteran Warrior 
  House Imarra can use it as a jump-off point to numerous key 
  positions we now hold deep within the liberated Protectorate. 
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Turin
  Local Terrain: Mountains
  Local Climate: Windy
  The Turin RTC specializes in jump infantry training, and is consid-
  ered one of the Confederation’s best.
  zANzIBAR
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 3
  Time to Jump Point: 9.12 days
  Number of Satellites: 1 (Pemba)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 38°C (Arid-Tropical)
  Surface Water: 44 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 2,763,000,000
  Socio-Industrial Levels: B-B-C-C-C
  Defending Forces: Elements of Kingston’s Rangers
  Landmasses (Capital City): Khani, Stone (Wete)
  Importance: Logistical
  DUCHY RTC
  Main Programs: Vehicle, Unarmored Infantry
  Location: Khani
  Local Terrain: Coastal
  Local Climate: Rainy
  DISpUTED SYSTEmS
  In their push to reclaim the Confederation’s lost systems, CCAF 
  forces have come into contact with Coalition troops in a number of 
  systems. In every instance, the Confederation warriors assumed a 
  hostile stance, often coming to blows with ours, even in those cases 
  where allied units had come to save the beleaguered CCAF. The Con-
  federation’s willingness to employ WMDs prompted our withdrawal 
  from some worlds, but currently, two remain heavily contested, with 
  our forces and theirs still engaged in a tense standoff.
  
  29
  29
  SpECUlATION:  
  UpCOmING 
  pROjECTS 
  Having suffered massive statewide infrastructure dam-
  age during the Jihad, the Confederation has tried to make 
  the best of a bad situation. In additional to replacing dam-
  aged military production lines with more advanced equip-
  ment, some companies have also been reevaluating their 
  production lines to determine possible substitutions for 
  their lesser-selling designs. 
  Many companies are also taking advantage of the in-
  creased cooperation and trade between the Confederation 
  and the Magistracy of Canopus. Companies that would oth-
  erwise be breaking even by selling only to the Confederation 
  are now finding profit in supplying the Canopians with high 
  technology, reaping the benefits of the nearly non-existent 
  tariffs between realms. Others are importing resources at 
  reduced fare from the Periphery state, lowering production 
  costs for their products. There have even been rumors of a 
  trade pact forming with the Duchy of Andurien
  The following are projects we believe the Confederation 
  is to create new manufacturing capabilities or expand exist-
  ing ones. 
  CERES mETAlS
  By far the largest producer of military equipment within the Ca-
  pellan Confederation, Ceres Metals unabashedly intends to remain 
  House Liao’s dominant contractor. The company has begun testing 
  new components, vehicles, aerospace fighters, and BattleMechs at 
  various testing sites across the Confederation. However, Ceres’ older 
  factory sites have already been expanded to their maximum poten-
  tial, so any all-new production may fall to the newer facilities on War-
  lock and Menke. 
  With increased emphasis on conventional vehicles and battle 
  armor to fill in for horrendous ’Mech losses throughout the Jihd, 
  Ceres is also adding greater focus to its already impressive battle ar-
  mor lines. Both Ying Longs and Fa Shih are being tested with proto-
  type equipment, including Clan-level technologies (likely obtained 
  through trade with the Diamond Sharks) as a prelude to the next 
  generation in armored infantry hardware. 
  HEllESpONT INDUSTRIES
  Hellespont has been testing a wide variety of new BattleM-
  ech prototypes in recent years. Our initial reports suggested most 
  were simple variant designs, such as a modified Raven prototype, 
  but recent months have spotted several other unidentified chasses 
  as well. Electronic surveillance cannot penetrate the outer shell of 
  these new units, suggesting the use of more stealth armor technol-
  ogy—if not to confound surveillance, than as an actual design spec. 
  STARCORpS
  The massive military-industrial corporation has so far dodged 
  many of our attempts to delve into their new projects, especially in the 
  already hard-to-penetrate Confederation, but observations of what 
  we theorize is a StarCorps prototype operating on Westerhand illus-
  trates that their ability to construct the most cutting-edge technol-
  ogy has not been impeded. The so-called “Lich” Warhammer variant—
  once a custom model intended for the Westerhand ’Mech games—is 
  reportedly heading to full-scale production, thanks to some technical 
  refinements and an unexpected spike in popular demand. 
  SHENGlI ARmS
  With rebuilding still ongoing, Shengli is currently having its 
  R&D division working overtime, most likely in preparation of a new 
  designs, and a new lightweight design as been spotted being field 
  tested in the past month. Though still in the early stages recent arriv-
  als of procurement officers seem to indicate the new design is being 
  fast tracked and could see full production within the next year or two. 
  TENGO AEROSpACE
  Tengo’s dominance of the Confederations light aerospace pro-
  duction has continued, with the increased need for swift intercep-
  tors to take on possible Blakist (or Coalition) raiders. In addition to 
  upgrading their lines to carry the most advanced equipment, plans 
  for a new state-of-the-art light aerospace fighter are rumored to be 
  in the works. Nothing has been confirmed, however, and it could be 
  deliberate hearsay designed to raise investor capital. 
  
  30
  30
  lACk OF pROGRESS
  “While logical and beneficial to us at the 
  time, the movement of the interplanetary drive 
  assembly system to Necromo has proven to be 
  the death-knell of our foreseeable WarShip pro-
  duction capability.”
  The latest survey of Necromo has given us the 
  same analysis as the last several: there is nothing 
  left to salvage within the system. The advanced 
  interplanetary drive assembly yard, originally 
  located within our orbital complex over Capella, 
  was moved there in 3068 to facilitate faster con-
  struction of the Confederation’s WarShip fleet.
  Those factories are now completely de-
  stroyed. 
  Despite having the assembly line on Capel-
  la for years, the Word of Blake-enforced secrecy 
  of the systems’ designs kept critical aspects of 
  how, exactly, they work from our engineering 
  teams, and left us with little reliable chance to 
  duplicate the manufacturing equipment and 
  the exact processes that made these compo-
  nents so vital.
  We can easily explain this as yet another 
  strike against the state by the Blakist turncoats, 
  even as their strength quickly fades within our 
  realm. And we could possible allude to sabo-
  tage and outside interference to buy time, in 
  the hopes that our engineers can make some 
  headway into cracking the processes from what 
  little we have learned. But in the end, all the 
  blame in the world won’t mask the truth that 
  we cannot build effective WarShips at this time.
  In the meantime, our yards can continue 
  their constant overhaul and repair work for the 
  few remaining vessels in the Confederation 
  Navy—as well as the many state-registered 
  JumpShips that exist in dire need of work. There 
  will be no shortage of need for either of those 
  critical assets in the years to come. 
   —Internal Rashpur-Ownens memo, 18 No-
  vember 3079.
  QUIkSCEll
  One of the largest conventional vehicle manufacturing companies in the Confederation 
  (and the one with the most questionable reputation), it seemed that the Liao branch of 
  Quikscell would find itself out of orders despite its increased quality of its products in recent 
  years. But as the Jihad raged, the company found itself swarmed by desperate buyers, eager 
  to snatch up any sort of military equipment they could get. Profits soared, and local CEO 
  Dieter Brasche reinvested them to rebuild and upgrade their facilities to finally produce 
  quality (if relatively low-tech) products. Combined with the constant need to rebuild, this 
  “contribution to the war effort” prompted the Strategios to reward Quikscell’s results with a 
  near guarantee of future contracts for the foreseeable future.
  The one catch, however, is that the CCAF wants more than older technology in the con-
  ventional vehicles they are increasingly coming to rely on. This may force Quikscell to actu-
  ally perform a thorough round of R&D before they sell the Confederation their next batch 
  of vehicles. 
  OTHER CORpORATIONS
  The major corporations of the Confederation are not the only ones who have been try-
  ing to advance their product lines. With the number of available personnel being an issue 
  in the coming years, House Liao has shifted to a “quality over quantity” approach, upgrad-
  ing low-cost but quickly assembled combat units to more advanced (and therefore, more 
  expensive) models. A prime example of this is the Ceres Metals Po II Heavy tank, which first 
  deployed in 3077. Once an inexpensive, and swiftly produced tank for large formations, 
  the new version has transformed to a model more than twice the cost with state-of-the-art 
  weapons and internals. With every unit now a precious commodity, no expense is being 
  spared to preserve and optimize the CCAF’s fighting ability. 
  Rashpur-Owens’ failure to rebuild its lost interplanetary drive construction facility for 
  WarShip construction has instead made the company focus on creating Confederation-
  centric Pocket WarShip concepts, with a promising Lung Wang prototype being tested 
  near the liberated Protectorate border. No matter the results of the DropShip’s testing, 
  Rashpur-Owens’ new line of sub-capital lasers are proving a success, and they seem to 
  be producing them for use not only in DropShips, but also as part of the “light SDS net-
  work” that began construction on Capella (and which we expect to come online within a 
  decade or two).
  If the concept of stealth armor during the conquest of the St. Ives conflict was not 
  proven enough, the Jihad ensured the technology its place within Capellan military 
  doctrine. With the heavy use of advanced electronics such as Artemis, and prolific de-
  ployment of C3, the so-called “shadow lances” have become a critical component to the 
  Confederation’s defense. A vast number of new BattleMech designs and variants have 
  emerged that use stealth armor, and as we speak, Capellan manufacturers are racing to 
  put an experimental vehicular version into widespread use for conventional vehicle forc-
  es and aerospace fighters. 
  
  31
  31
  The following section is designed to assist both players and 
  gamemasters with guidelines and reference tables for using Objec-
  tives to create games and/or campaign based on the target systems, 
  factories, or cities described herein. The following rules primarily rely 
  on the players’ understanding of the core game rules found in Total 
  Warfare (TW) and Tactical Operations (TO), but additional references 
  may be made to Strategic Operations (SO).
  Players and gamemasters alike should realize that these rules are 
  substantially less rigid than core rules. Players creating tracks and 
  scenarios using the material in this annex are encouraged to accept, 
  modify, or even completely ignore these guidelines if they prove too 
  cumbersome.
  USING plANETARY 
  INFORmATION
  Each of the objective systems in this book was presented with 
  a block of basic planetary data. This data provides key details that 
  players can use to further tailor their game play, reflecting the 
  unique features of the target world and the objective(s) located 
  there. The following rules identify the core rules that apply, based 
  on the indicated world data.
  STAR TYpE, pOSITION IN SYSTEm, 
  TImE TO jUmp pOINT
  These lines are most pertinent to the advanced aerospace as-
  pects of gameplay defined in Strategic Operations, and will generally 
  have no impact on games that focus entirely on ground combat.
  Star Type identifies the color, size, and stability of the world’s 
  primary star, as well as how long an arriving JumpShip requires to 
  charge its K-F drive while in system (using only its jump sail). Par-
  ticularly large and/or unstable stars can be prone to odd lighting 
  effects that can affect combat, such as glares and solar flares. Rules 
  for Glare and Solar Flare effects may be found in Tactical Operations 
  (see p. 58, TO).
  Position in System indicates how many orbital positions away 
  from the star the world orbits; an “orbital position” may be held by 
  other planets or asteroid belts.
  The Time to Jump Point indicates how many days’ worth of travel 
  DropShips accelerating (at 1 G, the same acceleration produced by 
  gravity on Terra) would take to travel from the system’s standard ze-
  nith or nadir jump points to the target world. This transit time in-
  cludes a mid-point turnover and 1-G deceleration rate as well, which 
  are standard transit rates to and from most worlds. Longer distances 
  between the world and its local jump point mean longer transit 
  times for incoming vessels and thus more time for local defenders 
  to arrange defenses once they realize there are inbound attackers.
  NUmBER OF SATEllITES
  This line indicates how many natural satellites (moons) the tar-
  get world has (and their names, if applicable). Many orbital facili-
  ties may be found in the LaGrange Points (regions where the gravi-
  tational forces between the planet and its moon or moons cancel 
  each other out), and some of these same points (specifically, places 
  near the L-1 points) are occasionally used as “pirate points” by dar-
  ing raiders who wish to radically cut down transit times and local 
  defense preparations. In night combat situations, worlds with one 
  or more moons or rings may produce lighting effects caused by 
  solar reflections off the lunar surfaces (depending, of course, on 
  lunar phases), while worlds without any moons at all may present 
  equally distracting effects. To reflect these possible effects as ap-
  plicable, see the Full Moon Night, Moonless Night, or Pitch Black 
  rules, on p. 58 of Tactical Operations.
  SURFACE GRAvITY
  Surface Gravity has a distinct affect on the performance of virtu-
  ally all combat units in game play. Values higher than 1.00 reflect 
  worlds where units are significantly heavier than they are under nor-
  mal Terran gravity, while values lower than 1.00 reflect worlds where 
  units are significantly lighter. The full effects of gravity on combat 
  may be found on p. 55 of Tactical Operations.
  ATmOSpHERIC pRESSURE
  This detail describes the relative density and breathability of 
  the local atmosphere, and can have a profound impact on game 
  play if the atmosphere is anything but “Standard (Breathable)”. 
  Thinner or Thicker atmospheres can affect the use of several unit 
  types in gameplay and may even have an impact on weather con-
  ditions (see Local Weather Rules, later in this section). Likewise, 
  atmospheres classified as Tainted or Toxic can affect how various 
  combat units function and suffer damage in game play. For rules 
  covering Atmospheric Pressure, see pp. 54-55 of Tactical Opera-
  tions for pressure variations, and p. 56 of Tactical Operations for 
  Tainted and Toxic Atmosphere effects.
  EQUATORIAl TEmpERATURE  
  AND SURFACE wATER
  A world’s Equatorial Temperature helps define whether the world 
  can be broadly classified as hot, warm, or cold by indicating the 
  temperate (in degrees Celsius) it averages at the equator—typically 
  the warmest region on the planet’s surface. Temperatures at the 
  north and south pole of most worlds may average as much as 30 
  degrees colder than at the world’s equator, but it is always important 
  to know that local conditions such as weather and terrain can vary 
  these averages somewhat. Nevertheless, the equatorial tempera-
  ture helps players gauge whether much of the world will likely be 
  RUlES ANNEx
  
  32
  32
  ating outside of vehicular protection. This detail, however, does not 
  cover introduced species the human population may have imported 
  to the world, so while a target world may be host only to native-born 
  trees, horses originally raised on Terra may yet make an appearance.
  Population defines the number of humans estimated to be liv-
  ing on the target world. Worlds with particularly high populations—
  those numbering in the billions—are often highly developed, with 
  many major cities. Sparsely populated worlds—with populations in 
  the millions or less—are less likely to have major cities than they 
  are small towns or even tiny outposts and domed arcologies. As a 
  more densely populated world often raises the threat of local armed 
  resistance or merely more eyes to spot incoming invaders and more 
  voices to raise an alarm, raiders tend to target less populace worlds, 
  while invaders often attempt to secure the greater manpower and 
  infrastructure reflected in high population worlds.
  SOCIO-INDUSTRIAl lEvElS  
  AND DEFENDING FORCES
  These two factors define the development level of the world and 
  name what military forces (if any) are likely going to be present to 
  oppose incoming attack forces.
  The world’s Socio-Industrial Level is a five-letter code used to 
  broadly define the world’s level of wealth and development using a 
  series of classic A-F letter grades. The more “A”s and “B”s that appear 
  in this code versus “D”s and “F”s will generally denote a world that 
  is more self-sufficient, technological sophisticated, and resource-
  wealthy than the average. As many of these factors can be used to 
  enhance role-playing aspects of game play, an in-depth explanation 
  of this code structure may be found on pp. 366-373 of A Time of War.
  The world’s Defending Forces detail identifies (by name) what 
  on-planet regiments (aside from local police and conventional citi-
  zens’ militia) an attack force might encounter. Raiders tend to target 
  worlds that do not have major defense forces or worlds where such 
  forces are known to be small and/or damaged. Assault forces, mean-
  while, tend to come prepared for more strenuous resistance and 
  may even target more heavily defended worlds to tie up or destroy 
  key parts of an enemy realm’s border defenses.
  lANDmASSES, CApITAl CITIES,  
  AND ImpORTANCE
  The major landmasses (continents, regions, and/or island chains) 
  identified on each world are then listed, with the planetary capital 
  city listed (in parentheses) beside the name of the landmass where it 
  is located. For brevity of this product, maps are not included, though 
  players may readily presume that any landmasses worth naming ac-
  count for large regions of a planet’s surface, and are likely separated 
  from other landmasses either by large expanses of water or other 
  difficult-to-traverse terrains (such as extensive mountain ranges). 
  Traveling between landmasses will thus often require the use of 
  high-speed rails (overland), aerospace transit (via DropShips, air-
  ships, and other aerospace craft), or seagoing vessels.
  arctic, tropical, desert, and so forth. If objectives fall in regions where 
  temperatures are extreme (below –30 Celsius or above 50 Celsius), 
  Extreme Temperature rules (see p. 62, TO), will apply.
  Surface Water reflects the percentage of the world’s surface that 
  is covered in water, and essentially defines whether the world might 
  be covered in vast, lifeless wastelands, lush forests, or miniscule, rocky 
  islands. Worlds with low Surface Water values (50 percent or less) will 
  rarely see much rainfall or snowfall weather effects, and water or woods 
  features on terrain maps may instead be considered sinkholes, craters, 
  and rough terrain instead to reflect the lack of significant water sources 
  and vegetation. Worlds with higher Surface Water values, meanwhile, 
  will much more likely have active, precipitation-heavy weather pat-
  terns, and support more water and woods terrain features.
  RECHARGING STATION, HpG 
  ClASS, NATIvE lIFE, AND pOpU-
  lATIONS
  These details describe other noteworthy features of a target sys-
  tem that could affect campaigns to greater or lesser degree.
  Recharging Stations describes whether a system has any space 
  station capable of recharging a JumpShip’s KF drive (and, if so, at 
  which of the two standard Jump Points they are located). Recharg-
  ing stations are often small and fairly unarmed, but also act as space-
  borne hubs of trade and communication to the local world. Raiders 
  often avoid these stations by taking non-standard jump points, so 
  their arrival cannot be blown to the locals, but more significant inva-
  sions often begin by seizing the local recharge stations instead, to 
  secure effective strategic control over the jump point.
  HPG Class defines the presence of a local hyperpulse generator 
  on the planet, indicating its ability to transmit signals to other sys-
  tems nearby. Such stations are always located on the planetary sur-
  face, and are largely considered inviolate by all but the most serious 
  attack forces. (Attacking an HPG is still considered a crime against 
  humanity by most civilized realms.) Class A stations reflect major in-
  terstellar communications hubs, while Class B stations usually send 
  transmissions in massive bundles less frequently. Although any HPG 
  can send an emergency signal to a nearby system within hours of an 
  attacking force’s discovery, many raiders target worlds with Class B 
  stations (or no stations at all), in the hopes that their arrival will raise 
  the alarm among nearby systems more slowly. Assault forces, mean-
  while, may target Class A worlds in an effect to secure a realm’s com-
  munications hub and disrupt responses to a border-wide campaign.
  Native Life describes (in very basic terms) the highest level of 
  native-born life forms the world has. More life-barren worlds in the 
  Inner Sphere may be host only to microbes or plants, while more 
  evolved planets often host their own species of animal life up to and 
  including mammals. Though this rarely impacts a planetary cam-
  paign, it cannot be ignored that many local creatures can pose a 
  threat—or a boon—to raiders and invaders in some circumstances, 
  ranging from being a source for local food in the event of supply 
  shortage, or a hazard to establishing secure perimeters while oper-
  
  33
  33
  Finally, a world’s Importance defines its main role(s) in the infra-
  structure of its parent realm. Worlds with Industrial importance re-
  flect those where factory development is significant and vital to the 
  military capabilities of the parent state. Logistical worlds are those 
  that play a key role in raising or training military forces and/or sup-
  plying basic war materials not covered by heavy industrial output. 
  Command worlds are those with significant interstellar government 
  functions, such as regional capitals and military command centers. 
  Raiders tend to favor Industrial worlds for their resources and fin-
  ished products, while invasion forces tend to favor targeting Com-
  mand and Logistical centers to cripple the enemy’s leadership and 
  supply lines pending (if possible) the conquest of Industrial worlds.
  USING  
  TARGET SITE DATA
  In addition to planetary data, each entry listed in this book 
  also includes brief data on the various factories and facilities that 
  make critical objectives for BattleTech campaigns. These objectives 
  come in two broad classes: production sites and training sites. Pro-
  duction sites (factories and such) will be identified by listing what 
  their main products are, while training sites are identified by listing 
  what their main programs are. In both cases, an attacker may expect 
  some of the site’s “products” scrambled to defend the target sites. 
  For example, a factory that produces Pegasus hovertanks will likely 
  field a home defense force that includes Pegasus hovertanks, while 
  a training academy that includes BattleMech programs will have a 
  home defense force that includes cadets (and instructors) piloting 
  BattleMechs.
  The locations of these sites (by city/county, and landmass) will 
  then be listed. These tie into the planet’s local geography, as defined 
  under the planet’s Landmasses data.
   
  LocaL Terrain AND ClImATE
  Finally, the local terrain and climate around the target site is 
  identified. These factors help players set up the battlefield by help-
  ing to identify what mapsheets and/or terrain dominates the lands 
  around the target site. For the local terrain, this most directly defines 
  the specific Random Mapsheet Table (see p. 263, TW) that applies 
  to the region around the target site. If a site indicates Orbital ter-
  rain, it is a space station, and thus all action would take space on 
  a space mapsheet. If additional advanced terrain features apply—
  most often the Heavy Industrial Zone feature—they will be noted 
  in parentheses beside the local terrain listing, and can be found by 
  referencing the terrain tables on p. 69 of Tactical Operations.
  Local climate then defines the dominant weather “type” that 
  forces may encounter in the vicinity of the objective (Mild, Windy, 
  Rainy, Snowy, or Stormy). This is a broad classification of weather 
  conditions that are common to that site, but the actual nature of any 
  weather at the time forces land and do battle in the area can vary 
  lOCAl wEATHER TABlES
  Roll
  Mild
  Windy
  Rainy
  Stormy
  1
  No Weather
  No Weather
  No Weather
  *
  2
  No Weather
  Table 1 (–1)
  Table 2 (–1)
  Table 4 (–1)
  3
  Table 1 (–1)
  Table 1 (+0)
  Table 2 (+0)
  Table 4 (+0)
  4
  Table 2 (–1)
  Table 1 (+1)
  Table 2 (+1)
  Table 4 (+1)
  5
  Table 3 (–1)
  Table 2 (–1)
  Table 3 (–2)
  Table 3 (+2)
  6
  Table 4 (–2)
  Table 4 (–2)
  Table 4 (–2)
  Table 2 (+2)
  *Roll 1D6 Again; On 1-3 No Weather; On 4, Table 1 (–1); on 5, Ta-
  ble 2 (–1); on 6, table 3 (–1)
  Weather table 1: 
  Wind
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Light Gale (see p. 61, TO)
  2
  Moderate Gale (see p. 61, TO)
  3
  Strong Gale (see p. 61, TO)
  4
  Storm (see p. 61, TO)
  5
  Tornado F1-F3 (see p. 61, TO)
  6+
  Tornado F4+ (see p. 62, TO)
  Weather table 2: 
  rain
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Light Fog (see p. 57, TO)
  2
  Heavy Fog (see p. 57, TO)
  3
  Light Rainfall (see p. 59, TO)
  4
  Moderate Rainfall (see p. 59, TO)
  5
  Heavy Rainfall (see p. 59, TO)
  6+
  Torrential Downpour (see p. 59, TO)
  Weather table 3: 
  SnoW
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Sleet (see p. 60, TO)
  2
  Light Hail (see p. 57, TO)
  3
  Heavy Hail (see p. 58, TO)
  4
  Light Snowfall (see p. 60, TO)
  5
  Moderate Snowfall (see p. 60, TO)
  6+
  Heavy Snowfall (see p. 60, TO)
  Weather table 4: 
  Combined
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Gusting Rain (see p. 59, TO)
  2
  Snow Flurries (see p. 60, TO)
  3
  Blizzard (see p. 60, TO)
  4
  Blowing Sand (see p. 62, TO)
  5
  Ice Storm (see p. 62, TO)
  6+
  Lightning Storm (see p. 59, TO)
  
  34
  34
  the company’s officers. This makes corporate forces often among 
  the most independent-minded in the Inner Sphere, but in the Con-
  federation, the Chancellor and Strategios have begun to demand 
  that newer security contracts contain clauses allowing said forces 
  to be “drafted” into overall system defense, for the good of the state. 
  Indeed, during the waning years of the Jihad, it was no longer un-
  common to see corporate forces moving out to protect a nearby city 
  from raiders under orders from the government, effectively leaving 
  the posts they were originally hired to protect. 
  To determine the rough size and composition of local corpo-
  rate defenses around a factory, a good rule of thumb is to provide 
  a lance worth of every BattleMech, vehicle, or aerospace fighter line 
  that factory produces, and augment this with a platoon of additional 
  conventional infantry for every lance. Facilities that produce only 
  components for BattleMechs and vehicles almost always have just 
  one lance of their own security, backed up by one to four platoons 
  of conventional infantry. Most corporate security forces tend to be 
  of Regular quality.
  In addition, depending on the location and just how much of-
  ten the fighting has occurred in recent history, mercenary forces 
  may also be hired to provide additional protection. The strength, 
  numbers, and quality of such forces should be based on the game-
  master’s discretion. These added defenses should be dealt with on 
  a case-by-case basis. For example, Tengo Aerospace on Sarna pro-
  duces aerospace fighters and DropShips, and so most likely will not 
  have corporate BattleMechs protecting its facility but instead a com-
  pany of motorized infantry, supported by a squadron of fighters and 
  several modified DropShips retained for combat and convoy escort. 
  Being a system that has been contested several times in the past 
  century, they have been known to hire a battalion’s worth of various 
  mercenary BattleMechs for additional ground protection around 
  their facility. The larger Hellespont Industries, meanwhile, only has 
  a company of BattleMechs—all mercenary—to back up their regi-
  ment of unarmored Infantry, because while Sian has been raided 
  and attacked several times, Hellespont was rarely the attackers’ tar-
  get as they usually concentrated on the Forbidden City instead.
  HOmE GUARD AND lOCAl mIlITIA
  With its history of being mostly on the defensive for centuries, 
  the Capellan Confederation has developed a relatively high amount 
  of localized defenders in the form of the home guard and planetary 
  militias, two formations that are in theory very similar, but realisti-
  cally have some big differences.
  While planetary militias never leave their native systems, home 
  guard forces can and often do, typically to reinforce the Confedera-
  tion’s borders. Interior duchies may only have a single home guard 
  regiment within their borders, while outer ones might actually have 
  one to two per system. At the start of the Jihad, many home guard 
  regiments had upgraded their equipment to have a battalion of 
  BattleMechs instead of vehicles, with the rest of the regiment com-
  posed of a mix of vehicles, infantry and fighters. With all the casual-
  randomly. To reflect this, before a scenario begins, the game master 
  should roll 1D6 and consult the appropriate local climate column 
  of the Local Weather Table shown below. If the result is No Weather, 
  then combat may begin with no atmospheric activities (though 
  lighting effects, gravity, and temperatures may still be in force). 
  Otherwise, roll 1D6 again, apply the modifier shown in parentheses, 
  and consult the referenced Weather Table to find the actual weather 
  conditions in the area. (For example, at an objective with a “Windy” 
  local climate, if the first 1D6 roll is a 4, the player rolls 1D6 again and 
  applies a +1 modifier to the result before consulting Weather Table 
  1: Wind. If this second roll is a 3, applying +1 makes the result 4, and 
  the result is a Storm in the area. The player then consults p. 61 of Tac-
  tical Operations to find the rules governing Storm conditions.)
  These weather conditions described by these tables are defined 
  fully in Tactical Operations (with page references as shown in the 
  table). These weather conditions will then take place for the dura-
  tion of the scenario. If the result is unlikely to occur (such as snow 
  on a extremely hot world), than either re-roll, or simply consider the 
  weather as a normal day.
  Note the above rules presume the availability of mapsheets and the 
  presence of a gamemaster to determine terrain and weather effects. If 
  mapsheets are unavailable, players should feel free to create terrain ap-
  propriate to the objective site, based on the short description given. If 
  no game master is available, players may devise their own methods for 
  determining who resolves the weather conditions randomly.
  OTHER DEFENSES
  In addition to a target’s listed defense forces, players may en-
  counter other defenses around potential objectives. Examples and 
  guidelines for these additional defenses are discussed here.
  CORpORATE SECURITY
  As a general rule, installations of any military value contain some 
  sort of inherent security or defense capability. Knowing that a garri-
  soning formation may be suddenly shipped off-world during war, or 
  distracted by a diversionary raid leaving their coveted products un-
  defended, many companies have developed a standard procedure 
  to have their own permanently stationed corporate force on site to 
  add another layer of defense against raids and invasions. 
  Almost all of a corporation’s integral security forces will likely be 
  made up of designs and equipment produced by the factory (or by 
  sister site shipped from a different system, or by an affiliated company 
  if the site itself doesn’t produce combat units). It is also common for 
  many companies to hire mercenaries (or other “independent contrac-
  tors”) to augment their site defenses. Indeed for less affluent companies 
  or those that specialize in small components, mercenary security may 
  even outnumber the corporate security forces in heavy equipment.
  Unlike front-line, home guard, or planetary militia forces, corpo-
  rate security rarely shifts away from the site it is charged with de-
  fending, nor are they typically bound to any command outside of 
  
  35
  35
  ers, plus a single battalion of unarmored infantry, for every one bil-
  lion planetary inhabitants. If the system is advanced or important 
  enough to have BattleMechs within its militia, however, a good rule 
  of thumb is to assign approximately one lance per full one billion in-
  habitants. The quality of the soldiers can run the gamut from Green 
  to Veteran, as retired veterans or new graduates from the nearest 
  Duchy RTC often staff these forces.
  ACADEmIES AND DUCHY  
  REGIONAl TRAINING CENTERS
  Unlike factories and command centers, most academies will not 
  boast a dedicated security team beyond a platoon or two of “campus 
  security”. Instead, as part of the curriculum, the Confederation—like 
  almost all other Inner Sphere military academies—tends to employ 
  its own cadets for security patrols. While inexpensive and efficient 
  from a financial point of view, the patrols often has to be overseen 
  by a higher-up to prevent slacking and irresponsible actions. As ex-
  pected, though cost effective, this generally means that the majority 
  of the troops in a campus security patrol will be of Green experience 
  quality, punctuated by Regular or even Veteran-level instructors.
  Almost universally, the enrollment program dictates the type of 
  patrols the academy or university employs. Major Capellan univer-
  sities have programs for all branches of the military, and so often 
  have a wide variety of soldiers patrolling at any given time, while the 
  Duchy RTCs almost always rely on vehicle and infantry teams train-
  ing in reconnaissance. While academies and Duchy RTCs have large 
  class sizes, the available equipment dictates how many can actually 
  fight should real combat occur around them. When a system with 
  ties inflicted and rebuilding necessary all around House Liao, only 
  a few examples of these still exist, and most have reverted back to 
  their original formation of a battalion of vehicles backed by a mix of 
  infantry and conventional fighters. 
  Traditionally, most Liao planetary militias contain approximately 
  1 to 3 companies of vehicles and conventional fighters, and about 
  1 to 2 battalions of unarmored infantry (mostly foot). Unlike other 
  realms that keep these forces as standby as reserves, Capellan mi-
  litias are always active and on the alert for attacks. These forces are 
  thus often spread out to the various vital locations (industrial cen-
  ters, capital cities, and so forth), diluting their strength but maintain-
  ing enough presence to at least put up a fight at the most likely tar-
  gets. This works well against raiders, but should an actual invasion 
  force arrive, many of these commands can be ripped apart piece-
  meal or forced to retreat and regroup. 
  A good rule of thumb to determine the size and technological 
  advancement of a planetary militia is the system’s Population and 
  Socio-Industrial Index values. Well-populated worlds with top tier 
  A- or B-rated technological and industrial systems will probably 
  have higher numbers and a better equipped militias, with some 
  even boasting small numbers of light BattleMechs or armed Indus-
  trialMechs attached to the capital’s police department, along with 
  tactical vehicles armed with ’Mech-grade weapons. Meanwhile, C-, 
  D- and F-tier systems in the Confederation will more likely have only 
  the oldest conventional vehicles and crudely equipped Infantry 
  forces to protect themselves. 
  As a general rule, it is common for a planetary militia to field only 
  a single company of conventional vehicles and atmospheric fight-
  
  36
  36
  SpOIlS OF wAR (REFIT 
  kITS AND SUpplIES)
  Not all attacks on systems are aimed at conquest or the destruc-
  tion of infrastructure. Some raiders, in fact, may only hit a factory site 
  to load up on parts and advanced equipment to continue their mili-
  tary campaign, essentially using the objective for repair, refit, and 
  supplies. The following rules are intended for use with the Repair, 
  Salvage, and Customization rules found in Strategic Operations (SO).
  For forces that are raiding for refit kits and spare parts, any facil-
  ity that produces completed units (such as BattleMechs and aero-
  space fighters) is generally presumed to be capable of producing 
  custom work and producing Class E or F factory-level refits for any 
  of the chasses the factory in question already produces (see p. 188, 
  SO). (For example, at a factory that produces the Vindicator, kits may 
  be procured to refit a VND-3L Vindicator to VDN-6L Vindicator.) For 
  chasses of the same unit type that the factory produces (such as Bat-
  tleMechs at a BattleMech factory), but which are not of the models 
  the factory makes, factories can perform Class D or lower refits, so 
  long as it has access to the components desired.
  Component factories that do not produce any complete unit de-
  signs can produce—at most—a Class C (maintenance-level) refit kit, 
  but only with components that the factory makes on-site. If a unit is 
  attempting to garner a refit for a unit whose type is different from 
  those produced at the site (such as a BattleMech attempting to get re-
  fits done at a vehicle factory and vice versa), drop the maximum possi-
  ble class of refit kit available by two ratings (to a minimum Class of A). 
  Due to many factories’ business models and production capa-
  bilities, only a certain amount of refit kits may be available between 
  the time its attackers take control of the site and when they must 
  depart. To determine the maximum number of refits possible, one 
  recommended method is to roll 1d6 for each chassis the factory pro-
  duces and halve each die roll result (rounding down). The final result 
  is the amount of refit kits available for capture if the attacking force 
  intends to leave immediately. If they intend to stay for a length of 
  time, roll 1d6 again, modified by –1 if the unit plans to stay more 
  than one week but less than 5. After week 5, apply an additional +1 
  modifier, and another +1 for every full 3 weeks after the site’s cap-
  ture (to a maximum modifier of +6). This is the amount of additional 
  refit kits per production line produced by the time of the attacking 
  force’s departure. Groups are also suggested to modify this tally by 
  the current production capability of the factory. If the factory hit is 
  currently running at 82% capacity, multiply the final result by .82 
  (rounding down to the nearest whole number) before determining 
  the final amount of kits available.
  As always, these numbers are solely up to the gamemaster and 
  the player group to accept or modify as necessary. If specific equip-
  ment for a particular variant is sought, it is suggested to look at the 
  appropriate Technical Readout entry of the desired design to see if 
  that variant is (or can be) produced at that site. 
  a major academy is under a full fledged assault, cadets assigned 
  equipment often fall under the command of the head instructors, 
  who will report to the militia/provincial garrison commander on 
  how to assist in the system defense. 
  To reflect this, most academies and academies will have ap-
  proximately 4d6 Lances/Platoons/Squadrons of various weights 
  (BattleMechs, Fighters, and Vehicles) and types (Infantry) of Green-
  quality troops available for defense, with the commanders of each 
  Lance/Platoon/Squadron of Regular or Veteran. 
  STATIC DEFENSES
  Solely dependent on the importance and location, the amount, 
  type and even the very possibility of static defenses can vary widely 
  from system to system. Interior systems without any real targets of 
  interest rarely have permanent static defenses, relying on impromptu 
  erected anti-vehicle and infantry traps, or large ditches made to sim-
  ply slow down a BattleMech advance. Strictly military objectives iso-
  lated from civilian sectors, meanwhile, may have permanent gun em-
  placements ready to oppose invaders, along with extensive hangars 
  for housing troops. Many of these tend to be armed with weapons 
  produced inside the Confederation border, so it is not surprising many 
  of the former Confederation static defenses contain missile turrets, 
  surrounded by minefields, and backed up by Artillery—although tar-
  get sites ocated within population centers tend to refrain from the use 
  of automated or area-effect weapons such as minefields and artillery, 
  to avoid unnecessary collateral damage. Almost all factories produc-
  ing war material divert some of their excess production to build up 
  static defenses, so factories that produce Plasma rifles will likely have 
  those weapons mounted on many of their weapon turrets. 
  Two examples are Firmir Commercial on Betelgeuse, and Ceres 
  Metals on Capella. Firmir operates about ten remote-operated se-
  curity bunkers with dual-purpose anti-personnel and BattleMech 
  grade lasers for use in delaying or deterring would-be raiders un-
  til security teams can move in. Only a couple of additional bunkers 
  are manually operated by on-site crews near the main entrances, as 
  many feel that the larger Aldis facility will be targeted by a sizable 
  raiding party. In contrast, the Ceres complex on Capella has an esti-
  mated two hundred separate fixed positions, including automated 
  anti-personnel turrets, anti-BattleMech and anti-fighter emplace-
  ments, and covert underground spotting bunkers all commanded 
  by a dozen advanced command and control buildings to coordinate 
  the perimeter defense. At least the three massive artillery batteries, 
  housed on the outer walls of the main building, can even be called 
  into play to hammer enemy forces at extreme ranges.
  When setting a scenario that takes place within a factory com-
  plex, players should note that there is no set template for factory or 
  command center set-ups; every facility is uniquely made to fit into 
  its surrounding terrain, and accommodate whatever its products or 
  programs entail. Most may be defined by outer barriers and interior 
  structures for housing, manufacturing, and storage, but how these 
  are arranged should be best suited to the needs of your campaigns.
  
  Abruzzi
  Acala
  Alcyone
  Amiga
  Andro
  Atlas
  Aucara
  Avawatz
  Avigait
  Bacum
  Barstow
  Batavia
  Beecher
  Beenleigh
  Beten Kaitos
  Bethel
  Bristol
  Carmacks
  Cholame
  Corella
  Corydon
  Cotocallao
  Cumberland
  Edwards
  Emerson
  Farwell
  Flushing
  Fortymile
  Gallitzin
  Goderich
  Goshen
  Haappajarvi
  Hadnall
  Hobson
  Jaipur
  Johnsondale
  Kathil
  Kigamboni
  Kluane
  Layover
  Listowel
  Logandale
  Mandaree
  Manteno
  Marke
  Marlette
  McHenry
  Monongahela
  Mordialloc
  Muskegon
  Narellan
  New Valencia
  Novaya Zemlya
  Ogilvie
  Orbisonia
  Perkasie
  Quittacas
  Redfield
  Rosamond
  Royalston
  Safe Port
  Salem
  Sanilac
  Scudder
  Sekulmun
  Smolensk
  Stein's Folly
  Talcott
  Tawas
  Taygeta
  Tecumseh
  Tiskilwa
  Wappingers
  Wroxeter
  Almach
  Alrescha
  Chesterton
  Mesartim
  Mira
  New Hessen
  New Rhodes III
  Sonnia
  Ulan Batar
  Valexa
  Ashkum
  Axton
  Bell
  Cammal
  Daniels
  Lee
  Monhegan
  Moravian
  Ashley
  Courcellete
  Frazer
  Glentworth
  Ikast
  Immenstadt
  Jonzac
  Kafr Silim
  Manapire
  Mendham
  Robsart
  Shaunavon
  Sirdar
  Uravan
  Velhas
  Verlo
  Weatogue
  Wrentham
  Ziliang
  Horsham
  Beid
  Mentasta
  Shoreham
  Weekapaug
  Gan Singh
  Halloran V
  Liao
  Nanking
  Ningpo
  Pleione
  Poznan
  Zurich Aldebaran
  Arboris
  Algot
  Foochow
  Foot Fall
  Highspire
  Mandate
  Menkib
  New Aragon
  New Macao
  Palos
  Second Try
  Shensi
  Shipka
  St. Andre
  Styk
  Tsitsang
  Wei
  Yunnah
  Zaurak
  Hunan
  Jonathan
  Menkar
  Aldertaine
  Ares
  Armaxa
  Bandora
  Bithinia
  Boardwalk
  Bora
  Brighton
  Campertown
  Capella
  Capricorn III
  Chamdo
  Cordiagr
  Corey
  Elnath
  Eom
  Exedor
  Gei-Fu
  Geifer
  Glasgow
  Heligoland
  Ingersoll
  Jasmine
  Kaifeng
  Kashilla
  Kurragin
  Lesalles
  Masterson
  Matsu
  Minnacora
  Nashuar
  New Sagan
  No Return
  Old Kentucky
  Ovan
  Overton
  Phact
  Preston
  Propus
  Quemoy
  Raballa
  Randar
  Relevow
  Remshield
  Sakhalin
  Sarmaxa
  Sarna
  St. Ives
  Taga
  Truth
  Tsinghai
  Tsingtao
  Ulan Bator
  Wazan
  Altorra
  Ambergrist
  Bentley
  Calpaca
  Carmen
  Castrovia
  Claxton
  Decus
  Denbar
  Frondas
  Fronde
  Harloc
  Hexare
  Hustaing
  Imalda
  Indicass
  Krin
  Milos
  New Westin
  Pella II
  Purvo
  Sian
  Vestallas
  Maladar
  St. Loris
  Tallin
  Tantara
  Teng
  Texlos
  Warlock
  Andarmax
  Barras
  Bellatrix
  Betelgeuse
  Borden
  Buenos Aires
  Cavalor
  Columbine
  Corodiz
  Decatur
  Dicon
  Drozan
  Egress
  Grand Base
  Gunthar
  Holloway
  Homestead
  Housekarle
  Hurik
  Ito
  Jacomarie
  Jacson
  Kasdach
  Kurvasa
  Larsha
  Latice
  Madras
  Menke
  Mitchel
  Muridox
  New Roland
  Nihal
  Niomede
  Palladaine
  Pojos
  Primus
  Principia
  Prix
  Quimberton
  Raphael
  Renown
  Repulse
  Rollis
  Sax
  Sendalor
  Shiba
  Sigma Mare
  Turin
  Vard
  Victoria
  Ward
  Westerhand
  Wright
  Xieng Khouang
  Yuris
  Zanzibar
  Andurien
  Calseraigne
  Claybrooke
  Conquista
  Cursa
  Lopez
  Lurgatan
  Pilpala
  Sadurni
  Fagerholm
  Ingonish
  Leyda
  Ryerson
  Thurrock
  Villanueva
  Xanthe III
  Cronulla
  Furud
  Iknogoro
  Kujari
  Scarborough
  Shiro III
  Wallacia
  Deschenes
  El Giza
  Hudeiba
  Kwamashu
  Mosiro
  Anegasaki
  Calloway VI
  Carbonis
  Goodna
  Ipswich
  Les Halles
  Shuen Wan
  Daneshmand
  Fletcher
  Fujidera
  Loeches
  Milnerton
  Oriente
  Salur
  Matheran
  Augustine
  Gomeisa
  Hamilton
  Harsefeld
  Hassad
  Holt
  Ling
  New Delos
  Park Place
  Second Chance
  Vanra
  Fuentes
  Lungdo
  McKenna
  Nova Roma
  Semenyih
  Sorunda
  Abadan
  Marik
  Bernardo
  Ibstock
  Kyrkbacken
  Ohrensen
  Suzano
  Ventabren
  Connaught
  Alphard
  Bordon
  Dieudonne
  Miaplacidus
  Nathan
  Remulac
  Savannah
  Brockway
  Bromhead
  Carmichael
  Deifenbaker
  Electra
  Flannagan's Nebulea
  Flintoft
  Lindsay
  Maia
  Merope
  Midale
  New Vandenburg
  Pinard
  Pleiades Cluster
  Samantha
  Jamestown
  Ishtar
  Landsmark
  MacLeod's Land
  Jansen's 
  Hold
  New Vallis
  New Gangemede
  Illiushin
  Camadeirre
  Flaum
  Mithron
  Renfield
  Brisbane
  Laconis
  100
  Ridgebrook
  Taurus
  Gurnet
  Kittery
  Scituate
  Spica
  Acamar
  Achernar
  Acubens
  Algol
  Angol
  Azha
  Basalt
  Berenson
  Bharat
  Buchlau
  Capolla
  Liberty
  Caselton
  Castor
  Demeter
  Devil's Rock
  Elgin
  Epsilon 
  Eridani
  Epsilon Indi
  Fletcher
  Hall
  Hamal
  Hean
  Hsien
  Ingress
  Irian
  Kansu
  Kawich
  Menkalinan
  Mirach
  New 
  Canton
  Nopah
  Outreach
  Pollux
  Rio
  Ruchbah
  Saiph
  Schedar
  Sheratan
  Slocum
  Talitha
  Tall Trees
  Terra Firma
  Tigress
  Tikonov
  Van Diemen IV
  Wasat
  Woodstock
  Yangtze
  Zion
  Genoa
  Chertan Dubhe
  Asuncion
  Abruzzi
  Acala
  Alcyone
  Amiga
  Andro
  Atlas
  Aucara
  Avawatz
  Avigait
  Bacum
  Barstow
  Batavia
  Beecher
  Beenleigh
  Beten Kaitos
  Bethel
  Bristol
  Carmacks
  Cholame
  Corella
  Corydon
  Cotocallao
  Cumberland
  Edwards
  Emerson
  Farwell
  Flushing
  Fortymile
  Gallitzin
  Goderich
  Goshen
  Haappajarvi
  Hadnall
  Hobson
  Jaipur
  Johnsondale
  Kathil
  Kigamboni
  Kluane
  Layover
  Listowel
  Logandale
  Mandaree
  Manteno
  Marke
  Marlette
  McHenry
  Monongahela
  Mordialloc
  Muskegon
  Narellan
  New Valencia
  Novaya Zemlya
  Ogilvie
  Orbisonia
  Perkasie
  Quittacas
  Redfield
  Rosamond
  Royalston
  Safe Port
  Salem
  Sanilac
  Scudder
  Sekulmun
  Smolensk
  Stein's Folly
  Talcott
  Tawas
  Taygeta
  Tecumseh
  Tiskilwa
  Wappingers
  Wroxeter
  Almach
  Alrescha
  Chesterton
  Mesartim
  Mira
  New Hessen
  New Rhodes III
  Sonnia
  Ulan Batar
  Valexa
  Ashkum
  Axton
  Bell
  Cammal
  Daniels
  Lee
  Monhegan
  Moravian
  Ashley
  Courcellete
  Frazer
  Glentworth
  Ikast
  Immenstadt
  Jonzac
  Kafr Silim
  Manapire
  Mendham
  Robsart
  Shaunavon
  Sirdar
  Uravan
  Velhas
  Verlo
  Weatogue
  Wrentham
  Ziliang
  Horsham
  Beid
  Mentasta
  Shoreham
  Weekapaug
  Gan Singh
  Halloran V
  Liao
  Nanking
  Ningpo
  Pleione
  Poznan
  Zurich Aldebaran
  Arboris
  Algot
  Foochow
  Foot Fall
  Highspire
  Mandate
  Menkib
  New Aragon
  New Macao
  Palos
  Second Try
  Shensi
  Shipka
  St. Andre
  Styk
  Tsitsang
  Wei
  Yunnah
  Zaurak
  Hunan
  Jonathan
  Menkar
  Aldertaine
  Ares
  Armaxa
  Bandora
  Bithinia
  Boardwalk
  Bora
  Brighton
  Campertown
  Capella
  Capricorn III
  Chamdo
  Cordiagr
  Corey
  Elnath
  Eom
  Exedor
  Gei-Fu
  Geifer
  Glasgow
  Heligoland
  Ingersoll
  Jasmine
  Kaifeng
  Kashilla
  Kurragin
  Lesalles
  Masterson
  Matsu
  Minnacora
  Nashuar
  New Sagan
  No Return
  Old Kentucky
  Ovan
  Overton
  Phact
  Preston
  Propus
  Quemoy
  Raballa
  Randar
  Relevow
  Remshield
  Sakhalin
  Sarmaxa
  Sarna
  St. Ives
  Taga
  Truth
  Tsinghai
  Tsingtao
  Ulan Bator
  Wazan
  Altorra
  Ambergrist
  Bentley
  Calpaca
  Carmen
  Castrovia
  Claxton
  Decus
  Denbar
  Frondas
  Fronde
  Harloc
  Hexare
  Hustaing
  Imalda
  Indicass
  Krin
  Milos
  New Westin
  Pella II
  Purvo
  Sian
  Vestallas
  Maladar
  St. Loris
  Tallin
  Tantara
  Teng
  Texlos
  Warlock
  Andarmax
  Barras
  Bellatrix
  Betelgeuse
  Borden
  Buenos Aires
  Cavalor
  Columbine
  Corodiz
  Decatur
  Dicon
  Drozan
  Egress
  Grand Base
  Gunthar
  Holloway
  Homestead
  Housekarle
  Hurik
  Ito
  Jacomarie
  Jacson
  Kasdach
  Kurvasa
  Larsha
  Latice
  Madras
  Menke
  Mitchel
  Muridox
  New Roland
  Nihal
  Niomede
  Palladaine
  Pojos
  Primus
  Principia
  Prix
  Quimberton
  Raphael
  Renown
  Repulse
  Rollis
  Sax
  Sendalor
  Shiba
  Sigma Mare
  Turin
  Vard
  Victoria
  Ward
  Westerhand
  Wright
  Xieng Khouang
  Yuris
  Zanzibar
  Andurien
  Calseraigne
  Claybrooke
  Conquista
  Cursa
  Lopez
  Lurgatan
  Pilpala
  Sadurni
  Fagerholm
  Ingonish
  Leyda
  Ryerson
  Thurrock
  Villanueva
  Xanthe III
  Cronulla
  Furud
  Iknogoro
  Kujari
  Scarborough
  Shiro III
  Wallacia
  Deschenes
  El Giza
  Hudeiba
  Kwamashu
  Mosiro
  Anegasaki
  Calloway VI
  Carbonis
  Goodna
  Ipswich
  Les Halles
  Shuen Wan
  Daneshmand
  Fletcher
  Fujidera
  Loeches
  Milnerton
  Oriente
  Salur
  Matheran
  Augustine
  Gomeisa
  Hamilton
  Harsefeld
  Hassad
  Holt
  Ling
  New Delos
  Park Place
  Second Chance
  Vanra
  Fuentes
  Lungdo
  McKenna
  Nova Roma
  Semenyih
  Sorunda
  Abadan
  Marik
  Bernardo
  Ibstock
  Kyrkbacken
  Ohrensen
  Suzano
  Ventabren
  Connaught
  Alphard
  Bordon
  Dieudonne
  Miaplacidus
  Nathan
  Remulac
  Savannah
  Brockway
  Bromhead
  Carmichael
  Deifenbaker
  Electra
  Flannagan's Nebulea
  Flintoft
  Lindsay
  Maia
  Merope
  Midale
  New Vandenburg
  Pinard
  Pleiades Cluster
  Samantha
  Jamestown
  Ishtar
  Landsmark
  MacLeod's Land
  Jansen's 
  Hold
  New Vallis
  New Gangemede
  Illiushin
  Camadeirre
  Flaum
  Mithron
  Renfield
  Brisbane
  Laconis
  100
  Ridgebrook
  Taurus
  Gurnet
  Kittery
  Scituate
  Spica
  Acamar
  Achernar
  Acubens
  Algol
  Angol
  Azha
  Basalt
  Berenson
  Bharat
  Buchlau
  Capolla
  Liberty
  Caselton
  Castor
  Demeter
  Devil's Rock
  Elgin
  Epsilon 
  Eridani
  Epsilon Indi
  Fletcher
  Hall
  Hamal
  Hean
  Hsien
  Ingress
  Irian
  Kansu
  Kawich
  Menkalinan
  Mirach
  New 
  Canton
  Nopah
  Outreach
  Pollux
  Rio
  Ruchbah
  Saiph
  Schedar
  Sheratan
  Slocum
  Talitha
  Tall Trees
  Terra Firma
  Tigress
  Tikonov
  Van Diemen IV
  Wasat
  Woodstock
  Yangtze
  Zion
  Genoa
  Chertan Dubhe
  Asuncion
  Avellaneda
  Avellaneda
  Capellan Confederation Industrial Map
  December 3079
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Province Capital
  Nation Capital
  0
  10
  20
  30
  40
  50 lightyears
  BattleMechs
  Vehicles
  Aerospace
  fighters
  Other
  Large Crafts
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/BattleTech - Objectives - Capellan Confederation.pdf