TEXT: A SUCCESSION WARS ERA SOURCEBOOK
  
  ©2017 The Topps Company Inc. All Rights Reserved. Second Succession War, 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.
  STAR LEAGUE ERA 
  SUCCESSION WARS ERA
  CLAN INVASION ERA
  JIHAD ERA
  CIVIL WAR ERA
  DARK AGE ERA
  WWW.CATALYSTGAMELABS.COM
  By 2821, the “Great Succession 
  War” has ground to a halt, the 
  participants seeking desperate 
  respite and to forge a new 
  peace and hope for mankind. 
  Yet not everyone shares 
  this ideal and soon secret 
  machinations undermine the 
  peace efforts and propel the 
  Inner Sphere into a new round 
  of violence. Soon brother will 
  be set against brother and 
  madness will reign once more:  
  The Second Succession War.
  The Second Succession War 
  covers the aftermath of the titanic 
  First Succession War and the 
  Great Houses efforts to survive 
  before the machinations of Conrad 
  Toyama propel them into a new round 
  of blood-letting. Detailing the efforts 
  to build a peace while preparing for 
  a new war, this volume showcases 
  the causes and consequences of the 
  Second Succession War, as well as the 
  politics and stresses between and within 
  the Great Houses.
  ®
  UNDER LICENSE FROM
  
  THE SECOND SUCCESSION WAR
  
  THE SECOND SUCCESSION WAR
  2
   
  TABLE OF CONTENTS
  INTENTIONS …………………………………………… 4
  INTRODUCTION …………………………………………11
  How To Use This Book ………………………………………… 11
  CRUCIBLE ………………………………………………12
  Rise And Fall ………………………………………………
  12
  Tribes ………………………………………………………
  12
  Apocalypse …………………………………………………
  13
  Breathing Room …………………………………………
  15
  THE SECOND SUCCESSION WAR (2825–2863) 17
  War Renewed (2825–2830) …………………………
  17
  The Commonwealth-Combine Front ………………………… 20
  The Combine-Suns Front ……………………………………… 21
  The Suns-Confederation Front ………………………………… 23
  The Quiet Eagle ………………………………………………… 31
  Tightening The Screws (2830–2840) ………………
  31
  The Dragon Strikes: Black Wind, Red Wind …………………… 31
  Crossed Swords ………………………………………………… 35
  The Eagle Swoops ……………………………………………… 39
  In The Manner Of A Fantasy …………………………………… 44
  The Four-Front War: Operation Cookie  
  Jar And The Comstar War (2837–2742) …………
  45
  The Politics Of Succession (2835–2840) …………
  52
  Advances And Reversals (2840–2850) ……………
  55
  The Steiner-Kurita Front ……………………………………… 55
  The Davion-Kurita Front ……………………………………… 61
  The Confederation’s Travails: A Three-Sided War ……………… 65
  Marik Resurgent ………………………………………………… 66
  Running On Empty (2850–2860) ……………………
  69
  Regency And Revenge ………………………………………… 71
  The Sixth, Seventh, And Eighth Battles Of Hesperus ………… 72
  The Marathon Offensive ……………………………………… 74
  The Last Gasps (2860–2863) …………………………
  76
  A New Peace …and Everything After (2863–) ……
  77
  TIMELINE OF THE SECOND SUCCESSION WAR 80
  LEGACY OF DESTRUCTION …………………………84
  The Losers …………………………………………………
  84
  War Resumed …………………………………………………… 86
  PERSONALITIES OF THE  
  SECOND SUCCESSION WAR (2830-2864) ……88
  Zabu Kurita  ………………………………………………
  88
  Yoguchi Kurita ……………………………………………
  88
  Roweena Kurita ……………………………………………
  89
  Miyogi Kurita ………………………………………………
  89
  Michael Davion ……………………………………………
  90
  Peter Davion ………………………………………………
  90
  Laurelli Liao …………………………………………………
  90
  Dainmar Liao ………………………………………………
  90
  Charles Marik………………………………………………
  91
  Gerald Marik II ……………………………………………
  91
  Philippa Marik ……………………………………………
  91
  Melissa Nin …………………………………………………
  92
  Claudius Steiner …………………………………………
  92
  The Triumvirate ……………………………………………
  92
  Elizabeth Steiner …………………………………………
  92
  Conrad Toyama ……………………………………………
  93
  Raymond Karpov …………………………………………
  93
  SECOND SUCCESSION WAR  
  DEPLOYMENT TABLE …………………………………94
  Armed Forces Of The Federated Suns (AFFS) ……
  94
  Capellan Confederation Armed Forces (CCAF) ……
  95
  Draconis Combine Mustered Soldiery (DCMS) ……
  96
  Free Worlds League Military (FWLM) ………………
  98
  Lyran Commonwealth Armed Forces (LCAF) ………
  99
  Major Periphery States ………………………………… 100
  RULES ANNEX ………………………………………
  102
  Special Case Rules ……………………………………………
  102
  Creating Second Succession War Scenarios ……… 102
  Before You Start ………………………………………………
  102
  General Rules …………………………………………………
  103
  Random Assignment Tables …………………………………
  103
  Technical Readout ……………………………………… 113
  GRF-1S Griffin …………………………………………………
  114
  TDR-5L/5LS Thunderbolt ………………………………………
  116
  BLR-1D BattleMaster …………………………………………
  118
  Inner Sphere At War (Expansion) …………………… 120
  Game Setup …………………………………………………
  120
  Starting Setup ………………………………………………
  120
  Military Development Phase …………………………………
  122
  Converting ISW Combat Commands  
  to Other Systems ………………………………………… 122
  Converting ISW Combat Commands  
  to ACS Formations, Combat Units And Teams ………………
  122
  Converting ACS Combat Teams To SBF Formations  
  And Units ……………………………………………………
  124
  Converting SBF Units To Battleforce,  
  Alpha Strike And Total Warfare Elements ……………………
  125
  Converting Back From Battleforce,  
  Alpha Strike And Total Warfare To SBF And ACS ……………
  125
  Technology And Research (Inner Sphere At War) 
  126
  Additions To Faction Abilities And Flaws ……………………
  126
  Setup: Starting Technology …………………………………
  126
  Economics And Logistics Phase:  
  Calculating Resource Points …………………………………
  126
  Economics And Logistics Phase: Research Technology ……
  126
  Intelligence Operations (Inner Sphere At War) …… 129
  Additions To Faction Abilities And Flaws ……………………
  129
  Starting Setup: Starting Intelligence ………………………
  130
  Order Writing Phase …………………………………………
  130
  Military Development Phase:  
  Creating Special Operations Teams …………………………
  131
  Intelligence Operations Phase ………………………… 131
  Resolving Intelligence Operations …………………………
  131
  Foreign Intelligence Operations ……………………………
  136
  Special Operations ……………………………………………
  138
  Counterintelligence Operations ……………………………
  142
  Interstellar Communications (Inner Sphere At War) 143
  Communications Technology ………………………………
  143
  Interdiction ……………………………………………………
  144
  Other Communication Methods ……………………… 145
  ISW Combat Command Conversion Tables ………… 147
  
  THE SECOND SUCCESSION WAR
  3
   
  ©2017 The Topps Company, Inc. All Rights Reserved. BattleTech: The Second Succession War, BattleTech, Classic BattleTech,  
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  that in which it is published. Printed in the USA.
  Special Thanks
  Chris Hartford would like to thank: Ray and Randall for letting me fin-
  ish this beast; Matt, Chris, Joel, Aaron, Johannes for all the extra work; 
  Herb for setting the bar high in the 1SW volume; all the writers and 
  artists who shaped the universe and created much of the informa-
  tion that appears here; and of course the players, 
  without whom there’d be no game
  Dedication
  My COW friends for all the fun 
  distractions as this book was 
  coming to a close (which meant 
  some very late nights and 
  early mornings): 
  John Shockley, 
  Martyn Meeks, 
  Theresa Nielsen, Michell 
  Corydon, Elina Gouliou, Sharon 
  Underberg, Andreas Okkels Nielsen, 
  Richard Hardy, Mirella Machancoses 
  López and Karolina Fairfax
  Factcheckers and Playtesters
  Matt Bear, Joel Bancroft-Connors,  
  Rich Cencarik,  Stephen A. Frabartolo,  
  Keith Hann, John Haward, Johannes Heidler, 
  Chris Marti, Mike Miller, Josh Perian, 
  Andreas Rudolph, Eric Salzman, 
  Paul Sjardijn, Geoff Swift, 
  Elliotte Want, Chris Wheeler.
  Writing
   Chris Hartford
  Intentions
   Paul Sjardijn
  Rules Annex
   Ray Arrastia
   Joel Bancroft-Connors
   Randall Bills
   Keith Hann
   John Haward
   Johannes Heidler
   Chris Marti
   Geoff Swift
  Product Development
   Ray Arrastia
  Strategic Assistance
   Matthew Alexander
   John Haward
  Product Editing
   Aaron Cahall
   Phillip A. Lee
  BattleTech Line Developer
   Randall Bills
  Assistant Line Developer
   Ray Arrastia
  Production Staff
  Art Direction
   Brent Evans
  Assistant Art Director
   Ray Arrastia
  Cover Art
   Marco Mazzoni
  Design & Layout
   Ray Arrastia
  Illustrations
   Justin Adams
   Robert Atkinson 
   Kevin McCann 
   Aaron Miller
   Gerhard Mozsi 
   Matt Plog
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   David White
  Maps
   Matthew Alexander
   Ray Arrastia
   Øystein Tvedten
  CREDITS
  Find us online:
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  PMB 202 • 303 91st Ave NE • E502 • Lake Stevens, WA 98258
  
  THE SECOND SUCCESSION WAR
  4
  GREEN MOUNTAINS 
  “I’m so relieved you could make it, Conrad. He’s really 
  looking forward to seeing you.”
  Then why are you delaying me?
  “Damn shame, this business. Well, I shall not keep you.”
  Conrad nodded as he released the hand of his rival. Despite 
  his better judgment, and despite the irritation of losing precious 
  time, Conrad couldn’t help but feel some appreciation of 
  Schwepps’ performance. He pushed it away.
  You’ve gotten far too good at this business, Herman.
  Conrad smiled sadly, and made his eyes smile as well. 
  “Thank you, Herman. Your support means a great deal to me.” 
  Schwepps nodded and went for a seat that his lowest-
  ranked sycophant relinquished. It seemed clear to Conrad that 
  he wasn’t fooling Schwepps. But both of them were performing 
  for the room, not each other. Conrad glanced at the audience, 
  and noted only the expected amount of fawning over the heir-
  apparent of ComStar.
  Good. No one knew.
  sts
  The bedroom resembled the living room. Only the sparsest 
  of accessories and furniture was present, including an elegant, 
  if ancient, computer on a desk at the window. The I.V. stand 
  looked too modern and out of place. The man who sat in the 
  bed looked older and frailer than he had ever been. It wasn’t 
  the man who trusted him to run a First Circuit HPG on Dieron. 
  It wasn’t the man who convinced them that Terra needed to 
  be conquered. It wasn’t the man who stood his ground when 
  Successor Lords vowed to destroy him. This man looked… tired.
  “Ah! Good to see you, Conrad, my ancient enemy! Have 
  you come to beg for absolution?” Conrad smiled at the joke, 
  but it was difficult. “It is said that forgiveness is a creative force.” 
  The leader of ComStar laughed, weakly. Jerome’s voice was no 
  different from what it had been just two days prior, but there 
  was a weariness that seemed alien to Conrad. Blake always 
  seemed to possess an unending supply of energy and purpose. 
  It had been infectious and inspiring, but its absence left a 
  painful, blatant void. Here was a man who had accepted he had 
  no tomorrow.
  “You know, I’ve been meaning to tell you, all this reading 
  I’ve been doing has really been paying off.” 
  Conrad moved about the room. The sparse dresser had a 
  water pitcher on it made of Tharkan marble. 
  Threats and gifts…
  He picked it up, pouring a glass, then placed the pitcher 
  back down, more to the back of the dresser. 
  Foothills of the Green Mountains
  Terra
  15 May 2819
  The wooden chair on the porch creaked as Conrad shifted 
  his weight. It was slightly chilly, and cooling down rapidly now 
  that the sun had set. The forest around the cabin was alive 
  with birds that had not yet retired and the sound of the wind 
  passing through leaves. Many trees were still sparse, but he 
  could see that the full majesty of the nature around him would 
  be achieved within just a few days. It was easy to understand 
  why his friend favored this area over any other on the planet, 
  but Jerome would never see the coming summer. He would die 
  this day. Or the next, if he was lucky.
  If I am lucky.
  The doctors had told Conrad that Jerome’s every moment 
  now was pain. There was nothing that they could do, beyond 
  reduce his “discomfort.”
  The shepherds of all Mankind’s knowledge, and we are helpless.
  The irony was bitter and painful. It made him feel empty, 
  and old. All their work, all his work, and all they could do was 
  to name the disease that was killing Jerome Blake. They’d been 
  taken by surprise. 
  The cabin’s door opened, and Michelle Dupreas walked 
  out, closing the door behind her. “It’s your turn now, Conrad.” 
  He sighed, then slowly rose to his feet. He thought he had 
  hated the waiting, but realized he hated the sudden arrival of this 
  moment more. Michelle was looking at him, and he returned her 
  gaze. There was always something unsettling about her, as if she 
  distilled some intimate truths from you just by looking. 
  But he decided that she shared his pain. He wished he 
  could say something to her that expressed the awareness that 
  they finally had something in common. Despite his best efforts, 
  the words remained out of his reach. He nodded instead, and 
  then walked inside.
  The cabin’s interior had not changed at all since he last 
  visited it, but it was busier with people than it had ever 
  been. Several of Dupreas’ ROM agents feebly attempted to go 
  unnoticed in various corners, their efforts aided to some degree 
  by the massive egos of the men and women that occupied the 
  sporadic and spartan furniture. Conrad almost smiled when he 
  realized there were insufficient seats to accommodate all the 
  members of the mighty First Circuit.
  The door to the master bedroom opened, and Herman 
  Schwepps walked out. He smiled gravely and sadly at Conrad, 
  and extended his hand as the two men approached in the 
  narrow hallway. Decorum left him without options. 
  INTENTIONS
  
  INTENTIONS
  5
  GREEN MOUNTAINS 
  “I finally found out what the name of the West River 
  was!” Jerome continued pleasantly. “The Abenaki called it 
  ‘Wantastiquet.’ Sounds wondrous, doesn’t it? It means ‘the 
  source of the river.’ Not very poetic, but a damn sight more 
  inspiring than ‘West,’ wouldn’t you say?”
  Conrad picked up a book from the bookshelf. Waters of 
  the Lonely Way. He looked at the back cover as he finally spoke. 
  “Certainly the word for it is more pleasant and melodic than 
  what our crude English can manage.” He placed the book 
  back on a different shelf. “A pity the Capellans have grown so 
  cantankerous. I would have much preferred speaking Mandarin 
  or Russian with greater frequency.”
  “Excellent choices! I have always been a bit partial to 
  Japanese, especially when wielded as proficiently as you do!”
  “Domo arigato, sensei. Dieron was a demanding experience.” 
  He adjusted an old, amateur picture of Lake Michigan. It showed 
  a man and a boy fishing and waving towards the camera.
  “But you’ve always needed a challenge, Conrad. I suspected 
  it then, and you’ve proven it countless times since.”
  Conrad sat down next to Jerome’s bed. He was grateful 
  for Jerome’s efforts to make small talk, even if he knew it was 
  all a smoke screen. It gave him time to block the cameras and 
  listening devices in the room. But more importantly, it gave him 
  time to absorb what his eyes had shown him.
  “That’s all of them, according to Dupreas.”
  “Good.” Jerome smiled, then sighed. “Conrad, it’s all going 
  too fast, and I’m sorry. I’m sorry that we don’t get to spend more 
  time on this.”
  “I should’ve been more aggressive when the seizures started 
  to get worse. It’s always been attributed to your wounds from 
  Dieron, but I should’ve realized it could be something new. I—“
  “Oh, stop it, Conrad. I’ll not have you blame yourself for 
  that. Besides, we passed the point where anything could’ve 
  been done long before Saturday anyway.”
  Conrad let out a long sigh in the silence that followed. 
  “I’m afraid, Jerome. I’d always believed you’d be around for 
  years, decades even. I know we’ve been talking about a transfer 
  for a little while now, but even then I thought you’d always stay 
  within reach for advice.”
  Jerome nodded, but said nothing.
  “I fear I’m not ready. I fear that I’ll do it wrong, that I’ll make 
  a horrible mess of it. I know we’ll see a lull in the fighting within 
  the next few years, but the Houses barely understand how 
  much they’ve lost. But when they do, their next war might start 
  with Terra.”
  “It very well might. This war will not end any time soon, and 
  it will get much worse before it all ends. This is what I believe: a 
  BattleMech is not mankind’s greatest achievement, nor will it be 
  your greatest weapon. Knowledge will be your greatest asset, 
  and our neutrality will be our best shield. There will be many who 
  will demand we act more. They’ll use Mordiki as an example.”
  Conrad nodded in agreement. “Exposing the atrocities on 
  Kentares was instrumental not only in getting the Federated 
  Suns to fight, but also in breaking the morale of the DCMS. If 
  that had stayed secret, Jinjiro would be walking on New Avalon 
  by now.”
  “Likely he would’ve. And then Combine boots would march 
  on Arcturus, Sian, and Atreus before long.”
  “And then there would be peace.”
  “No. Inevitably, war would return. That is the lesson of the 
  last forty years, Conrad. We’re not ready. Mankind is not ready. 
  We advanced too swiftly. We’ve gotten too good at war, but we 
  haven’t matured any. There will always be those at the periphery 
  of power who resent those at the center. Geographically or 
  metaphorically. And there will always be those with power who 
  abuse it, and harm those without it. 
  “We’ve got to let it burn out, Conrad. Mankind needs an 
  object lesson to realize what it’s capable of. And then we need 
  to never forget. I thought for a while that the storm would 
  pass swiftly, but look at how many worlds have been outright 
  murdered. Look at how swiftly they have destroyed the very 
  means to travel the stars, to purify water. It has to all burn out 
  before we can expect them to learn. It took me too long to 
  realize it. Kerensky saw it, but I just wasn’t ready to believe.”
  Kerensky. Conrad had been asking for years, but Jerome 
  had always dodged the question.
  “Will the SLDF return once the Houses have beaten each 
  other into submission?”
  It would be a prime moment to strike. Presuming Kerensky 
  had managed to keep his force near full strength all those 
  years, their prior numerical disadvantage would instead be 
  met by beaten, depleted House militaries. Where the SLDF 
  might have been able to defeat any single House in 2784, they 
  could now flatten two with room to spare. Even their fleet 
  would no longer be massively outnumbered. The prospect of 
  a reborn Star League suddenly filled Conrad with hope, but it 
  didn’t last long.
  “No,” Jerome grunted, adjusting himself and adding a fresh 
  dose of pain medication. “Or rather, I don’t know. I admit I was 
  quite angry with Kerensky and DeChavilier. I felt abandoned. 
  You know as well as I do that Kerensky could have made a run 
  at it as First Lord. When he didn’t, I held it against him. Then I 
  wanted him to stay close, at least, so that he could intervene 
  when the time was right. But after a few months of that, he told 
  me I was a dreamer. The last messages we exchanged were…
  heated. I regret that. He was a good friend… 
   “But I don’t know where he went, I don’t think anyone 
  does. And I don’t believe he’ll return. He kept telling me it would 
  take decades, centuries even. I just didn’t want to believe him, 
  I wanted another Star League in my lifetime. If Kerensky is still 
  out there, then we won’t see him any time soon, if things go 
  according to his plan...”
  
  THE SECOND SUCCESSION WAR
  6
  GREEN MOUNTAINS 
  someone who took what he had in front of him, and did it. I 
  wouldn’t have lasted this long except that I’ve constantly found 
  myself stepping into a vacuum. First due to the war, then when 
  suddenly I was the full and total extent of the Star League’s 
  government, and then suddenly again when Kerensky left. 
  I’ve always led because I pursue an idea that’s greater than 
  me, not because I’m a good leader. Everything I’ve learned 
  about leadership, I’ve learned from the people around me. 
  Kerensky. Bishop. And you, Conrad. It comes natural to you, it’s 
  a learned skill for me. And I’ve had it easy. I’ve never had to face 
  a challenge from within. You will, but you’re up for it. You can 
  lead people, and you’re at your best when you speak to them. 
  My best ideas happen when I’m writing.”
  The Administrator leaned back. What his mentor said was 
  true enough. He had been supplying advice for years to help 
  him deal with the internal politics. But a key aspect of all of it 
  was the cult of personality that had sprung up around Blake. 
  He was brilliant, certainly, but he was now often regarded 
  as someone who could do no wrong, whose judgment was 
  impeccable.
  “There is still no guarantee that our mission survives me. 
  Even if I do everything right, I could die a year from now, and all 
  our sacrifices will be for nothing.”
  Jerome smiled. “I agree. So, I came up with a plan. I’ve 
  actually been working on this for a little while now, ever since 
  Ilsa Liao was kind enough to prove it might work. She certainly 
  handed me enough ammo. There is only one thing that outlasts 
  an autocrat. A religion.”
  “What?! You—” Jerome held up his hand, interrupting 
  Conrad’s outburst.
  “Let me finish. We agree that we have a higher calling. But 
  any such mission does not outlast an individual. The calling has 
  to become bigger than any man or woman. And we’ve been 
  slowly moving towards that for years now. As the Successor 
  Lords are starting to realize how much they’ve lost, we have 
  truly become the only hope of preserving the future. Our 
  people are starting to believe in that.”
  “My God…‘ComStar is the only hope of preserving the 
  future of human beings in the Inner Sphere.’ That was said…
  more than 10 years ago. How long…?”
  “It happened naturally, Conrad. In hindsight, I realized that 
  we’d already been moving towards it even before Silver Shield. 
  Even your little quip about ‘excommunication’ adds to the pile. 
  But we have the beginnings of a religion, and we’ve had them 
  for a long time. More often than not, our recruits feel a genuine 
  calling. Only at the higher levels does the mongering and 
  sycophancy kick in. We’re a proto-religion right now. But soon, 
  you can turn it in to a full religion. 
  “All you need is a saint.”
  Conrad jumped to his feet, and the flimsy chair fell back, 
  clattering across the floor.
  Conrad nodded. He wasn’t really surprised, but he’d 
  hoped for a different answer. Jerome drank some water before 
  continuing. The sound of his swallows seemed loud in the 
  shielded, soundproof room. 
  “Mankind will have to burn among the stars. And maybe 
  then we can progress once again. We lost centuries of progress 
  during the medieval period, and had to re-learn everything. 
  But maybe now, we can have a shortcut. As long as ComStar 
  remains a vault of knowledge, we may one day be able to teach 
  Mankind when they are ready. 
  “But any vault can be cracked. We will only succeed if 
  we’re not worth the trouble. Right now, they only care about 
  military threats. They still believe that our Silver Shield army is 
  operational here on Terra. Hayes believed we could have taken 
  other worlds, but as much as it pained me to say no, doing so 
  would have just made us vulnerable. Our true mission is the 
  eventual salvation of Mankind itself. Any lives we can save 
  between then and now are incidental to this greater goal. 
  Because we must last decades, or very possibly centuries, if we 
  are to succeed.”
  “Easier said than done,” Conrad said with a shrug. “We may 
  be blurring the lines between business and sovereignty more 
  than pretty much any other company in history, but you’re 
  asking us to outlast a storm that’s bigger than us. And while 
  I agree that the ‘Combine boots everywhere’ conclusion to 
  the war doesn’t make for fertile ground to rebuild, you’re still 
  requiring us to intervene to keep the wars going. And we’ve 
  agreed for years now that neutrality is absolutely critical to our 
  survival.”
  Jerome shook his head. “You’re missing the point, Conrad. 
  Mordiki wasn’t wrong because he acted. He was wrong because 
  he acted openly. If we are to have a future as a species, we must 
  mature as a species. We’ve had too many false starts over the 
  centuries, so if billions must bleed and burn and die now, it’s 
  our responsibility to ensure that cost isn’t wasted! We can’t 
  let conflict die down too long until we’re absolutely sure that 
  we can expect something better, rather than just more of the 
  same. If that demands action on our part, so be it. It cannot 
  compromise the ultimate mission. We have to embark on a long 
  play here—a five-year plan won’t do. We need a five-hundred-
  year plan. Or more!”
  Conrad waited for a few moments before he spoke, letting 
  the silence neutralize the emotion Jerome’s words had evoked.
  “All that’s execution. Details. It still doesn’t remove the fact 
  that forces both inside and out will pull at us to get involved. 
  That’s human nature. And an autocratic regime never survives 
  the death of the autocrat. Our ideas will die with us, Jerome. 
  They might die with you. I’m not sure I’m big enough to step in 
  your footsteps.”
  “Nonsense, Conrad! You’re twice the leader I ever was, 
  and I’m not telling you anything new there. I’ve merely been 
  
  INTENTIONS
  7
  GREEN MOUNTAINS 
  she’s been able to lock up the organization convinced me 
  this was even remotely possible. Beyond that, it’ll depend on 
  whether you let Schwepps gain power. You might have to make 
  an example of him.”
  “He thinks he is your successor, you know?”
  “If this was a true business, he might very well have been. 
  And you’ll have to be careful not to take things too far. Some 
  people won’t stop you, even when you do go too far, and that 
  will only empower the other side. The side of slow corruption 
  and death. You’ll have to be careful selecting your successor.”
  “I certainly wasn’t expecting this conversation when I 
  walked into the room. I might have stayed outside. Does 
  Dupreas know?”
  “Bits and pieces. I know you can rely on her. I would’ve 
  vetted more people, but this is all happening a bit soon, huh?” 
  They both chuckled wryly.
  “Speaking of soon, there’s a problem you’ll have to deal 
  with. My will specifies cremation, the ashes to be scattered over 
  the Court.”
  “Done. I’ll do it myself. How’s that a problem?”
  “It won’t do to martyr me without a shrine, Conrad.  
  You can’t spread my ashes. You’ll have to make a tomb for  
  my corpse.”
  “Oh…God…”
  “Yes, and it’ll have to be real Roman Catholic saint stuff, too. 
  You can’t hold back there, Conrad. You need the symbol. And it 
  needs to be tangible.”
  “I’m still too much of a Protestant for that. I recognize 
  that it’ll work, but it disgusts me. My God, the insanity of this 
  conversation…”
  “Hang in there, old friend. I still haven’t told you about 
  the Gabriel base, and why it took until 2802 to turn a profit. 
  Or a few other things. But before we get to that, I want 
  to repeat my prior warning. I’m making you play a very 
  dangerous game, even if you succeed. Religions have proven 
  themselves a wonderful blessing to mankind, and a terrible 
  curse. All we want is something that’ll outlast the wars, but if 
  we’re not careful, we’ll make a monster. There hasn’t been a 
  true religious war in centuries, and if you prove too good at 
  creating zealots, mankind might yet see another. You’ll have 
  to try to keep it within certain limits to avoid escalations with 
  terrible consequences.”
  sts
  Conrad leaned back in the flimsy chair. It creaked under 
  his weight.
  Jerome had fallen asleep shortly after their conversation 
  moved away from ancient secrets and manufactured false 
  religion. They’d played music from someone called Eric Clapton, 
  a song about spurned love with a long piano and guitar coda. 
  “NO! I refuse! That’s…horrifying! I’ll not turn you in to 
  some figurehead, some idol, some false god just to further this 
  ridiculous agenda!”
  “Oh, stop it, Conrad. I’ve been a symbol for years now. 
  But I haven’t been myself for most of my life. Always in the 
  service of others, for the greater good. Meeting someone else’s 
  expectations. I was a little genius, and my parents made sure I 
  went to school. I graduated at sixteen, but I’ve had no life, and 
  no love. All I’ve ever had was a career and a crisis.” Suddenly, 
  Jerome’s face twisted in to an angry scowl. “Why should I care 
  how I’m remembered, when I’ve barely lived at all?!”
  Conrad was taken aback by the intense bitterness of 
  Jerome’s words. They’d never before spoken about such matters, 
  and now his beloved mentor sat in front of him, shaking with 
  frustration. There was a longing in his words, and a deep sense 
  of loss. Before him was a man who was looking back at his life 
  in these last few moments, and he did not like all that he saw. It 
  was honest, but it was brutal.
  Conrad opened his mouth to say something conciliatory, 
  but Blake stopped him with a gesture and a sigh.
  “My chance has come and gone, Conrad. But if one more 
  sacrifice can be made useful, well, I believe that’s worth some 
  slight discomfort on my part. Or yours.”
  The last was an order. Conrad was quiet for a long time, 
  then he nodded. 
  Jerome smiled, and opened the drawer to his bedstand. He 
  pulled out two noteputers.
  “I’ve been working on this the last few months now. One’s 
  got my actual journals, the ones I’ve kept for years now. The 
  other is the new version you’re going to use. I’ve designed 
  them to put everything that’s happened the last few years 
  into a common perspective. I’ve even retroactively installed 
  some predictions and hindsight-informed observations to 
  give it a bit of a prophetic flavor, but the truth is that things 
  have been happening the way Kerensky, and myself to a 
  lesser degree, predicted anyway. These new journals are a 
  bit unfinished and rough, I wasn’t expecting to need them 
  this early. But they’ll still do the job, if you fill in some of the 
  blanks. They’ll allow you to keep the mission alive when I’m 
  gone. They’ll allow you to hoist up the idea of a Blake who 
  never really existed, but who can act as an unassailable 
  martyr. You’ll cash in on my cult of personality as well as the 
  cultural reluctance to speak ill of the dead, and if you’re quick 
  enough, you’ll have a religious organization.”
  Conrad couldn’t help but sound bitter. “That easy, huh? 
  Make a farce out of my best friend, and gain power.”
  Blake deliberately ignored the sarcasm. “Well, it won’t be 
  easy, that’s for sure. But it might work. You’ll have to deal with a 
  few obstacles, though. Schwepps won’t have any of it, he’s too 
  much a businessman, and these days, too much a politician. 
  Dupreas will be on your side —in fact, the efficiency with which 
  
  THE SECOND SUCCESSION WAR
  8
  GREEN MOUNTAINS 
  They’d chatted about fishing for a few brief moments before 
  Jerome wanted to take a nap. 
  But now, Jerome had stopped breathing. His friend was 
  dead. Conrad leaned forward, and sighed deeply. He felt his 
  insides contract achingly with every breath. The pain of his loss 
  was deep and sudden somehow. He felt truly alone for the first 
  time. He cried. 
  It wasn’t fair. It was too soon. They had talked in a way that 
  they never had before, and it was almost as if they had grown 
  closer in the last brief few hours than they had been in the 
  preceding forty-three years.
  The pain receded slightly as he cried. He stopped, and 
  cursed extensively at the ceiling. Then the enormity of what 
  could happen next overcame him, and he felt panic settle in. 
  It was impossible. It was insane. It would never work. He 
  didn’t need to do this. He shouldn’t do this. It was too much for 
  him. For anyone.
  He looked at the noteputers next to his dead friend. One 
  journal was Jerome’s. The other belonged to Blake, a man he 
  never knew. He got up, and checked a mirror to see if the signs 
  of his tears were still visible on his face. He suddenly looked 
  so much older. His vanity had long since become a casualty of 
  time, but the face that looked back at him was far more tired 
  than the one he saw this morning.
  The moment was so fragile. Like a bird in his hands. He 
  could change everything for everyone right now with the 
  smallest of physical efforts. Or he could, with an almost equally 
  tiny amount of force, do nothing. And no one would even know.
  He walked back to the noteputers and picked one up, 
  storing it in his coat. Inside the drawer was the sealed order 
  Jerome had mentioned, which named him his sole successor. It 
  might delay Schwepps long enough, especially if he bullied the 
  First Circuit outside into confirming its authenticity immediately. 
  He sighed, and picked up the other noteputer. The distance 
  between him and the door would be his last few free moments. 
  He looked down at his friend.
  “I give it a day, Jerome. No more. I’m a fraud, and they’ll 
  know it.”
  He exhaled, and as the air left him, a new weight settled on 
  his mind. He walked through the door. Conrad smiled grimly. 
  Forgiveness was a creative force. But so was anger. He found 
  comfort as his mind set itself on familiar problem-solving 
  patterns. He loved effecting change. Every problem could be 
  solved by just parsing it into smaller problems, which could be 
  defeated in turn. 
  Outside, the First Circuit would meet someone new and 
  never seen before. They would meet Toyama, the tyrant. He 
  knew each of them, and they would prove unable to resist him. 
  The outcome known, it was now but a matter of implementation.
  sts
  
  INTENTIONS
  9
  HIlTON HEAD ISlAND
  instigators. You and me both. If I do this wrong, they’ll name 
  WarShips after me. Or BattleMechs.”
  “I’m… not sure this is still the right course. I can still walk 
  away… and see what… happens.” His voice trailed off. He hated 
  this weakness. He hated this uncertainty. He hated still feeling 
  doubt after all these years.
  The price he had paid this last decade, over and over, the 
  cost to him personally. The countless lives he had affected for 
  the worse. The suffering caused by his hands. If he wavered 
  now, all of that would become meaningless, an unpleasant 
  footnote in history. 
  But did that really justify more crimes?
  Humanity had been at war now for almost his entire life. He 
  barely remembered what it felt like to be at peace. The current 
  pause wasn’t peace, it was more like the moment just prior to 
  mortal combat. When you looked at your opponent, and you 
  both knew what you were about to do. 
  There had been no real rapprochement between the 
  Houses, no significant efforts to mend fences and re-establish 
  a constructive relationship. There was just the sharpening of 
  knives. 
  Worlds without military use, but with dire needs, had 
  been left to die. They could have been saved, but the price was 
  building fewer BattleMechs, and everyone was focused only on 
  the enemy. Not merely the Successor Lords themselves—even 
  the public at large seemed content to let their countrymen die 
  a slow death, writing them off as soon as their planet’s ability 
  to sustain life was compromised. The distance between planets 
  had proven sufficient to turn former cousins into faceless aliens, 
  unworthy of life in some way.
  They had learned nothing. There had been no progress, 
  no awakening, and no realization of what mankind was now 
  blindly doing to itself.
  Conrad stood up and turned towards Blake. “I may never 
  know whether this is the right decision. But I’ve only got one 
  move to make, and to do nothing now is the greater evil. When 
  a trillion decided to do nothing, at least I decided to act!” He 
  turned to move away, but stopped himself. With a calmer voice, 
  he continued.
  “If you’re just a symbol now, then let it be a symbol of 
  change, and of improvement. Of the idea of humanity’s growth. 
  Of us taking responsibility for all that we are capable of doing. 
  If I can succeed in that, well, then praise be unto Blake. And let 
  those who say it with actual sincerity be good people.”
  He began walking towards the exit. He powered on his 
  communicator, and opened a channel. “Michelle. Pass the 
  package along to Jeanette.”
  Hilton Head Island
  Terra
  11 June 2830
  The Shrine was empty, closed off by some of Dupreas’ most 
  trusted agents. Conrad had been here many times over the past 
  few years, but always while presiding over some official function 
  or religious holiday. The Shrine was filled to the brim then, and 
  the rituals helped him stay detached from the absurd and the 
  grotesque. At the center of the domed structure was Blake, the 
  relic. Embalmed and preserved with a hideous process, the 
  remnant of his friend looked slightly artificial, surreal, as if it was 
  manufactured from plastics and fabrics. Conrad touched the 
  glass nearest to the face and sobbed, once. It came forth almost 
  like an involuntary cough, and he felt his sadness clench down 
  painfully on his throat. 
  Many described seeing the Blake relic as an uplifting, 
  comforting experience. They would say it filled them with 
  hope. But the preservation of his friend only brought back 
  the memories of Jerome just after he stopped breathing. The 
  memories of the sudden emptiness that had filled him, the 
  enormity of which surprised him then, as it did now. 
  Every time he really remembered that moment, he would 
  struggle to not be absorbed by the extent to which he missed 
  his friend and mentor. 
  Why does it still feel this way after all this time?
  It was like the accusations that he and Blake were at odds, 
  all those years ago. Tabloids and whispering enemies pounced 
  on it, insinuating hate and dysfunction where there was none. 
  It had hurt though. But it was nothing like the pain of the 
  more recent cowardly whispers that claimed he had murdered 
  Jerome. Those cut deep every single time. Why?
  He sat down with his back to the reliquary, next to the spot 
  that had already been visibly polished by the knees of too many. 
  The pumps that moved the fluids through the corpse whispered 
  quietly. Blake’s Blood indeed…
  “I…” he felt stupid as his voice echoed quietly in the empty 
  place. A voice that now commanded billions. Yet he felt only 
  loneliness. He grunted and pushed through his emotions that 
  had delayed him this long.
  “I am afraid, Jerome. The moment is here. I thought…I 
  thought the moment was at your cabin, but…If I do nothing 
  now, I think this fire will burn down to a smolder. Yet if I 
  push…I think it might burn for another century. So far, my 
  actions have been minor, little more than propaganda. I 
  could’ve done… more. But I fear... I fear that we will be cursed 
  for our plan. That history will see us not as saviors, but as 
  
  THE SECOND SUCCESSION WAR
  10
  HIlTON HEAD ISlAND
  
  THE SECOND SUCCESSION WAR
  11
  HOW TO USE THIS BOOk
  INTRODUCTION
  Some say war is not a series of discrete events, but rather 
  a continuum, a never-ending state with only occasional 
  aberrations of peace to mar its form. The Succession Wars, a near-
  constant conflict spanning almost a quarter of a millennium, 
  certainly fit that concept. The First Succession War, which ended 
  in 2821, was the most brutal conflict in human history, while 
  the Third was one of the longest by a significant margin. The 
  Second Succession War is often forgotten, dismissed as less 
  brutal than the conflict that preceded it and shorter than the 
  one that followed. Such assumptions neglect the socio-political, 
  economic and military events of the conflict.
  While external events drove the war’s grand events and 
  campaigns, internal politics were key factors in several Houses; 
  the battles between Charles Marik and Parliament, between 
  Claudius Steiner and the Estates General, and between Roweena 
  Kurita and her siblings. These conflicts hampered the war efforts 
  of the respective Houses, exacerbating already perilous situations. 
  The addition of a new player in the form of ComStar, thanks to a 
  change in the order’s tactics under Toyama and his successors, 
  also damaged efforts to rebuild and establish stability. The 
  interdiction of Tharkad, and later of the Free Worlds League, made 
  the Successor States take note of the power ComStar wielded.
  That the First Succession War was the most devastating 
  military conflict in history is unquestioned, but such broad 
  statements neglect much of the collateral damage that befell 
  the Inner Sphere as a consequence of the fighting. Far more 
  worlds died or were abandoned in the Second Succession War 
  than the First, often a result of cascade-failures begun in earlier 
  conflicts, exacerbated by new disasters and the collapse of the 
  interstellar economy. 
  Militarily, the Second Succession War began in a similar 
  manner to the First: raiding gave way to large-scale operations. 
  But by its end, the Successor States had lost the ability to 
  bring war on broad fronts with dozens of regiments. Instead, 
  raiding and small-scale operations became the norm, as the 
  combatants lacked the manpower, material, and transport 
  capacity to do anything more.
  That the devastation and horror that ensued did not 
  convince people to give up on war entirely only highlights the 
  conceit that man is his own worst enemy.
  — Paladin Constance McGuire, Geneva, Terra, 3150
  HOW TO USE THIS BOOK
  The Second Succession War is the latest in a series of products that explore major but little-detailed conflicts in the past 
  of the BattleTech Universe. This volume focuses on the second of the Succession Wars (which caused the earlier conflict once 
  known as the “Great Succession War” to be retroactively designated the “First Succession War”). The Second Succession War builds 
  on work found in The First Succession War, as well as the Historical: Liberation of Terra duology and Historical: Reunification War. 
  As with those previous volumes, The Second Succession War is part sourcebook and part rulebook, allowing players to recreate 
  key events of the war.
  Intentions, the introductory story, reveals how a secret conversation shaped the history of the Inner Sphere. Crucible 
  provides a summary of the events that led to the Second Succession War, in particular the events of the First Succession War—
  the rise and fall of the Star League, Kerensky’s Exodus, and the ambitions and antagonisms of the Great Houses. The Second 
  Succession War details the major events of the thirty-five-year conflict, covering key engagements on all fronts as well as the 
  internal political machinations of each Great House. A Legacy of Destruction covers the aftermath of the Second Succession War 
  and the attempts to broker peace while preparing for the next war. Personalities describes the histories and motivations of the 
  House Lords and other notables of the conflict. The Rules Annex includes a number of items designed to aid play during the 
  Second Succession War, including rules for generating forces representative of the era, as well as systems reflecting the impact 
  of social and economic collapse.
  ilKhan,
  Among the information made available by the Exarch is this 
  entry, recovered by Gunslinger Eli Sender. The original document 
  was a draft compiled by Paladin Constance McGuire nearly a 
  century ago, but upon examination, I believe it would serve as 
  a solid primer for our sibkos regarding the history of the Inner 
  Sphere during our Exile. I have taken the liberty of reviewing the 
  original Republic draft and now submit the complete document 
  for your approval.
  —Loremaster Stephan Roshak
  
  THE SECOND SUCCESSION WAR
  12
  RISE AND FAll
  CRUCIBLE
  “My good friends, for the second time in our history, a British Prime Minister has returned from Germany bringing peace with 
  honor. I believe it is peace for our time.” 
  —Neville Chamberlain, speech outside 10 Downing Street regarding the Munich Agreement, 30 September 1938
  “My simple demand
  Submit and I’ll spare your worlds
  From the Dragon’s claw”
  —Coordinator Jinjiro Kurita, haiku sent to the rulers of the other four Successor Houses, late 2829
  RISE AND FALL
  The Great Succession War was the most devastating conflict 
  ever to embroil humanity, exceeding even the Age of War or the 
  Word of Blake’s Jihad for ferocity and destruction. It grew out of 
  long-simmering tensions and feuds among the human polity, held 
  in check by the Star League for centuries until given vent with great 
  ferocity in the wake of the Amaris Coup. Would such devastation 
  have occurred had there never been a Star League and the Great 
  Houses been left to their own bickering? Would war have erupted 
  had the bulk of the SLDF opted to remain in the Inner Sphere rather 
  than accompanying General Kerensky into exile?
  By the third decade of the twenty-ninth century, the 
  initial fury of what would become the First Succession War 
  was largely spent and the original pretexts for the conflict 
  long abandoned. Humanity had not given up on its fratricidal 
  conflicts, however—a few sought lasting peace, but others 
  sought to undermine that process. In the end, the first half of 
  the 2820s amounted to nothing more than a brief pause in 
  the conflict; an opportunity for the belligerents to catch their 
  breath, rest and re-arm, and plan for a return to warfare. 
  Like the World Wars of old Terra, the resumption of open 
  conflict in the form of the Second Succession War was largely 
  inevitable. The First War had not settled matters, and it could be 
  argued that the Second War was merely a continuation of the First, 
  using the same equipment and tactics: terror and mass destruction. 
  Politically, however, there were significant differences between the 
  two conflicts. Most importantly, the five combatants of the First 
  Succession War were joined covertly in the Second Succession War 
  by a sixth faction in the form of ComStar. The Order had been active 
  in the earlier conflict, but the death of Jerome Blake and the rise 
  of Conrad Toyama—and later Raymond Karpov—to the Primacy 
  heralded a more interventionist approach. ComStar shepherded 
  the Successor States back toward war and embarked on direct 
  action in some of the resulting conflicts. Other agents began to 
  take an interest as well; Kerensky’s descendants, in the form of the 
  Clans, began a long observation of the Inner Sphere and even took 
  a direct hand in events.
  While the First Succession War had been hugely 
  destructive, it was the Second that pushed humanity to the 
  brink. The interstellar economy virtually collapsed, and many 
  worlds crippled during the two conflicts ceased to be viable 
  for human habitation. For some it was a slow decline, the 
  population desperately clinging on to survival. For others, the 
  end was sudden and lethal. Realizing the precariousness of 
  their situation—and with most WarShips and strategic weapons 
  exhausted and the means of replenishing them lost—the 
  Successor States brought the era of mass devastation to a close. 
  After another short pause, the Third Succession War would be 
  markedly different in character, focusing on small-scale actions 
  and the preservation of resources, and would span a stunning 
  160 years. Ironically, the uptick in manufacturing capacity 
  and technological recovery at the end of that conflict and in 
  the decades after the discovery of the Helm Memory Core 
  allowed humanity to build new arsenals that would lead to the 
  resumption of devastating warfare during the Blakist Jihad.
  TRIBES
  Man is a social animal, and since the dawn of time we have 
  grouped together, forming tribes that delineate between “them” 
  and “us.” History is replete with the conflicts and consequences 
  of this instinct, and mankind’s expansion to the stars was no 
  exception. Many of the proto-states that emerged were built 
  along nationalistic, ideological, or religious lines. When those 
  states merged and became the Great Houses, and later the 
  Successor States, those internal divisions remained.
  The Lyran Commonwealth is one example. The 
  Commonwealth’s overriding culture stems from the old-Terran 
  state of Germany, itself an amalgam of petty kingdoms. The 
  constituent parts of the Commonwealth emerged from different 
  cultural heritages—the Scots and Italians of the Federation of 
  Skye, the Irish of Donegal and the Pakistani-Americans of Tamar. 
  Throughout the Commonwealth’s history, these sub-cultures 
  and their agendas warred with each other, and that friction 
  occasionally manifested as conflict and rebellion. The other 
  Successor States followed a similar pattern: the Scandinavian, 
  Japanese and Arab heritage of the Draconis Combine; the 
  Franco-British trappings of the Federated Suns; and the Sino-
  Russian origins of the Capellan Confederation. The Free Worlds 
  League was even more confused, mixing aspects of dozens of 
  cultures (notably Spanish, Greek, Indian, Italian and Mexican).
  
  CRUCIBlE
  13
  ApOCAlypSE
  opting instead to lead the SLDF into the void, an Exodus which 
  would eventually lead to the formation of the Clans by his son, 
  Nicholas. The departure of the SLDF made the First Succession 
  War all but inevitable.
  APOCALYPSE
  The period between the death of Simon Cameron and the 
  Amaris Coup were good years for the Great Houses. The Houses 
  faced little restraint, and busily freed themselves of the military 
  and fiscal limitations imposed by the Star League’s founders. To 
  fuel their unchecked weapons build-up, the Council Lords placed 
  an onerous tax burden on the League’s territorial states, filling 
  their own pockets while fostering resentment in the Periphery. 
  Their successful militarization, coupled with losses sustained by 
  the SLDF in deposing Amaris, meant that Kerensky’s force could 
  no longer claim dominance over the Inner Sphere.
  The departure of the SLDF for points unknown removed 
  the damping rods over the Council Lords. With all five nations 
  armed to the teeth, disaster was inevitable. It began when 
  Minoru Kurita named himself First Lord on New Year’s Eve 
  2786, followed in short order by similar claims from the other 
  House Lords. The land-grab that had been ongoing since the 
  departure of the SLDF accelerated, and the Great Houses’ 
  devouring of the Terran Hegemony’s carcass soon brought 
  them into direct conflict.
  Even before Minoru’s official declaration of war, heated 
  conflicts broke out on several fronts. Towne was the most 
  notable of these early battles, a three-way clash in 2785 
  between the Federated Suns, the Draconis Combine, and the 
  Capellan Confederation. The struggle was a disaster for the 
  AFFS, eventually becoming known as the Towne Debacle. The 
  battle for the Bolan Thumb began a full nine months before the 
  Coordinator’s New Year’s Eve proclamation, and by early 2787 all 
  of the major fronts were in flames.
  It remains unclear which nation first deployed strategic 
  weapons, but by mid-2787 their use was commonplace, both 
  in the form of ship-killer missiles and as counter-force/counter-
  value weapons on planetary surfaces. The Federated Suns-
  Draconis Combine front saw particularly profligate use of 
  weapons of mass destruction, as did the Free Worlds League-
  Capellan Confederation front, with Kenyon Marik ordering 
  the use of thermobaric weapons against numerous Capellan 
  worlds. The Ares Conventions, abandoned for a time during 
  the Reunification War but tacitly followed by most militaries 
  since that time, were utterly discarded. Civilian targets, hitherto 
  off limits, became the focus of many attacks which sought 
  to destroy the enemy’s ability and will to wage war. This 
  abrogation of the Conventions was not a sudden development–
  the SLDF had been “flexible” in their enforcement throughout 
  its history, and the war against the Usurper had been no-holds-
  barred. As a consequence, the Successor States took their cues 
  from that carnage, and showed little restraint when it came to 
  their own conflicts.
  The Star League, founded by Ian Cameron and Albert Marik 
  in 2571 made the same mistake. It sought to bring together six 
  nation states, each with its own internal conflicts, into a single 
  pan-human society. Unsurprisingly, the League’s creation was 
  not universally popular, and discontent within the member 
  states rumbled for decades, while the Periphery states chose not 
  to join at all. The newly-minted First Lord seized the resulting 
  Reunification War as an opportunity to help unify the member 
  states while bringing the recalcitrant Periphery into the fold.
  The Star League endured for the next 150 years, during 
  which the promise of a pan-human society manifested in 
  increased living standards—humans could expect to live to 
  110 years of age, with medical treatments available for a wide 
  variety of ailments and injuries. Technology likewise increased 
  exponentially; high-speed interstellar communication became 
  feasible in 2630, and by the mid-twenty-seventh century, 
  most of the Inner Sphere’s population had access to easy 
  communication, in some cases in real-time, across the thousands 
  of worlds of the Star League. It is hardly surprising that many 
  look back on the Star League years as a golden era.
  The reality was more complex. Relations between and 
  within the member states were fractious and a series of political 
  and military incidents ensued—tribalism in action. The most 
  serious conflicts became brush-fire wars, often prompting 
  the intervention of the Star League Defense Force. The most 
  serious of these incidents began in the 2760s, when the 
  Periphery nations forcibly incorporated into the League rose in 
  open rebellion. Attempts by the SLDF to restore order turned 
  into bloody encounters and spread the League forces thin, 
  prompting the young First Lord Richard Cameron to call on his 
  friend and mentor, Stefan Amaris of the Rim Worlds Republic, for 
  assistance in securing the core worlds of the Terran Hegemony.
  In hindsight, Amaris’ hand in igniting the Periphery 
  rebellion was obvious. After positioning Rim Worlds forces 
  around the Hegemony, he murdered the First Lord in December 
  2766 and usurped the Star League throne, birthing the Amaris 
  Empire in place of the Hegemony. He failed to account for the 
  determination of Commanding General Aleksandr Kerensky, 
  who led a furious counter-assault first against the Rim Worlds 
  Republic, and then against Amaris forces on humanity’s core 
  worlds. After a long and bloody campaign, the SLDF succeeded 
  in securing Terra in September 2779. 
  Did the other tribes of humanity help? Some gave tacit 
  support to the General’s operation, but most Council Lords stood 
  on the sidelines and waited to see who would prevail, each driven 
  by their own personal greed and ambitions. Following Amaris’ 
  execution, they faced the need to name a new First Lord, but again 
  put personal ambition ahead of the greater good. In October 2780, 
  the Council Lords voted to disband the Star League, paving the 
  way for the bloody Succession Wars that followed.
  Kerensky—stripped of his office and his role as Protector of 
  the Realm in one of the Council’s final acts—could have pressed 
  his own claim to the First Lordship. He chose not to do so, 
  
  THE SECOND SUCCESSION WAR
  14
  ApOCAlypSE
  Many of the initial campaigns were intended as knock-out blows, though the 
  sheer scale of the Successor States made such efforts impractical. The Federated 
  Suns came the closest to ruin as the skill and ferocity of the DCMS carried House 
  Kurita to within a jump of New Avalon. A lone assassin on Kentares ended both 
  Minoru Kurita’s dream of dominance of House Davion and his life, and triggered one 
  of the most brutal massacres of the Succession Wars. Had Jinjiro Kurita mourned his 
  father’s death rather than avenged it, the Combine might have indeed prevailed. 
  Instead, the horror of the Kentares Massacre became a rallying cry for the AFFS and 
  furthered an animosity between the two nations that still resonates today.
  On paper, the Capellan Confederation seemed the most likely to succumb to 
  predations by its neighbors. But with House Davion distracted by the Combine 
  invasion, the Confederation seized the opportunity to reclaim the long-contested 
  Chesterton worlds. They succeeded in expanding control over nearby worlds, but 
  fell short of taking Chesterton itself. Faced with a resurgent AFFS, Chancellor Ilsa 
  Liao opted to switch tactics and instead offered to support Davion’s claim to the 
  post of First Lord--in exchange for Chesterton. Prince Paul rejected the offer out 
  of hand and, despite being in the midst of planning a new assault on the Draconis 
  Combine, instead launched a series of counter-invasions against worlds recently 
  taken by the Liaos. On the Confederation’s other border, the Free Worlds League 
  staged a broad offensive, pushing the CCAF back and launching drives toward 
  Wazan, Corey, and long-contested Andurien. House Liao managed to reclaim some 
  of their lost territory, but Andurien remained out of their reach.
  The Free Worlds League could have pushed the Capellans further, but large 
  swaths of the FWLM were engaged against Lyran Commonwealth. The Steiners 
  focused considerable pressure on the thorny Bolan Thumb, where fighting had raged 
  even before the official commencement of hostilities, but also assaulted worlds 
  around Solaris VII and Kalidasa. The League failed to hold the Bolan Thumb, but did 
  maintain control over worlds at the base of the salient such as Ilion and Altoona, and 
  widened their grasp to include Cavanaugh II and worlds around Dixie. Similarly, they 
  threatened the Lyran drive around Kalidasa with their own push toward Shiloh.
  The conflict on the League border also occupied much of the LCAF High 
  Command’s attention, leading to limited operations against the Combine. This 
  allowed House Kurita to focus their attention against their Davion foes, but hardly 
  meant the front was static. The Combine slowly pushed forward on a broad front 
  around Tamar, and likewise made inroads into Skye. Not everything went the DCMS’ 
  way, however; their efforts to seize Hesperus were bloodily repulsed, and the LCAF 
  staged counter-invasions against Lambrecht and around Najha.
  Perhaps the most surprising military operation of the First Succession War 
  occurred in 2788, when ComStar seized mankind’s homeworld using supposed 
  “mercenary” forces. The move infuriated the Great Houses, but none were willing 
  to breach the Communications Protocols they signed with former Star League 
  Minister of Communications Jerome Blake a year earlier. As a result, ComStar retained 
  unchallenged possession of Terra until the thirty-first century. If the Order’s use of 
  “mercenary” troops angered the Great Houses, the truth behind the operation would 
  have sent them running: the large force employed to take Terra comprised a number 
  of SLDF divisions who had chosen not to take part in Kerensky’s Exodus and had 
  instead sworn loyalty to Blake. Most of the troops stood down after the successful 
  operation, but ComStar remained in possession of a massive array of Star League 
  military technology—equipment that would be used to build the Com Guards.
  The First Succession War was not fought solely on planetary surfaces; the conflict 
  also saw some of the largest fleet actions ever to occur in the Inner Sphere. The scale 
  of battles like Skondia and Cholame rivaled the engagements of the Kerensky-Amaris 
  conflict, and each cost the Great Houses a significant part of their precious WarShip 
  THE RISE OF THE  
  COMSTAR NEWS BUREAU
  Throughout the First Succession War, ComStar 
  provided communications and broadcast services to 
  the Great Houses. But in the years between the First 
  and Second Wars, the First Circuit realized there was 
  an entirely different tactic they could use to shape 
  Blake’s Vision for the Inner Sphere. Rather than simply 
  carrying the news, ComStar could report it, establish-
  ing their own impartial news-gathering and dissemi-
  nation service. The concept, proposed by Precentor 
  Barnard, Judy Cheny, was simple and elegant and 
  played directly into Primus Toyama’s plans.
  By mid-2826 the ComStar News Bureau was 
  broadcasting across the Inner Sphere via the ComStar 
  network. Led by Precentor Cheny, CNB soon estab-
  lished itself as a valued source of unbiased news across 
  the Inner Sphere, a counter to the spin-doctors and 
  truth manipulators of each state. Some decried its 
  brand of solid reporting and analysis as propaganda, 
  or even worse, “fake news,” but CNB soon established 
  a commanding market share. Efforts by the Draconis 
  Combine and Capellan Confederation to censor CNB 
  broadcasts soon ran afoul of the Order; a stern rep-
  rimand from the First Circuit made it clear that any 
  interference with CNB would be regarded as a viola-
  tion of the 2787 Communications Protocols. With the 
  Interdiction of Tharkad fresh in their minds, the Great 
  Houses relented.
  It is a great irony that the accusations of bias on 
  CNB’s part were not without justification. While rarely 
  straying into outright falsehood, shifting emphasis as 
  to how a story played in one market could have a major 
  impact on audience reaction. In effect, CNB became a 
  major new tool in ComStar’s arsenal for shaping public 
  opinion, one with Inner Sphere-wide reach that could 
  be tailored to an individual world if needed. 
  Toyama exploited this new capability mercilessly 
  in the run-up to the Second Succession War, sensa-
  tionalizing the “Chain Gang” raids and embarrassing 
  the DCMS with stories about their inability to catch the 
  Minnesota Tribe. CNB played up border tensions and 
  troop deployments across the Inner Sphere, heighten-
  ing tensions and fanning the fear of renewed conflict. 
  Troops were redeployed to meet these threats, real and 
  imagined, bringing the return to war ever closer.
  Behind the scenes, CNB also worked hand-in-hand 
  with ROM, providing means to communicate with 
  local agents and to disseminate information to ROM 
  teams across the Inner Sphere. It was a combination of 
  ROM and CNB efforts that provided details on ISF and 
  DCMS operations to the Lyran Commonwealth’s Loki, 
  and leaked details of several members of the Capellan 
  House of Scions’ predilections to the MIIO, allowing 
  them to blackmail the government officials. 
  
  CRUCIBlE
  15
  BREATHING ROOM
  fleets. The loss of those behemoths left invasion forces exposed and removed the fire 
  support they offered. With military transports now easy targets, all of the Successor 
  States began co-opting commercial transports in order to enact even the most basic 
  interstellar operations. This caused further commercial collapse and hastened the 
  demise of numerous worlds that relied on interstellar commerce to survive. 
  BREATHING ROOM
  By the end of the second decade of the twenty-ninth century, all of the 
  combatants taking part in the First Succession War were exhausted, and the tempo 
  of operations fell away markedly. By 2821, no major operations were underway; 
  instead, a series of local cease-fires and treaties brought hostilities to a close. The 
  states that remained were shadows of their former selves, their militaries were 
  shattered and their economies in ruins. Whole worlds died, either as a result of 
  military action or as a consequence of social and economic collapse. Many others 
  were pushed to the brink, doomed to collapse during the Second Succession War 
  and the centuries that followed.
  Could true peace have emerged from the aftermath of the Great Succession 
  War? It seems unlikely. There was no clear victor and animosities had deepened 
  during the conflict. Even without outside interference, it seems likely that the 
  Great Houses would have eventually thrown themselves back into armed conflict. 
  Though it would not become clear for many years, ComStar and its new leader, 
  Conrad Toyama, actively sought to destabilize the Successor States. Many of 
  the organization’s schemes were subtle: edited news in one state, a few lost 
  messages in another, all leading to antagonism and a desire to settle scores. 
  Other efforts were more direct, such as hampering a POW transfer or the leaking 
  of incriminating intel to sour relations. Some schemes would be a long time 
  brewing, notably the consequences of Jeanette Marik joining ComStar, but others 
  were more swift and direct.
  The communications interdiction against Tharkad in 2823 came about in 
  response to efforts by the Estates General to tax ComStar’s services, an attempt to 
  demonstrate the power of the Lyran state against an extra-territorial corporation. 
  Instead, ComStar’s response showed just how much power the Order held. The 
  Commonwealth couldn’t govern effectively when the information flow into and out 
  of the capital was frozen and had to be carried by JumpShip. The Commonwealth 
  soon relented, cowed by the impact of interdicting even a single world. The other 
  Successor States were put on notice that ComStar would not tolerate interference 
  in its affairs. That resolve would soon be tested. 
  The Successor States sought to rebuild after the carnage of the Great 
  Succession War, but by emphasizing repairs to their militaries rather than their 
  infrastructures or economies, overall improvements were limited. True peace 
  never entirely manifested either, as low-level raiding, special-forces actions, and 
  espionage continued throughout the inter-war period. Each nation sought to 
  hamper the operations of their rivals and undermine their reconstruction efforts, usually 
  covertly but occasionally through direct action such as sabotage or assassination. 
  While 2830 is officially cited as the start of the Second Succession War, the Great Houses were at each other’s throats by the mid-
  2820s. The Draconis Combine and Federated Commonwealth resumed hostilities in March 2825 with the “Chain Gang” missions, swiftly 
  followed by a direct assault. House Kurita’s other front was never fully at peace, with several worlds repeatedly changing hands. The 
  situation escalated such that by 2828 a de-facto state of war existed. House Liao sought to exploit the Federated Suns’ preoccupation 
  with the Dragon to launch its own counterassaults in August of the same year, and the tragic consequences of that operation would 
  re-ignite conflict between the two nations. Though all of this, and despite provocation on both fronts, House Marik’s Free Worlds League 
  stood aloof. They resisted the urge to be drawn back into the conflict, even while preparing for it. ComStar decided to take a direct hand, 
  using Jeanette Marik to give her brother, the Captain-General, little choice but to resume hostilities. 
  THE MERCENARY REVIEW BOARD
  Another arm of ComStar, founded in 2789, was 
  the Mercenary Review Board. Unlike the ComStar 
  News Bureau, the board was not established as a 
  political tool for the Order, but rather as a neutral 
  arbiter to govern the sellswords whose use increased 
  dramatically during the Great Succession War. While 
  some mercenaries were honorable and dedicated, pri-
  marily those that had formerly been part of the SLDF, 
  many displayed a lack of ethics and a willingness to 
  work toward their own ends rather than those of their 
  employers. A number of such units fled or turned coat 
  in the early years of the Succession War, leading to a 
  lack of trust in any hirelings.
  Coordinator Minoru Kurita raised his concerns about 
  mercenaries in a discussion with Administrator Blake, 
  suggesting the creation of a registry and administra-
  tive arm to police the contracts issued to such troops, 
  and their behavior in the execution of their duties. 
  Kurita intended this to be a multinational effort—pos-
  sibly with himself at its head—and thus was surprised 
  when Blake announced the formation of the Mercenary 
  Review Board under ComStar’s authority a week later.
  While the Coordinator may have felt his idea was 
  stolen, an accusation made by several of his warlords in 
  later years, oversight of the contracts and behavior of 
  mercenary troops by a neutral body was the only viable 
  option. It was profitable, too; the Great Houses would 
  pay a five percent commission for ComStar to adminis-
  ter their contracts, and the Order held the mercenar-
  ies’ payments in escrow, releasing the funds as the 
  contract dictated—and withholding them if needed. 
  Honest mercenaries benefited as well, since the MRB 
  ruled as often in their favor as it did the Successor 
  States. Though adjudication by the Board cost the 
  troops some commission—another five percent—it 
  soon proved a worthwhile investment.
  Of course, contracts were still offered outside of 
  the Mercenary Review Board’s aegis, but Blake made it 
  clear that those unsanctioned contracts would not be 
  protected by the Board.
  Caveat Emptor!
  
  THE SECOND SUCCESSION WAR
  16
   
  
  17
  WAR RENEWED
  THE SECOND SUCCESSION WAR
  THE SECOND SUCCESSION WAR 
  (2825–2863)
  “I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.”
  —Albert Einstein
  “You know why Davion officers have spurs on their boots? So they can ride horses once the Federated Suns finally runs out 
  of BattleMechs.” 
  —Erik Raj, Monday Night Live, Donegal Broadcasting Company, 2852
  The era of peace that followed the Succession War came 
  to an end in the late 2820s, incidentally transforming the 
  Succession War into the First Succession War in the process. 
  As with the First Succession War (or Terra’s World Wars), the 
  dates of the conflict varied significantly depending on the 
  participants; some border conflicts, such as between the Lyran 
  Commonwealth and Draconis Combine reignited in 2825, while 
  others, such as the Federated Suns-Capellan Confederation 
  conflict, resumed in 2828. Conversely, the Free Worlds League 
  did not become embroiled in the general conflict until 2830, 
  and as such this is the date most historians use to date the 
  start of the Second Succession War. Some historians suggest 
  that the First Succession War never truly ended and the period 
  2821–2825 was instead merely a period of retrenchment and 
  rearming before the conflict heated up again, They instead 
  suggest that the “Great Succession War” ran from 2787 to 2863. 
  However, markedly different characteristics of the two phases 
  of the conflict undermine this suggestion, reinforcing the idea 
  of two distinct conflicts just as the low-tempo (and extremely 
  long) Third Succession War is distinguished from the Second 
  despite the absence of a formal cessation of hostilities and a 
  very brief (three year) interwar period.
  WAR RENEWED (2825–2830)
  The interwar was never entirely peaceful—each of the 
  Houses suffered raiding by their neighbors and replied in kind. As 
  early as 2825, the occasional raids had escalated into a continuous 
  serious of military actions that were indistinguishable from the 
  military campaigns that followed. Prior to that, a cold war of spies 
  and special forces prevailed as each Great House sought to assess 
  the damage to their enemies and identify any vulnerabilities they 
  could exploit in the resumed hostilities they all presumed would 
  happen. This covert war of spies was waged across the Inner 
  Sphere, though most of the intelligence agencies were badly 
  bloodied and their networks compromised by the housecleaning 
  and internal security operations that accompanied the First 
  Succession War. High-profile successes were few and far between, 
  with disasters and confusion the order of the day.
  IN DISTANT STARS
  As the First Succession War stumbled to a halt and the Inner Sphere breathed a few ragged breaths before launching into 
  a second round of conflicts, the Clans continued their metamorphosis into the force we are familiar with today. Operation 
  KLONDIKE took place in 2821 and early 2822, with Nicholas Kerensky’s Clans enforcing their will over the shattered remnants 
  of the SLDF exiles. In many regards the Exodus Civil War, which culminated in Operation KLONDIKE, was even more brutal than 
  the Succession War, with the use of nuclear, chemical and biological weapons compounded by ethnic cleansing and other war 
  crimes. In the Inner Sphere, the Great Houses prevailed even though they were bloodied by the conflict. In Clan space, little 
  remained of society, and the survivors were malleable clay in Kerensky’s hands.
  The annihilation of Clan Wolverine in 2823 was the first major political event within the Clans and the only one—until late 
  in the thirtieth century, at least—to possibly have had any impact on the Inner Sphere. The Minnesota Tribe incident is popularly 
  linked to survivors of the Wolverines, though even today we have no definitive proof of this. Even more significant to the Clans 
  were the events of 2834. A dispute with Clan Widowmaker evolved into a Trial of Refusal, and ilKhan Nicholas Kerensky suffered 
  fatal wounds while refereeing the contest. The Clans were now deprived of Kerensky’s vision and authority, metamorphosing 
  over the next “Golden Century” into the factionalized, militaristic society that returned to the Inner Sphere in 3050.
  —A Pocket History of the Inner Sphere, Terra Press, 3122
  
  1
  2
  3
  4
  5
    1) Magistracy of Canopus
    2) Taurian Concordat
    3) Outworlds Alliance
    4) Illyrian Palatinate
    5) Lothian League
    6) Tortuga Dominions
  The Periphery
  Tamar Pact
    1) Trellshire
    2) Tamar Domains
    3) Camlann Shire
  Protectorate of Donegal
    4) Coventry Province
    5) Alarion Province
    6) District of Donegal
    7) Furillo Province
  Federation of Skye
    8) Kannon Shire
    9) Virginia Shire
    10) Rahneshire
    11) Isle of Skye
  Lyran Commonwealth
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  Pesht Military District
    1) Kagoshima Prefecture
    2) Coudoux Prefecture
    3) Bjarred Prefecture
    4) Pusht-i-rud Prefecture
    5) Ningxia Prefecture
  Galedon Military District
    6) Oshika Prefecture
    7) Matsuida Prefecture
    8) New Samarkand Prefecture
    9) Kaznejoy Prefecture
  Draconis Combine
  Rasalhague Military District
    10) Radstadt Prefecture
    11) Trondheim Prefecture
    12) Tinaca Prefecture
  Benjamin Military District
    13) Baldur Prefecture
    14) Xinyang Prefecture
    15) Kajikazawa Prefecture
    16) Proserpina Prefecture
    17) Irurzun Prefecture
  Dieron Military District
    18) Kuzuu Prefecture
    19) Ashio Prefecture
    20) Chaville Prefecture
    21) Addicks Prefecture
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  INNER SPHERE - 2830
  Pesht Military District
  Rasalhague Military District
  Galedon Military District
  Benjamin Military District
  Federation of Skye
  Protectorate of Donegal
  Tamar Pact
  Draconis March
  Crucis March
  Capellan March
  Draconis March
    1) Robinson Operational Area
    2) Woodbine Operational Area
  Crucis March
    3) Markesan Operational Area
    4) Minette Operational Area
    5) Chirikof Operational Area
  Capellan March
    6) Kathil Operational Area
    7) Taygeta Operational Area
  Federated Suns
  2
  4
  5
  6
  7
  1
  3
    1) Tikonov Commonality
    2) Chesterton Commonality
    3) Sarna Commonality
    4) Capella Commonality
    5) Sian Commonality
    6) St Ives Commonality
    7) Andurien Commonality
  Capellan Confederation
  1
  2
  3
  4
  5
  6
  7
    1) Marik Commonwealth
    2) Federation of Oriente
    3) Principality of Regulus
    4) Duchy of Andurien
    5) Stewart Confederation
    6) Duchy of Graham-Marik
    7) Rim Commonality
    8) Regulan Free States
    9) Principality of Gibson
    10) Abbey District
    11) Duchy of Orloff
  Free Worlds League
  1
  2
  3
  4
  5
  6
  6
  7
  8
  9
  10
  Dieron Military District
  20
  21
  11
  Erdvynn
  Annwyn
  Aquavita
  Bremen
  Fjernet
  Hornir's Keep
  Parvan
  Dijonne
  Manx
  Stellaris
  Altoona
  Cerignola
  Choex
  Dresden
  Eion
  Elba
  Fallen Stars
  Flychenia
  Gran
  Hunter's Paradise
  Ilion
  Janina
  Kerman
  Lintz
  Lokoja
  Luanda
  Marisura
  McKellan
  Melk
  Myrrdin
  Nichol's Rest
  Pec
  Port Vail
  Quelimane
  Rochers
  Salisberg
  Spirit
  Svalstad
  Synsstad
  Szepes
  Szombathely
  Tatopani
  Thirty Weight
  Tylarzka
  Várri
  Vicksland
  Vulture’s Nest
  Warrumbungle
  Green Stone
  Aigle
  Helbrent
  Helduza
  Findal
  Seven Lands
  Jardangal
  Sialkot
  Lywick
  Farcry
  Anatolia
  Megiddo
  Viluisk
  Valabhi
  Lushun
  Oporto
  Windhoek
  Ubangi
  Heidelburg
  Zanbasa
  Montsegur
  Arlanda
  Machapuchre
  Tordenskjold
  Mogabouti
  Awyron
  Far Reach
  Ambrose
  Von Strang’s
  Sentarus
  Aboukir
  Derby
  Inner Surge
  Baggville
  Rypful
  Zefri
  Gorgon
  Biegga
  Vannes
  Abushiri
  Vargtass
  Mearra
  Naco
  Sidon
  Rosetta
  Cilvituk
  Calvados
  Iolas
  Himmels
  Beauvais
  Viroflay
  Ceram
  Ceuta
  Zinal
  Harlez
  Valladolid
  Merlynpede
  Haggard
  Lande
  Malacca
  Melilla
  Meghy
  Shalaine
  Duantia
  Ukunela
  Stardawn
  Dagda
  Pardeau
  Albion
  Sabhal Mòr Ostaig
  Caledea
  Nuelson Minor
  Graz
  Conley's Patch
  Zuhbehr
  Cardff
  Starshine
  Prydain
  Bayis II
  Malazan
  Zebrenaski
  Sardis
  Hódmezovásárhely
  New Galicia
  Naissus
  Sparta
  Köln
  Z
  Bo
  Cree
  Esztergom
  Ceará
  Izmir
  Revel
  Stettin
  Astrokaszy
  Zempoatlepetl
  Hell's Paradise
  Calchedon
  Mohács
  Turov
  Alta
  Maratho
  Bye's Ship
  Durabon
  Luxani
  Mondra 
  Schmitt
  Zelmag III
  Herrmaz
  Coopertown
  Kleinwelt
  Shipton
  Cresson
  Cayuga
  Gettorf
  Eagle Rest
  Helvetica
  Camlann
  Abramkovo
  Biloela
  Khon Kaen
  Madiun
  Pencader
  Penobscot
  Stantsiya
  Timbiqui
  Zdice
  Acrux
  Althastan
  Binyang
  Danxian
  Ellijay
  Finsterwalde
  Herzberg
  Loburg
  Maisons
  Radostov
  Shahr Kord
  Teyvareb
  Aberystwyth
  Al Jafr
  Cruz Alta
  Enders Cluster (10)
  Florida
  Ilzra
  Sarikavak
  Coldbrook
  Halifax
  Hinckley
  Karkkila
  Rapla
  Sapienza
  Stanley
  Wiltshire
  Gillfillan's Gold
  Otisberg
  Amminadav
  Waypoint
  Caldarium
  Pocologan
  Issaba
  Langhorne
  Lost
  Ma'anshan
  Engadine
  Hood IV
  Inarcs
  Jerangle
  Jesenice
  Kowloon
  Kwangchowwang
  Neerabup
  Trentham
  Willunga
  Annunziata
  Clermont
  Kolovraty
  Melissia
  Mogyorod
  Bone-Norman
  Botany Bay
  Erewhon
  Last Chance
  Chiavenna
  Mezzana
  Czarvowo
  Rosice
  Zaprudy
  Aiguebelle
  Batajnica
  Calafell
  Firenze
  Mercedes
  Novara
  Abejorral
  Ciampino
  Kostinbrod
  Noisiel
  Nuneaton
  Quilino
  Vendrell
  Vihtijarvi
  Virtue
  Baryshevo
  Champadanga
  Chhaprauli
  Jatznik
  Niangol
  Qarahta
  Saravan
  Storfors
  Tapihue
  Kelang
  Triesting
  Callisto V
  Thuban
  Australia
  Brooloo
  Ewanrigg
  Gatineau
  Khartoum
  Ludwigshafen
  Mahone
  Mandaoaaru
  Millerton
  Mississauga
  Moriguchi
  Recife
  Strandfontein
  Swartklip
  Windsor
  Zwipadze
  Baba
  Blue Hole
  Deia
  Dukambia
  Esteros
  Goat Path
  Kookens 
  Pleasure Pit
  Mkuranga
  Timkovichi
  Yeguas
  Bondurant
  Curaumilla
  Dalcour
  Edmondson
  Griffith
  Kosciusko
  Labouchere
  Maderas
  Merton
  Millungera
  Saltillo
  Schererville
  Promised Land
  Atzenbrugg
  Aylmer
  Bayindir
  Corbeanca
  Ghaziabad
  Goth Khakar
  Hammer
  Hazeldean
  Huntington
  Jubka
  Karakiraz
  Kogl
  Lahti
  Landfall
  Lepaterique
  Lesnovo
  Mankova
  Negushevo
  Panjang
  Prato
  Romita
  San Nicolas
  Schiedam
  Stotzing
  Tchamba
  Tematagi
  Tormentine
  Tuamotu
  Valil'yevskiy
  Wolof
  Conakry
  Escobas
  Howrah
  Manotick
  Sackville
  Sharqah
  Silver
  Skvorec
  Trznadel Cluster
  Wisconsin
  Thraxa
  Vixen
  Gambilon
  Booker
  Ballad II
  Weistheimer
  Crawford's Delight
  Novo Tressida
  Glevakha
  Cameron
  Zanderij
  Krievci
  Me
  Forkas
  Circinus
  Niops V
  Niops VI
  Niops VII
  Paulinus
  Lordinax
  Lothario
  Lummatii
  Leximon
  Lindassa
  Logan Prime
  Gwynedd
  Wypoute
  Gabenstad
  Herbania
  Melville
  Delagoa
  Austerlitz
  Edirne
  Nightwish
  Milvano
  Huesta
  Wingzar
  Kitopler
  Mahrah
  Stirling
  Malaga
  Battaraigi
  Jápminboddu
  Renren
  Eschen
  Beta Regulus II
  Jorvikland
  Morrigan
  Marsalle
  Ildlandet
  Nobel
  Mangor
  Cranston
  Restitution
  Obrenovac
  Payvand
  Ruschegg
  Vak
  Hednesford
  Bismarck
  Katlehong
  Campoleone
  Ibarra
  Bass
  Afarsin
  Bethonolog
  Gallis
  Lindenmarle
  Royal Foxx
  Candiear
  Harminous
  Techne's Revenge
  Megarez
  Kossandra's Memory
  Hardcore
  Krimari
  Tarol IV
  Marantha
  Palladix
  Wildwood
  Cerillos
  Epsilon
  Galisteo
  Maxwell
  Sierra
  Cascade
  Kilarney
  Valloire
  Abbadiyah
  Adelaide
  Akfata
  Alarion
  Alekseyevka
  Anembo
  Arluna
  Ayacucho
  Black Earth
  Bobruisk
  Bucklands
  Buena
  C.M.O. 26
  Canal
  Chapultepec
  Coventry
  Ellengurg
  Elume
  Enzesfled
  Etiler
  Ferihegy
  Great X
  Halfway
  Howick
  Inchicore
  Kikuyu
  Kladnitsa
  Krung Thep
  Kvistgard
  Kwangjong-ni
  Main Street
  Miquelon
  New India
  Newtown Square
  Nouasseur
  Ormstown
  Pangkalan
  Poulsbo
  Premana
  Qanatir
  Qurayyat
  Revivim
  Roadside
  Son Hoa
  Tainjin
  Tangua
  Timbuktu
  Timehri
  Tiruppur
  Tsarahavana
  Urjala
  Venaria
  Viborg
  Winter
  All Dawn
  Rajkot
  Beta VII
  Blackjack
  Here
  Hot Springs
  Malibu
  Pasig
  M
  Saonara
  Can
  Slewis
  Tharkad
  Tellman's Mistake
  Dar-es-Salaam
  Lancaster
  York
  Anywhere
  Golandrinas
  Gotterdammerung
  Lackhove
  Wot
  Reykavis
  Trondheimal
  Illyria
  Trasjkis
  Loxley
  Kendall
  Eleusis
  Kaumberg
  Somerset
  Alorton
  Bowang
  Diamantina
  Gibraltar
  Carlisle
  Goetville
  Guatavita
  Rijeka
  Blumenort
  Chahar
  Machida
  Medellin
  Barcelona
  Campbelton
  Dickins
  Ionus
  Vosloorus
  Al Jubaylah
  Lengkong
  Cirebon
  Fieferana
  Ellsworth
  Fadiffolu
  Hiratsuka
  Ford
  Bella I
  Chalouba
  Tamarind
  Gannett
  Tania
  Loric
  Albert Falls
  Cajamarca
  Hellos Minor
  Newcastle
  Ankolika
  Westover
  Atsugi
  Isabela
  Karachi
  Tapachula
  Gatchina
  Tohelet
  Trellisane
  Atreus
  Zhongshan
  Pressby
  Ngake
  Clinton
  Donegal
  Concord
  Gallatin
  Launam
  Megrez
  Nestor
  Rah
  Rexburg
  Shasta
  Zwenkau
  Arc-Royal
  Bountiful Har
  Gibbs
  Greenlaw
  Hamilton
  Horneburg
  Incukalns
  New Capetown
  Santana
  Tetersen
  Tsinan
  Upano
  Vorzel
  Wrociaw
  Ashburton
  Bolan
  Cameron
  Colfax
  Danais
  Drosendorf
  Fian
  Gypsum
  Hongqiao
  Jiddah
  Medzev
  Paradise
  Rzhishchev
  Uzhgorod
  Clipperton
  Mauripur
  Rohinjan
  Scheuerheck
  Ayn Tarma
  Hindmarsh
  Aconcagua
  Chagos
  Kutludugun
  Cavanaugh II
  Kakada
  Kamenz
  Duran
  Minderoo
  Sargasso
  Atocongo
  Biuque
  Pobeda
  Reese Station
  Richvale
  Diass
  Nullarbor
  Faleolo
  Mackenzie
  Molokai
  Wilkes
  Alula Borealis
  Eromanga
  Home
  Loongana
  Simpson Desert
  Aitutaki
  Arcadia
  Bainsvill
  Dixie
  Giausar
  Gibson
  Gienah
  Keeling
  Laureles
  Loyalty
  McAffe
  Niihau
  Nockatunga
  Norfolk
  Rasalas
  Senftenberg
  Sheridan
  Thermopolis
  Uh
  Wallis
  Washburn
  Zortman
  Alma Alta
  Aristotle
  Bjornlund
  Eidsfoss
  Sierpc
  Smolnik
  Westerstede
  Pingree
  Regulus
  F
  Chukchi III
  Ciotat
  Colinas
  Eutin
  Hollabrunn
  Jaumegarde
  Kitzingen
  Pher
  Soilihull
  Turinge
  Zvolen
  Alterf
  Har
  Manihiki
  Midkiff
  Mu
  Sterling
  Trinidad
  Coriscana
  Futuna
  Mundrabilla
  Olafsvik
  Preston
  Togwotee
  Aur
  Cumbres
  Eilenburg
  Gallery
  New 
  Hyde
  Kirkenlaard
  T
  Ideyld
  Mariefred
  Arganda
  D
  Sarpsborg
  Tongatapu
  New Oly
  Autumn Wind
  Alula Borealis
  Vermezzo
  Sappir
  Da
  Neb
  
  Alfirk
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Map compiled by COMSTAR.
  From information provided by the COMSTAR EXPLORER CORPS 
  and the STAR LEAGUE ARCHIVES on Terra.
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  L E G E N D
  National capital
  District capital
  Region capital
  30 LIGHT YEARS
  120 LIGHT YEARS OR 36.8 PARSECS
  Achtur
  Caracol
  Caria
  Catroxx
  Zanzor
  Adrar
  Afleir
  Aggstein
  Altoona
  Anaea
  Genf
  Angelsey
  Angra
  Caesaera
  Medron
  Menion
  Dili
  Kirkvåg
  Lochmantle
  Merowinger
  Simancas
  Everett
  Khi
  Shaobuon
  Giverny
  olobrzeg
  Konopiste
  Lorkdal
  Manksville
  Miyako
  Kalindam
  Runrig
  Sebha
  Brinton
  Chouli
  Corfu
  Dansur
  Deweidewd
  Dralkig
  Fefferfer
  Flynn
  Frankson
  Gniezno
  Gorki
  Greypearl
  Itsbur
  Hakkaido
  Harbin
  Heart Fjord
  Hechnar
  Hè-shì
  Hurgh
  Itrom
  Jilin
  Kaldu
  Kievanur
  Lacadon
  Tunlmar
  Luderitz
  Mackolla
  Myrvoll
  Mytilene
  Nai-Stohl
  New Ålborg
  New
  Hechnar
  New Dallas
  New Sarum
  New Stevens
  Nukus
  Oli
  Osset
  Oyevaina
  Parian
  Pentvar
  Plataea
  Santiago
  Burl
  Sikkim
  Simone
  Smithon
  St. Cyr
  Talisker
  Tintavel
  Tirabad
  Tottori
  Turko
  Tyrlon
  Undra
  Vecchio
  Waycross
  Woogi
  Zindao
  Portland
  Ballentine
  Joshua
  Knutdor
  Ildrong
  Bamburgh
  Naikongzu
  Killbourn
  Catroxx
  Myrvoll
  Killbourn
  Kreller
  Jeju
  Cabanatuan
  Takata
  Odawara
  Bilma
  Antias
  Kupang
  Apsalar
  Beowulf
  World
  Ichmandu
  Caillinius
  Iron Land
  Chimpaw
  Kingtribel
  Glenlivet
  Bushmill
  Stonarboi
  Qualip
  Murmansk
  Old Canton
  Ulsan
  New Ceylon
  New Sumatra
  Hildaman
  Okaya
  Celebes
  Grootfontein
  Dalmantia
  Westfield
  Goldlure
  Belacruz
  Knutstad
  Bonaire
  Grobin
  ra
  rib
  Pavia
  Sarkel
  Aquileia
  St Gall
  August
  Ragusa
  Oldsmith
  Quimper
  Carnac
  Carcassonne
  Bayeux
  Arromanches
  Périgueux
  Cork
  Rennes
  Fugeres
  Jacobabad
  Dol
  Roscoff
  Vereeniging
  Saumur
  Du Lac
  Tiruchchirappalli
  Quimper
  Wittington
  Dunkerque
  Merlin
  Alnadal
  Klamriz V
  Reinhardstein
  Turkalia
  Entalun
  Saltural
  Bothwell
  Courtney
  Nogales
  Andelys
  Agmond
  Josselin
  Sturganos
  Unkador
  Teylingen
  Charleywood
  Verdinge
  Tantallon
  Wedderborg
  Ormal
  Duxford
  Arundel
  Valois
  Cooperland
  Hoensbroek
  Kenilworth
  Gruyeres
  Gravensteen
  Chillon
  El Kerak
  Ferrara
  Caerlaverock
  Kublenz
  Saltville
  Branzoll
  Fathepur
  Zambezi
  Swales
  Lynchburg
  Declan II
  Bringdam
  Maldive
  Mazdru
  Gahral
  Vintru
  Namen
  Brabent
  Blida
  Paches
  Jenet
  Tazaraki
  Maharet
  Weitinger
  Ryans Fate
  Umgard
  Tetschner
  Boeotia
  Fjaldr
  Kazu
  Sindalin
  Oligar
  Wantorill
  Kek
  Laong
  Alto
  Blandou
  Yongd
  Bergtatt
  Enkra
  Non Diz
  Aosia
  Arn
  Espia
  Salardion
  Naryn
  Tengil
  Rosendal
  New Troy
  Nam Dinh
  Banfora
  Borka
  Aomen
  Ullieri
  Sappho
  Sumy
  Java
  Lucknow
  Patan
  Kristiandsund
  Chengdu
  Ramen II
  Snailzar
  Manennaia
  Achilles
  Lukla
  Aodh
  Westphalia
  Dhaulgiri
  Crawford
  Stockpoll
  Conwy
  Payia
  Segerica
  Athna
  Pernik
  Mattisskogen
  Dì-fang
  Chitwan
  Haerhbin
  Jungar Qi 
  Bodnath
  Florarda
  Bhaktapur
  Belluevue
  Kohlman
  Yàn-huì
  Lyreton
  Chennai
  Zhaomaon
  Viribium
  Hibuarius
  Linhauiguan
  Ordino
  Aquagea
  Karlstejn
  New Athens
  Ilmachna
  Staffin
  Brest
  Bogerth
  Mumbai
  Pell
  Itica
  Katla
  Sichuan
  Lhasa
  Shui-pào
  Klayne
  Smythe
  Bahl's Retreat
  Dalian
  Crichton
  Michtal
  Ugland
  Toten
  Jeppens
  Vinstra
  Finse
  Waitur
  Halgrim
  Halla
  Dreadlord
  Eigerland
  Ictus
  Mindrel
  Devil’s Breath
  Bell
  Joan’s Post
  Braben’s Frontier
  Coyle
  Achton
  Schrim
  Shiri
  Tresspass
  Ulubis
  Blueys
  Kent
  Onverwacht
  Calingasta
  Loikaw
  Voehn
  Hrafn
  Raetia
  Renorsal
  Vangburg
  Wynn’s Roost
  Nerum
  Zebuluraskai
  Zumbo
  Achnoly
  Glitnir
  Fallry
  Sornath
  Puttalam
  Tanz
  Gaeri
  Domeyko
  Feijo
  Mizt
  Koury
  Helland
  Northsun
  Johnson
  Zalt
  Grankum
  Gitarama
  Danli
  Zetang
  Blommestein
  Ambatomainty
  Maripa
  Vonja
  Azur
  Barahona
  Waini Point
  Centavido
  Flatspin
  Amber
  Girondas 
  Qalzi
  Paf
  Mas
  Klenkar
  Leh
  Famdo
  Cadela
  Serenity
  Baltar
  Fiery Plains
  San Carlos
  Gangtok
  Zelski II
  Masterton 
  Katinka
  Artru
  Coromodir 
  Reinbak
  odesto
  Skyfog
  Itzehoe
  Antallos (Port Krin)
  Nova Roma
  Butte Hold
  Elissa
  Oberon VI
  Sigurd
  Paulus Prime
  Gustrell
  Blackstone
  Crevedia
  A Place
  Alleghe
  ski
  Bruben
  Chateau
  Csesztreg
  Dustball
  Feltre
  Harvest
  Kirchbach Liezen
  Maxie's Planet
  Mozirje
  Parakoila
  Planting
  Verthandi
  Alyina
  Apolakkia
  Colmar
  Dell
  Denizli
  Devin
  Dompaire
  Evciler
  Graus
  Leskovik
  Skokie
  Sudeten
  Svarstaad
  Twycross
  Vulcan
  Zoetermeer
  Bessarabia
  Gunzburg
  Hyperion
  Kandis
  Karston
  Karston
  Kobe
  Kufstein
  Laurent
  Memmingen
  Rastaban
  Perrot
  Thannhausen
  Weingarten
  Wheel
  Alshain
  Balsta
  Chandler
  Darius
  Dawn
  Christiania
  Eguilles
  Ferleiten
  Goito
  Hermagor
  Kaesong
  Kempten
  Kiamba
  Kiesen
  Krenice
  Leoben
  Mannedorf
  Marawi
  Meilen
  Numki
  Pomme De Terre
  Radlje
  Setubal
  Spittal
  Sternwerde
  Susquehanna
  Dumaring
  Cebalrai
  Diosd
  Galuzzo
  Jabuka
  Marfik
  Ramsau
  Chandler
  Ramsau
  Shionoha
  Shionoha
  Shirotori
  Trolloc Prime
  Vindemiatrix
  Adhafera
  Scarborough
  Decus
  Prix
  Manapire
  Shiba
  Menkib
  No Return
  Purvo
  Tantara
  Shipka
  Capricorn III
  Cap Rouge
  Granera
  Maritgues
  Yanchep
  Dunianshire
  Luxen
  Palm
  Dainmar Majoris
  Abruzzi
  Ambergrist
  Andarmax
  Armaxa
  Ashley
  Aucara
  Bacum
  Barras
  Beid
  Betelgeuse
  Borden
  Carbonis
  Cavalor
  Claxton
  Claybrooke
  Claybrooke
  Columbine
  Conquista
  Cursa
  Decatur
  Dicon
  Drozan
  Egress
  Elnath
  Exedor
  Fagerholm
  Fortymile
  Frazer
  Fronde
  Gomeisa
  Goodna
  Gunthar
  Gurnet
  Haappajarvi
  Harsefeld
  Hurik
  Ikast
  Immenstadt
  Ingonish
  Ito
  Jacomarle
  Jacson
  Jonzac
  Kafr Silim
  Kittery
  Krin
  Kujari
  Larsha
  Les Halles
  Lopez
  Madras
  Matsu
  Mitchel
  Monhegan
  Nashuar
  New Roland
  Niomede
  Overton
  Pilpala
  Pojos
  Principia
  Quimberton
  Renown
  Repulse
  Royalston
  Sarmaxa
  Sax
  Second Chance
  Second Try
  Shoreham
  Sirdar
  Turin
  Vard
  Velhas
  Victoria
  Villanueva
  Wallacia
  Ward
  Weatogue
  Wright
  Xanthe III
  Yunnah
  Yuris
  Zanzibar
  Detroit
  Herotitus
  Corey
  Andro
  Hecheng
  Palmyra
  Marielund
  Dothan
  Arnaudville
  Mishkadrill
  Ramora
  Sterope
  Jansen's Hold
  Illiushin
  Camadeierre
  Flaum
  Burton
  Atreus Prime
  Mithron
  Brisbane
  Laconis
  Amber Grove
  Euschelus
  Grossbach
  Perdition
  Logan's Land
  Norman's World
  Celentaro
  Organo
  Dicallus
  Althea's Choice
  Paulding
  Steeles
  Lexington
  McGehee
  Waimalu
  Newton
  Adelson
  Alta Vista
  Andalusia
  Baranda
  Bassfield
  Boondock
  Cambiano
  Cimeron
  Crofton
  Cumberland
  Damevang
  Defiance
  Delacambre
  Die Moot
  Emporia
  Euclid
  Fuveau
  Gronholt
  Grosvenor
  Hahira
  Hephzibah
  Hickok
  Hivrannee
  Humansville
  Junior
  Kaguyak
  Kentwood
  Kirklin
  Kountze
  Lihue
  Lothair
  Lyceum
  Macintosh
  Mansfield
  Mararn
  Mejicanos
  Melcher
  Memphis
  Mermentau
  Milligan
  Millray
  Molino
  Morven
  New Aberdeen
  Nunivak
  Okefenokee
  Pattison
  Princton
  Redondo
  Reisterstown
  Rosepine
  Sabanillas
  Sherwood
  Shubuta
  Stratford
  Wapakoneta
  Weldon
  Skepptana
  Fatima
  Blair Atholl
  Fort Loudon
  Leganes
  Whittington
  Biota
  Ueda
  Lothan
  Lyndon
  a Verde
  Corridan IV
  Auldhouse
  Enif
  Kokpekty
  Soul
  Brasha
  Coraines
  Rudolpho
  Baliggora
  Raldamax
  Trimaldix
  Alegro
  Calish II
  Calish III
  Adhara
  Spencer
  Rockwellawan
  Addasar
  Novo Franklin
  Abagnar
  Abiy Adi
  Altona
  Bangor
  Brailsford
  Brihuega
  Capra
  Charity
  Cheriton
  Clearfield
  Delitzsch
  Ebensburg
  Echo
  Gravenhage
  Hanover
  Igualada
  Isesaki
  Jeanette
  Jezersko
  Juazeiro
  Kamarod
  Korramabad
  Koulen
  Labrea
  Land's End
  Lapida II
  Last Frontier
  Leyland
  Loysville
  Luzerne
  Matamoras
  McAlister
  Meinacos
  Minowa
  Outer Volta
  Paracale
  Pinnacle
  Polcenigo
  Qandahar
  Richmond
  Savinsville
  Sawyer
  Soverzene
  Stapelfeld
  Tarnby
  Turtle Bay
  Waldheim
  Yumesta
  Mica II
  Mica V
  Mica VII
  New Gascony
  New Hati
  Fletcher's Feast
  New Port Royal
  Morgan's Holdfast
  Jarett
  Baruun Urt
  Laconis
  Dowles
  Thamel
  Elix
  Miyazaki
  Nara
  Seuta Bimyeong
  Emar
  Kiruna
  Glabach
  New Sapporo
  Wonju
  Kanto
  Haddings
  Chaville
  Pokhara
  Brownsville
  New Florence
  Bex
  Mandal
  Zertarum
  Taran's World
  Shardayne
  erg
  Mokpo
  Sunchon
  Shimoda
  Tuat
  Ouagadougou
  Ferranil
  Duxfort
  Blue Sava
  Pliska
  Elbing
  New Praha
  Jászberény
  Kalmar
  Kern
  Ghorepani
  Alexandria
  Nexus Ri
  Ki Zoban
  Megaris
  Mavegh
  Dumassas
  Sartu
  Hanseta
  Victralla
  Badlands
  Werfer
  Ina
  Hastur
  Zathras
  Aspropirgos
  Gouderak
  Thurrock
  rel
  Butzfleth
  Deschenes
  Shenwan
  Beenleigh
  El Giza
  Leyda
  Piriapolis
  Ryerson
  Taygeta
  Hassad
  Novaya Zemlya
  Bethel
  Muridox
  Mosiro
  Lockton
  Adherlwin
  Fanardir
  Borgan's Rift
  Joyz
  Early Dawn
  Brixtana
  Cate's Hold
  Basiliano
  Butler
  Hainfeld
  Heiligendreuz
  Hohenems
  Lovinac
  Moritz
  New Caledonia
  Rodigo
  Romulus
  Seiduts
  Stanzach
  The Edge
  Trell I
  Unzmarkt
  Vantaa
  Waldorff
  Crellacor
  Agliana
  Armington
  Birmensdorf
  Csomad
  Drienfontein
  Enchi
  Estuan
  Firgrove
  Gambarare
  Hortense
  Jaboatao
  Kaitangata
  Kiserian
  Leipsic
  Malagrotta
  Minette
  Oltepesi
  Point Barrow
  Sodertalje
  Symsonia
  Tatlawiksuk
  Tegaldanas
  Vackisujfalu
  Anguilla
  Baxley
  Beaumont
  Benedict
  Bonneau
  Chanute
  Cohay
  Delos IV
  Ebro
  Gillingham
  Inman
  Kilbourne
  Kirbyville
  Lackland
  Mayetta
  McRae
  Metter
  Neosho
  Offerman
  Pascagoula
  Perdido
  Rentz
  St. Robert
  Sterlington
  Sturgis
  Tangipahoa
  Thibodaux
  Vandalia
  Waipahu
  Winfield
  Zolfo
  New Ivaarsen
  Abbeville
  Anjin Muerto
  Belaire
  Brockton
  Broken Wheel
  Brundage
  Cassias
  Chakachamna
  Chenier
  Hobson
  Kigamboni
  Kotzebue
  Markesan
  Meinrad
  Necedah
  Protection
  Electra
  Flintoft
  Horsham
  Lindsay
  Maia
  Merope
  Pleiades Cluster
  Ridgebrook
  Robsart
  Rollis
  Wrentham
  Landmark
  MacLeod's Land
  New Vallis
  New Ganymede
  100
  Keuterville
  Nahoni
  Semichi
  Warren
  Caldwell
  Cohagen
  Montour
  Naka Pabni
  Pierce
  Songgang
  Tentativa
  Verdigreis
  Weippe
  Badlands Cluster
  50
  Jodipur
  Eustatius
  Hoonaar
  Bastrop
  Farnsworth
  Greeley
  Hazelhurst
  Inner End
  Tellman IV
  Vibrunum
  Valasha
  Alpheratz
  Bad News
  Bryceland
  Cerberus
  Ferris
  Groveld III
  Groveld III
  Haynesville
  Kennard
  Niles
  Pajarito
  Sevon
  Valentina
  Morthac
  Quiberas
  Jordan Wais
  Praxton
  Loparri
  Lushann
  Banori
  Mitchella
  Dindatari
  Quatre Belle
  Budingen
  Schirmeck
  Parma
  Amiga
  Augusta
  Monroe
  Filtvelt
  Sheliak
  Engadin
  Radstadt
  St. John
  Thessalonika
  Ad Duwayd
  Algate
  Almunge
  Avon
  Brocchi's Cluster
  Byesville
  Caripare
  Chapineria
  Chorley
  Chupadero
  Constance
  Coudoux
  Courchevel
  Damian
  Santander V
  Dover
  Espakeh
  Garstedt
  Hartshill
  Hassi R'mel
  Herndon
  Hongor
  Huaide
  Hyner
  Idlewind
  Irece
  Kabah
  Linqing
  Lonaconing
  Macksburg
  Midway
  Monywa
  Multan
  Ningxia
  Nowhere
  Nykvarn
  Pondicherry
  Pusht-i-rud
  Ramgarh
  Rockland
  Salford
  Schuyler
  Schwartz
  Shimonoseki
  Sinope
  Slaithwaite
  Suianheer
  Teniente
  Virentofta
  Wolcott
  Yardley
  Zalaf
  Tuscarawas
  55
  Courcellete
  Corodiz
  Mendham
  Shaunavon
  adowvale
  Tetski
  Camlann
  Sekulmun
  Ankaa
  Dalton
  pus IV
  New Abilene
  Great Gorge
  Tancredi IV
  Tortuga Prime
  Sabik
  Tukayyid
  Albalii
  Kazanka
  Tabayama
  Zlatousi
  Prinis Prime
  Dneiper
  Milligan's World
  Risin
  Rushaven
  Quantraine
  Bensinger
  Derf
  Icar
  Persistence
  Star's End
  Steelton
  Toland
  Treeline
  n
  Amity
  Brockway
  Bromhead
  Diefenbaker
  Midale
  Renfield
  Cyrton
  Pesht
  Predlitz
  Bjarred
  Kaznejoy
  Hyalite
  New Vandenburg
  Pinard
  Carmichael
  Deneb Kaitos
  Outpost
  As Samik
  Basantapur
  Panpour
  Deneb Algedi
  Kansu
  Thimphu
  Kesai IV
  Conroe
  Diboll
  Mirage
  Urich
  Linneus
  Savonburg
  Steinhatchee
  Jesup
  Fetsund
  Gurrnazovo
  June
  Moultrie
  Olindo
  Vaucluse
  Hudeiba
  Kwamashu
  Latice
  Lurgatan
  Sadurni
  Baker 3
  Ridderkerk
  Jeronimo
  Kilmarnock
  Mandaree
  n
  Kearny
  Mansu-ri
  Cole Harbour
  Calloway VI
  Ipswich
  Shuen Wan
  Ipswich
  Shuen Wan
  Frondas
  Furud
  Australis
  McKenna
  Antipolo
  Vikindu
  Flannagan's Nebulea
  Galatea
  Taurus
  New Syrtis
  New Rhodes III
  Angol
  Zebebelgenubi
  Apollo
  Luthien
  Galedon V
  Alrescha
  Acamar
  Holmsbu
  New Bergen
  Rasalhague
  Skallevoll
  Tovetine
  Svelvik
  Thule
  Trondheim
  Vipaava
  Spica
  Taga
  Palladaine
  Bettendorf
  Evansville
  Bellevue
  Maynard
  Mokane
  Quincy
  Vicente
  Niquinohomo
  Sparrevohn
  Strawn
  Tarazed
  Vanern
  Corsica Nueva
  Volders
  Oshika
  Marshdale
  almyre Deans
  Wetumpka
  Sakuranoki
  Casere
  El Dorado
  Sverdlovsk
  Alcyone
  Daniels
  Anaheim
  Redfield
  Wernke
  Kirei Na Niwa
  Benjamin
  Numenor
  Worrell
  Nox
  Suk II
  Tamar
  Asgard
  Delavan
  Merak
  New Kyoto
  e
  Ballynure
  Borghese
  est
  Canonbie
  Dalkeith
  Eaglesham
  Edasich
  Ginestra
  Hesperus II
  Meacham
  Montmarault
  Orkney
  Quarell
  Rasalgethi
  Surcin
  Yed Posterior
  Zebeneschamali
  Anegasaki
  a
  Iknogoro
  Loeches
  Matheran
  Milnerton
  Pella II
  Sophie's World
  Sorunda
  Barlaston
  Bora
  Buenos Aires
  Calpaca
  Carmen
  Fujidera
  Glasgow
  Grand Base
  Hadnall
  Holloway
  Hustaing
  Kaifeng
  Lesalles
  Mentasta
  Phact
  Preston
  Primus
  Raballa
  Randar
  Relevow
  Sakhalin
  Scituate
  Sendalor
  Sigma Mare
  Tallin
  Teng
  Texlos
  Umka
  Vestallas
  Warlock
  Watermael
  Wazan
  Xieng Khouang
  Ziliang
  Apriki
  Belladonna
  Bogard
  Bristol
  Cahokia
  Carmacks
  Gallitzin
  Handa
  Heligoland
  Ipava
  Kathil
  Klathandu IV
  Kluane
  Fable
  Layover
  Le Blanc
  Listowel
  Mandate
  Manteno
  Marodzi
  Matar
  Matsuida
  McComb
  Montcoal
  Mordialloc
  New Damascus
  New Mendham
  Northfield
  Orbisonia
  Reisling's Planet
  Remshield
  Sakhara V
  Tatsuno
  Togura
  Victoria
  Waxell
  Koping Chian
  Adrian
  Altdorf
  Bergman's Planet
  Broaddus
  Brookeland
  Cerulean
  Choudrant
  Colchester
  Colia
  Davisville
  De Berry
  Delacruz
  Des Arc
  Fairfield
  Hoyleton
  Keytesville
  Latexo
  Macomb
  Nadrin
  Nagel
  Ottumwa
  Pitkin
  Potwin
  Senorbi
  Shawnee
  Sullivan
  Sun Prairie
  Sylvan
  Tsamma
  Weisau
  Xenia
  Kettering
  Crestoblus
  Kinkaid II
  Chirala
  Sertar
  Morrill
  Pattonsbrug
  Ulysses
  Mauckport
  Rosiclare
  Bluford
  Alsek
  Colorado
  Kaiyuh
  Noatak
  Killarney
  Nizina
  Birqash
  Hobbs
  Andurien
  Kanata
  Kasdach
  Shiro III
  Verlo
  Maldonado
  Unity
  Kagoshima
  Keihoku
  Miyada
  Tiflis
  Ban Na San
  New Samarkand
  Sanda
  Sighisoara
  Arcturus
  Crimond
  Grunwald
  Hillerod
  Porrima
  Ardoz
  Carse
  Chatham
  Cusset
  Grumium
  Halesowen
  Karbala
  Maule
  Mualang
  Pilkhua
  Port Arthur
  Rubigen
  Satalice
  Skandia
  Tomans
  Utrecht
  Annapolis
  Babuyan
  Baldur
  Braunton
  Dyfed
  Havdhem
  Ogano
  Omagh
  Peacock
  Sakai
  Shibukawa
  Tanh Linh
  Xinyang
  Philadelphia
  Chinmen Tao
  Fairfax
  Mizunami
  Tishomingo
  Udibi
  Antietam
  Bastian
  Capac
  Dahar IV
  Delphos
  Galax
  Gulkana
  Huron
  Manassas
  Notwina
  O'Fallon
  Petrolia
  Torrence
  Verde
  Willowick
  Highspire
  Allerton
  Chebanse
  Chirikof
  Darwendale
  Ingenstrem
  Islamabad
  Okains
  Atlas
  Avigait
  Corella
  Haappajarvi
  Corella
  Cotocallao
  Abruzzi
  Bacum
  Courcellete
  Bromhead
  Cotocallao
  Glentworth
  Jaipur
  Quittacas
  Altorra
  Bellatrix
  Calseraigne
  Kurvasa
  Menke
  New Westin
  Raphael
  Westerhand
  Chilung
  Guangzho
  Chichibu
  New Oslo
  Shinonoi
  Arkab
  Alkes
  Bordon
  Agematsu
  An Ting
  Barlow’s End
  Beta Mensae V
  Bicester
  Blandinsville
  Cholame
  Cosenza
  Cyrenaica
  DeWitt
  Dnepropetrovsk
  Falsterbo
  Fellanin II
  Galtor III
  Gandy's Luck
  Glenmora
  Helsingfors
  Iijima
  Itabaiana
  Johnsondale
  Kanowit
  Kawabe
  Koumi
  Lima
  Ljugarn
  Lucerne
  Paris
  Peabody
  Ramona
  Rowe
  Sauk City
  Saunemin
  Silkeborg
  Simferopol
  Sodus
  Tarkio
  Thestria
  Tinaca
  Umijiri
  Waunakee
  Xhosa VII
  Avawatz
  Axton
  Corydon
  Elidere IV
  Fallon II
  Farwell
  Fincastle
  Flushing
  Freisland
  Gambier
  Goubellat
  Huan
  Imbrial III
  Irurzun
  Larned
  Marlowe's Rift
  Misery
  Monongahela
  Narellan
  Ogilvie
  Perkasie
  Proserpina
  Remagen
  Salem
  Stein's
   
  Folly
  Streator
  Sylvester
  Ulan Batar
  Wedgefield
  Hachiman
  Lee
  Abadan
  Ariel
  Asellus Borealis
  Bentley
  Bithinia
  Castrovia
  Cronulla
  Denbar
  Geifer
  Hexare
  Holt
  Housekarle
  Hunan
  Kashilla
  Kiyev
  Lancaster
  Lungdo
  Necromo
  New Delos
  New Macao
  Ohrensen
  Safe Port
  Salur
  St. Andre
  St. Loris
  Tiber
  Truth
  Ulan Bator
  Vanra
  Ventabren
  Weekapaug
  Zaurak
  Avior
  Jouques
  New Hope
  ru
  Antares
  Benfled
  Caldrea
  Chaffee
  Dehgolan
  Gladius
  Graceland
  Kandersteg
  Komephoros
  Koniz
  Lamon
  Laurieston
  Maestu
  orges
  Najha
  Nekkar
  Odessa
  Sakhalin
  Shimosuwa
  Svinngarn
  Symington
  Toffen
  Vega
  Vorarlberg
  Leiston
  Nakaojo
  Yamarovka
  Covington
  Leamington
  Aix-la-Chapelle
  Altenmarkt
  Boardwalk
  Campertown
  Homestead
  Odabasi
  Odell
  Sanilac
  Thun
  Wappingers
  Bremond
  Hoff
  Plymouth
  Saginaw
  Susulatna
  Oriente
  Smolensk
  Brusett
  Kannon
  Helixmar
  Dirk's Gulf
  Kumqwat
  Aldertaine
  Cussar
  Bedeque
  Carsphairn
  rillo
  Helm
  Kajikazawa
  Kimball II
  Ling
  Monistrol
  Phalan
  Semenyih
  Tamsalu
  Tania Borealis
  Tawas
  Tecumseh
  Tripoli
  Rosamond
  Pandora
  Kockengen
  Alnasi
  Altais
  Buckminster
  Carstairs
  Kirkcaldy
  Minakuchi
  Otho
  Port Moseby
  Tsukude
  Al Hillah
  Algorab
  Baxter
  Caledonia
  Enkoping
  Ganshoren
  Garrison
  Kelenfold
  ad
  Veckholm
  Arlington
  Benet
   
  III
  Breed
  Dobson
  Donenac
  Fukuroi
  Harpster
  Harrow's Sun
  Kentares IV
  Mersa Matruh
  Raman
  Acala
  Ashkum
  Barstow
  Beecher
  Cammal
  Goderich
  Moravian
  Tiskilwa
  Valexa
  Maladar
  Brighton
  Cordiagr
  Harloc
  Milos
  Old Kentucky
  Ovan
  Tsinghai
  Tsingtao
  Eom
  Imalda
  Propus
  Uravan
  Jonathan
  Poznan
  Angell II
  Daneshmand
  Dayr Khuna
  Elektrougli
  Emris IV
  Fletcher
  ony
  cida
  Deshler
  Gram
  Hun Ho
  Osmus Saar
  Saaremaa
  Tok Do
  Valmiera
  St. Ives
  Sian
  Athenry
  New Avalon
  Ancha
  Azha
  Miaplacidus
  Talitha
  Alhena
  Alya
  Augustine
  Carnwath
  Gacrux
  Glengarry
  Kalidasa
  Kaus Borealis
  Kochab
  Kyrkbacken
  Seginus
  Shimonita
  Van Diemen IV
  Yance I
  Zaniah
  Pollux
  New Canton
  Nopah Achernar
  Caselton
  Cylene
  Rio
  Ronel
  Schedar
  Tybalt
  Galatia III
  Almach
  Buchlau
  Gan Singh
  Mesartim
  Ningpo
  Mira
  Halloran V
  Alexandria
  Lucianca
  Morningside
  Summit
  Chamdo
  Indicass
  Jasmine
  Menkar
  Minnacora
  Tsitsang
  Argyle
  Clovis
  Coloma
  Marlette
  Olancha
  Rochester
  Scudder
  Talcott
  Tallmadge
  Kyeinnisan
  Oceana
  Apostica
  Izar
  La Grave
  xford
  Yed Prior
  Solaris
  Awano
  Cadiz
  Sulafat
  Sutama
  David
  Exeter
  Franklin
  Ludwig
  Shaul Khala
  Marduk
  Avellaneda
  Ibstock
  Park Place
  Bell
  Wei
  Accrington
  Alkaid
  Asellus Australis
  Breukelen
  Goshen
  New Wessex
  Meacham
  Port Moseby
  New Wessex
  Orestes
  ent
  Wroxeter
  Tannil
  Hagiwawa
  Kurragin
  Ares
  Capella
  Beten Kaitos
  Chisholm
  Emerson
  Liao
  Foochow
  Styk
  Algot
  Addicks
  Konstance
  Kuzuu
  Mara
  Fuentes
  Sarna
  Bandora
  New Sagan
  Acubens
  Al Na'ir
  Alchiba
  Alioth
  Alphard
  Alrakis
  Alula Australis
  Berenson
  Biham
  Chertan
  Dromini VI
  Dubhe
  Fletcher
  Genoa
  Hamal
  Hean
  Kaus Australis
  Kaus Media
  La Blon
  Marcus
  Menkalinan
  Murchison
  Nanking
  Nathan
  Remulac
  Ruchbah
  Saiph
  Savannah
  Skondia
  Skye
  Slocum
  Towne
  Unukalhai
  Wing
  Wyatt
  Zosma
  Dieron
  Zollikofen
  Chara
  Errai
  Algedi
  Ashio
  Bernardo
  Dabih
  Halstead Station
  Hamilton
  Kitalpha
  Kurhah
  Markab
  New Hessen
  Sadachbia
  Shensi
  Shitara
  Suzano
  Waddesdon
  Yangtze
  Gei-Fu
  Ingersoll
  Masterson
  Palos
  Quemoy
  Batavia
  Crossing
  Homam
  Kestrel
  Logandale
  New Valencia
  Royal
  Scheat
  usibacken
  Keystone
  Algol
  Pleione
  Mirach
  Aubisson
  Tikonov
  Terra Caph
  Freedom
  Mallory's World
  Marik
  McHenry
  Muskegon
  New Earth
  pia
  Procyon
  Ozawa
  Robinson
  Rochelle
  Ryde
  Sevren
  Capolla
  Terra Firma
  Bryant
  Sirius
  Ingress
  Keid
  New Home
  Oliver
  Rigil Kentarus
  Thorin
  Eltanin
  Alkalurops
  Atria
  Menkent
  Dyev
  Imbros III
  Ko
  Lyons
  Nusakan
  Pike IV
  Altair
  Asta
  Helen
  Kervil
  Muphrid
  Nashira
  Nirasaki
  Quentin
  Saffel
  Styx
  Telos IV
  Yorii
  Carver V
  CastorDevil's Rock
  Epsilon Eridani
  Epsilon Indi
  Fomalhaut
  Graham IV
  Hall
  Hsien
  Irian
  Lipton
  Northwind
  Outreach
  Small World
  New
  Deneb
  Rhodes
  Laong
  Yongd
  Nam Dinh
  Karlstejn
  Shui-pào
  Kafr Silim
  Les Halles
  Monhegan
  Shoreham
  New Florence
  Kaitos
  New
  Daniels
  Redfield
  Warlock
  Wazan
  Le Blanc
  Lee
  Safe Port
  Weekapaug
  Borealis
  Ashkum
  Moravian
  Ronel
  Galatia III
  Almach
  Bell
  Addicks
  Alphard
  Towne
  Ozawa
  Quentin
  Saffel
  Rhodes
  Planet
  Ruchbah
  Mallory's World
  Small World
  Zavijava
  Doneval II
  Edwards
  Eaton
  Blue Diamond
  Stewart
  Chesterton
  Sonnia
  Demeter
  Foot Fall
  Zion
  Junction
  Sadalbari
  Asuncion
  Piedmont
  Skat
  Ascella
  Kessel
  Rukbat
  Alcor
  Dieudonne
  Laiaka
  Cartago
  Phecda
  Arboris
  Basalt
  Sheratan
  Aldebaran
  Connaught
  Amity
  Bordon
  Alhena
  Nathan
  Dieudonne
  Connaught
  Denebola
  Milton
  Mizar
  Wasat
  Zurich
  Alphecca
  Callison
  Cor Caroli
  Kawich
  Lambrecht
  Konstance
  Eltanin
  Kessel
  Lambrecht
  Moore
  Syrma
  Tall Trees
  Tigress
  Shiloh
  Alula Australis
  Dubhe
  Zollikofen
  Earth
  Procyon
  Sirius
  Rigil Kentarus
  Northwind
  Zavijava
  Shiloh
  Menkalinan
  Wing
  Summer
  Deneb Algedi
  Pollux
  Altair
  Nirasaki
  Epsilon Eridani
  Fomalhaut
  Mesartim
  Bharat
  Tikonov
  Bryant
  Woodstock
  New Aragon
  New Canton
  Slocum
  Beten Kaitos
  Harrow's Sun
  Jamestown
  Jamestown
  Samantha
  Ishtar
  Samantha
  Ishtar
  Taurus
  Balkan
  Domain
  Nihal
  Traussin
  k
  la
  Woodbine
  Jansen's Hold
  MacLeod's Land
  Tianamon
  Algot
  Elbar
  Sanurcha
  
  THE SECOND SUCCESSION WAR
  20
  WAR RENEWED
  THE COMMONWEALTH-COMBINE FRONT
  While central governments were the principal targets of such espionage, 
  regional and planetary authorities presented weaker and more exploitable targets. 
  Operations such as those against Duke Kelswa’s office on Tamar in March 2825 
  became commonplace. The Draconis Combine’s Internal Security Force, recruiting 
  operatives from Lyran worlds taken in the First Succession War, succeeded in 
  placing agents within the duke’s staff and gained access to reports passing through 
  his office on the economic and military situation within the district, as well as 
  briefings from the Triad regarding the wider situation within the Commonwealth. 
  Stretched thin, the LIC failed to identify the mole for several years, and significant 
  quantities of information was passed to the Combine’s intelligence agencies. 
  Ironically for the ISF, it was another intelligence agency—the Free Worlds League’s 
  SAFE—who broke up their network on Tamar. Having sought to use Tamar as a 
  backdoor to intelligence on the situation along their own border, the Marik agent 
  became suspicious of the actions of another member of the duke’s staff—the ISF 
  agent—and believing them to be an LIC Molehunter tasked with unmasking the 
  SAFE operation, murdered them and fled. The resulting investigation finally broke 
  both espionage networks.
  The Combine’s espionage operations were not their only tack during this 
  climb back toward general war. They also sought to actively undermine their 
  neighbors’ recovery efforts by initially employing ISF operatives to arrange a 
  number of “accidents” in key programs. It soon became clear, however, that their 
  intelligence agencies and special forces were insufficient for the task at hand, and 
  so Coordinator Jinjiro Kurita took another approach.
  Teetering on the brink of insanity, the Coordinator conceived the notion of 
  emptying the Combine’s prisons and penal camps, providing the convicts with 
  rudimentary training and then unleashing them on the Lyran Commonwealth and 
  Federated Suns. These raiders, later nicknamed “Chain Gangs,” were promised their 
  freedom if they succeeded. In reality, the only freedom they could expect was that 
  of the grave.
  The Draconis Combine Mustered Soldiery struck all along the Combine-
  Commonwealth border, hitting almost two dozen worlds between Rigil Kentarus 
  and New Caledonia. Many of these attacks—rarely larger than company strength 
  and in some cases only a lance or two, and equipped with ’Mechs better suited to the 
  scrapyard that were more dangerous to their pilots than their opponents—inflicted 
  little damage, with even planetary militias able to fend them off. A number of the 
  raiders took minimal offensive action, surrendering as soon as they grounded and 
  faced any form of opposition. However, on two occasions—the attacks on Altenmarkt 
  and Vega—it took an insurrection within the units, the troops revolting against their notional officers, before the troops surrendered. In 
  other cases, the Chain Gangs proved devastatingly effective, their courage bolstered by psychotropic drugs. On Carse, the force known 
  as the Hiyama Chain Gang destroyed several towns and two key industrial centers before being crushed by the Seventh Lyran Guards, 
  redeployed from Arc Royal to meet the threat. Similar devastation occurred on Chateau and Maestu, the latter by Chain Gang 23 (one 
  of the few such units to employ LAMs), and the force on Verthandi remained at large in the Silvan Basin for almost nine weeks. Though 
  the raids were of limited military value, Lord Kurita considered them a great success. Though they had inflicted minimal damage, the 
  Chain Gangs had brought Steiner reconstruction efforts to a halt for almost half a year and forced the redeployment of countless Lyran 
  Commonwealth Armed Forces units to meet the threat, something that would play a major role later in the conflict. 
  Though they didn’t realize it, the Combine had a secret ally in the Chain Gang missions. ComStar played a key role in the success of 
  some operations, hampering the Lyran response through delays or modifications to the signals sent to units tasked with meeting the threat. 
  None of these actions were blatant—e.g., a two-day delay in delivering a message blamed on a failed router or a couple of important words 
  lost from a message—but they were sufficient to change several outcomes. To some extent the Order didn’t care about the outcome of 
  the raids; rather, it was the chaos they sought—and fodder for the new ComStar News Bureau. With several Chain Gang attacks proving 
  devastating, CNB was able sensationalize the raids and thus heighten fear along the border and a desire for a Lyran response.
  DISTRIBUTED PROCESSING
  Though all of the Inner Sphere intelligence agen-
  cies struggled in the wake of the First War, the Lyran 
  Intelligence Corps in particular was smarting from 
  being hamstrung during the ComStar Interdiction 
  of Tharkad in 2823–24. Though excluding only the 
  Lyran capital from communicating with the rest of the 
  Inner Sphere, the interdiction that began a scant four 
  months into Archon Marcus Steiner’s reign brought 
  home the importance of interstellar communication 
  and the vulnerability of centrally coordinated military 
  and intelligence operations.
  A result of this, most of the Successor States 
  shifted toward regional centers, distributing the com-
  mand and analysis processes and allowing a faster 
  response to the shifting frontlines. In the Draconis 
  Combine the military district Warlords took a more 
  prominent position, encompassing political and eco-
  nomic decisions, while in the Federated Suns, March 
  commands took on even more importance. To the 
  military, who was already used to operating under 
  the vagaries of interstellar communications, this only 
  amounted to a minor operational change; decision-
  making shifted toward the frontlines, albeit subject to 
  oversight and ratification by the central government. 
  In many regards, it merely reinforced the neofeudal 
  structures already in place since the Age of War. There 
  would be consequences—e.g., the unfettered ambi-
  tion of a local warlord or the rise of secessionist move-
  ments—but the consequences of failing to plan for 
  future eventualities was unthinkable. Only in the Free 
  Worlds League, already riven with factional rivalries 
  and political divisiveness, was there little change, 
  something that would come back to haunt them in the 
  ComStar War of the late 2830s.
  —400 Days: The Interdiction of Tharkad, Donegal 
  Press, 3015
  
  THE SECOND SUCCESSION WAR (2825–2863)
  21
  WAR RENEWED
  Only two ’Mechs were lost, though their pilots were rescued, 
  and the Lyran force returned to a hero’s welcome on Chandler, 
  the Profit’s original destination. Adding to the sweetness of the 
  victory, Combine reprisals against Chandler in 2828 swiftly went 
  from being a punitive raid to a rout of the DCMS troops. The 
  Kurita force expected a weakly defended world; instead they 
  found a planetary militia galvanized by the success on Darius 
  and backed by the Stealths, which was rapidly expanding to 
  battalion size with the LCAF’s best and brightest at the helm. 
  After four days the DCMS troops withdrew but not before they 
  had received, in General Hempsted’s usual understated words, 
  “a bit of a kicking.”
  Other incidents would follow, but with tensions on both 
  sides reaching a boiling point (and ComStar exacerbating both), 
  a resignation of general war was only a step away. By 2830, both 
  sides were carrying out unrestricted operations.
  THE COMBINE-SUNS FRONT
  The Chain Gang missions targeted the Federated Suns 
  as well as the Lyran Commonwealth, but where the missions 
  against House Steiner were terror raids that focused on 
  resources and infrastructure; those against the Federated Suns 
  focused on military targets. Some of their sacrifices were to pin 
  the Armed Forces of the Federated Suns troops in place, others 
  to draw them out of position or to destroy supply caches. The 
  DCMS, having pushed House Davion to the brink of annihilation 
  during the First Succession War but having lost the initiative 
  after the Kentares Massacre, sought to put the Federated Suns 
  back on the defensive and hamper the impending operations to 
  retake worlds lost in the First Succession War.
  The Davion troops showed the Chain Gangs little mercy, 
  even when they quickly surrendered, as anti-Combine sentiment 
  had become endemic throughout the military and the civilian 
  population. While the Liaos of the Confederation were despised, 
  as much for their weakness as any conflict between the two 
  peoples, the warriors of the Combine were demonized and 
  despised. This was largely the legacy of Kentares—battle cries 
  of the massacre remained popular until the Clan invasion—but 
  the brutal attitudes of most DCMS warriors earned them little 
  respect among the Davion populace.
  Unlike the Steiner front, which crystallized around the 
  Chahar Profit incident, there was no single focus to reignite the 
  war between Houses Kurita and Davion. Instead it was a slow 
  but steady slide into war through the late 2820s, with both 
  sides involved in near-constant raiding after 2828. The return to 
  general war on this front might have happened sooner had the 
  AFFS not been engrossed on its other front, which had resumed 
  open hostilities in 2828. Instead, it took Jinjiro’s mass offensive 
  of 2830 (in part hoping to exploit the AFFS’s distraction) to fully 
  reignite the border, though not in the manner he may have 
  hoped for.
  That response arrived swiftly. Battalions from the 
  Eighteenth Arcturan Guards, Seventh Lyran Guards, and First 
  Lyran Regulars struck back at the Combine in May 2826, 
  targeting a cluster of worlds around Otho, Darius, and Aix-
  la-Chapelle. The DCMS might have struck back at these raids 
  but was instead distracted by the Minnesota Tribe incident 
  that drew the Combine’s attention to the Periphery borders. 
  Even so, the Lyran troops performed surprisingly well, thanks 
  largely to improvements in training and leadership advanced 
  by former Stealths CO General Raymond Hempsted. His 
  re-formation of the Fifty-fourth Lyran Guards (squandered by 
  the LCAF High Command on Otho in the dying years of the 
  First Succession War) became the model for the LCAF during 
  the Second Succession War. No expense would be spared on 
  the training and equipment of frontline units, with mercenary 
  forces assigned the risky dangerous raids.
  At any other time, these assaults—by Lyran line units, 
  undisguised—would have provoked outright war, but the 
  DCMS seemed to care little, and it would take several more 
  incidents before war resumed unabated. Some members of 
  Tai-sho Munatori’s staff on Rasalhague went so far as to show 
  grudging respect for the Steiner troops and their audacity, 
  bemoaning their absence from the battlefield because of the 
  incursion from the Periphery. General Hempsted himself went 
  so far as to say, “So it seems Marcus Steiner does have a spine.”
  On 11 January 2827, the Lyran merchantman Chahar Profit 
  misjumped and found itself in the Darius system. Efforts to 
  evade the DCMS pickets proved fruitless, and in the early hours 
  of 12 January the vessel was disabled and boarded, though not 
  before it launched a “pigeon” jump-drone back toward friendly 
  lines. When news of the vessel’s seizure reached Archon Marcus, 
  he ordered a decisive response and called for the re-formation 
  of the Stealths.
  General Hempsted assumed command of his old unit, 
  calling back to service those of his colleagues who had survived 
  Otho. The new Stealths comprised only fifteen ’Mechs—and 
  their pilots had an average age of sixty-three—but Hempsted 
  described his colleagues as the “best of the best.” It wasn’t an 
  idle boast.
  On 21 February 2827, the unit jumped to a pirate point 
  in the Darius system and burned toward the planet. While 
  their fighters and DropShips engaged the Kurita naval forces 
  in-system, LCAF marines liberated the Chahar Profit itself. 
  Meanwhile, the Stealths sought to rescue the vessel’s crew by 
  executing a combat drop and landing outside the woefully 
  unprepared planetary capital, Gaumata. The citizens of the 
  capital were shocked to see Lyran ’Mechs on their streets, and 
  the local troops, dismissive of the LCAF despite the success of 
  Lyran raids the previous year, were quickly routed. With the 
  ship, its cargo, and its crew rescued, the Stealths withdrew in 
  good order, albeit under heavier fire than during their arrival. 
  
  THE SECOND SUCCESSION WAR
  22
  WAR RENEWED
  THE MINNESOTA TRIBE
  Few mysteries have proved as enduring as the Minnesota Tribe, an unknown force that struck at the coreward Draconis Combine 
  in late 2825 and managed to sow panic in the DCMS and disrupt their plans for an offensive against their neighbors. The origin of 
  these troops remains unknown despite rumors during the Jihad that they were the remnants of the disgraced Clan Wolverine. The 
  Clan-origin theory continues to have a grip on the public imagination, despite more recent evidence suggesting it—and the so-called 
  Blake Documents—were an elaborate forgery. That the tribe used Star League–era equipment and tactics is unquestioned, but with 
  the pristine ’Mechs in Regular Army colors, other possibilities have greater credence. For example, the ’Mechs could have merely been 
  spoils from a rediscovered Star League cache, or the tribe might have been survivors of one of the many Star League Defense Force 
  formations that disappeared in the wake of the Amaris Coup.
  First contact with the tribe—at that point an unknown force—occurred on Svelvik on 9 June 2825. The interlopers handily 
  defeated the understrength garrison and then took food and other supplies before disappearing for several months. Initially the DCMS 
  suspected the unit was a mercenary force in the employ of the Lyran Commonwealth, but their formations and equipment matched no 
  known formation. Additionally, their refusal to communicate with the defenders and the arrival and departure into uncharted systems 
  added an extra layer of mystery. Their only distinguishing feature was a patch bearing the outline of the North American district of 
  Minnesota, and so the unit and the fleet of transports that accompanied it became known as the Minnesota Tribe.
  The second encounter with the tribe occurred on Trondheim on 17 December, a prefecture capital and base of the Twentieth 
  Rasalhague Regulars. The rationale for attacking the world was unclear—the tribe took some supplies but not as much as they had 
  from Svelvik; the ISF postulated the unit was looking for information. After beating back the Rasalhague Regulars, the tribe raided the 
  town of Misby Flats, leveling the mayoral complex before withdrawing. The action on Trondheim convinced the DCMS troops they 
  were facing an SLDF Regular Army unit due to the tribe’s tactics and skill on the battlefield, but definitive proof was impossible to 
  obtain: the tribe destroyed their crippled ’Mechs, and stranded tribe members committed suicide rather than be captured. Jinjiro did 
  not require definitive proof, however. He became convinced the tribe was advanced scouts for General Aleksandr Kerensky’s SLDF, now 
  preparing to return to the Inner Sphere. The paranoia the Coordinator showed was a sign of his long slide into madness, but given 
  the possibility of a vengeful Kerensky appearing from the Periphery, it was not without justification. The Coordinator ordered both 
  Rasalhague and Pesht onto a war footing and moved troops to the Periphery borders, denuding their other frontiers to the benefit of 
  the Lyran Commonwealth and the Federated Suns.
  With the tribe able to strike almost anywhere at will, making preparations to intercept them was a guessing game. At Jarrett, the 
  tribe’s third target, the DCMS got lucky and intercepted the raiders shortly after they landed on 19 August 2826. However, despite their 
  efforts to pin the tribe in place, massed aerospace sorties on the DCMS lines kept most of the Kurita force out of the battle. Efforts to 
  intercept the intruders’ DropShips and JumpShips were similarly blunted, and the raiders jumped away.
  The final encounter with the Minnesota Tribe took place on Richmond on 9 March 2827 and was notable for the raiders’ very 
  clear purpose. After landing, the tribe quickly brushed the garrison forces aside and moved to liberate the world’s massive slave and 
  prison camps. They showed little interest in other objectives, and so the Combine assumed they were the reason for the Richmond 
  assault. However, as many of the camps were new—some newly home to political prisoners from Jinjiro’s post–First War pogroms—it 
  seemed likely the tribe had learned of them on a previous raid, most likely Svelvik. Dozens of DropShips landed to extract thousands 
  of prisoners, soon boosting into orbit and rejoining the transports. When the JumpShips disappeared into the unknown once more, 
  the DCMS began preparing for the next raid.
  The blow never came, and the Minnesota Tribe disappeared, though the DCMS remained on high alert well into 2827. The fate 
  of the tribe and its flotilla of JumpShips and DropShips caught the attention of the Inner Sphere, and several expeditions attempted 
  to trace the mysterious force. Only ComStar—who shared Jinjiro’s view that the tribe was the vanguard of a returning SLDF—had any 
  success in following the trail to the world of Valentina. The Order was unable to contact the invaders, but technical evidence recovered 
  on Richmond supported the SLDF-origin theory, while the insignia carried by the ’Mechs match that of the 331st Royal BattleMech 
  Division, one of the units that left with General Kerensky.
  The return of Kerensky’s descendants as the Clans in 3050 provided further credence, and with the benefit of over three centuries 
  of hindsight we can be reasonably confident the tribe were either a Clan scouting force or one of several groups of renegades that fled 
  after Operation KLONDIKE. Some of ComStar’s visual evidence hypothesizes a link to Clan Wolverine, destroyed on Nicholas Kerensky’s 
  orders in 2823, but it remains unsubstantiated. The Council of Six denies there were any Wolverine survivors and decries the scurrilous 
  Blake Documents as a base fabrication.
  —A Primer of the Succession Wars, Sandhurst Military Press, 3130
  [Note: **************************************************************************************************************************
  *************************************************************************************************************—Gunslinger Eli Sender]
  
  THE SECOND SUCCESSION WAR (2825–2863)
  23
  WAR RENEWED
  May, the forces assigned to the Chancellor’s missions targeted 
  a number of worlds from Mendham to Edwards. Many of 
  these actions were little more than raids-in-force, seeking to 
  destroy infrastructure and distract the AFFS, though the CCAF 
  commands were directed to repurpose these as full-scale 
  invasions should the situation permit.
  The attack on Bahl’s Retreat was one such engagement, 
  the raid-in-force by the Eleventh “Paches” Lancers quickly 
  overmatching the defending Simpson’s Samurai. The result was 
  unexpected—the Lancers were inexperienced and regarded 
  as somewhat disposable by the CCAF—but the opportunity 
  to capitalize on the near-rout of the mercenaries was an 
  opportunity House Liao did not want to lose. Unfortunately, 
  the inexperience of the Capellan formation hampered their 
  efforts to complete the destruction of battle-hardened 
  Samurai troops. Even so, when the Lancers withdrew on 4 July, 
  the Samurai were a shattered husk, only a company remaining 
  operational. The survivors would later join with the remnants 
  of another mercenary formation, Belinda’s Irregulars, to form 
  the Bloody Suns. On Smolensk, where the Fifth Liao Guards 
  faced minimal opposition, and Boeotia, where the Second 
  St. Ives Lancers smashed the Sixth Sakhara Academy Training 
  Battalion, House Liao gained easy victories, albeit soon to be 
  squandered when Operation CELT’s forces were recalled to 
  the Confederation. On Beten Kaitos the Third Tikonov Lancers 
  staged a brutal assault against the Avatars of Painful Death 
  (part of the Blue Star Irregulars) and initially looked set to 
  overwhelm the mercenary force, who were already in poor 
  shape after the First War. However, the mercenary regiment 
  put up a spirited defense and beat back the Capellan force, 
  turning the tables with a series of swift flanking assaults that 
  threatened to isolate large swaths of the Lancers. Similarly, 
  on Edwards the Fifth Deneb Light Cavalry came within a 
  whisker of crushing the landings of the Twenty-seventh Sian 
  Dragoons, and only a concerted push by the Dragoons’ Third 
  Battalion, backed by heavy aerospace support, allowed the 
  Liao unit to gain a toehold.
  Kathil and Mendham were more typical of the CCAF 
  operations—unlikely to result in gains for the Confederation 
  but vital targets in the war effort. Landing on Kathil on 2 June, 
  the Chesterton Cuirassiers under the command of Laurelli Liao 
  faced off against the Twenty-seventh Avalon Hussars and the 
  Kathil Capellan March Militia. It was never going to be a straight 
  clash; despite her youth, Colonel Liao was a canny commander, 
  trained in warfare from a young age and skilled at keeping the 
  opposition off balance. A series of feints against District City 
  and the GM facilities ensured the Davion forces could not afford 
  to put a foot wrong or consider relocating to counter the main 
  Liao assaults. The deadly dance between the two forces lasted 
  almost three weeks, neither side gaining a decisive advantage. 
  Ironically, most of the damage to the Cuirassiers resulted during 
  the hasty withdrawal off-world in the dark days after 24 June. 
  THE SUNS-CONFEDERATION FRONT
  The Liao-Davion front remained calm for almost six years 
  after the end of the First Succession War, the occasional raids 
  lacking the tempo of those on the Kurita border. To a large 
  degree both Chancellor Ilsa Liao and First Prince Paul Davion 
  were unwilling to rush into war, though by the same measure, 
  they prepared for it. Chancellor Liao’s planned offensive 
  against the Federated Suns was code-named Operation CELT. 
  Meanwhile, Prince Davion left his generals to manage the 
  Combine front while he ordered plans drawn up for an offensive 
  against the Confederation, named Operation DAO.
  The focus of CELT was the Chesterton worlds, long coveted 
  by the Capellan Confederation and partially captured by the 
  Capellan Confederation Armed Forces in the First Succession 
  War. The prize, Chesterton itself, remained in Davion hands, 
  albeit as part of a salient with Demeter. Liao forces on the 
  surrounding worlds—Almach, Sonnia, Tianamon, and Ulan 
  Batar—looked on rapaciously, dreaming of the day they would 
  complete the liberation. 
  Paul recognized this Liao ambition and planned the 
  Operation DAO offensive accordingly. His preparations for 
  war began slowly, with the establishment of supply caches 
  and the preparation of logistics to support troop movements. 
  The First War had devastated the merchant fleets of the 
  Great Houses—and replacement vessels were few and far 
  between—so planning any large-scale offensive became more 
  akin to a juggling act to ensure troops and cargos were in the 
  right place at the right time. Frequently they weren’t; tales of 
  units stranded at a way station were commonplace, as were 
  cases of troops arriving in one place while their gear had 
  been delivered elsewhere. Plans for DAO limped onward. The 
  intended February 2829 launch was pushed back to April and 
  then August, but before the assault phase of the plan could be 
  activated, fate intervened.
  On the other side of the equation, Ilsa Liao sought to 
  reduce the Demeter-Chesterton salient and remove a stain 
  on her nation’s honor. The immediate aftermath of the First 
  Succession War was especially challenging for the CCAF: 
  almost all of its units were in poor shape, lacking troops and 
  resources, and the Chancellor was forced to take a pragmatic 
  approach, authorizing the repair and resupply of some units 
  while denying others. With the morale of many units already 
  fragile, it was little surprise when some units mutinied and had 
  to be reined in by the security services. In most cases order 
  was restored, but in the case of the Eighth and Ninth Andurien 
  Hussars, the extent of their mutiny led to their abandoning the 
  Confederation, becoming the core of the Dismal Disinherited 
  mercenary formation.
  Directing forces to that task as Operation CELT—targeting 
  Demeter, Tawas, Sanilac, and Chesterton itself—she also 
  authorized a wide push along the borders to distract the AFFS 
  and draw troops away from the target area. Starting in late 
  
  THE SECOND SUCCESSION WAR
  24
  WAR RENEWED
  Mendham was considerably more brutal, the Fourteenth Syrtis Fusiliers 
  and the Twenty-sixth Avalon Hussars overcoming their initial shock at the CCAF 
  assault, pushing back hard against the Sixth St. Ives Lancers and First Centauri 
  Guards. Attempts by the CCAF forces to break out of the landing zone at Munnings 
  were repeatedly repulsed, but so too were efforts to crush the landings. By mid-
  June both sides were battered and bloodied, though neither was yet willing 
  to capitulate. The decision would instead be made for them, events elsewhere 
  forcing the Liao troops to stage a hard-fought withdrawal.
  The main campaign began well for the CCAF on 2 June, the troops assaulting 
  Demeter landing handily brushing aside the AFFS’s efforts to prevent the landings 
  and securing a bridgehead. Both the First Redfield Regulars and Twenty-fifth 
  Sian Dragoons landed in regimental strength, and despite efforts by the Fourth 
  Syrtis Fusiliers under the command of Damien Hasek to contain the landings, the 
  Capellan troops pushed out from their landing zone. The Fusiliers’ efforts left them 
  overextended, and a lightning assault by the Redfield Regulars severed their supply 
  lines and threatened to envelop the Davion position. The Davion troops staged a 
  fighting withdrawal, but the brutal engagement left the unit mauled and scattered. 
  Over the next week, several companies were isolated and crushed, but Hasek pulled 
  together a reinforced battalion, which managed to evade the CCAF’s attempts 
  to bring them to battle. Instead he turned the tables and harassed the Capellan 
  supply lines. Even so, the long-term prognosis for the Fourth was grim, but after just 
  two weeks of bitter cat-and-mouse fighting, both sides learned of the debacle on 
  Orbisonia, and despite their numerical weakness, the reinvigorated Fusiliers began 
  to press their tormenters hard. The morale of the invaders wavered, and when the 
  Thirty-ninth Avalon Hussars (relocated from the Outworlds Alliance border as part 
  of Operation DAO) and the Bald Eagles mercenary regiment (part of the Screaming 
  Eagles) jumped into the system on 30 June, the Liao commander, Colonel Jiang Bao, 
  ordered his troops to withdraw. Paul Davion would ultimately reward Colonel Hasek 
  with the dukedom of New Syrtis and command over the Capellan front, something 
  the new peer jokingly referred to as a rather double-edged award.
  On Tawas the Third Liao Guards sought to block any AFFS relief efforts against 
  beleaguered Chesterton and Demeter, pinning the mercenaries of Belinda’s 
  Irregulars. Command of the defense should have fallen to the Irregulars’ Colonel 
  Belinda Williams, a veteran of the 2812 Battle of Chesterton, but when Liao fighters 
  brought down her DropShip in the early hours of the invasion, killing the colonel 
  and her staff, the Davion defense, scattered and leaderless, looked doomed. Instead 
  it was twenty-two-year-old Captain Maggie Ross who stepped up to the plate. 
  Despite being a graduate of the Davion academies during the interwar years, Ross 
  proved to be tenacious and cunning. Her prompt decision to order the evacuation 
  of Camp Austin spared her troops a gruesome fate when the Capellan invaders 
  employed strategic nuclear weapons on the Davion base. Despite several clashes 
  with the Liao Guards, Ross was able to preserve her command and stage a highly 
  mobile campaign against the invaders. Though lacking the strength to beat back 
  the CCAF troops, the mercenaries were able to keep them off balance, harassing 
  supply lines and staging swift assaults on the Capellan rear areas. Ross’s most 
  successful operation came on 22 June in the third week of the campaign, when she 
  personally led a raid that destroyed three Liao Guards DropShips, prompting the Capellan 
  troops to pull back to a tight perimeter around the spaceport. When news of events on Orbisonia began to filter through a few days 
  later the CCAF unit withdrew from Tawas, leaving the Irregulars bloodied but victories. Only thirty-one mercenary MechWarriors 
  survived, and only twenty-six of their ’Mechs remained operational. The AFFS recognized the valor of Ross and her men with the Syrtis 
  Medal of Honor and an offer to rebuild the Irregulars as part of the AFFS. Instead, the survivors opted to join another group of survivors 
  from Operation CELT, Simpson’s Samurai, becoming the Bloody Suns, a reinforced ’Mech battalion. 
  THE DUKE AND THE MERCENARY
  Biographers would have us believe that when 
  Maggie Ross and then-Colonel Damien Hasek met on 
  New Syrtis in the bloody aftermath of Operation CELT, 
  it was love at first sight and the start of one of the 
  Federated Suns’ greatest dynasties. Nothing could be 
  further from the truth.
  Margaret Ross, only twenty-two, was sharply 
  intelligent but also cold and aloof, little accustomed 
  to the role of leader—despite her performance on 
  Tawas. She was naive as to the complexities of politics 
  within the Capellan March and the Federated Suns, 
  while her low birth and Terran heritage marked her as 
  an outsider. Hasek, on the other hand, was thirty-six, 
  a worldly, charismatic and experienced member of a 
  patrician family whose lineage could be traced back to 
  the founding of New Avalon.
  The two first met at the award ceremony where 
  each was recognized for their role during Operation 
  CELT, but rather than sparks flying, it was more like 
  staring daggers. Hasek’s diaries later recorded his 
  meeting with the “ice queen, breathtakingly beauti-
  ful to look at but with a heart of snow.” Ross’s own 
  journal describes Hasek as a “self-important boorish 
  peacock.” Hasek was a well-known womanizer, so the 
  hint of impropriety in the documents comes as little 
  surprise, and if anyone dared suggest it would lead 
  to one of the Federated Suns’ greatest romances, they 
  would have been laughed at. Ross returned to her unit, 
  promoted to the rank of major and serving as XO for 
  the Bloody Suns, while Hasek was elevated to rule the 
  Capellan March. 
  The pair might never have met again, but fate 
  seemed to throw them back together with uncanny 
  regularity, whether on one of the duke’s tours of 
  the front or at frequent planning sessions on New 
  Syrtis. When friendship turned to romance isn’t clear, 
  but the duke’s concern for Ross after the gassing of 
  the Bloody Suns in the bloodbath of Mira—and his 
  uncharacteristic authorization of nuclear reprisals dur-
  ing the campaign—is most likely. Ross was a regular 
  at court during her convalescence, and rumors began 
  to circulate that the bachelor duke had abandoned his 
  frequent dalliances with the society elite of New Syrtis.
  (CONTINUED ON P. 25)
  
  THE SECOND SUCCESSION WAR (2825–2863)
  25
  WAR RENEWED
  On Sanilac the Ninth Tikonov Lancers had much the same objective as the 
  forces attacking Tawas, but the result was almost the inverse. The initial CCAF 
  landings were shambolic, as navigational errors and poor weather scattered the 
  Lancers. The Eighth Crucis Lancers, forward deployed from Markesan as part of the 
  preparations for Operation DAO, should have been able to deal with the invaders 
  in short order, but their response was timid and lackluster. The Capellan troops 
  gained valuable time to recover, and very soon their battle experience began to 
  tell. The Crucis Lancers were driven back in engagement after engagement, forced 
  to abandon their bases and the main population centers. The Tikonov Lancers 
  struck hard, isolating Davion companies and crushing them without mercy, and 
  soon the AFFS commander, Colonel Kit Dubonet realized that, without recourse 
  to strategic nuclear weapons or a miracle, the world would be lost. Dubonet set in 
  motion a plan to use the Lancers’ meager supply of chemical weapons against the 
  CCAF HQ in the capital, Sandusky. That such an attack would also kill thousands 
  of civilians was dismissed by Dubonet as “collateral damage.” Thankfully, the 
  events on Orbisonia preempted the Crucis Lancers’ actions, and with the Capellan 
  troops withdrawing—and reinforcements from the Twelfth Syrtis Fusiliers arriving 
  on-world—calm returned. Dubonet’s poor performance and reckless planning 
  led to his reassignment to the staff of the new Duke of New Syrtis, Damien Hasek, 
  something only the dimwitted Dubonet regarded as a promotion.
  Chesterton, the primary objective of Operation CELT, was targeted by the 
  Seventh and Eighth Tikonov Lancers and six support regiments, together with two 
  of the Confederation’s remaining WarShips, CCS Poznan and CCS Prominence. It 
  would not be an easy battle—in addition to the March Militia’s two line regiments, 
  the Fourth Crucis Lancers and the Third Deneb Light Cavalry were on-world. 
  There was little General Jessica Bassner’s troops could do to block the initial CCAF 
  landings: the Capellan WarShips allowed them to establish local domination of near 
  orbit. Their control wasn’t complete, however; Davion raids from bases on Willus, 
  the outer moon, harassed the Liao traffic.
  THE DUKE AND THE MERCENARY 
  (CONTINUED)
  It seems that after Mira, the duke sought to keep 
  the Bloody Suns away from danger, but after return-
  ing to the front in 2834 as colonel of the mercenary 
  force, Ross sent a short, stern message to the duke: 
  “Stop mollycoddling me.” Within weeks, the merce-
  naries had been released to active service once more 
  and participated in the campaigns on Highspire, 
  Gallitzin, and St. Ives. The mercenaries gained a solid 
  reputation for skill and bravery as well as steadfast 
  loyalty to Houses Davion and Hasek. When Ross and 
  Hasek married on New Syrtis on 23 June 2838, the 
  mercenaries were again offered a place in the Syrtis 
  Fusiliers. This time they accepted, becoming the third 
  battalion of the Fourth Syrtis Fusiliers, thereafter 
  known as the Ross Fusiliers. Ross and Hasek’s son, 
  Orlando, was born in 2839, and a daughter Cassandra 
  followed in 2841. Both would follow their parents 
  into the military, Orlando as a MechWarrior and 
  later an officer on his father’s staff during the last 
  decade of the Second Succession War and Cassandra 
  as a combat medic. Ironically it was Cassandra who 
  first saw action during the bloody attempt to retake 
  Robinson in 2858 when she was only seventeen and 
  serving as a para-rescue medtech. 
  —Noble Lines of the Federated Suns, Kestrel 
  Editions, 2972
  
  THE SECOND SUCCESSION WAR
  26
  WAR RENEWED
  The landings themselves began late on 18 June and, though initially successful, soon found themselves under intense pressure 
  from the AFFS. The Seventh Tikonov Lancers, 100 kilometers west of Chesterton City, had barely debarked their DropShips when 
  they came under air attack by the Crucis Lancers; soon after, they found themselves under ground assault. Unlike the 2812 Battle of 
  Chesterton, the counterattacks were neither a surprise nor a devastating blow, but the ferocity and determination of the Davion forces 
  gave the CCAF reason to worry. The Liao commander, Colonel Fa Zeng Li, authorized the use of chemical weapons against the Davion 
  infantry, forcing the withdrawal of conventional forces, though the AFFS ’Mechs continued to harass the LZ.
  Facing only the Chesterton CMM, the Eighth’s landing south of Tristram went much better, and the Tikonov unit had soon driven 
  the militia unit back to the city. Two days later, the Capellan forces broke through Tristram’s defenses and pushed forward into the city. 
  However, their rush to crush the defenders nearly became their undoing when, having timed their suborbital hop to avoid the Liao 
  WarShips, the Third Deneb Light Cavalry staged a combat drop in their rear area. Tristram and the Chesterton CMM became the anvil, 
  and the DLC the hammer, threatening to crush the CCAF unit. It was only via the valorous efforts of two Liao companies in a deadly 
  rearguard action that allowed most of the Eighth Tikonov to extricate itself from the city.
  BEST-LAID PLANS:  
  OPERATION DAO
  The AFFS spent much of the interwar years plan-
  ning for a resumption of hostilities, rightly expecting 
  that the CCAF would be doing likewise. Both Operations 
  CELT and DAO had similar goals, namely improving the 
  position of their forces in the Chesterton region, but 
  while CELT had a clear and specific focus, the Davion 
  plan was larger and more involved. As a consequence, 
  it was more challenging to get underway.
  The telltale signs of preparation spurred the CCAF 
  to action, but surprisingly, the true scale of the Davion 
  preparations were unclear to the Confederation, and 
  the assumption that striking hard and fast could pre-
  empt the Federated Suns would ultimately become 
  their undoing.
  DAO’s principal objective was to be the elimina-
  tion of threats to the Demeter-Chesterton salient, 
  disrupting CCAF infrastructure, and overwhelming the 
  Capellan defenders on a broad swath of worlds from 
  Stein’s Folly to Schedar. The coreward arm of the 
  assault was to comprise twenty BattleMech regiments 
  targeting the Caselton Thumb, while a similar number 
  were to strike all along the border, from Redfield to 
  Valexa. It was to be a knockout blow, shattering the 
  Confederation’s will and ability to fight, and it would 
  have been one of the largest engagements of the early 
  Succession Wars.
  The preemptive assaults of Liao’s Operation CELT 
  prevented DAO’s formal activation, but the Davion 
  preparation meant there was sufficient force in the 
  region to stop the assaults cold and send the CCAF 
  packing with a bloody nose. Though CELT cost House 
  Liao dearly, most notably with the death of the 
  Chancellor, it did prompt a rethink by the AFFS. When 
  the Davion assaults did come, their aims were less 
  ambitious, giving the new Chancellor, Laurelli Liao, 
  opportunity to react.
  —Missed Opportunities, New Syrtis Publications, 
  2906
  
  THE SECOND SUCCESSION WAR (2825–2863)
  27
  WAR RENEWED
  of fighting, Ilsa Liao, Chancellor of the Capellan Confederation, 
  Duchess of Sian, and First Lord of the Star League, fell to Davion 
  troops, first Chancellor lost in battle and the highest-profile 
  casualty of this new war. Her death was not in vain, as almost 
  80 percent of the CCAF troops were able to withdraw from 
  Orbisonia. Laurelli Liao, commanding a raiding force on Kathil, 
  became the new Chancellor and immediately withdrew her force 
  to return to Sian and assess the catastrophe that had befallen her 
  mother’s grand plan for the CCAF.
  Fortunately for the Chancellor, the disaster of Operation 
  CELT did not become a death knell for the Confederation. 
  The Marik border—denuded of troops to allow the Davion 
  offensive—remained quiet. Had Captain-General Charles Marik 
  decided to exploit the situation, the Confederation would 
  have been caught in a vise and dismembered. Instead, Laurelli 
  stabilized the Marik border and recalled troops to prepare for 
  the inevitable Davion onslaught.
  The success against the Liao incursion encouraged Paul 
  Davion, who was determined to focus on the Capellan front. In 
  April 2829 he relocated his headquarters to New Syrtis, and in 
  the following month he launched his troops in a broad offensive 
  against a wary House Liao. He abandoned the broad aims of 
  Operation DAO and instead set in motion a two-prong offensive 
  whose core assaults targeted seventeen worlds straddling 
  the Demeter-Chesterton salient. The intention was to relieve 
  pressure on the beleaguered Chesterton worlds, with Operation 
  SUN targeting systems around Tikonov and Operation RAIN 
  targeting the Valexa-Axton region. In a mirror of Operation 
  CELT, additional Davion forces struck six other worlds along 
  the borders to pin Liao troops in place, with particularly heavy 
  assaults launched against Stein’s Folly, Teng, and Abruzzi.
  The first troops of Operation SUN departed the Federated 
  Suns on 27 October 2829 and began their assaults over the 
  next two weeks. The Eighth Syrtis Fusiliers and First Arcadian 
  Cuirassiers assaulted Mirach, where they faced substantial 
  resistance in the form of the First and Eleventh Tikonov Lancers 
  and the mercenary Fifteenth Dracon Regiment. After a brutal 
  engagement that secured planetary orbit for the AFFS, the 
  Fusiliers staged combat drops in the foothills of the Deia Range, 
  landing fifty kilometers west of the capital, Cingulum. Both 
  Lancers regiments moved to engage the lone Davion unit, 
  nestled in the Edair Valley, hoping to drive them back before 
  their DropShips could land and secure the beachhead. The 
  Lancers pushed hard, but the Fusiliers had chosen their terrain 
  With the Eighth on the run from two Davion divisions and the 
  Seventh stalemated, the battle for Chesterton seemed lost, and 
  with news filtering in from Orbisonia, the CCAF units decided to 
  withdraw. However, their situation became even more precarious—
  the FSS Nathan DuVall and FSS Pleiades arrived in-system and 
  engaged the Capellans. Rather than being protected by their 
  own naval behemoths, the escaping CCAF forces instead found 
  themselves minnows in a battle of titans. Almost a third of the 
  troops who escaped Chesterton didn’t survive to return to the 
  Confederation, and while the FSS Nathan DuVall was crippled and 
  later scuttled, both Liao WarShips perished.
  Preferring to lead from the front, Chancellor Ilsa Liao led 
  the raid against Orbisonia, a key world in the coreward district 
  of the Capellan March and a major AFFS staging area. The 
  Chancellor landed on 19 June 2828 at the head of the Red 
  Lancers and Prefectorate Guard, and her intention was to pin 
  the Second Ceti Hussars and Fourteenth Avalon Hussars in 
  place, preventing them from countering the main offensive 
  against Chesterton. The Liao troops expected a bloody fight, 
  and initially the assault went well, the pinning force driving 
  back the AFFS troops. In the early hours of 20 June 2828, Ilsa 
  received confirmation of the Seventh and Eighth Tikonov 
  Lancers’ assaults on Chesterton itself and retired to bed in a 
  jubilant mood. She was awoken ninety minutes later, drowsily 
  expecting news of the assaults on Demeter and Sanilac. Instead 
  what she heard chilled her bones: the Davion Assault Guards 
  were in the process of dropping onto Orbisonia, having arrived 
  via a pirate point. Ilsa’s offensive had run straight into the teeth 
  of the forces Paul Davion had marshaled for Operation DAO’s 
  counterblow against the Confederation.
  The Chancellor ordered an immediate withdrawal, but both 
  of her units were fully engaged with the Avalon and Ceti Hussars, 
  both of whom had been bolstered by news of the Assault Guards’ 
  arrival. Disengaging from the light and maneuverable Davion 
  troops proved troublesome, and the CCAF forces sustained 
  significant casualties, resorting to the use of chemical weapons 
  to stem conventional forces in one Davion advance. The Assault 
  Guards dropped directly from orbit and straddled the Capellan 
  positions, and their arrival threatened to turn the Capellan 
  withdrawal into a rout. Ilsa stepped into the breach, her valiant 
  leadership inspiring the other Capellan troops and allowing them 
  to withdraw in good order. Refusing to give up command of the 
  rearguard even when her officers insisted, Ilsa fought for time 
  to allow her troops to escape. At 1315 hours on the fourth day 
  OPERATION CELT
  Primary targets: Demeter, Chesterton, Tawas, Sanilac
  Secondary targets/raids: Orbisonia, Kathil, Bahl’s Retreat, Boeotia, Beten Kaitos, Smolensk, Mendham, Edwards
  
  THE SECOND SUCCESSION WAR
  28
  WAR RENEWED
  well, and the narrow frontage of the valley negated their numerical advantage. 
  They were pleased, however, that the Fusiliers’ transports veered away from the 
  embattled landing zone and instead grounded on the plains near Cingulum. They 
  were stunned when yet more ’Mechs appeared on the battlefield, the “empty” 
  Fusiliers transports in actuality belonging to the Arcadian Cuirassiers. Realizing 
  the imminent danger of being caught between the two regiments, the Lancers 
  disengaged from the Fusiliers and instead turned on the Cuirassiers, hoping to 
  break out. It very nearly succeeded; the Davion line buckled, and the Lancers 
  punched through in several places. Unfortunately for the Capellan troops, the 
  delay allowed the Fusiliers to catch up and the four-regiment engagement turned 
  into a meat grinder. The Capellan formations disintegrated, and scarcely a dozen 
  companies escaped. The Davion units were bloodied too, but they remained an 
  effective fighting force. With only the Fifteenth Dracon left to provide an organized 
  defense, the Capellans withdrew off-world.
  Caselton saw the Twelfth Syrtis Fusiliers facing off against the understrength 
  Fourth Tau Ceti Lancers, but despite their numerical inferiority, the mercenaries 
  put up a spirited defense. They made little effort to hold the main population 
  centers or industrial sites and instead staged a mobile campaign, striking quickly 
  at the Fusiliers then withdrawing at speed. They fought for time, hoping the 
  CCAF would send reinforcements, but with House Davion targeting so many 
  worlds, the Confederation had little to offer. After nineteen days, the CCAF issued 
  withdrawal orders.
  Another Fusiliers regiment, the Thirteenth, assaulted Sonnia where they 
  faced the First Ariana Fusiliers and the Eighth Chesterton Cavalry. The Syrtis 
  Fusiliers’ strategy was daring, each battalion landing separately and striking at 
  multiple targets, forcing the Capellan troops to split their own efforts. The speed 
  of the Fusiliers made pinning them down difficult, and no sooner had the Liao 
  forces shifted their defenses than the Thirteenth faded away to strike elsewhere. 
  After three weeks of this the defenders were exhausted and were in poor shape to 
  face the newly arriving Second Davion Guards. By the end of December, both Liao 
  units had been mauled and withdrew to Tikonov. The Chesterton Cavalry was in 
  such poor condition that the unit disbanded and the Ariana Fusiliers absorbed 
  the survivors. 
  Mira should have been a sideshow of Operation SUN, as the Bloody Suns 
  faced off against the Third Chesterton Cavalry and were expected to win handily. 
  However, they didn’t count on the Liao commander who, when his position was 
  untenable, employed chemical weapons against the mercenaries. Paul Davion had 
  threatened to fight fire with fire, but Duke Hasek, who had close ties to the Bloody 
  Suns, was on planet. In retaliation for the use of chemical weapons, Hasek ordered 
  reprisals against the Chesterton Cavalry, one of which came in the form of an air-
  dropped nuke that obliterated the Cavalry’s command post. The Eighth Crucis 
  Lancers, who landed in support of the Bloody Suns, crushed the surviving elements 
  of the Third Chesterton and showed little mercy.
  The remaining engagements of Operation SUN were anticlimactic. On Mesartim 
  the Eighth Robinson sparred with the Second Confederation Reserve Cavalry for 
  three weeks before the arrival of additional Davion forces prompted the Liao unit to 
  withdraw. On the final world, Almach, the Second Arcadian Cuirassiers faced little organized resistance but struggled to gain full control 
  of the world in the face of civil disobedience and noncooperation by the planetary authorities. Though the Davion sunburst flew over 
  the world, Almach was not officially incorporated into the Federated Suns until early 2830.
  Operation RAIN saw much less resistance than SUN, despite being of similar size and scope. Only Westphalia and Farwell posed 
  significant obstacles to the attackers. Ulan Batar, Goshen, and Valexa fell after only a few days of fighting, their planetary militias 
  capitulating in the face of Davion line troops. The defense on Tecumseh also folded quickly, but here a resistance movement sprang 
  BACK-CHANNEL NEGOTIATIONS: 
  THE FUNERAL OF ILSA LIAO
  It is a popular misconception of war that pow-
  ers involved in armed conflicts completely break off 
  relations. Throughout history, back channels have 
  remained available, whether via a third party, like an 
  unaligned nation or a corporate entity, or via a neutral 
  body like the church or, during the Succession Wars, 
  ComStar. That such honest brokers might not be trust-
  worthy is always at the back of the combatants’ minds, 
  but in the early years of the Second Succession War, 
  there was little reason to doubt the good offices of the 
  interstellar communications agency.
  With the benefit of hindsight, the duplicity starts 
  to become clear: the manipulation of media and com-
  munication in the interwar years hindered efforts to 
  build a lasting peace and instead pushed the Successor 
  States towards a resumption of hostilities. The inter-
  diction of Tharkad in October 2823 reminded the 
  Inner Sphere governments of ComStar’s power and 
  influence, prompting some to recall Operation SILVER 
  SHIELD and the organization’s use of military force to 
  secure its goals.
  Records recovered from the Order showed that 
  Primus Conrad Toyama took a direct hand in many 
  of these interventions, most famously the suborning 
  of Jeanette Marik and the tragic consequences that 
  ensued. What is less well known was the Primus’s 
  involvement in returning Ilsa Liao’s body to the 
  Confederation. The AFFS did not initially know who 
  they had killed on Orbisonia, though once they identi-
  fied the body, the Davion commanders found them-
  selves with a quandary. Most of the war dead were 
  interred in simple graves on the worlds they’d fought 
  over, military cemeteries being an oft-overlooked fea-
  ture of worlds on the frontlines. Those interred were 
  given all the honors of war—the combatants knew 
  that to do otherwise was to invite tit-for-tat reprisals 
  with their own war dead—but while the graves of 
  common soldiers were respected, those of notable 
  commanders were often a focal point for public ani-
  mosity or, in the case of occupied worlds, resistance. 
  Ilsa, as leader of not only a task force but also a nation, 
  would be a massive symbol.
  (CONTINUED ON P. 29)
  
  THE SECOND SUCCESSION WAR (2825–2863)
  29
  WAR RENEWED
  up and remained an issue for the AFFS until the late 2830s. On Axton the Third Liao 
  Lancers faced off against the Davion Heavy Guards and Third Ceti Hussars, and 
  rather than fight with the odds heavily stacked against them, the Lancers opted to 
  withdraw after a handful of minor clashes.
  On Farwell the Davion Light Guards slammed into the Forty-second Striker 
  Regiment, part of the mercenary Twelfth Star Guard. The elite Davion unit had 
  expected to smash the mercenaries but instead were met with a dogged defense 
  that was both pragmatic and effective. The mercenary commander, Felix Mansell, 
  showed little surprise at the Davion assault and, when positions became untenable, 
  was willing to fall back to other pre-prepared redoubts, trading land for time. He 
  also took opportunities when they arose, striking at exposed Davion positions and 
  raiding lightly defended supply lines. On one such raid, the mercenaries captured 
  a company of Davion infantry and surprised the Federated Suns forces with their 
  humane treatment, something that had been in short supply on the Davion-
  Liao front. By mid-September, it was clear that no help would be coming for the 
  Star Guard while Davion reinforcements were flowing onto the world. Mansell 
  released the prisoners and began prepping his DropShips for departure. He was 
  surprised to receive a direct communication from the Davion Guard commander, 
  Georgina Howard, offering the mercenaries the honors of war and allowing them 
  to withdraw unmolested. 
  The eleven-week battle for Westphalia was much less civilized, neither 
  side giving nor asking for quarter. Defense of the world had been entrusted 
  to the First Chesterton Voltigeurs who were ably supported by two marine 
  regiments and five hovercraft companies. The Twenty-second Avalon Hussars 
  were likewise equipped for operations on the water-rich world, bringing in 
  hovercraft, hydrofoils and even a pair of submarines to hunt the foe. ’Mech forces 
  clashed on the numerous islands in the shallow littoral waters while the naval 
  vessels staged a war of maneuver in the deeper seas. These were unforgiving 
  battlefields with hundreds perishing, either in the destruction of their vessels 
  or in the immediate aftermath. Most casualties were due to drowning, but in a 
  number of cases both Davion and Liao troops died of thirst and starvation after 
  being cast adrift with little hope of rescue. The skill of the Hussars eventually 
  prevailed, the Liao unit surrendering and the surviving CCAF personnel shipped 
  off to POW camps deeper in the Capellan March. 
  The broader series of raids designed to pin CCAF troops in place during SUN 
  and RAIN rarely saw major engagements, though there were notable exceptions. 
  For every Redfield (where a company from the Fifth Deneb Light Cavalry faced 
  off against a planetary militia) or Abruzzi (where the Twenty-sixth Sian Dragoons 
  spent four weeks in unsuccessful pursuit of Redfield’s Renegades), there were bloody 
  clashes like Stein’s Folly and Teng.
  The assault on Stein’s Folly should have been a simple hit-and-run by a battalion of the Eleventh Syrtis Fusiliers, but a fusion-
  core failure on one of their DropShips stranded a company of ’Mechs. Rather than abandoning the troops or their gear, Colonel Alina 
  Brzkova opted to fight while the stricken vessel was repaired. The result was a brutal fifteen-day series of engagements, the Capellan 
  Sharpe Rifles attempting to crush the smaller Davion force. The need to defend the stricken DropShip hampering their trademark 
  maneuverability, the Fusiliers were forced to improvise, using their lighter forces as bait to draw the Liao troops into terrain where 
  they’d prepared traps or had pre-plotted artillery barrages. Dubbed “Scoot and shoot,” the tactic proved effective in the first week of 
  the campaign, but the second was a bloody slugging match; only the weapons of the grounded Davion DropShips leveled the field. The 
  Davion troops were finally able to withdraw on 17 November, nine ’Mechs and over a hundred infantry casualties were left behind while 
  the Rifles had lost twenty-four ’Mechs and almost 200 infantry and armor troops. Though small in the scale of the other engagements in 
  SUN and RAIN, the battle became a favorite topic in Davion military academies during the Second Succession War due to the mismatch 
  in forces versus the number of casualties inflicted.
  BACK-CHANNEL NEGOTIATIONS: 
  THE FUNERAL OF ILSA LIAO 
  (CONTINUED)
  The AFFS asked ComStar to contact the Capellan 
  authorities to arrange the repatriation of Ilsa’s body. 
  Due to the nature of the request and the sensitivity of 
  the relationship between the belligerents, the request 
  was presented to the full First Circuit on 29 June. 
  ComStar had the wherewithal to facilitate the repatria-
  tion, but the political considerations weighted heav-
  ily on the council. Leaving the Chancellor’s remains 
  on Orbisonia would provide a focus for Capellan ire. 
  Furthermore, if ComStar failed to convey the Federated 
  Suns’ offer to the Capellan government, the slight 
  would deepen the animosity between the two nations.
  Toyama’s decision surprised the First Circuit: he 
  authorized the transmission of Davion’s message 
  and furthermore made a courier vessel available for 
  transporting the casket. While antagonizing the two 
  parties was a covert goal of the Order, he felt that 
  ComStar’s best interests would be served by allowing 
  the Capellans to hold a state funeral for their fallen 
  Chancellor, boosting their morale and determination 
  to resist the now-inevitable onslaught.
  The Chancellor’s funeral on 19 October was a 
  grand affair. The whole of Sian was festooned with 
  signs of mourning, and survivors of Orbisonia escort-
  ed Ilsa’s body. As Toyama predicted, the pageantry 
  buoyed the flagging spirits of the nation, and the 
  images of the new young Chancellor, Laurelli Liao, 
  in her military finery gave heart to a nation still in 
  shock. That resolve would soon be tested again, but 
  without the state funeral to bolster their morale, the 
  Liao defenses might have collapsed, and the Second 
  Succession War would have come to a quick conclu-
  sion on the Liao-Davion front. 
  —The Secret Struggle: ComStar in the Succession 
  Wars, Republic Press, 3125
  
  THE SECOND SUCCESSION WAR
  30
  WAR RENEWED
  The raid on Teng became notable not for the actions of the troops who 
  fought there but rather for the decisions of their leaders on Sian and New Avalon. 
  The First Crucis Lancers’ attack on the world was a raid-in-force, successfully 
  pinning the Seventh Teng Hussars and the First Centauri Guards. The battle-
  hardened Lancers made good use of their light ’Mechs to harass the CCAF 
  troops, drawing them into the Zhou Badlands, where the tortuous terrain, 
  broken twisting canyons, and cave systems negated the Liao troops’ firepower. 
  After six weeks of failing to bring the Lancers to battle, the Capellan commander 
  sent a message to Sian, requesting permission to use chemical weapons across 
  the badlands. The request was approved, and on 18 December CCAF bombers 
  dropped dozens of chemical munitions across the area. Though of limited use 
  against BattleMechs, the heavier-than-air toxins saturated the canyons and 
  caves, proving devastating against unprotected support personnel or those with 
  inadequate NBC protection gear. The Davion reprisals were devastating, and the 
  surviving Lancers withdrew unmolested. By year’s end, the AFFS were making 
  headway against the Confederation, but they had not completed all of SUN and 
  RAIN’s objectives, and soon there would be new distractions.
  OPERATIONS SUN AND RAIN
  SUN: Mirach, Caselton, Sonnia, Mira, Mesartim, Almach
  RAIN: Ulan Batar, Farwell, Goshen, Valexa, Westphalia, Tecumseh, Axton
  Secondary actions: Stein’s Folly, Redfield, Teng, Maldive, Abruzzi, Bethel, 
  Hadnall.
  FIGHTING FIRE WITH FIRE
  Paul Davion had refused to allow his command-
  ers authority to use strategic weapons—permission 
  for the use of nuclear, chemical or biological weapons 
  could only come from him or the March Dukes—but 
  as had been shown on Orbisonia and Chesterton 
  the previous year, the CCAF had no such scruples. 
  Any advantage the Capellans thought they might 
  have had from having such weapons was quickly 
  disabused; though not allowing their indiscriminate 
  use, Paul did approve the use of the devastating 
  weapons in response to Capellan actions and the 
  CCAF soon learned that any use of terror weapons 
  against the AFFS or civilian centers was met in kind 
  by the Davion troops: After using chemical weap-
  ons against the Davion troops on Teng, the AFFS 
  nuked the primary Capellan staging area. Duke Hasek 
  authorized a similar reprisal on Mira after the CCAF 
  employed chemical weapons against the pro-Davion 
  Bloody Suns mercenaries. After three or four such 
  tit-for-tat attacks, both sides exercised a modicum of 
  restraint, though much of the conventional fighting 
  remained brutal. 
  —Unconventional Weapons, Keystone Publications, 
  3041
  
  THE SECOND SUCCESSION WAR (2825–2863)
  31
  TIGHTENING THE SCREWS
  THE QUIET EAGLE
  Relations between the Lyran Commonwealth and the Free Worlds League had 
  soured in the wake of collapsed talks over prisoner exchanges, but Charles Marik 
  refused to be drawn into the resumption of fighting among his neighbors, hoping 
  to remain aloof and marshal his strength for a decisive blow against the Capellan 
  or Lyran states. Had he known of the Confederation’s weakness—Ilsa Liao drawing 
  many units away from the Marik border to support Operation CELT—he might 
  have acted differently, but his intelligence apparatus was in a shambles, and the 
  Free Worlds League Military received scant news about the Liao deficiencies. So 
  paranoid was he about the relative blindness of the Free Worlds League that he 
  soon began searching for a new source of information.
  Conrad Toyama, having sought to inflame tensions on one border only for 
  the participants to show surprising restraint, saw in Charles Marik’s desires a new 
  opportunity to exert influence. The Captain-General’s sister Jeanette had joined 
  ComStar in 2821, and the Primus saw her as the ideal cat’s-paw to bring the Free 
  Worlds League into the new war. Jeanette made frequent trips to the League, and in 
  February 2830 Charles arranged to meet her at the HPG station on Irian. Desperate, 
  he asked if she would be able to provide her homeland with information on the 
  neighboring states. She agreed, and on 13 June 2830 she provided details of a plan 
  by the Skye Rangers to assault Graham IV, Castor, and Callison. Marik, incensed by 
  the LCAF plan, immediately began plans for his own military operations, striking 
  out at LCAF forces on Dieudonné and New Hope. Toyama is alleged to have said 
  “The fish has taken the bait,” and with that all five Great Houses were embroiled in 
  general war.
  The Second Succession War had officially begun.
  TIGHTENING THE SCREWS (2830–2840)
  Though some powers had already been locked in renewed hostilities for over 
  half a decade, the involvement of the FWLM in the summer of 2830 marked the 
  official start of the Second Succession War. Even without House Marik involvement, 
  matters were escalating—in terminal decline, Jinjiro Kurita massively increased the 
  tempo of operations against his neighbors, seeking to deliver knockout blows to 
  both. House Davion, already embroiled in war with the Capellan Confederation, 
  was deemed ripe of the plucking. Reality, however, was another matter.
  Marik operations against Dieudonné and New Hope continued apace, the 
  FWLM slowly driving the LCAF back and completing both campaigns in March 
  2831. The Lyran Commonwealth called both attacks “unprovoked aggression” and 
  denied Charles Marik’s allegations regarding the LCAF’s intentions toward League 
  worlds. In reality, both excuses and denials were irrelevant; Marik had declared war 
  on the commonwealth on 14 June 2830. The sparks of war had been struck, and the 
  Inner Sphere was now a raging inferno.
  THE DRAGON STRIKES: BLACK WIND, RED WIND
  Seeing both his neighbors distracted, Jinjiro Kurita launched offensives against 
  both his neighbors on 19 February 2830. KUROI KAZE (Black Wind) targeted the 
  Lyran Commonwealth, while AKAI KAZE (Red Wind) focused on the Federated Suns.
  Less than a month later, on 14 March, an incensed Marcus Steiner declared war 
  against the Combine. The DCMS were still smarting after the Chahar Profit debacle 
  and the raids that followed, so Chandler figured prominently in the Coordinator’s 
  plans. Moore was also targeted for full-scale invasion, while troops staged a series 
  of deep raids to harass the LCAF and hamper operations to relieve the primary 
  assault worlds. 
  AGENTS PROVOCATEUR
  While much of the slide back to war was a natu-
  ral consequence of the rivalries between the Great 
  Houses, the situation might not have deteriorated so 
  far had not one of the less obvious powers, ComStar, 
  been actively interfering in matters. While not wish-
  ing to intervene directly in Inner Sphere affairs—and 
  fighting a brief internal conflict against Precentor 
  Herman Schwepps to solidify his grip on the Order’s 
  reins and ensure a policy of open confrontation wasn’t 
  followed—Primus Conrad Toyama believed that the 
  Inner Sphere would need to beat itself into submission 
  before ComStar could emerge as its saviors and lead 
  the united peoples back to the light of a new era under 
  the auspices of the Order.
  Unlike Primus Myndo Waterly, who sought to do 
  this via Operation SCORPION in May 3052, or the Word 
  of Blake, who sought to cleanse the Inner Sphere in 
  warfare, Toyama never acted openly. Instead ComStar 
  manipulated supposedly sacrosanct message traf-
  fic and employed cat’s-paws, agents placed stir up 
  trouble and undermine efforts toward peace. He also 
  employed the ComStar News Bureau to shape public 
  opinion, heightening the apparent threat of enemy 
  forces and the strength of each nation.
  A host of minor operations took place across the 
  Inner Sphere under the auspices of Operation DIVINE 
  INTERVENTION, bringing tensions to the boil or weak-
  ening key figures, but several successful ROM opera-
  tions reshaped the entire conflict. ROM’s covert support 
  of LIC operations against the Draconis Combine leaked 
  vast quantities of information about the DCMS’s readi-
  ness, countering the disadvantage of the ISF debacle 
  on Tamar. The LIC’s Loki division believed the successes 
  were all their own work, and the seeming outbreak of 
  competence among the staff of the anti-spinward rival 
  prompted Coordinator Jinjiro Kurita, already teetering 
  on the brink of madness, to launch an all-out assault 
  on the Lyran Commonwealth.
  The subornment of Jeanette Marik, who joined 
  ComStar in June 2821, was the crowning achievement 
  of these operations, allowing ComStar to influence 
  Free Worlds League operations for many years. It was 
  also their greatest failure, revealing ComStar as both 
  a partisan agency and, when Captain-General Charles 
  Marik realized ComStar was acting against the League 
  as well as for it, a treacherous one. While the public 
  was given no cause to distrust the Order, by the end of 
  the 2840s, most of the Great Houses regarded ComStar, 
  now metamorphosing into a theocracy under the 
  authority of religious zealot Primus Raymond Karpov, 
  with grave suspicion.
  —Dark Shadows: Behind the Succession Wars, 
  University of Saso Press (New Syrtis), 3095
  
  THE SECOND SUCCESSION WAR
  32
  TIGHTENING THE SCREWS
  Strikes against Orkney, Colmar, and Trell I served to pin troops within the Tamar 
  Pact, while blows against Buckminster, Konstance and Muphrid did the same in 
  the Federation of Skye. An audacious deep-raid against Skye was cancelled at the 
  last minute due to JumpShip issues, but others against Arc-Royal and Furillo made 
  clear that not even the Protectorate of Donegal was safe from the Dragon’s wrath. 
  In addition to distracting the LCAF, these raids continued the Combine’s policy of 
  targeting their rivals’ infrastructure, striking at targets of opportunity that furthered 
  the Dragon’s goals.
  As in 2828, the Lyran forces on Chandler put up a spirited defense and beat 
  back several Combine assaults after the initial DCMS landings on 27 February. 
  Unfortunately, the DCMS High Command was not going to be caught off guard 
  twice and had committed significant forces to the world, including the Fifth Sword 
  of Light and Fourth Arkab Legion. Against such overwhelming firepower, even the 
  skill and determination of the Stealths was insufficient to hold Chandler, which 
  finally fell to Combine forces on 10 August.
  The Combine targeted Moore for similar reasons: along with Lambrecht it 
  was part of a salient that comprised worlds taken from the Combine in the First 
  Succession War. The dishonor of this drove the DCMS to significant risk in the 
  operation, but they expected a popular uprising to support their operations. 
  They were rapidly disabused of such notions, as the people did not rise up in 
  support of the invasion and instead many helped organize a civilian resistance 
  to the Combine troops. What Kurita had not accounted for was that Moore 
  had originally been a Terran Hegemony world, and the older elements of the 
  population still recalled the days before the Amaris Coup. They had little love 
  for House Steiner, but compared to the Combine, the Lyran Commonwealth was 
  the lesser of two evils. The world became a hellhole for the DCMS; the fanatical 
  defense combining with formidable terrain made the campaign a nightmare for 
  the attackers. For every square kilometer of ground gained, the defenders seemed 
  to regain two, and more than once a DCMS firebase became the operations 
  center for LCAF defenders. The planet itself seemed to oppose the invasion, as 
  firestorms within the methane swamps incinerated unprepared Combine infantry 
  and armor. Lyran troops, having studied the swamp flare-ups, timed their passage 
  through such areas to avoid the most dangerous periods while luring the DCMS 
  into them at the most inopportune times. By early September the Kurita troops 
  had had enough and withdrew to a tight cordon around Shizuoka, the planetary 
  capital. On 22 September, after an anxious ten-day wait for permission from the 
  Coordinator, during which time they were pummeled by the LCAF, the DCMS 
  force withdrew from Moore.
  OPERATION KUROI KAZE
  Primary targets: Chandler, Moore†
  Secondary targets/raids: Orkney, Colmar, Trell I, Buckminster, Konstance, 
  Muphrid, Arc-Royal, Furillo
  † Denotes a failed assault
  THE NIGHTINGALE SINGS
  One of the great debates among scholars of the 
  so-called ComStar War between the Free Worlds 
  League and ComStar in the 2830s was the culpability 
  of Jeanette Marik in the affair. Charles Marik regarded 
  her as guilty and exacted the ultimate revenge with 
  the destruction of the Oriente HPG station, but there is 
  substantially less actual evidence.
  Anastasius Focht’s briefing on ComStar after 
  the fall of Myndo Waterly suggested that Primus 
  Conrad Toyama was initially skeptical of Jeanette’s 
  intentions, thinking it was more a ploy by the Mariks 
  to gain an advantage. He subjected the Captain-
  General’s sister to a series of rigorous screening 
  sessions, going so far as to interview the candidate 
  himself on two occasions. Her desire to join the Order 
  appeared genuine, so he approved her membership 
  and placed her education in the hands of his most 
  trusted followers. Focht alleged that Acolyte Marik’s 
  indoctrination within the Order went far beyond that 
  most candidates received, becoming tantamount to 
  brainwashing, compounded with profligate use of 
  stress techniques and pharmacological subversion 
  of her consciousness. The veracity of this condition-
  ing cannot be confirmed, but Jeanette did seem to 
  transform from a mild-mannered, quiet, and studi-
  ous individual into a zealous ideologue, espousing 
  ComStar’s ideals and the teachings of Blake.
  That Jeanette was approached by her brother 
  and, after approval from the First Circuit, provided 
  him with intelligence is beyond question. Her state of 
  mind—whether she genuinely thought she was aid-
  ing the Free Worlds League, or ComStar, or both—
  may never be known. She proved to be a willing 
  conduit of information to her brother but there is 
  little to indicate she was aware of some of the misin-
  formation contained in the reports, nor that ComStar 
  was leaking information from Marik communiqués 
  to their rivals, something Toyama authorized almost 
  as soon as Jeanette entered into regular correspon-
  dence with her brother. Certainly in the years since 
  the Jihad there has been a movement within the 
  Free Worlds League to rehabilitate Jeanette’s image, 
  portraying her as an unwitting puppet of a corrupt 
  Order. This movement, the Nightingales, portray 
  the tragedy of Oriente as one more evil to be laid at 
  the feet of ComStar, the spectacular backfiring of an 
  initiative that, had it worked, could have suborned 
  the League even more thoroughly than the Blakists 
  did two centuries later. 
  —Beneath the Robe: An Insider’s Look at ComStar, 
  Donegal Press, 3092
  
  THE SECOND SUCCESSION WAR (2825–2863)
  33
  TIGHTENING THE SCREWS
  Combine officers suspected a darker reason. A third deep strike 
  against Maynard turned into a confusing melee, as the Twenty-
  fourth Galedon Regulars, initially landing successfully, became 
  embroiled with the local militia and were unable to withdraw 
  before the arrival of Davion reinforcements. A supposedly ten-
  day operation ended up lasting sixty-seven, and the shattered 
  remains of the Regulars eventually withdrew on 19 May, having 
  suffered over 50 percent losses.
  Le Blanc, Rowe, and Bremond served their purposes—swift 
  hit-and-run raids to sow chaos and confusion. The DCMS forces 
  involved faced little organized resistance and withdrew in good 
  order. Fairfax and Crossing were different beasts. On Fairfax, the 
  Seventh Sword of Light met stiff resistance from the Fifth Robinson 
  Chevaliers, the Davion unit inflicting disproportionately high losses 
  on the Combine formation despite the Chevaliers still being 
  understrength from the First War. On Crossing, the Davion forces 
  consisted of a mercenary regiment, the Eighth Striker Regiment of 
  the Fighting Uruk Hai, and three training cadres—the First NAMA 
  and the First and Fourth Sakhara. The commander of the Thirty-
  ninth Galedon Regulars dismissed the AFFS troops, expecting 
  the cadres to be of little military value and the mercenaries to 
  lack commitment. He was wrong on both counts. The cadres 
  proved surprisingly resilient despite their inexperience, and the 
  mercenaries showed a willingness to take risks in pursuit of their 
  mission. Scarcely a third of the Thirty-ninth made it off-world.
  With many of the Davion troops embroiled in operations 
  against the Capellan Confederation, many in the DCMS expected 
  these assaults to be as devastating to the AFFS as the First 
  Succession War had been. Launching on 19 March, a week after 
  the deep raids began—believed to be sufficient time to draw 
  off the AFFS—the primary assault forces made simultaneous 
  jumps into their target systems. Jump-point defenses were 
  swiftly overwhelmed, and each flotilla burned hard toward their 
  targets. Resistance was mixed. On Lucerne, the DCMS faced 
  wave after wave of Davion fighters, many showing suicidal 
  valiance to slow the attackers, while on Sakhara V the one 
  brief attempt at resistance was easily brushed aside; the AFFS 
  fighters harried for several days before being overwhelmed 
  above the system’s third planet.
  While DCMS troops were finding mixed success against 
  the pitiful Lyrans, Jinjiro Kurita also sent troops to harass his 
  more worthy foe, the Federated Suns. Having sparred with 
  House Davion during the supposed peace of the interwar 
  years, the DCMS increased their tempo of operations, on which 
  the AFFS at first commented little. Though the Combine mixed 
  raids with more-determined assaults, Lucerne, Franklin and, 
  Sakhara were singled out for the main assault while a series of 
  worlds became targets for heavy raids. As with operations on 
  the Lyran front, these raids were to sow confusion and draw 
  the AFFS out of position, reducing the AFFS’s ability to counter 
  the primary assaults.
  RED WIND’s secondary actions targeted ten worlds along 
  the border. On Breed, the First Avalon Hussars swiftly beat 
  back an assault by the Eighteenth Benjamin Regulars, crushing 
  their LZ and forcing the bridgehead troops to stage a rapid 
  withdrawal to their DropShips. Similar efforts by the Third 
  Amphigean Light Assault Group on Clovis initially seemed to go 
  well, but as the attacking DropShips began to descend through 
  the atmosphere, they were met with waves of fighters—a 
  shock as the DCMS believed the Clovis Guards had perished 
  in the First War. The attackers withdrew without attempting 
  to make planetfall. Carcassonne was the first DCMS success of 
  RED WIND, the Sixteenth Galedon Regulars smashing the local 
  militia and storming the mountaintop fortress of Queribus. 
  Tai-sa Bray Siglain petitioned to remain on Carcassonne and 
  seize it for the Dragon, but the isolated position deep in the 
  Draconis March made holding the world impractical. Instead, 
  the Combine troops remained on-world until they had news 
  of inbound AFFS reinforcements, then escaped to their waiting 
  JumpShips. Similarly, the deep strike against New Valencia went 
  well, as the troops of the Second Arkab Legion took control of 
  the industrial city of Cartagena and DCMS technicians stripped 
  valuable components. However, while the DCMS had estimated 
  at least uninterrupted ten days for their salvage operations, 
  the AFFS responded with unexpected alacrity. Reinforcements 
  arrived in-system scarcely five days after the invasion. This 
  was attributed to bad luck—a Davion formation transiting a 
  nearby world was redirected to resist the incursion—but some 
  OPERATION AKAI KAZE
  Primary targets: Lucerne†, Franklin†, Sakhara V
  Secondary targets/raids: Breed, Crossing, Rowe, Clovis, New Valencia, Maynard, Le Blanc, Bremond, Fairfax, Carcassonne
  Atonement target: 
  Dahar
  † Denotes a failed assault
  
  THE SECOND SUCCESSION WAR
  34
  TIGHTENING THE SCREWS
  On the ground, matters were far from what the DCMS expected. Despite the size 
  of the assault forces—three ’Mech regiments and ten support regiments per world—
  the Davion defense proved resilient, and the Kurita troops struggled to push out of 
  their landing zones. ISF reports suggested no more than one ’Mech regiment and a 
  smattering of support forces were present on each world, something the invaders 
  should have bested in short order. It soon became clear that the planetary defenses 
  were more substantial. The insignias of three or four regiments were identified on 
  each world, along with more than a dozen support regiments. Rather than having 
  three-to-one numerical superiority, at best the DCMS had parity with the Davion 
  forces, and on Franklin they were clearly outnumbered. 
  Less-determined troops may have cut their losses and withdrawn immediately—
  they retained space superiority—but for the warriors of the Combine, to do so 
  would have been a major dishonor. Whether their predicament was a result of bad 
  luck of guile on the enemy’s part, the Kurita soldiers vowed to do their duty to the 
  Dragon and pressed on. Despite their best efforts, progress was slow, and with 
  supplies dwindling rapidly, the campaigns looked doomed. Only on Sakhara V did 
  the Combine make headway, establishing a solid foothold and base of operations 
  against the Davion troops. In early 2831, after eleven months of fighting, Sakhara 
  was finally claimed for the Dragon.
  Meanwhile, the situations on Franklin and Lucerne had become increasingly 
  desperate, and in late May the commander of both attacks, Tai-sho Chosokabe 
  Motochika, requested permission from the Coordinator to withdraw and regroup 
  rather than suffer the loss of his forces. Six weeks later, with no new orders from 
  Luthien—though he was sure they were coming—Motochika ordered his troops 
  to abandon their positions and retreat off-world. Only once they were safely back 
  at the jump point and preparing to return to the Combine did he discover the 
  request had never been sent. Rather than continue home, where he could expect 
  THROUGH THE CRYSTAL BALL
  The AFFS’s success in blunting the DCMS offensive 
  of 2830 at first seemed like magic. They bolstered 
  defenses on the primary target worlds substantially 
  and created fast-reaction forces to counter the plethora 
  of deep raids. It was as if they had some sort of crystal 
  ball allowing them to predict their enemy’s actions. 
  To some extent they did.
  In May 2829, a DropShip accompanying the DCMS 
  on a raid against Kennard suffered a drive failure during 
  reentry and fell out of control. The DCMS believed the 
  vessel was utterly destroyed, but MIIO agents combed 
  the wreckage, which had landed in the Southwark 
  lake country, and made a startling discovery. Though 
  the vessel was badly damaged, they recovered the 
  communications system and its solid-state crypto-
  graphic decoders and were able to restore the device 
  to working order. Using the device, the MIIO was able 
  to decode communications traffic from key Combine 
  worlds and gain an insight into the Combine’s plans. 
  The DCMS had not changed its codes, believing the 
  loss on Kennard to have destroyed the cryptographic 
  equipment. The MIIO learned of Operation RED WIND 
  and put defenses in place to deal with it, though blunt-
  ing the attack exposed their hand.
  (CONTINUED ON P. 35)
  
  THE SECOND SUCCESSION WAR (2825–2863)
  35
  TIGHTENING THE SCREWS
  an “invitation” to commit seppuku, he instead took his remaining four regiments—
  three ’Mech and one conventional—and drove deeper into the Suns. 
  Without orders to warn them, the AFFS was slow to react to this volte-face 
  and was ill-prepared to counter the troops’ assault on Dahar IV. Motochika left 
  three of his regiments in orbit and took personal command of the unit involved 
  in the landing, the Ninth Benjamin Regulars. Facing them were the Twenty-third 
  Avalon Hussars, but to the surprise of the Davion commander, the tai-sho called for 
  a parley while his DropShips were descending. As his troops established defensive 
  positions, Motochika calmly walked out under a flag of truce to meet his opposite 
  number, to whom he expressed a desire to surrender his troops and defect.
  The AFFS officers were suspicious of this—no other Combine unit had ever 
  defected, nor had any officer as senior as the tai-sho offered to defect—but the value 
  of Motochika and his knowledge would prove invaluable if his offer was genuine. 
  They knew from communication intercepts that something had gone wrong for the 
  tai-sho during the withdrawal from Franklin, and together with his past record—
  even during the First Succession War he had proven himself an honorable warrior 
  who eschewed the tactical nuclear weapons so prevalent in that conflict—allowed 
  themselves to believe his sincerity. The Davion troops thoroughly searched the 
  DCMS officer and his escort before taking them away for interrogation, then they 
  moved to disarm the seemingly compliant Benjamin troops.
  The jaws of the Combine trap sprang shut, and the remaining troops in 
  the “empty” DropShips in orbit dropped onto Dahar, landing on top the of the 
  now confused Davion force. Caught in a vise, the Hussars were crushed, with 
  scarcely a battalion breaking free of the now enlivened Combine troops. The AFFS 
  commander accused Motochika of treachery, but the tai-sho replied that lulling 
  the enemy into a false sense of security was a legitimate stratagem of war. He 
  also stated that doing so—and the destruction of the Avalon Hussars—would 
  expunge the shame of their unwitting withdrawal from Franklin and Lucerne, 
  allowing them to return home. His words proved true: upon hearing the news of 
  the victory at Dahar IV, Jinjiro Kurita granted the conquerors permission to return to 
  the Combine. The tai-sho himself never benefited from Jinjiro’s largesse. While still 
  imprisoned by the AFFS, he took a poison capsule and died while his troops razed 
  the once-pristine industrial world.
  CROSSED SWORDS
  House Davion’s Capellan border remained in a state of flux after Ilsa Liao’s 
  abortive assaults on the Chesterton worlds and Paul Davion’s bloody counterblow. 
  Most targets of Operations SUN and RAIN were under full Davion control, and 
  pressure on the isolated Demeter-Chesterton salient had been removed. Some 
  Capellan agents remained active on the worlds, but they proved only a minor 
  nuisance to the new lords. Isolated, Schedar soon fell to the AFFS war machine, and 
  Rio soon followed suit in late 2830.
  OPERATION TANTO
  Primary targets (standard comms): Udibi†, Damevang†, Colia
  Secondary targets/raids (concealed comms): Breed, Klathandu IV, New 
  Aberdeen, Harrow’s Sun
  † Denotes a failed assault
  THROUGH THE CRYSTAL BALL 
  (CONTINUED)
  The DCMS and ISF were surprised at the effec-
  tiveness of the AFFS defense and suspected an agent 
  in their midst. When the ISF failed to turn up any 
  new Davion agents—several known agents were 
  purposely left in place to feed misinformation to 
  the MIIO—they cast about for other culprits. Their 
  communications systems were deemed a prime 
  suspect, but rather than tipping their hand, they 
  continued to use existing protocols for many com-
  munications, using new methods—and even going 
  so far as hand-delivering messages—for their most  
  sensitive projects.
  Using knowledge of the MIIO interceptions, the 
  DCMS launched a series of assaults named Operation 
  TANTO in early 2831, three assaults coordinated via 
  normal communication methods and four more via 
  the new secure channels. Unsurprisingly, the AFFS 
  staged robust defenses on the worlds attacked by the 
  openly communicated assaults, with attacks on two 
  of the three worlds being driven back. Only on Colia 
  did the DCMS gain a foothold that over the next three 
  months turned into a hellacious battle for control of 
  the world. The other targets—those kept secret from 
  the AFFS—saw a much lower-quality defense. New 
  Aberdeen fell after just three weeks fighting, the AFFS 
  troops driven off-world, while on Harrow’s Sun a spir-
  ited seven-week defense mauled both sides before the 
  DCMS ejected their ragged opponents. Davion relief 
  forces arrived at both worlds too late to participate in 
  the defense, and unwilling to challenge the occupying 
  forces, they withdrew.
  The breaking of the old DCMS ciphers became 
  an open secret on both sides of the border, so the 
  DCMS shifted their communications to new, secure 
  methods while continuing to use the older ciphers 
  to distract the MIIO; during this transition, the 
  Davion intelligence community would continue 
  committing resources to decoding DCMS ciphers. 
  By the middle of the Second Succession War, the 
  broadcasts and decoding efforts were largely aban-
  doned, but various automated facilities continued 
  to broadcast odd messages or sequences of num-
  bers using the old ciphers, with hobbyist com-
  munities emerging on both sides of the border to 
  monitor and decode them. Even as late as the early 
  thirty-first century, there were rumors that the ISF 
  used these “ghost broadcasts” to communicate with 
  their agents, though the DCMS’s official position 
  was that these were computer-controlled stations 
  stuck in centuries-old program loops.
  —The Ghosts in the Machine: Cryptography of the 
  Succession Wars, Robinson Press, 3034
  
  THE SECOND SUCCESSION WAR
  36
  TIGHTENING THE SCREWS
  matches or assaults on major fortifications. The remnants of the 
  Ariana Fusiliers withdrew into the High Kremlin, a former Star 
  League fortress, and fortified cities like Tikograd, and despite 
  Greer’s best efforts, could not be dislodged. Capellan attempts 
  to break out of the encircled citadels were repulsed, but so too 
  were attempts by the Davions to storm the walls. The Hussars’ 
  light artillery pounded the High Kremlin for weeks on end, 
  but neither side could break the impasse. Conditions within 
  the fortress grew steadily grimmer as food supplies and other 
  consumables began to dwindle, but after six months the AFFS 
  were no closer to completing their conquest. General Greer was 
  determined to win victory, but the arrival of a CCAF relief force, 
  the Chesterton Reserves, on 19 October threatened the Davion 
  position and place the Ceti Hussars between the hammer of the 
  relief force and the anvil of the High Kremlin. Reluctantly, the 
  AFFS troops withdrew.
  The Capellan relief was short lived, however, with the 
  rested and rearmed Second Ceti Hussars returning to the world 
  seven months later, this time accompanied by the Seventeenth 
  Avalon Hussars and the Ninth Deneb Light Cavalry. This new 
  assault, Operation LEOPARD, included troops, artillery, and 
  aircraft better suited to dealing with entrenched enemies. The 
  capture of an outlying bastion of the High Kremlin allowed 
  strike teams to penetrate the fortress through supply tunnels, 
  and the High Kremlin fell on 20 May 2833 after a bloody two-
  week assault. Another two weeks saw resistance on Krasnodar 
  and Pskov crushed; all of Tikonov’s major population and 
  industrial centers were now in Davion hands. Pinning down 
  the last CCAF troops proved troublesome, as the Capellans 
  had learned from the previous year’s rout at Davion hands and 
  adopted a mobile strategy. The three AFFS regiments found 
  themselves broken into smaller and smaller elements to chase 
  down the enemy and, though succeeding by degrees, soon 
  found themselves in a difficult situation.
  To support the dispersed operations, the AFFS set up 
  numerous supply depots but left only light forces to guard each, 
  reckoning that the on-world CCAF troops posed little threat to 
  them. That may have been an accurate assessment, but it didn’t 
  account for the swift, light troops of the Capellan Hussars who 
  arrived in-system via a pirate point on 13 June. Striking in 
  coordination with local resistance cells, the Capellan Hussars 
  destroyed many of the Ceti Hussars’ caches. This alone might 
  not have been an issue for Greer’s troops, but the MIIO alerted 
  the general to Capellan troop movements toward Tikonov that 
  would soon bring much heavier forces to bear against his now 
  supply-strapped units. Caught between risking three regiments 
  to secure the world in the face of imminent Capellan assault or 
  withdrawing with his tail between his legs but his unit intact, 
  Greer chose the ignominious option. Greer was publicly vilified 
  by the First Prince, who assigned him to KP duty on New Syrtis 
  until the end of 2834.
  The next phase of the Davion operation called for taking 
  the commonality capital of Tikonov, a key political and 
  industrial center with legendary defenses, and House Davion 
  needed to secure any advantage it would need for the assault. 
  Before doing so, the AFFS sought to isolate the world from 
  reinforcements by occupying New Hessen, Alrescha, and Angol 
  after short, brutal campaigns. Meanwhile, AFFS troops targeted 
  worlds in the Sian and St. Ives Commonalities, preventing 
  the CCAF from freeing up troops to aid beleaguered Tikonov. 
  Redfield fell to the Davion troops in August 2830, the mountain 
  fortresses of defenders proving no match for the mobility and 
  firepower of Davion Victors, with Stein’s Folly succumbing two 
  months later while still reeling from the raids during Operations 
  SUN and RAIN. Corella joined the Capellan March in April 2831 
  after a three-month campaign, while Abruzzi, Bacum, and 
  Haappajarvi became part of the Federated Suns in July. Deep 
  raids against worlds like Wei and Foot Fall, though having little 
  hope of winning the worlds for the Federated Suns, sowed 
  chaos in the Liao ranks.
  Operation LION, better known as the First Battle of Tikonov, 
  began on 4 April 2832 with the arrival of a massive Davion 
  flotilla at the nadir jump point. The CCAF troops staged a 
  valiant defense of the recharge station, at first in space and 
  then in bitter corridor-by-corridor fighting within the station. 
  Two CCAF WarShips on station at the nadir jump point docked 
  with the complex and staged emergency separations to 
  oppose the arrival of Davion troops and avoid being caught 
  idle. This destabilized the nadir station and caused significant 
  damage to the docking ports, requiring the station staff to 
  spend the first hours of the battle restoring order rather than 
  preparing their defense. Though the Capellan aerospace forces 
  were outnumbered by the AFFS’s own WarShip escorts, the 
  presence of CCAF WarShips posed a grave threat to the Davion 
  operations. The Davion Marine Corps’s assault on the station 
  was carried out under the guns of the Liao vessels. Quick strikes 
  by the Capellan frigates destroyed two Davion transports 
  before the vessels were driven away. One ship, the CCS Jiaxing, 
  sustained enough damage in the fighting to warrant later being 
  scuttled, her crew interned by the Davions. The second vessel, 
  the CCS Zhaoqing, continued to be a thorn in the Davions’ side 
  throughout the campaign.
  The primary AFFS assault force comprised the Second 
  Ceti Hussars RCT, a well-trained and mobile unit adept at 
  outmaneuvering the enemy. Commanded by General 
  H. R. “Howler” Greer, the Ceti Hussars faced few significant 
  challenges—their war of maneuver allowed them to avoid 
  circumstances where CCAF forces had any notable advantage—
  and within four weeks, almost all of Tikonov was under AFFS 
  control. Unfortunately, the Davion force’s greatest strength was 
  also its primary weakness: they were adept at lightning strikes, 
  feints, and so forth but were ill-equipped for drawn-out slugging 
  
  THE SECOND SUCCESSION WAR (2825–2863)
  37
  TIGHTENING THE SCREWS
  Operation PUMA, the Third Battle of Tikonov, launched in April 2834 under the 
  command of General Jessica Bassner of the Third Deneb Light Cavalry. The AFFS’s 
  battle plan called for the Third and the mercenaries of Kergawa’s Blood Lances to 
  land and seize the major objectives while heavier follow-up forces—the Second 
  Davion Guards—would follow and provide a heavier defensive force to beat back 
  any Liao attempts to retake the planet. The first phase of the operation went well: 
  the Third faced little opposition and secured most of their objectives in the first three 
  weeks. A few civil-industrial centers held out, notably Tikograd, but to all intents the 
  world was under Davion control. The Cavalry dug in and undertook a number of 
  policing operations against Capellan insurgents in advance of the Guards’ arrival. 
  Despite publicly showing a brave face, General Bassner worried about her position 
  on Tikonov: reports claimed the CCAF was massing for a counterattack, but the 
  Davion Guards had still not arrived. Several days passed, then the days turned into 
  weeks, and still no relief force arrived. Capellan raiders probed the system and were 
  beaten back by the Hussars’ aerospace forces, but this demonstrated how keenly 
  the CCAF were watching the commonality capital. 
  On 2 July, news reached the general that turned her blood cold: the DCMS, 
  quiet for the last several years, had struck hard at various targets along the 
  Combine-Suns border. The world of Sanilac, the Second Davion Guards’ base of 
  operations, was one of the targets, and the Second was embroiled in a bloody 
  battle with Kurita forces. The Third Deneb Light Cavalry could expect no relief.
  The AFFS High Command launched into a frantic series of planning sessions 
  to determining the best course of action for the valuable but vulnerable world. 
  One option was for the Third to remain on Tikonov and hold out until another 
  relief unit could be dispatched. However, this exposed the Cavalry to the expected 
  OPERATION LION (2832)
  Primary targets: Tikonov
  Secondary targets/raids: Tigress, New Hessen, Hamal, Foot Fall, Wei
  OPERATION LEOPARD (2833)
  Primary targets: Tikonov
  Secondary targets/raids: Frazer, Shoreham, Alcyone, Lee, Bell
  Tertiary targets/raids: Glentworth, Daniels
  OPERATION PUMA (2834)
  Primary targets: Tikonov
  Secondary targets/raids: Acala, Perkasie, Paches, Highspire
  OPERATION TIGER (2834–2837)
  Targets/raids: Abruzzi, Khi*, Aosia, Bethel, Dhaulgiri, Gallitzin, Genf*, Lee, 
  Safe Port, St. Ives, Warlock
  * Denotes a dead world
  THE WALLS OF TIKOGRAD
  No fortification on the Capellan front caused the 
  AFFS as many problems as did the massive walls of 
  Tikograd, the capital of Tikonov. Located on the rolling 
  plains of Kazan, the city comprises two concentric rings 
  of fortifications: a series of lower outer walls surround 
  the main residential districts, and the larger Citadel 
  Walls encompass the governmental, residential, and 
  industrial districts of the inner city districts, including 
  the Earthwerks factories.
  The outer walls appear little more than cosmet-
  ic—and the steady growth of population since the 
  outbreak of the Succession Wars led to shantytowns 
  growing up outside them—but they provide a solid 
  barrier against infantry and armor, due to being built 
  in the days of the Tikonov Grand Union, before the 
  introduction of the BattleMech. Though less effective 
  against BattleMech forces, and despite their near-
  ing half a millennium in age, the outer fortifications 
  remain strong and help channel any attackers into 
  pre-plotted killing zones.
  The inner walls, known as the Citadel Walls, are 
  a staggering 120 meters tall, proof against even the 
  most determined jump-capable BattleMech. Heavily 
  armored and dotted with gun emplacements, they 
  form a near-impenetrable barrier to anyone seeking 
  to capture the city and its valuable factories. Short 
  of strategic nuclear weapons (which would compro-
  mise the valuable industries), there seem few options 
  beyond aerial bombing, artillery, or siege warfare. 
  Strong anti-air defenses along the top of the Citadel 
  Walls hamper aerial attack, while storehouses within 
  the city—and access to natural aquifers—make siege 
  warfare a difficult option.
  The Succession Wars saw numerous attempts to 
  take Tikonov and its cities, and though Tikograd was 
  briefly taken by the AFFS during the Second Battle 
  of Tikonov (due to tactical missteps by the CCAF), the 
  fortified city served as a bastion against incursions. 
  The outer city was rebuilt after the depredations of 
  the long siege during the Third Battle of Tikonov; only 
  the ruined Hall of Prefects was left as a memorial to 
  the valor of the city’s defenders. Tikograd would prove 
  resilient to everything the other Successor States could 
  throw at it for the rest of the Succession Wars until 
  Operation RAT in the Fourth Succession War. In 3028, 
  the assault by the Crucis Lancers ultimately succeeded 
  in overcoming the defenses and securing Tikonov for 
  the Federated Suns. 
  —Fortress Tikonov, Bastion Press, 3042
  
  THE SECOND SUCCESSION WAR
  38
  TIGHTENING THE SCREWS
  early efforts to relieve the High Kremlin. Unfortunately, none of 
  the troops committed to the four target worlds were equipped 
  for protracted operations, and by late summer 2832, they had 
  little choice but to abandon their efforts. Doing so released 
  troops to be used against Tikonov, prompting the withdrawal 
  of the Second Ceti Hussars.
  Operation LEOPARD took a different approach, attacking a 
  broader swath of the Capellan border and with more substantial 
  numbers of troops. This time the AFFS was planning to stay, and 
  was prepared to push farther as the situation permitted. On 
  Frazer, the planetary militia crumpled beneath the onslaught 
  of the Fifth Syrtis Fusiliers, who took control of the world in 
  an eleven-day campaign. So thorough was their victory that 
  as soon as garrison troops had arrived from the Capellan 
  March, the Fifth launched a fresh campaign against Glentworth. 
  The campaign on Alcyone proceeded with similar speed—
  leading to a follow-up against Danais in October—but the other 
  assaults were less successful for House Davion. On Shoreham, 
  Capellan Hussars commander Colonel Hazel Tinworth fought a 
  determined campaign against the Davion troops, but destroyed 
  the planet’s primary spaceport complex during her withdrawal 
  to deny it to the invaders. The arrival of reinforcements from 
  neighboring St. Ives tipped the battle in the Capellans’ favor, 
  and after three months the Davion troops withdrew. Lee 
  and Bell turned into meat grinders for both sides, neither 
  the CCAF nor the AFFS securing a decisive advantage. Both 
  battles continued long after the Ceti Hussars abandoned their 
  efforts on Tikonov. The major loss of life on both sides became 
  something of a cause célèbre in the Federated Suns, becoming 
  a prime example for the wasteful expenditure of troops and 
  equipment. Both worlds continued to fly the Liao banner.
  Operation PUMA again changed the tactics of the diversionary 
  operations. Rather than forcing the CCAF to spread its troops out 
  along a large stretch of border, PUMA focused on the spinward 
  worlds of the Sarna Commonality. The AFFS expected significant 
  Capellan resistance, but feints toward St. Ives and Sarna itself 
  succeeded in misdirecting the CCAF reserves, with two of the 
  four worlds falling within a month. The remaining targets of Acala 
  and Highspire proved tougher nuts to crack. On Highspire, major 
  civil unrest and terrorist actions supported the Capellan military’s 
  efforts to resist the invaders. The Thirteenth Syrtis Fusiliers and 
  the Bloody Suns persisted with their efforts for three months, but 
  with the situation on Tikonov becoming precarious in light of 
  the Combine’s Operation MOONLIGHT SONATA, the AFFS troops 
  withdrew. Acala was more embarrassing for the Davion military: 
  the Second Deneb Light Cavalry succeeded in taking several key 
  cities, but in a near-replay of what befell the Ceti Hussars in the 
  First Battle of Tikonov, the Second was unable to conquer the 
  planet’s major fortifications. After six weeks, the Second was no 
  nearer victory, and the arrival of the Marion’s Highlanders, part 
  of the Northwind Highlanders, shifted the impetus to the CCAF. 
  Though the Highlanders sustained significant losses in holding 
  the formidable Wisdom King Wall against the invaders, they 
  heavy Capellan counterattack, and while the unit might have 
  prevailed, the risk was significant. Another option was to 
  withdraw to key fortifications like the High Kremlin, but doing 
  so would negate the unit’s main advantages of speed and 
  maneuverability. Reluctantly, the First Prince settled on a third 
  option: issuing recall orders to General Bassner, choosing 
  to preserve the Third over holding the world. The decision 
  was almost too late. McCormack’s Fusiliers of the Northwind 
  Highlanders broke through the orbital cordon and began 
  landing. The Davion forces scrambled to intercept, so the 
  mercenaries bore the brunt of the Liao counterattack. Over the 
  next three days, the AFFS troops staged a fighting withdrawal, 
  the Third withdrawing in good order but at the expense of the 
  Blood Lances, who were largely wiped out. Though the AFFS 
  would raid the world repeatedly over the next two centuries, 
  it wasn’t until 3028, during the Fourth Succession War, that the 
  AFFS would make a major attempt against Tikonov and finally 
  succeed in claiming the world.
  Though Operations LION, LEOPARD, and PUMA focused on 
  Tikonov, they also took in more than a dozen other worlds. Most 
  of the secondary operations during Operation LION focused on 
  isolating Tikonov, with Davion troops striking at worlds in the 
  Tikonov and Sarna Commonalities to hamper efforts to support 
  beleaguered Tikonov. Initially the efforts succeeded in dividing 
  the attention of the Capellan High Command and hampering 
  A ROSE BY  
  ANY OTHER NAME…
  By the early Second Succession War, most of the 
  SLDF-trained officers and troops remaining with the 
  House militaries had either retired or been killed. The 
  largest concentration of survivors was in the various 
  high commands, so it was at such levels that many 
  SLDF-style doctrines remained active. One such was 
  the tendency to name individual military operations—
  Operation LION, Operation DAO, and so forth—though 
  the practice originated in antiquity.
  During the First Succession War and early in the 
  Second, most operations received such designations, 
  but as the Second Succession War progressed and 
  many offensives became ad hoc affairs, the tendency 
  to use grandiose names diminished. The practice was 
  never entirely abandoned, but in the latter stages of the 
  Second Succession War and throughout the Third, only 
  the most significant large-scale campaigns received 
  such designations. The remainder received only an 
  alphanumeric designation on an operational order or 
  logistics chit, and many, particularly during the Third 
  War, didn’t even receive that recognition.
  
  THE SECOND SUCCESSION WAR (2825–2863)
  39
  TIGHTENING THE SCREWS
  THE EAGLE SWOOPS
  House Marik was a reluctant participant in the 
  Second Succession War, eventually drawn in through the 
  machinations of ComStar, but the Free Worlds League was 
  no less enthusiastic than its neighbors once plunged into 
  the conflict. Charles Marik’s fears about his neighbors and 
  the paucity of information coming through SAFE prompted 
  him to call on his sister Jeanette, an adept of ComStar, whose 
  information led the Captain-General to declare war on the 
  Lyran Commonwealth on 14 June 2830. Though modern 
  historians suspect a significant proportion of the information 
  the League received through such channels was bogus, there 
  was sufficient truth in the early leaks to convince Charles and 
  his officers of their veracity and value.
  Charles’s response to news of a planned Lyran invasion 
  was his own preemptive campaign: Operation TALON launched 
  in mid-August and targeted half a dozen worlds. In addition 
  to moving troops toward Terra to blunt the expected Steiner 
  invasion, he ordered troops across the border to seize New 
  Hope. The world had been a possession of the Marik clan prior 
  to the First Succession War, and its liberation on 19 August was 
  seen as the first step in reclaiming the territories lost to their 
  coreward foe in that bitter conflict.
  succeeded in driving off the Davion units. Although Operation 
  PUMA added two worlds to the Capellan March, its execution 
  received intense criticism from the Royal Court, which suggested 
  that, had the resources committed to the secondary targets been 
  assigned to Tikonov itself instead, the Davion Sunburst would 
  have remained flying above the prestigious world.
  Despite pressure on the Federated Suns from the 
  Combine’s attacks, Duke Hasek maintained momentum against 
  the Confederation via a series of raids from late 2834 until mid-
  2837, which struck randomly at worlds between Acala and the 
  Periphery border, including a number of previously targeted 
  worlds. Known as Operation TIGER, these raids continued 
  the hit-and-run tactics of the previous three campaigns, the 
  troops seeking to distract the CCAF and keep them guessing 
  as to the next target. With no attempt to seize worlds—and 
  without focusing on conquering Tikonov—the CCAF found it 
  hard to counter the TIGER raids. Only a handful of the attacks 
  were notable, among them the battles on Khi and Genf that 
  proved to be the last gasp on those dying worlds. Both were 
  abandoned soon after. The AFFS also staged an audacious raid 
  against the prefectural capital of St. Ives in 2836, where the 
  Fourth Syrtis Fusiliers and the Bloody Suns hammered Gryff’s 
  Hussars and the Fourth St. Ives Lancers before withdrawing.
  
  THE SECOND SUCCESSION WAR
  40
  TIGHTENING THE SCREWS
  troops from interior worlds and sending them to the front lines 
  as “Citizen Regiments.” Rather than risk his own isolated troops, 
  Charles Marik ordered them to withdraw, judging the damage 
  inflicted on the planets’ infrastructure as fair recompense for 
  the Lyran treachery. If the LCAF expected an easy reoccupation 
  of the worlds, the Captain-General soon disabused them. The 
  withdrawing FWLM forces left behind numerous harasser units 
  on the worlds—lance-sized units utilizing low-ammunition-
  dependency ’Mechs, such as Guillotines—who made restoring 
  order an arduous and drawn-out process. These units avoided 
  direct contact with the returning LCAF, and though some were 
  destroyed, almost half of them later escaped to the League. 
  A few harasser units remained in place, blending into the 
  population and becoming sleeper agents who would cause 
  trouble for the Commonwealth later in the war.
  The Steiner counterblow was brutal, not only restoring 
  Zwenkau, Senftenberg, and New Hope to the Commonwealth 
  but also targeting a swath of Marik worlds. Central to these 
  was Dieudonné, one of Marik’s final gains in the First War but 
  abandoned in the interwar years. Charles Marik retook it in the 
  early days of Operation TALON, but the LCAF sent regiments to 
  retake it in September. They made limited headway, and the 
  arrival of Marik reinforcements for a counterassault in early 
  November eventually drove them off-world in March 2831. The 
  LCAF returned in late August as part of Steiner’s widening of the 
  conflict, and finally recaptured the world. 
  The battle for Altoona, one of the jumping-off points for 
  the assault into Furillo Province, matched the ferocity of the 
  First Succession War. The invasion began conventionally—a 
  naval battle at the jump point and then combat assaults 
  against the world itself—but soon escalated. The debate over 
  who used strategic nuclear weapons first has long been a 
  bone of contention between the two Great Houses, but within 
  weeks of the landings, both sides had employed nuclear and 
  chemical weapons. Since troops were protected by vehicles 
  and environment suits, military casualties were heavy but 
  manageable. However, the losses among the civilian population 
  were horrific and, along with destruction to the planetary 
  Charles was unsatisfied with these small actions against 
  Steiner’s Federation of Skye province and ordered a more 
  significant incursion farther along the border. These attacks, 
  launched from the Dixie salient, targeted Zwenkau and 
  Senftenberg. Three FWLM regiments struck each world, while 
  smaller battalion- or regimental-sized forces struck other 
  target worlds to distract the LCAF. The misdirection worked. 
  Believing the Commonwealth faced a full-scale invasion of 
  Furillo Province, House Steiner failed to focus its efforts on 
  holding the two principal targets. By the time the masquerade 
  began to unravel and LCAF’s attention focused on the target 
  worlds, Marik troops were already dug in and mopping up the 
  last local resistance.
  The Lyran defense on Zwenkau collapsed in short order, 
  but on Senftenberg the Eleventh Donegal Guards fell back to 
  the Castrum Aguilar, an impressive natural fortress on Monte 
  Corrazina. A narrow road with six separate fortifications and 
  dozens of gun emplacements formed the only approach to the 
  fortress, the switchback road swiftly becoming a killing zone for 
  the attacking troops. Formidable air defenses discouraged an 
  airborne assault while artillery fire from mountaintop batteries 
  rained down on the gathered FWLM troops. On its own, the 
  Castrum would have been a major obstacle to the invaders, but 
  bickering between several of the Marik commanders aided the 
  Steiner troops. The FWLM struggled to maintain the siege and 
  press forward through the layered defenses—after four weeks, 
  only the two outermost defensive lines had been breached—
  and it was only after the intervention of the Captain-General 
  that a cohesive strategy emerged. A series of night assaults 
  wore down the defenders and secured the remaining gates, 
  and on 11 December, seven weeks after the landing, Marik 
  special forces secured control of the fortress’s gates. League 
  troops pushed into the complex, but the LCAF force refused to 
  capitulate. Nineteen hours passed before the FWLM had control 
  of the fortress and Senftenberg. 
  Marik troops continued to ravage the worlds for five 
  months, but by early 2831 Marcus Steiner was marshaling 
  significant forces for a counterattack by stripping garrison 
  OPERATION TALON (2830)
  Primary targets: Zwenkau, Senftenberg, New Hope, Dieudonné
  Secondary targets: Bolan, Ford, Arcadia, Soilihull
  OPERATION LEASH (LYRAN COUNTERATTACKS)
  2830: Dieudonné
  2831: Zwenkau, Senftenberg, Dieudonné, New Hope, Altoona*, Rochers*, Megrez, Danais
  * Denotes a dead world
  
  THE SECOND SUCCESSION WAR (2825–2863)
  41
  TIGHTENING THE SCREWS
  of his grandfather, Kenyon Marik. Charles sought to expand 
  on the Shui-Pào-Phact salient, occupying of a broad swath of 
  worlds between Berenson and Suzano. The plan, Operation 
  BLACKSMITH, called for two task forces, one striking the 
  coreward from bases on Hamilton and Augustine (Task Force 
  Hammer), and the second assaulting the rimward worlds of 
  Second Chance and Wazan (Task Force Anvil). Simultaneously, 
  Charles dispatched the Second and Fifth Defenders of Andurien 
  and the Second Fusiliers of Oriente to retake Sappho and Nam 
  Dinh (Operation STOOP); both assaults encountered minimal 
  resistance from the Capellan garrisons.
  On 11 March 2832, Task Force Hammer, comprising six 
  ’Mech regiments (including the Fourth Fusiliers of Oriente, the 
  Twenty-eighth Marik Militia, and the Eleventh Oriente Hussars) 
  and eleven support regiments, launched simultaneous assaults 
  on their five target worlds. Berenson, Zion, and Kyrkbacken 
  were lightly defended, as ComStar-provided intelligence had 
  suggested, and fell by the end of the month. The battles for 
  Belluevue and Menkalinan were more protracted; a more 
  substantial CCAF presence made the Marik troops work for 
  every piece of ground. Even so, by early July the Marik eagle 
  flew over all five target worlds.
  Task Force Anvil was less successful from the outset. 
  Mechanical issues plagued the assault on Ohrensen, with a 
  blown drive seal stranding a third of the assault force at Second 
  Chance. The remaining troops pressed on with the assault, 
  but it took almost four months for them to secure Ohrensen, 
  Ventabren, and Jilin. Intelligence suggested these three worlds 
  were lightly defended, but the reality was a near parity between 
  the two forces. The campaign for Ventabren lasted eleven 
  months before a bloody counterattack by the Sixth Liao Lancers 
  and the Fourth Sian Dragoons drove the Marik troops off-world. 
  Thousands had died on both sides for no appreciable gains. 
  The attempt to retake Jilin was similarly bloody, though here 
  the Marik troops withdrew after eleven weeks, their positions 
  deemed untenable after Liao chemical strikes against FWLM 
  supply depots. The Jilin economy, already teetering on the brink 
  of disaster, collapsed after the battles, and within a decade the 
  world joined those lost to the Succession Wars.
  The last Anvil target—Elnath—was always expected to be 
  tough nut to crack, with the Liao occupation force from the 
  previous year remaining in residence. Two elite Marik regiments, 
  the First Orloff Grenadiers and the Second Fusiliers of Oriente, 
  received the honor of leading the assault, and threw themselves 
  into the fray. The lines shifted back and forth for almost 
  five months before victory was declared on 2 August. The 
  Marik reoccupation would be brief, however. On 9 September, 
  a Liao task force fought its way past the League pickets 
  and combat-dropped the Third Liao Guards and Blandford’s 
  Grenadiers. Battered and bruised, the two FWLM regiments 
  faced a desperate fight against fresh CCAF troops, and on 21 
  October, Charles Marik issued recall orders.
  infrastructure, made life on the world untenable. The few 
  remaining survivors evacuated to neighboring worlds, but the 
  opposing troops continued to fight over the now-barren world 
  for over four months.
  Rochers, though less badly impacted by the fighting, was 
  soon abandoned too, but for economic and logistical reasons: 
  life on the mountainous world had always been precarious, and 
  it relied on imported foodstuffs and life-support equipment 
  from neighboring worlds. It had survived the First Succession 
  War—barely—but most of its population had already fled. With 
  the resumption of war, the last lifelines of the fragile world were 
  cut, and the Marik government chose to abandon the planet; 
  in so doing, the life-support systems of the mountain cities 
  were deliberately destroyed to discourage Steiner occupation. 
  With few resources to attract conquerors, the world was largely 
  forgotten and became home to a succession of pirate bands 
  during the Third Succession War.
  Assaults on Megrez and Danais, historical Marik worlds 
  that had been the focus of many campaigns between the 
  Commonwealth and the League, formed the core reprisals of the 
  LCAF campaign, dubbed Operation LEASH. The LCAF brought 
  massive forces to bear against each—five ’Mech regiments to 
  Danais, and six to Megrez, but to their surprise, a similar FWLM 
  force awaited them. Whether SAFE determined the Lyran plan 
  or ComStar forwarded communications intercepts is unclear—
  records of the battles are fragmentary—but both task forces 
  were beaten back, albeit with severe losses on both sides.
  The Second Battle of Dieudonné, a scant seven weeks after 
  the first, went solidly in the Lyrans’ favor. Believing that the world 
  would not be targeted again so soon, the FWLM had withdrawn 
  most of the force that relieved the world the previous November. 
  When the LCAF returned on 11 January 2832, the best efforts 
  of the valiant defenders proved insufficient, and by the start 
  of February, the Steiner gauntlet flew over the world. Recent 
  examination of LIC records suggests their agents learned of the 
  Marik withdrawal through an impounded merchant vessel’s 
  manifest, though examination of the era’s shipping registries 
  fail to verify the identity the vessel in question. It has been 
  suggested that this information in fact originated with ComStar, 
  their first—but by no means only—double-dealing with the 
  Free Worlds League.
  With the Steiner front settling into a period of raiding and 
  counter-raiding (at least until the Combine’s Operation CHOPIN 
  in 2835 turned the Steiner gaze away from the League), the 
  Captain-General turned his attention toward his other enemy. 
  The CCAF had raided a number of Marik worlds and reoccupied 
  Nam Dinh and Sappho in April 2831 and Elnath in December, 
  so Charles decided it was time to reopen that front. ComStar-
  provided intelligence revealed how denuded the Liao border 
  defenses truly were, and with the Chancellor occupied with a 
  succession of Davion assaults, there would be no better time 
  to strike. Marshaling the Fusiliers of Oriente, Charles ordered 
  them into the Sarna Commonality, aping the grand assault 
  
  THE SECOND SUCCESSION WAR
  42
  TIGHTENING THE SCREWS
  The next three years saw similarly mixed fortunes for the FWLM. Among 
  the spectacular successes was the occupation of Ingersoll and Chengdu in 2833 
  during Operation STEVEDORE. Only on Chengdu was there organized resistance. 
  The Seventeenth Liao Lancers staged a spirited defense of their homeworld, 
  albeit a futile one: after seven weeks, the unit was surrounded and crushed, 
  the thirty-seven survivors of the Chengdu Lancers sent to a prison camp on 
  Oriente. On Ingersoll, the Tenth Oriente Hussars fought a brief campaign against 
  insurgents in the ruins of Oxford, the former capital, which was devastated by 
  Kenyon Marik’s firebombing in 2789. Raids against Bithinia and Propus met only 
  token resistance, and the FWLM opted not to withdraw the troops, netting twice 
  the worlds they expected.
  As a consequence of STEVEDORE’s success, Operation ATTRACT, which 
  began later the same year, was upgraded in scope, seeking to seize control of 
  eight worlds in a four-year series of rolling assaults rimward of Andurien. Five 
  pathfinder regiments struck at pairs of worlds (Katla and Leyda in 2833, Cursa and 
  Mattisskogen in 2834, Claybrooke and Itica in 2835, and Viribium and Aquagea 
  in 2836), and moved on to new targets once garrison forces were established 
  on each world. Most of the Liao defenders stood little chance; the Ninth Sian 
  Dragoons were crushed on Katla, and the Seventh Confederation Reserve Cavalry 
  on Mattisskogen escaped with only a quarter of their strength. The CCAF’s 
  Third Andurien Hussars on Viribium gave a better showing, inflicting significant 
  OPERATION STOOP (2831–32)
  Primary targets: Sappho, Nam Dinh
  OPERATION BLACKSMITH (2832)
  Task Force Hammer: Berenson, Belluevue, Menkalinan, Zion, Kyrkbacken
  Task Force Anvil: Ohrensen, Jilin*, Ventabren, Elnath
  OPERATION STEVEDORE (2833)
  Primary targets: Ingersoll, Chengdu
  Secondary targets: Bithinia, Propus
  OPERATION ATTRACT (2833–36)
  Primary targets: Katla, Leyda, Cursa, Mattisskogen, Claybrooke, Itica, 
  Viribium, Aquagea
  OPERATION HAWK (2834)
  Primary targets: Pella II, Anegasaki, Ipswich, Calpaca, Goodna
  OPERATION BRUM (2835)
  Primary targets: Soilihull, Clinton, Trent
  * Denotes a dead world
  BLACK HOLES  
  AND DEPORTATIONS
  Capture by the enemy is an occupational hazard of 
  war, surrender resulting in internment for “the duration” 
  and repatriation at the end of hostilities. So far so good 
  when your wars last months or a couple of years, but 
  what about when your conflicts last decades? Centuries?
  The First Succession War followed the traditional 
  model, with prisoners of war interred for long dura-
  tions and used as bargaining chips in behind-the-
  scenes negotiations, such as those that ended the con-
  flict. However, as the war dragged on, the inhumanity 
  of keeping people incarcerated for decades became 
  clear, as did the cost in manpower and resources to 
  house and feed them. The collapse of transport net-
  works and the prioritization of military traffic added 
  a new problem: the logistical challenges of returning 
  prisoners to their homes. High-value prisoners were 
  often ransomed back or bought their own parole, but 
  the common trooper had little hope of repatriation.
  It soon became clear that new solutions were 
  needed, and while it remained customary for prisoners 
  to be incarcerated for a period after their capture, most 
  received some measure of freedom after a few months 
  of captivity. That time was used to build up prisoner 
  profiles to identify zealots that posed a risk to the local 
  population. It also identified those likely to have intel-
  ligence that could aid the war effort, be it military, 
  political, or scientific; those with valuable knowledge 
  were often offered improved conditions (and in some 
  cases employment) in exchange for their knowledge 
  and cooperation, regardless of their political leanings. 
  Officers were generally—but not always—treated 
  better than enlisted troops, and some of high rank 
  were treated as guests of their captors. 
  Those deemed low risk, around 95 percent of the 
  prisoners, were often allowed to mingle with the local 
  population, earning a living and building a new life 
  for themselves. They were effectively free and could 
  return home if they wished, though most Successor 
  States would not foot the repatriation bill (save for 
  where there was political advantage to be had), so the 
  internees had to pay their own way. 
  Those deemed a medium risk, about 4 percent of 
  internees, were usually transferred to camps on isolated 
  continents (or in some cases, distant moons or worlds), 
  tagged with radio transmitters, and allowed some mea-
  sure of freedom away from any civilian population cen-
  ters. Escape was possible, but with few sources of money 
  to buy their freedom—and most of their efforts spent 
  on subsistence—there was little hope. Good behavior 
  and a consequent downgrading of their risk status could 
  get prisoners transferred to better conditions and pos-
  sible freedom, but there were no guarantees. 
  (CONTINUED ON P. 43)
  
  THE SECOND SUCCESSION WAR (2825–2863)
  43
  TIGHTENING THE SCREWS
  damage to the Marik forces before being pushed off-world, but only the Third 
  Sian Dragoons on Aquagea came close to victory, holding off the Second 
  Defenders of Andurien and the Second Free Worlds Guards for eleven weeks 
  before withdrawing. The commander of the Dragoons, Colonel Andrei Zhang, 
  swore to return (and did in 2838 during the ComStar War).
  However, elsewhere were major disasters. Operation HAWK, intended 
  to extend the Shuen Wan salient and open the door for an assault on Sian, 
  turned into a rout. Only one of the target worlds, Ipswich, fell to the FWLM 
  after a grueling nine-week campaign, which included ten days of bitter street-
  by-street fighting in Southwold, the planetary capital. The other four assaults 
  met massive and unexpected Liao resistance. The FWLM troops withdrew in 
  disarray and were ill prepared for a Capellan counterattack on Shuen Wan by 
  the Eleventh Sian Dragoons. The planet fell to the Liaos after a bloody eleven-
  day campaign, leaving the Mariks in a worse position than that they had  
  started with.
  This seesawing success concerned Charles Marik. There seemed to be little 
  middle ground; operations were either wildly successful or unexpectedly countered. 
  He began to suspect Capellan agents within his command staff, but operations 
  against the Lyran Commonwealth also showed similar signs. An offensive against 
  an “understrength garrison” on Dieudonné turned into a protracted slugging 
  match, while Operation BRUM, deep raids sent against Soilihull, Clinton, and Trent, 
  all worlds supposedly stripped of defenses by Marcus Steiner’s Citizen Regiments, 
  encountered frontline combat troops. Due to these results, Charles began to 
  suspect a new source for his woes.
  BLACK HOLES  
  AND DEPORTATIONS 
  (CONTINUED)
  The most fanatical prisoners, the top 1 percent, 
  including those accused of war crimes, were the 
  only ones confined in super-max prisons in inhos-
  pitable locations. Yomi on Benjamin, Donegal’s 
  Marin Isle and Brighton’s Brazen Heart were among 
  the most notorious prisons. These prisoners’ regi-
  mens were brutal, with life expectancies drastically 
  reduced. Few confined to such prisons ever returned 
  home, and many prisons logged them as deceased 
  even while they remained incarcerated. Where evi-
  dence of war crimes existed, judicial executions 
  were a regular occurrence, but by the onset of the 
  Second Succession War, abuse of the system and 
  a fear of tit-for-tat executions by the enemy had 
  limited the practice.
  There were also many regional variations. 
  Both the Lyran Commonwealth and Free Worlds 
  League used prison labor from low- and medium-
  risk internees to support local businesses. The work 
  varied from the mundane to the dangerous—a 
  clerk might be employed as an accountant, an 
  engineer as a construction worker, or a trooper as a 
  farm laborer—but was designed to offset the costs 
  of incarceration and bolster the local economies. 
  Such workers were able to acquire luxuries and 
  even to build a new life. The corollary of this was 
  prison life in the Draconis Combine or the Capellan 
  Confederation, where the idea of human rights 
  was not well established, were generally more 
  brutal than in other states. To the Combine, those 
  who failed at their duty and survived—or worse, 
  surrendered—had dishonored themselves and 
  were thus unworthy of good treatment. (In fact, 
  DCMS commanders who followed the Dictum 
  Honorium to the letter executed any and all 
  prisoners who surrendered.) Even here there were 
  exceptions; for example, the valiant efforts of the 
  Fairfax Draconis March Militia on Tishomingo in 
  2836 earned the survivors honor and good treat-
  ment by the DCMS. The Combine and Confederation 
  also made extensive use of prison camps for their 
  own undesirables, and in many cases prisoners 
  of war found themselves rubbing shoulders with 
  felons and political dissidents. These camps became 
  powder kegs, often exploding in violence that was 
  brutally crushed by the warders, with freedom a 
  very distant dream.
  —Forms of Constraint: Internees of the Succession 
  Wars, Caxton-Millenium, 3001
  
  THE SECOND SUCCESSION WAR
  44
  TIGHTENING THE SCREWS
  mouse through the Duchesne Mountains. Initially the Combine 
  troops took the role of hunter, but an ambush by the Hussars at 
  Drakman Peak (later nicknamed Deliverance Peak) turned the 
  tables. The Regulars withdrew in late July.
  The Combine assault on Cholame in December achieved its 
  goal of destroying the planet’s industrial facilities, but the victory 
  soon became a pyrrhic one: Davion forces harried the Combine 
  troops back to their DropShips, and scarcely half the unit returned 
  to the Combine. Tishomingo, the site of several battles in the 
  First War, also fell to the Combine’s hands again in April 2836 
  after a brutal two-week campaign. The Fairfax Draconis March 
  Militia fought tenaciously but were outclassed and perished. 
  The March Militia’s determination and unwillingness to ask for 
  quarter impressed the Combine commanders, who declared 
  them “true and righteous warriors,” treating the few survivors—
  six MechWarriors and eleven troopers—as honored guests.
  Alongside the strikes into the Federated Suns, Jinjiro’s plan 
  called for an increase in the tempo of operations against the 
  Lyran Commonwealth: Operation CHOPIN. Though smaller scale 
  than MOONLIGHT SONATA, this campaign formed a centerpiece 
  around what would be the Fourth Battle of Hesperus, with 
  outlying raids against half a dozen other worlds. Most were 
  objective raids designed to unbalance the LCAF and destroy 
  vital industries, but some became more protracted campaigns. 
  On Kobe, targeted in June 2835, the LCAF sought to deliver 
  a knockout blow against the Kurita raiders, sending the elite 
  Fourth Royal Guards and Thirteenth Arcturan Guards against 
  the Second and Fifth Rasalhague Regulars. Though the Steiner 
  forces succeeded in isolating the Combine troops from their 
  DropShips, they proved unable to bring the lighter troops 
  to battle. The Kurita commander, Sho-sho Michael O’Connor, 
  made exemplary use of his light armor and mobile ’Mechs to 
  avoid the lumbering Steiner behemoths, launching a series 
  of lightning raids that caused disproportionate losses to the 
  LCAF. Both Combine regiments eventually withdrew from Kobe; 
  their success was honored in the Combine for much of the 
  twenty-ninth century by the colloquial phrase “a Kobe dance” 
  to indicate a light antagonist maneuvering around and fighting 
  a heavier and slower opponent. Kessel proved somewhat 
  bloodier, with both the DCMS and LCAF troops decimated. After 
  eleven weeks the Steiner forces claimed a pyrrhic victory, but in 
  reality neither force was in a fit state to continue; the Combine 
  general was simply the first to cut his losses.
  Operation CHOPIN reached its climax in July 2836 with 
  an assault on Hesperus II. Though long commemorated, this 
  proved to be something of an anticlimax. Despite being the 
  centerpiece of Operation CHOPIN, it involved only slightly 
  more troops than the assaults on Kobe and Kessel, and the 
  environment of Hesperus II played into the defenders’ favor. 
  The Combine commanders, overconfident after their recent 
  successes, failed to apply the lessons of the First, Second, and 
  Third Battles of Hesperus half a century earlier, and the Fourth 
  Battle of Hesperus became an easy victory for the Steiner troops. 
  IN THE MANNER OF A FANTASY
  After Operation TANTO the Davion-Kurita border quieted 
  markedly, with only the occasional raid and counter-raid to 
  keep the troops on their toes. Paul Davion, already focused 
  on the Capellan front, delegated authority for the Combine 
  front to regional commanders. He shifted troops, logistics 
  chains, and transport vessels to the active front, denuding the 
  resources available on the Combine front. Realizing the inherent 
  weaknesses in this strategy, he ordered resources from the 
  Crucis March made available to Draconis March commanders.
  To the DCMS, Davion’s preoccupation with the 
  Confederation was a weakness to be exploited. Spies within 
  the Federated Suns reported on troop movements and the 
  shift in resources, and by 2834 the prospect of overrunning the 
  Draconis March became too tempting. Jinjiro Kurita marshaled 
  troops and supplies for more than a dozen raids into the 
  Federated Suns, each tasked with search-and-destroy orders 
  though also prepared to hold the targeted worlds should 
  conditions prove favorable.
  Dubbed Operation MOONLIGHT SONATA, the attacks began 
  on 2 August 2834 and were devastating, though not as effective 
  as the Coordinator hoped. Troops caught by the assaults were 
  pummeled, but Paul’s repositioning of Crucis March resources 
  allowed a swift response, and the Combine made little headway. 
  On Sanilac, the Second Davion Guards were forced to fight 
  for their lives; they had been caught boarding their transports 
  for relieving Tikonov and were brutalized before they could 
  counter the Combine’s raiders. The Davion troops prevailed, but 
  at great cost. They were withdrawn from the line for almost a 
  year for rearming and refitting, and meanwhile Tikonov had to 
  be abandoned once more. On Lexington, Johnsondale, Kestrel, 
  and Bremond, the DCMS troops encountered substantially more 
  resistance than the ISF had led them to expect. Only the Kestrel 
  operation was able to achieve its goals, and the efforts on all four 
  worlds were swiftly abandoned. (After the debacle with Tai-sho 
  Motochika, these raiders had been granted preemptive orders to 
  withdraw should the situation prove untenable.) On three others, 
  the Combine forces found negligible resistance on Dobson and 
  New Ivaarsen; on Barlow’s End, they swiftly drove off the Davion 
  garrison and converted their raiding force into one of occupation. 
  The Fourteenth Robinson Chevaliers challenged the occupation 
  a few months later. Though the Combine garrison held onto 
  Barlow’s End by the skin of their teeth, Dobson and New Ivaarsen 
  remained solidly in Combine hands.
  The other five target worlds saw a mixed degree of tragedy 
  and triumph over the next two years. On Strawn in January 
  2835, the Davion troops staged a near-suicidal defense against 
  the elite Second Sword of Light. Though the defenders were 
  nearly wiped out in the process, their action delayed the 
  Combine troops long enough for the First Davion Guards to 
  arrive. On Listowel two months later, the Fifth Dieron Regulars 
  and Forty-first Avalon Hussars played a deadly game of cat and 
  
  THE SECOND SUCCESSION WAR (2825–2863)
  45
  THE FOUR-FRONT WAR
  The DCMS commander, Tai-sho Satoshi Anderson, sought to rescue his honor by 
  petitioning the Coordinator for permission to use nuclear weapons against the 
  Defiance Industries of Hesperus (DefHes) complex, but Zabu Kurita, acting in the 
  stead of his brother the Coordinator, refused. Anderson had little choice but to 
  withdraw, and six weeks later he appeared before the Coordinator to atone for his 
  failure. The ritual suicide of the respected commander and Zabu’s perceived lack of 
  spine during the campaign fostered great resentment within the senior officers of 
  the DCMS. Many saw Zabu’s refusal to push for victory as a needless dishonoring 
  of both the Coordinator and the DCMS. Much of the ensuing tragedy that befell 
  House Kurita can be traced back to this incident, as can the determination of later 
  Coordinators, such as Yoguchi and Miyagi, who would make taking Hesperus II 
  central to their plans.
  Tactically, MOONLIGHT SONATA and CHOPIN gained the Combine little, but 
  the resumption of offensives, even with their limited successes, bolstered the troops’ 
  confidence. Furthermore, the offensives showed that the Combine could strike along a 
  broad front and make strategic gains. With more planning and focus, they could once 
  more make headway against their old enemies. To the Davions, the assaults made 
  clear that single-minded focus on one enemy would leave them exposed on the other 
  front. With Tikonov resisting their efforts, the hope of a knockout blow against House 
  Liao was receding, and henceforth the Federated Suns would need to take a more 
  balanced approach to their enemies. The Combine assaults made the Steiners realize 
  that the Combine hadn’t abandoned its deep-raid strategy, which meant vital worlds 
  like Hesperus II remained in grave danger. They realized too that General Hempstead’s 
  innovations were not sufficiently widespread in the LCAF to aid Steiner troops against 
  more mobile foes. Even so, convincing the Lyran generals of their value would be a 
  difficult process and one that would soon come back to haunt them.
  THE FOUR-FRONT WAR:  
  OPERATION COOKIE JAR AND THE COMSTAR WAR (2837–2742)
  Jeanette Marik’s intelligence from ComStar had proved a great boon to the Free Worlds League, allowing the FWLM to achieve 
  significant victories against their neighbors. However, the reversals of Operation BRUM and the disastrous Operation HAWK made 
  Charles Marik wonder about the information his sister had been providing. He didn’t expect 100 percent accuracy, but many of the 
  intelligence failures seemed to come at the worst possible moment. Furthermore, Charles suspected that the intelligence flow wasn’t 
  one-way, that his opponents were also receiving aid from ComStar. This suspicion took root in the summer of 2835. Meeting secretly 
  with the head of SAFE, Morgan DeWitt, Charles set in motion a series of events to test his suspicions. Initially the ultra-secret SAFE task 
  force—a dozen handpicked agents operating in utmost secrecy—hunted for moles within the League, but after months of fruitless 
  searching they abandoned that approach in favor of a multipart trap: Operation COOKIE JAR.
  OPERATION MOONLIGHT 
  SONATA (2834–2836)
  Primary targets: Sanilac, Johnsondale, Listowel, Cholame, Kestrel, Strawn, 
  Dobson, Barlow’s End, New Ivaarsen, Lexington, Carcassonne, 
  Bremond, Adrian, Tishomingo
  OPERATION CHOPIN (2835–2837)
  Primary target: Hesperus II
  Secondary targets: Kobe, Satalice, Utrecht, Baxter, Kessel, Summer
  COMMUNICATIONS INTERDICT
  “The Free Worlds League has been placed under 
  Communications Interdict for violating the terms 
  of the Communications Protocol of 2787. Until 
  the League admits its violation and makes proper 
  reparation to ComStar, in an amount equal to treble 
  the cost of rebuilding the Oriente relay station, all HPG 
  communications into or out of Free Worlds League 
  territories or protectorates is hereby suspended.”
  —Exclusion Order 2837/1—shunning proclama-
  tion issued to all HPG stations.
  
  THE SECOND SUCCESSION WAR
  46
  THE FOUR-FRONT WAR
  discussions with his sister. Jeanette inquired as to what had put 
  Charles in such a good mood, but he refused to answer, simply 
  saying that the war would soon shift in the League’s favor 
  thanks to what the Liaos had missed on Cursa.
  Six weeks later, a Liao raiding party struck at Cursa. Such 
  targeting might have been chance, but the Liao troops headed 
  directly for the site of the Marik operations, ignoring more 
  valuable and less well-defended targets. The Marik garrison 
  was driven off, and the CCAF troops scoured the site for the 
  supposed treasure. To Charles Marik, this was proof not only of 
  ComStar’s complicity in providing intelligence to his enemies 
  but also of his sister’s direct involvement in this treachery. News 
  reached the Captain-General on 19 March 2837, and he knew 
  there was only one way to respond to his sister and Primus 
  Toyama. Charles ordered the FWLM fleet gathered at Oriente 
  to turn its weapons on ComStar’s orbiting station, home to the 
  planet’s HPG station and more than 300 visitors and adepts, 
  including his sister. There were no survivors.
  ComStar’s response was swift and decisive. Three days after 
  the destruction of the Oriente facility, the First Circuit issued a 
  proclamation decrying the barbarism of the Captain-General 
  and citing the provisions of the Communications Protocol of 
  2787. They placed the entire Free Worlds League under an 
  Exclusion Order, nothing less than a complete interdiction of 
  The first stage of this trap was heightened military activity 
  and shipping around the newly captured Cursa system, creating 
  the illusion of a major operation in one of the world’s outlying 
  districts. DropShips landed empty but departed full to capacity, 
  carrying away a secretive cargo. In truth, this cargo was mostly 
  sand and rock used as ballast to change the flight profile of the 
  DropShips to any observers. The second stage was intensified 
  communications between the world and the Capellan front’s 
  command center on Oriente, and between Oriente and 
  the capital. Most of these heavily encoded messages were 
  unintelligible, but a few were vulnerable to decryption by 
  anyone able to intercept the messages (such as ComStar). These 
  messages contained references to a Star League storehouse, one 
  of the caches left behind by General Kerensky’s departing SLDF 
  forces that would be a major boon to any of the participants of 
  the Succession Wars.
  The final step of the plan was a personal one. On 1 February 
  2837, the Captain-General arrived on Oriente, officially for a 
  meeting with Duke Harlan Allison, but in truth one of his regular 
  meetings with Jeanette. The siblings exchanged pleasantries 
  and news, as had become their habit before moving on to 
  discussions of the situation within the League and its neighbors. 
  Charles remained uncharacteristically buoyant throughout, his 
  excitement distracting him from his usually sharp and analytical 
  
  THE SECOND SUCCESSION WAR (2825–2863)
  47
  THE FOUR-FRONT WAR
  HPG communications throughout the nation. They shut down every HPG station 
  within the League, and adepts were ordered to remove vital components to 
  prevent their seizure by Marik agents. Most ComStar technicians fled the League 
  or else blended into the population, hunted by SAFE. Marik agents investigated 
  several stations but found them unusable, and withdrew after learning what they 
  could of HPG technology. A handful of remote or highly secure stations remained 
  operational, allowing ComStar to communicate with ROM agents in the field.
  Almost immediately the League began to suffer. Communications could 
  continue via courier JumpShips much as they had during the Age of War, but these 
  were much slower than the ComStar system. Overnight the League’s finances, 
  media, and military were crippled. The League’s economy, already hammered by the 
  First Succession War, slipped further into chaos. Though the financial implications 
  were horrific, they paled in comparison to the military ones. The FWLM would have 
  to fight the Second Succession War deaf and blind while its neighbors suffered 
  no such disadvantages. Garrisons would have to rely on their own initiative or 
  preplanned strategies. There was little hope of responding to raids, no expectation 
  of relief forces. Charles feared for the worst, and even before the LCAF and CCAF 
  began to exploit the League’s weakness like vultures, he issued orders to pull troops 
  back from exposed systems or worlds whose populations remained troublesome, 
  inviting the foes to “choke on the feast.” This preemptive abandonment of border 
  positions undoubtedly saved much of the FWLM, but it represented one of the 
  greatest losses of territory in the League’s history: forty-three worlds lost or 
  abandoned to the enemy. Not all troops issued recall orders received them in good 
  time, and more than a dozen regiments were mauled before making their escape. 
  Two units, the Sixth Atrean Dragoons and First Tania Dragoons, did not survive the 
  Steiner and Liao assaults that began in earnest a few weeks after the First Circuit’s 
  announcement. Marik troop movements became little more than a guessing game, 
  troops moving blindly and shambolically. They were like a blindfolded man with a 
  stick, beset by foes armed with the finest rapiers.
  Military actions along the League’s border were slow to appear but soon 
  accelerated. House Steiner was initially hesitant to leap into the fray. Only a decade 
  and a half had passed since ComStar had placed Tharkad under an exclusion order, 
  and they were wary of attracting ComStar’s ire, but when Archon Marcus Steiner 
  saw that ComStar was not opposing military operations against the League, he sent 
  troops to Oliver and Graham IV in late April. To enable the offensive, he ordered an 
  expansion of the Citizen Regiment program and withdrew garrisons from many 
  worlds deep within the Commonwealth. Even worlds like Hesperus II saw their 
  garrisons denuded, something that very nearly proved disastrous a year later when 
  House Kurita would launch an assault on the industrial world that came within a 
  hair’s breadth of victory (the Fifth Battle of Hesperus).
  The initial Steiner and Liao assaults reached a crescendo in August, but it 
  was not the only front on which the Mariks were fighting. No sooner had the Free 
  Worlds League been placed under interdiction than the FWLM and SAFE became 
  locked in months of covert warfare with ComStar. SAFE sought to capture ComStar 
  agents and adepts from the HPG stations, coercing them to restore communications, 
  while ROM sought to cripple the League’s efforts and force capitulation. This “ComStar 
  War” lasted for six months and cost thousands of lives, but by late September 2837, neither 
  side had made any significant progress, and the scope of the covert conflict dwindled in the face of Steiner and Marik aggression.
  With Oliver and Graham IV finally secure and the Kurita menace contained, the Archon ordered a broad offensive against House 
  Marik. Marcus Steiner’s assault forces advanced along two main axes: one expanded on the Oliver and Graham IV operations to cut 
  the Mariks off from Terra and seize the former Terran Hegemony worlds, the other aimed at the major military hub of Tamarind. Both 
  operations initially went well, and by the autumn of 2837, both assaults had made notable gains. Ilion and Malazan fell to the LCAF on 
  the Tamarind front; plans for four other attacks were scrapped when Marik troops withdrew from Dixie, Hornir’s Keep, Bella I, and Alula 
  THE BIG LIE
  There is a saying: “Lie often and loud enough, 
  and people begin to believe it’s the truth.” This neatly 
  encapsulated ComStar’s reaction to the aftermath of 
  Operation COOKIE JAR and the destruction of the 
  Oriente HPG station. Though it seemed they had 
  been caught red-handed leaking information to the 
  Capellan Confederation, Toyama’s people protested 
  their innocence and sought to transfer all the blame 
  to the League’s leadership. Until the Primus Sharilar 
  Mori’s administration, even ComStar’s internal docu-
  ments continued to blame dissatisfied officers within 
  Oriente’s command staff for leaking information to 
  Capellan agents. 
  Records released after Mori deposed Primus 
  Waterly in 3052 revealed the truth of what happened: 
  Charles’s suspicions of ComStar were justified—
  though the guilt of his sister is less clear cut. ComStar’s 
  intelligence leaks were shown to be part of a wider 
  plan to destabilize all the participants in the Succession 
  Wars, but with particular emphasis on the Free Worlds 
  League. Toyama had hoped to win control, or at least 
  substantial influence, over the League via the sharing 
  of information and the subtle undermining of the 
  Captain-General’s position. Charles’s violent reaction 
  scuttled that plan, turning the putative alliance into 
  bloody enmity. It also threatened to destroy the bal-
  ance of power by allowing the Lyran Commonwealth 
  and Capellan Confederation to gobble up large tracts 
  of their vulnerable neighbor. Because of this, even 
  though ROM and SAFE were locked in a bitter spy war, 
  clues hint at ComStar using indirect methods to warn 
  Marik garrisons of impending attacks or else hamper 
  LCAF and CCAF operations.
  Primus Toyama expected a six-month interdic-
  tion would bring the Free Worlds League to its knees, 
  but Marik’s intransigence proved him wrong. Charles 
  refused to make reparations for his “crimes,” and even 
  when finally pressured to do so by internal politics, 
  he adhered to the letter of the agreement, making 
  financial reparations but refusing to bow to ComStar’s 
  influence. Toyama’s dream of taking over one of the 
  Successor States was thus shattered. This failure cost 
  him much prestige and, eventually, his life.
  —Beneath the Robe: An Insider’s Look at ComStar, 
  Donegal Press, 3092
  
  THE SECOND SUCCESSION WAR
  48
  THE FOUR-FRONT WAR
  House Liao likewise made impressive gains against the 
  Free Worlds League, driving Marik troops off eight worlds, but 
  the Captain-General’s withdrawal orders left another nineteen 
  ripe for occupation (or in many cases, reoccupation). The CCAF, 
  still engaged with the Davions, lacked sufficient troops to take 
  control of these worlds quickly and spent much of 2837 trying 
  to do so. Guerrilla forces left behind by House Marik provided 
  a major obstacle to occupation efforts, and by year’s end, 
  although the Confederation had gained control of twenty-
  seven worlds, much of that control was notional. It would be 
  mid-2838 before the CCAF was in a position to resume offensive 
  operations, and many of the “liberated” worlds would remain 
  hotbeds of dissent for decades.
  In early 2838, Charles Marik found himself facing a fourth 
  enemy, one previously allied to his cause: Parliament. Factions 
  within the Free Worlds League government believed Charles’s 
  stubbornness toward ComStar was dooming the Free Worlds 
  League, and they set about encouraging the Captain-General 
  Borealis. The spinward assaults proved bloodier, with Marik 
  forces contesting the five worlds of these second-wave assaults, 
  but deprived of FWLM reinforcements, the Steiner victory was 
  rarely in doubt on Zosma, Callison, Marcus, Bordon, and Shiloh. 
  Meanwhile, the LCAF took charge of Alhena, Chertan, Dubhe, 
  and Wing, worlds abandoned by the FWLM.
  The scale of these gains proved a problem for House 
  Steiner—the Commonwealth had expected to take a number 
  of worlds, but gaining seventeen was far beyond Marcus’s 
  best estimates, which led to the occupations stretching the 
  LCAF to its limits. The Archon called a temporary halt to 
  offensive operations while assault forces were repositioned 
  and additional garrison troops could be brought in from the 
  interior. Offensive operations resumed in May 2838, but by that 
  point the Commonwealth was also facing a resurgent Draconis 
  Combine and once more fighting a two-front war. Even so, the 
  LCAF made significant progress, pleasing both the Archon and 
  the Estates General.
  Achtur
  Catroxx
  Erdvynn
  Zanzor
  Adrar
  Afleir
  Annwyn
  Aquavita
  Bremen
  Fjernet
  Hornir's Keep
  Dili
  Kirkvåg
  Parvan
  Shaobuon
  Dijonne
  Kolobrzeg
  Konopiste
  Manx
  Kalindam
  Runrig
  Stellaris
  Altoona
  Cerignola
  Choex
  Corfu
  Dansur
  Deweidewd
  Dresden
  Eion
  Elba
  Fallen Stars
  Fefferfer
  Flychenia
  Gniezno
  Gorki
  Gran
  Itsbur
  Harbin
  Heart Fjord
  Hechnar
  Ilion
  Janina
  Jilin
  Ohrensen
  Ohrensen
  Kerman
  Kievanur
  Tunlmar
  Lintz
  Luanda
  Marisura
  McKellan
  Melk
  Myrrdin
  Myrvoll
  Nai-Stohl
  New
  Hechnar
  New Dallas
  New Stevens
  Nichol's Rest
  Nukus
  Oyevaina
  Pec
  Port Vail
  Rochers
  Burl
  Spirit
  Synsstad
  Szepes
  Szombathely
  Talisker
  Tatopani
  Thirty Weight
  Tintavel
  Tylarzka
  Vicksland
  Warrumbungle
  Killbourn
  Catroxx
  Myrvoll
  Killbourn
  Kreller
  Green Stone
  Aigle
  Helbrent
  Antias
  Kupang
  Helduza
  Findal
  Seven Lands
  Jardangal
  Sialkot
  Lywick
  Farcry
  Anatolia
  Megiddo
  Viluisk
  Valabhi
  Lushun
  Oporto
  Aboukir
  Derby
  Inner Surge
  Baggville
  Rypful
  Zefri
  Gorgon
  Abushiri
  Naco
  Sidon
  Rosetta
  Cilvituk
  Calvados
  Iolas
  Himmels
  Beauvais
  Ceram
  Ceuta
  Zinal
  Harlez
  d
  Merlynpede
  Haggard
  Lande
  Malacca
  Melilla
  Meghy
  Shalaine
  Duantia
  Ukunela
  Stardawn
  Dagda
  Pardeau
  Albion
  Sabhal Mòr Ostaig
  Caledea
  Nuelson Minor
  Graz
  Chimpaw
  Kingtribel
  Glenlivet
  Bushmill
  Stonarboi
  Qualip
  Conley's Patch
  Zuhbehr
  Cardff
  Starshine
  Prydain
  Bayis II
  Malazan
  Zebrenaski
  Sardis
  Hódmezovásárhely
  New Galicia
  Naissus
  Sparta
  Bonaire
  Grobin
  Köln
  Zara
  Bogrib
  Cree
  Esztergom
  Pavia
  Ceará
  Izmir
  Revel
  Stettin
  Astrokaszy
  Sarkel
  Aquileia
  Zempoatlepetl
  Hell's Paradise
  Calchedon
  Mohács
  Turov
  St Gall
  August
  Ragusa
  Alta
  Marathon
  M
  Fjaldr
  Want
  Arn
  Espia
  Salardion
  Naryn
  Tengil
  Rosendal
  New Troy
  Nam Dinh
  Banfora
  Borka
  Aomen
  Ullieri
  Sappho
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  Teyvareb
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  Al Jafr
  Cruz Alta
  Enders Cluster (10)
  Florida
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  Halifax
  Hinckley
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  Hood IV
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  A Place
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  Blue Hole
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  Pleasure Pit
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  Wheel
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  Chandler
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  Shionoha
  Shionoha
  Shirotori
  Trolloc Prime
  Vindemiatrix
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  Bondurant
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  Promised Land
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  No Return
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  Bayindir
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  Hammer
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  Negushevo
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  Escobas
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  Maritgues
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  Silver
  Skvorec
  Trznadel Cluster
  Wisconsin
  Yanchep
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  Booker
  Glevakha
  Ambergr
  Andarmax
  Barras
  Betelgeuse
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  Cavalor
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  Second Try
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  Ward
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  Xanthe III
  Yunnah
  Detroit
  Herotitus
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  Leganes
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  Mesa Verde
  Forkas
  Corridan IV
  Auldhouse
  Circinus
  Niops V
  Niops VI
  Niops VII
  Jez
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  Thamel
  Elix
  Miyazaki
  Paulinus
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  Lummatii
  Leximon
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  Haddings
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  Ne
  Bex
  Mandal
  Wypoute
  Delagoa
  Austerlitz
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  Nightwish
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  Shardayne
  Eschenberg
  Beta Regulus II
  Jorvikland
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  Blue Sava
  Pliska
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  Ildlandet
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  Kalmar
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  Nobel
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  Zathras
  Restitution
  Aspropirgos
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  Payvand
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  Thurrock
  Vakarel
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  Deschenes
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  Leyda
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  Ryerson
  Hassad
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  Bass
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  Bethonolog
  Gallis
  Lindenmarle
  Royal Foxx
  Lockton
  Adherlwin
  Fanardir
  Borgan's Rift
  Candiear
  Harminous
  Techne's Revenge
  Megarez
  Joyz
  Krimari
  Tarol IV
  Early Dawn
  Brixtana
  Marantha
  Palladix
  Wildwood
  Cerillos
  Epsilon
  Galisteo
  Maxwell
  Sierra
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  Kilarney
  Valloire
  Abbadiyah
  Adelaide
  Akfata
  Alarion
  Alekseyevka
  Anembo
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  Buena
  C.M.O. 26
  Canal
  Chapultepec
  Coventry
  Ellengurg
  Elume
  Enzesfled
  Etiler
  Ferihegy
  Great X
  Halfway
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  Main Street
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  Son Hoa
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  Timehri
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  Urjala
  Venaria
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  Winter
  All Dawn
  Rajkot
  Basiliano
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  Amity
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  Mansu-ri
  Ellsworth
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  Hiratsuka
  Ford
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  Cole Harbour
  Chalouba
  Calloway VI
  Ipswich
  Shuen Wan
  Ipswich
  Shuen Wan
  Frondas
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  Gannett
  Tania Australis
  Loric
  Albert Falls
  Cajamarca
  Hellos Minor
  McKenna
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  Antipolo
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  Tohelet
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  A
  Zebebelgenubi
  Alresch
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  Atreus
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  Casere
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  Eaglesham
  Edasich
  Gibbs
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  Yed Posterior
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  Pella II
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  Sophie's World
  Sorunda
  Uzhgorod
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  Grand Base
  Holloway
  Hustaing
  Kaifeng
  Lesalles
  Mauripur
  Phact
  Preston
  Primus
  Raballa
  Randar
  Relevow
  Rohinjan
  Sakhalin
  Scheuerheck
  Sendalor
  Sigma Mare
  Umka
  Vestallas
  Watermael
  Wazan
  Xieng Khoua
  Ziliang
  Heli
  Andurien
  Kanata
  Kasdach
  Shiro III
  Ayn Tarma
  Hindmarsh
  Aconcagua
  Chagos
  Kutludugun
  Cavanaugh II
  Kakada
  Kamenz
  Duran
  Minderoo
  Sargasso
  Arcturus
  Atocongo
  Biuque
  Crimond
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  Hillerod
  Pobeda
  Porrima
  Reese Station
  Richvale
  Ardoz
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  Cusset
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  Karbala
  Maule
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  Rubigen
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  Tomans
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  Babuya
  Baldur
  Ogano
  Altorra
  Bellatrix
  Calseraigne
  Kurvasa
  New Westin
  Raphael
  Westerhand
  Chilung
  Diass
  Guangzho
  Nullarbor
  Faleolo
  Mackenzie
  Molokai
  Wilkes
  Alula Borealis
  Eromanga
  Home
  Loongana
  Simpson Desert
  Chichi
  Shinonoi
  Arkab
  Alkes
  Bordon
  Kan
  Tinaca
  Abadan
  Ariel
  Asellus Borealis
  Bentley
  Bithinia
  Castrovia
  Cronulla
  Denbar
  Geifer
  Hexare
  Holt
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  Hunan
  Kashilla
  Kiyev
  Lancaster
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  Ulan Bator
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  Niihau
  Nockatunga
  Norfolk
  Rasalas
  Senftenberg
  Sheridan
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  Uhuru
  Wallis
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  Zortman
  Alma Alta
  Antares
  Aristotle
  Benfled
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  Caldrea
  Chaffee
  Dehgolan
  Eidsfoss
  Gladius
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  Kandersteg
  Komephoros
  Koniz
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  Maestu
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  Sierpc
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  Symington
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  Thun
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  Oriente
  Kannon
  Aldertaine
  Bedeque
  Carsphairn
  Furillo
  Helm
  Kaj
  Kimball II
  Ling
  Phalan
  Semenyih
  Tania Borealis
  Pandora
  Kockengen
  Alnasi
  Altais
  Buckminster
  Carstairs
  Kirkcaldy
  Minakuchi
  Otho
  Port Moseby
  Tsukude
  Al Hillah
  Algorab
  Baxter
  Caledonia
  Chukchi III
  Ciotat
  Colinas
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  Eutin
  Ganshoren
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  Hollabrunn
  Jaumegarde
  Kelenfold
  Kitzingen
  Pherkad
  Soilihull
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  Zvolen
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  Milos
  Old Kentucky
  Ovan
  Tsinghai
  T
  Eom
  Imalda
  Propus
  Uravan
  Poznan
  Angell II
  Daneshmand
  Dayr Khuna
  Elektrougli
  Emris IV
  Fletcher
  Alterf
  Harmony
  Manihiki
  Midkiff
  Muscida
  Sterling
  Trinidad
  Gram
  Sian
  Athenry
  Ancha
  Azha
  Miaplacidus
  Talitha
  Alhena
  Alya
  Augustine
  Carnwath
  Gacrux
  Glengarry
  Kalidasa
  Kaus Borealis
  Kochab
  Kyrkbacken
  Seginus
  Shimo
  Van Diemen IV
  Yance I
  Zaniah
  Pollux
  New Canton
  Nopah Achernar
  Tyba
  Gal
  Al
  Buchlau
  Gan Singh
  Ningpo
  Halloran V
  Alexandria
  Lucianca
  Morningside
  Summit
  Chamdo
  Indicass
  Jasmine
  Minnacora
  Tsitsang
  Coriscana
  Futuna
  Kyeinnisan
  Mundrabilla
  Oceana
  Olafsvik
  Preston
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  Apostica
  Aur
  Cumbres
  Eilenburg
  Gallery
  Izar
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  New Exford
  Yed Prior
  Hyde
  Solaris
  Sulafat
  S
  Avellaneda
  Ibstock
  Park Place
  Wei
  Accrington
  Alkaid
  Asellus Australis
  Breukelen
  Kirkenlaard
  New Wessex
  Meacham
  Port Moseby
  New Wessex
  Orestes
  Trent
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  Capella
  Chisholm
  Liao
  Fo
  Styk
  Al
  Addicks
  Konstance
  Kuzuu
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  Berenson
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  Dubhe
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  Menkalinan
  Murchison
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  Nathan
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  Saiph
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  Towne
  Unukalhai
  Wing
  Wyatt
  Zosma
  Dieron
  Zollikofen
  Chara
  Errai
  Algedi
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  Bernardo
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  Hamilton
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  Sada
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  Gei-Fu
  Ingersoll
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  Palos
  Quemoy
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  Tongatapu
  Algol
  Pleione
  Aubisson
  Terra Caph
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  Marik
  New Earth
  New Olympia
  Procyon
  Oz
  Rochelle
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  Capolla
  Terra Firma
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  Sirius
  Ingress
  Keid
  New Home
  Oliver
  Rigil Kentarus
  Thorin
  Eltanin
  Alkalurops
  Atria
  Menkent
  Dyev
  Imbros III
  Ko
  Lyons
  Nusakan
  Pike IV
  Altair
  Asta
  Helen
  Kervil
  Muphrid
  Nashira
  Nirasaki
  Quentin
  Saffel
  Styx
  Telos IV
  Yorii
  Carver V
  CastorDevil's Rock
  Epsilon Eridani
  Epsilon Indi
  Fomalhaut
  Graham IV
  Hall
  Hsien
  Irian
  Lipton
  Northwind
  Outreach
  Small World
  Deneb
  Nam Dinh
  Karlstejn
  Shui-pào
  Les Halles
  Ne
  Kaitos
  Wazan
  Borealis
  Gal
  Al
  Addicks
  Alphard
  Towne
  Oz
  Quentin
  Saffel
  Ruchbah
  Small World
  Zavijava
  Eaton
  Blue Diamond
  Autumn Wind
  Stewart
  F
  Zion
  Asuncion
  Gorki
  Chengdu
  Mattisskogen
  Bhaktapur
  Belluevue
  Viribium
  Aquagea
  Ilmachna
  Itica
  Katla
  Cursa
  Fagerholm
  Ingonish
  Leyda
  Zwenkau
  Alkes
  Bithinia
   Hope
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  Propus
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  Eilenburg
  Berenson
  Zosma
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  Piedmont
  Ascella
  Kessel
  Rukbat
  Alcor
  Dieudonne
  Laiaka
  Phecda
  Arboris
  Basalt
  Sheratan
  Aldebaran
  Connaught
  Amity
  Bordon
  Alhena
  Nathan
  Dieudonne
  Connaught
  Denebola
  Milton
  Mizar
  Wasat
  Zurich
  Alphecca
  Callison
  Cor Caroli
  Kawich
  Lambrecht
  Konstance
  Eltanin
  Kessel
  Lambrecht
  Moore
  Syrma
  Tall Trees
  Tigress
  Shiloh
  Alula Australis
  Dubhe
  Zollikofen
  Earth
  Procyon
  Sirius
  Rigil Kentarus
  Northwind
  Zavijava
  Shiloh
  Alula Borealis
  Menkalinan
  Wing
  Summer
  Deneb Algedi
  Pollux
  Altair
  Nirasaki
  Epsilon Eridani
  Fomalhaut
  Bharat
  Bryant
  Woodstock
  New Aragon
  New Canton
  Slocum
  Balkan
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  Sappir
  Domain
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  Al
  BORDER KEY
  2830 Borders
  Pre-War
  2835
  2840
  2845
  Reversals
  PLANET KEY
  National Capital
  District Capital
  Province Capital
  Dead/Dying World
  90 LIGHT YEARS OR 27.6 PARSECS
  30 LIGHT YEARS
  MAXIMUM JUMP: APPROXIMATELY 30 LIGHT YEARS
  LEGEND
  THE  
  COMSTAR WAR 
  2837–2742
  
  THE SECOND SUCCESSION WAR (2825–2863)
  49
  THE FOUR-FRONT WAR
  to seek terms with the Primus. Charles refused to cooperate. Parliament, headed 
  by Minister of Finance Hector Lombard, took steps to bring the Captain-General 
  to heel. Lombard and his allies sought to choke off the FWLM’s financing, and on 
  24 June succeeded in blocking Charles’s appropriations for new regiments and 
  equipment to meet the threat. Further floor battles blocked efforts to conscript 
  new troops and press mercantile shipping into military service.
  Now hamstrung as well as blind, the FWLM struggled to fight off the continuing 
  Steiner and Liao predations. The LCAF’s efficient and ruthless approach made 
  significant progress in their anti-spinward drive toward Tamarind. Their spinward 
  efforts were less successful though, in part because of the reluctance of the FWLM 
  to abandon its Terran corridor, but also because of new participants in the feeding 
  frenzy—raiders from Kurita and Davion. LCAF efforts to take Alula Australis initially 
  fared well, and they seemed set to crush the Marik garrison. The arrival of the 
  Fourth Avalon Hussars, part of a Davion expeditionary force, put a spanner in the 
  works, and the Ninth Lyran Guards suddenly found themselves facing a competent 
  and determined foe. After six weeks of fighting, both bloodied units withdrew, 
  leaving the FWLM garrison to restore control. Similar clashes between neighboring 
  states occurred on League-held worlds occurred between the Seventeenth Skye 
  Rangers and the Third Ceti Hussars on Castor; the Twenty-sixth Lyran Guards and 
  the Third Dieron Regulars on Alphard; and the Seventh Tikonov Lancers and the 
  Ninth Proserpina Hussars on Kristiandsund. Castor and Alphard would eventually 
  be claimed by House Steiner, but not until spring 2839, by which time Charles 
  Marik had reached terms with ComStar. Davion raids into the Federation of Skye 
  further undermined the Lyran position, with New Earth and Menkent targeted in 
  December 2838 and Summer, Thorin, and Mizar in March 2839. Though causing 
  little damage, these attacks served as a distraction to the Archon, one which only 
  increased as the DCMS began a new offensive in 2840.
  The summer of 2838 saw the Seventh Crucis Lancers and Hamilton’s 
  Highlanders fight a bloody engagement around the toxic remains of Lake Galvez 
  on the ruined world of New Dallas, while Kurita and Davion troops clashed directly 
  on Talitha, where they also faced a substantial Marik force. The three-sided battle 
  for Talitha lasted from September to November 2838; the invaders withdrew shortly 
  before the lifting of ComStar’s interdict. New Dallas, meanwhile, was permanently 
  abandoned, and would remain lost to the Inner Sphere until the Blakist Jihad.
  The loss of Shiloh to House Steiner in August 2838 and Van Diemen IV to House 
  Liao a month later finally drove Charles Marik to the negotiating table. The loss of 
  worlds in itself was not a cause for concern—the Captain-General was resigned to 
  that—but the fight for Van Diemen had cost the FWLM a regiment of the Fusiliers 
  of Oriente, and with Parliament refusing to fund new regiments, it was a loss they 
  could ill-afford.
  On 19 September Charles sent his son Garth to Terra to treat with ComStar. Rumors suggested that ComStar would impose a 
  ruinous settlement on the Free Worlds League, and ComStar records insinuate that Primus Toyama intended to force the League to 
  accept his overlordship, much as popes had done to temporal rulers during Terra’s Middle Ages. The Captain-General’s opponents in 
  Parliament expected little of the young man, but Garth soon proved his mettle. Even when facing the full First Circuit, he made it clear 
  that the Free Worlds League would adhere to the terms initially proposed by ComStar when they placed the interdict: three times 
  the cost of rebuilding the Oriente HPG station. Efforts to pressure additional concessions from the Marik delegation failed, and on 2 
  November an accord between ComStar and the Free Worlds League was signed. A week later, HPG service within the League began to 
  be restored. Reactivation notices rippled out from Terra according to broadcast schedules and courier-vessel itineraries. Even so, some 
  worlds remained offline for weeks or months until technicians and parts were available to restore the HPGs to working order. Rebuilding 
  of the Oriente station, this time as a ground-based complex, began two months later and would be completed by mid-2841.
  The lifting of the communications interdict allowed the FWLM to respond to the situation along its borders, but it also showed 
  how poor a state the Marik forces were in. Units were poorly positioned and badly supplied, and shuffling to meet both incursions 
  effectively would take several months, during which time the Steiner and Liao predation would continue. Despite Charles’s agreement 
  FORM AND FUNCTION
  Some seventy light years inside the Free Worlds 
  League border, Tamarind was not a key base of opera-
  tions for the modern FWLM, but it retained a number 
  of features from the Age of War that balanced the 
  world’s beauty, which Tamarind was famous for, with 
  military practicality. As the planet has been famed 
  for its artwork since the founding of the Duchy of 
  Tamarind in the twenty-fourth century, it is little 
  surprise its cities are artworks too, ranging from the 
  neoclassical structures of Padaron City, the brutal-
  ist towers of New Riva, or the para-Gothic spires of 
  Hephaestus. Broad tree-lined boulevards and verdant 
  parks complement Padaron City’s elegant structures, 
  dozens of shining bridges span the Parnos River and 
  the plethora of canals that crisscross the city. During 
  the Star League, this “Venice of Tamarind” was a major 
  tourist attraction, drawing visitors from across the 
  Inner Sphere, but few who saw the city realized the 
  military significance of its design and construction.
  The concentric rings of canals form a series of 
  near-impassable barriers to attacking conventional 
  troops, and each of the bridges, guarded by a fortified 
  gun emplacement, is able to be destroyed by retreating 
  troops. The broad avenues allow swift troop move-
  ments, provide dug-in troops and gun emplacements 
  with excellent fields of fire, and serve as emergency 
  runways for aerospace forces. Spotters in the high tow-
  ers can warn of approaching foes and call down artil-
  lery strikes, while elegant rooftops conceal anti-air and 
  anti-missile batteries. The invention of BattleMechs 
  went some way to negating the benefit of these for-
  tifications, but the Battle of Tamarind in 2839 sorely 
  tested the defenders, with the defenses of Padaron City 
  providing a decisive edge that allowed them to hold 
  out and eventually push the LCAF off-world after the 
  battle of Anthine Plains.
  —Architecture of War, Terra Press, 3091
  
  THE SECOND SUCCESSION WAR
  50
  THE FOUR-FRONT WAR
  with ComStar, the dispute between Parliament and the Captain-General continued. 
  Hector Lombard refused to resume funding the FWLM, calling for the repeal of 
  Resolution 288 (which granted the Captain-General special political powers) and 
  the return of true democracy to the Free Worlds. Several mercenary contracts lapsed 
  as this financial deadlock continued, further undermining the Marik position. Two 
  worlds, Rexburg and Bonaire, fell to the enemy because the FWLM defaulted on 
  their contracts of the mercenary defenders, who promptly turned coat. 
  Meanwhile, six more worlds fell to the Lyran military machine in early 2839, 
  with Tamarind itself coming under attack by a three-regiment assault. The defenders 
  beat back the attack in a grueling five-week struggle that saw the attackers reach 
  Padaron City but founder in bitter street-by-street engagements. Vital shipyards 
  also came under assault, but the substantial defenses, including a dozen assault 
  DropShips, prevented the LCAF from taking control or of dominating near-orbit. 
  This failure contributed to the LCAF’s decision to abandon the Tamarind campaign 
  on 11 May. The beleaguered FWLM troops stationed there breathed a sigh of relief 
  and braced themselves for further Steiner assaults. House Liao also continued to 
  press forward, taking several more worlds after the lifting of the interdict, though 
  like the Lyran assault on Tamarind, their efforts to take Andurien in August 2837 
  and January 2838 and New Delos in March 2840 proved fruitless.
  Not everything went the way of the Steiner and Liao aggressors though. In the 
  last weeks of 2838, the Regulan Hussars attacked Carver V, a major staging post 
  for assaults into the League and the site of massive CCAF storehouses. Blandford’s 
  Grenadiers opposed the Hussars assault and beat back the Marik troops after ten 
  days, but the victory was a pyrrhic one. The supply warehouses were destroyed, and 
  while the Mariks had not been able to take them, neither would the CCAF be able 
  to use them to continue their advance. Carver V would be raided twice more during 
  the war, once by Davion mercenaries and again by the Regulan Hussars.
  Despite their lack of supplies, House Marik also made some localized 
  counterattacks on the Steiner front. The remaining FWLM troops in the Terran 
  region targeted Oliver and Graham IV and launched raids into the Federation 
  of Skye to distract the Commonwealth. Steiner forces were caught by surprise, 
  and though Oliver’s defense clung tenaciously until mid-March, the LCAF forces 
  abandoned Graham IV in late February. The garrison commander, Colonel Hendrik 
  Grimm, went AWOL along with his entire unit. Once a rising star of the LCAF and 
  serving as a major in the Third Lyran Guards, Grimm had become erratic, and 
  only his ties to the Steiner family had saved him from a court-martial or medical 
  discharge. Instead, he had been placed in command of the “safe” Sixth Lyran 
  Regulars only to find himself in an untenable situation with the Marik offensive. 
  He snapped. His paranoia bloomed out of control, and he began to suspect the 
  Archon had abandoned him. Despite his erratic actions, his troops remained loyal 
  and marauded along the border between the two nations for eleven weeks. They 
  picked up defectors from the shattered Fifth Lyran Regulars along the way and then 
  disappearing into the Periphery.
  Charles Marik sought to remove another obstacle to his defense of the realm in 
  August 2839, sending his personal guard to Parliament in an effort to arrest Finance 
  Minister Lombard. The operation failed, and Lombard and his coconspirators fled to 
  Helios Minor, where they established a Parliament-in-Exile. Throughout 2840, a war 
  of words raged between the Captain-General and the exiles, but by the start of 2841, 
  Charles had had enough. The fall of Asuncion to the Capellans in August 2840 and 
  then the loss of Danais to the Lyrans in February 2841 caused Charles despair. He quit 
  the capital, initially heading to the command center on Marik and then, in conjunction 
  with the Duke of Oriente, Harlan Allison, to the beleaguered world of Irian. Strategically 
  vital due to being the site of the League’s largest ’Mech production plants, the world 
  THE BATTLES FOR ANDURIEN
  Andurien is seen as the epitome of the Age of 
  War: a world fought over by two neighbors for so 
  long that the reasons for their dispute were nearly 
  lost to history. Albert Marik’s willingness to surrender 
  the world in exchange for peace with House Liao was 
  central to Ian Cameron’s plan to unify humanity in 
  his Star League. The underlying tensions between 
  the powers remained through that supposedly idyl-
  lic time, Marik going so far as to retain a Duchy of 
  Andurien despite the absence of the titular world 
  itself, and no sooner was the First Succession War 
  declared than the FWLM sought to recover the cov-
  eted world. They succeeded in 2790, and for almost 
  half a century, Andurien formed the cornerstone of 
  House Marik’s rimward defenses.
  With the Free Worlds League placed under an 
  exclusion order, House Liao seized the opportunity to 
  retake the jewel. Initially the CCAF were too preoccu-
  pied with occupying worlds abandoned by the FWLM 
  to make serious efforts against Andurien, though they 
  raided in both August 2837 and January 2838. It was 
  not until October 2838 that rumors of the interdict’s 
  end prompted the Liao military to make a concerted 
  effort to retake the world. 
  All of the CCAF’s surviving Andurien Hussars regi-
  ments—the First, Fourth, and Seventh—gathered for 
  the assault, supported by the Fifth Sian Dragoons and 
  the Second Liao Guards. They knew Andurien was well 
  defended, home to the First and Second Defenders of 
  Andurien and the Ninth Atrean Dragoons, as well as 
  four of the League’s remaining WarShips. It would not 
  be an easy fight, but Chancellor Laurelli Liao believed 
  retaking Andurien would cement the Confederation’s 
  new holdings.
  The battles for Andurien’s jump points were 
  predictably bloody, Marik’s fixed defenses exacting a 
  high price from the invaders before the installations 
  could be silenced. More than forty aerofighters as 
  well as six assault DropShips perished in the opera-
  tion, though losses among troop transports were 
  minimal. The CCS Khalzan, one of two Liao WarShips 
  that participated, took moderate damage and under-
  went repairs at the zenith point while the main flo-
  tilla headed in-system. Landing operations initially 
  proceeded smoothly, with two regiments of troops 
  making landfall unopposed, but the arrival of Atreus-
  class battleship FWLS Majestic, Soyal-class heavy 
  cruiser FWLS Kumbha, and their DropShip escorts 
  threw the operation into disarray. A vicious naval 
  battle erupted in low orbit and destroyed almost a 
  fifth of the Liao forces. The remainder survived by 
  heading for the planet during the confused melee. 
  (CONTINUED ON P. 51)
  
  THE SECOND SUCCESSION WAR (2825–2863)
  51
  THE FOUR-FRONT WAR
  was in danger of being caught in the vise between advancing Liao and Steiner troops. 
  Savannah, Remulac, and Nathan fell to the LCAF during the summer and autumn of 
  2841, and the situation on Irian began to look increasingly dire. 
  The motley assemblage of forces the Captain-General and his associates 
  assembled seemed a poor match for the enemy forces looming on the horizon. 
  Only the First Fusiliers of Oriente, commanded by Duke Allison, was a frontline unit, 
  with most of the remaining troops being a mix of reservists, walking wounded, and 
  mercenaries. When House Steiner began its assaults on Irian on 5 January 2842, the 
  defenders were outnumbered more than three to one.
  Fortunately for the Captain-General, his abandonment of the fight with 
  Parliament won him a backhanded victory. Deprived of someone to argue with 
  and having no hope of their demands being met, the exiled Members of Parliament 
  squabbled among themselves. Fears for the future of the League mounted, but 
  none of the major political players would make the first step to resolve the dispute. 
  Instead, it fell to a parliamentary back-bencher from the insignificant world of Thirty 
  Weight to break the deadlock. MP Maren Ladislaw put forward a motion that, while 
  not abandoning the exiles’ efforts to censure the Captain-General, refused to do so 
  at the cost of the League’s existence. Duke Jonathan Humphreys of Andurien, which 
  had been assaulted twice by House Liao in recent years, and Marquis Kendall Allison, 
  Duke Harlan’s brother, led Charles’s political allies in this call, which widened the 
  divides within Parliament and undermined Hector Lombard’s position. On 4 January 
  2842, as Lyran troops were burning toward Irian, Parliament voted on the Ladislaw 
  Amendment, agreeing by a vote of 213 to 185 to resume funding the FWLM.
  Even so, the battle for Irian was a close-fought thing. The resumption of 
  funding did not immediately aid the defenders, who spent eight weeks locked in 
  bloody fighting for every meter of ground. The key clashes focused on the city of 
  Kirin River, built around the Irian Technologies factory plant. Heavily defended with 
  twenty-meter walls and dozens of gun emplacements, the factory complex was a 
  veritable fortress accessible only through a series of blockhouse gates or a long 
  maglev tunnel. A second wall surrounded the original bounds of Kirin River, but the 
  city, known locally as Old Town, had spilled outside the city’s original fortifications. 
  The outer city, having been isolated when the Marik forces closed Old Town’s gates, 
  fell swiftly to the Lyran attackers. Hopes that the FWLM would hold Old Town’s inner 
  city were soon dashed as a series of Steiner assaults established bridgeheads in 
  the crowded districts. The fighting turned into street-by-street actions, the League 
  forces giving ground reluctantly and forcing the Steiner troops to pay a fearsome 
  cost. On 9 February the Captain-General was nearly killed when an ambush in Old 
  Town wrecked his Orion; only the prompt arrival of reserve troops allowed him 
  to escape. By mid-March, the LCAF troops were closing in on their final victory. 
  Scarcely a quarter of the FWLM forces remained, and those were confined to the 
  IrTech compound and had little ammunition or supplies left. Repairs relied on 
  cannibalizing parts from other machines. One more push would see the Lyran flag 
  flying over the world.
  That push never came. 
  On 19 March, five FWLM regiments jumped into the system at a pirate 
  point and began landing troops. These forces, marshaled by the League Central 
  Coordination and Command, fully resourced and transported by merchantmen 
  contracted by Parliament on generous terms, caught the Steiner troops by surprise. 
  In less than a day, the Lyrans went from the edge of victory to having to fight for their 
  lives. The Steiner troops gave ground, trading conquered land for the time to meet these new foes. What the Marik reinforcements 
  lacked in quality, they made up for with fury, and the Steiner withdrawals soon threatened to become a rout. With resurgent Marik 
  troops pushing back at various points along the border, Marcus Steiner recalled his troops from Irian on 22 April, though the process of 
  extricating the units would take almost a week and cost them over a quarter of their remaining force.
  The CCS Khalzan and the CCS Chengdu perished in 
  the clash, as did the FWLS Majestic. The wreckage of 
  the vessels became a navigation hazard for vessels 
  bound to and from Andurien, finally reentering the 
  atmosphere and burning up in 2843.
  Matters on the planet soon became similarly con-
  fused. Though two regiments had landed unmolested, 
  the remainder were scattered widely, and the Liao 
  troops faced an organized and determined resistance 
  from the FWLM. The so-called Fifth Andurien War last-
  ed nine weeks, but the CCAF troops were unable to get 
  closer than 200 kilometers from the capital, Jojoken, 
  prompting the recall of troops on 29 December.
  If House Marik thought the Liaos were done with 
  Andurien, they were quickly disabused of the notion. 
  After three months of rest and rearming, the CCAF 
  returned once it became apparent the FWLM was in 
  no fit state to counter Capellan operations. Despite 
  the lifting of the interdict, intelligence suggested 
  Andurien’s defenders had received only 10 percent of 
  the supplies they needed to recoup their recent losses. 
  The Sixth Battle of Andurien ran from March to October 
  2039 and saw the Liao troops reach the outskirts of 
  Jojoken before being halted by dogged Marik resis-
  tance. The arrival of the Third Marik Militia and the 
  Fifth Oriente Hussars in August turned the battle into a 
  stalemate, and after two more months of sparring, the 
  CCAF troops withdrew.
  A raid by the CCAF in the summer of 2840 marked 
  House Liao’s last assault on the treasured world during 
  the “ComStar War.” Only battalion strength, the raid 
  never seriously challenged Marik occupation, but it 
  did succeed in damaging the world’s ’Mech production 
  plants and was thus regarded by the Chancellor as a 
  guarded success.
  “Though surely we have just reasons to seek 
  changes in the Captain-General’s conduct, what profit 
  will we gain if we press for these changes now, and 
  wake up tomorrow as a commonality of the Capellan 
  Confederation? Who will listen to our complaints 
  then?”
  —The Honorable Maren Ladislaw, transcribed in 
  Atreus Hansard, January 2842
  THE BATTLES FOR ANDURIEN 
  (CONTINUED)
  
  THE SECOND SUCCESSION WAR
  52
  THE pOlITICS OF SUCCESSION
  THE POLITICS OF SUCCESSION (2835–2840)
  Primus Toyama’s failure to gain control of the Free Worlds League sapped much of his vitality and undermined his position 
  within the First Circuit. His plan had sown chaos—and House Marik would be a long time recovering—but it had shown ComStar’s 
  hand. Few believed Charles Marik’s claims that ComStar had double-crossed him by feeding the Free Worlds League bad information, 
  but while local leaks could be put down to a rogue precentor, the idea of leaks occurring on a state level caused concern across 
  the Inner Sphere. Charles retracted his claims as part of the settlement with ComStar, but wariness of the Order—and of Toyama in 
  particular—began to take hold.
  OPERATION HOLY SHROUD
  Primus Raymond Karpov regarded technology 
  with awe, and believed only ComStar had the moral 
  authority and right to shepherd the knowledge of the 
  Star League. He opposed efforts by the Great Houses 
  to recover any lost technology—or to maintain those 
  they had recovered—and persuaded the First Circuit 
  to support his agenda. His principal opponent in this 
  was Precentor ROM Michelle Dupreas, who even after 
  the First Circuit made its decision, continued her dis-
  sent that such blatant attacks on the Great Houses 
  were a betrayal of Blake’s will, and that more subtle 
  approaches were better suited. Karpov called on her 
  to resign and threatened her with excommunication. 
  Dupreas resigned, not only from her office but also 
  from ComStar. Within less than a month, she was dead, 
  killed in a “traffic accident” believed by many to have 
  been arranged by her successor, Janice Laidlaw.
  Laidlaw implemented Organizational Edict 3056, 
  which expanded ROM and enacted its bloodier aspects, 
  what became known as Operation HOLY SHROUD. 
  Under this operation, ROM agents made a multi-
  pronged attack on technological research in the Great 
  Houses, sabotaging research installations and murder-
  ing scientists. Over 300 scientists perished in the years 
  2839–2844, though Laidlaw took Dupreas’s warning 
  to heart and made sure none of the incidents could 
  be connected to ComStar. Instead, most appeared to 
  be the work of their neighbors or internal extremists, 
  increasing the tensions and instability ComStar had 
  sought to foster since the end of the First Succession 
  War. House Marik, who had gained some insight into 
  HPG stations during the ComStar War, was particu-
  larly hard hit by HOLY SHROUD: all of the Free Worlds 
  League’s HPG research was destroyed in the five-year 
  operation, and many of its scientists were murdered. 
  HOLY SHROUD also targeted a less obvious threat: the 
  bases and caches left behind by the SLDF. Teams of 
  ROM agents chased rumors of such installations and 
  either destroyed them or removed their contents for 
  safekeeping on Terra (or, as would later become clear, 
  one of the “Hidden Five” worlds). 
  (CONTINUED ON P. 53)
  THE COMSTAR WAR
  Steiner Attacks
  2837: Zosma, Callison, Marcus, Bordon, Oliver, Ilion, Malazan, Dixie††, 
  Hornir’s Keep††, Bella I††, Alula Borealis††
  2838: Tania Borealis, Connaught, Shiloh, Nockatunga, Hell’s Paradise, 
  Trellisane, Colfax, Szepes, Labouchere
  2839: Acubens, Alphard, Miaplacidus, Castor, Devil’s Rock, Rexburg‡, 
  Tamarind†
  2840: Concord, Promised Land
  2841: Danais, Savannah, Remulac, Nathan, Cavanaugh II
  2842: Irian
  Liao Attacks
  2837: Berenson, Zion, Kyrkbacken, Lopez, Claybrooke, Phact, Corey, Wazan, 
  Lukla††, Sappho††, Ipswich††, Kwamashu††, El Giza††, Mosiro††, 
  Old Kentucky††, Tsinghai††, Ramen II††, Chengdu††, Ingersoll††, 
  Shui-pào††, Second Chance††, Harsefeld††, Park Place††, Ibstock††, 
  Bernado††, Myrvoll††, Kristiandsund††, Andurien†
  2838: Andurien†, Van Diemen IV, Kalmar, Cursa, New Dallas††, Aquagea, 
  Bonaire‡
  2839: Karlstejn, Katla
  2840: New Delos†, Asuncion, Andurien
  Davion Attacks
  2838: Alula Australis, Castor, New Dallas††, Talitha
  Kurita Attacks
  2838: Alphard, Talitha, Kristiandsund
  Marik Counterattacks
  2838: Carver V†
  2840: Oliver, Graham IV, Zosma, Denebola, New Earth
  2841: Labouchere, Colfax, Rexburg
  2842: Irian, Bonaire, Tania Borealis
  † Denotes a failed assault
  †† Denotes world abandoned by the FWLM
  ‡ Denotes a world seized by mercenary turncoats
  
  THE SECOND SUCCESSION WAR (2825–2863)
  53
  THE pOlITICS OF SUCCESSION
  Less than five months after the signing of the accord that lifted the Marik 
  interdict, the Primus was dead, officially of natural causes, though documentation 
  recovered after the ComStar schism casts doubts on that. In an odd mirroring of 
  his own succession of Jerome Blake two decades earlier, evidence hints at Toyama 
  having been removed from power by the new Primus, Raymond Karpov. While 
  Toyama had deified Blake, following his former leader’s agenda—the literal Word of 
  Blake—Karpov was the one who put in place most of the pseudoreligious trappings 
  associated with pre-schism ComStar and later the Word of Blake. He named Toyama 
  a saint of ComStar and set about remaking the Order.
  It is likely Karpov had access to his predecessors’ notes—including Blake’s 
  own testaments and plans. Karpov’s decision to take a more active role in limiting 
  technology via Operation HOLY SHROUD ran counter to Blake’s plan, but Toyama 
  had already established a precedent. Similarly, the intention to rebrand ComStar 
  as a religion was according to Blake’s scheme, but whereas Toyama’s approach had 
  been pragmatic and respectful of his friend’s memory, Karpov approached the 
  change with a fanatic’s passion. 
  Karpov issued orders that all staff wear robes embroidered with mathematical 
  symbols and must pronounce “incantations” above machinery before operating it. 
  Though the core of ComStar on Terra would remain technically literate, the coming 
  decades would see most HPG operators replaced with indoctrinated staff who worked 
  solely by rote, not understanding the underlying physics or mechanical principles. Few 
  First Circuit members challenged Karpov’s grip on power, but his expansion of ROM 
  via Edict 3056 gave him a massive force with which to police the Order. Additionally, 
  he tasked ROM with combating efforts within the Great Houses to recover technology, 
  though this caused friction with Precentor ROM Michelle Dupreas, who subsequently 
  resigned and was replaced by Karpov’s pawn, Janice Laidlaw.
  OPERATION HOLY SHROUD 
  (CONTINUED)
  Operation HOLY SHROUD officially ended in 2845, 
  but the principles it espoused continued to be part of 
  ComStar’s operational doctrine until the Clan Invasion. 
  As we now know, the Battle of Helm in 3028 and 
  the attack on New Avalon’s NAIS complex during the 
  Fourth Succession War were both ComStar operations 
  designed to deny the Great Houses access to advanced 
  technologies. Only in the 3030s did ComStar fully 
  abandon the principals of Edict 3056, the genie being 
  well and truly out of the bottle. 
  That Karpov’s deification of Blake and the trans-
  formation of ComStar into a theocracy undermined 
  the Order’s position as a guardian of technology is a 
  supreme irony of Karpov’s reforms. He turned science 
  into religion and understanding into dogma, and soon 
  ComStar, the last bastion of the Star League, was little 
  better educated than the rest of the Inner Sphere, 
  operating equipment by rote and without understand-
  ing. In that light, HOLY SHROUD takes on another, more 
  ominous aspect, that of a petulant child fearful that 
  someone else will eclipse their achievements.
  —Turning Points, Terra Press, 3097
  
  THE SECOND SUCCESSION WAR
  54
  THE pOlITICS OF SUCCESSION
  It was likewise a time of change in the Draconis Combine, the events of the 
  second half of the 2830s shaping policy and subsequent events. Though revered 
  and feared in equal measure, Jinjiro Kurita had been deteriorating since the mid-
  2820s, his mental state varying between military genius and raving madman. By 
  2835, his lucid moments were few and far between, leaving the Combine in a 
  perilous state. No member of House Kurita or the DCMS High Command dared to 
  remove the ailing but still-revered Coordinator, so much of the day-to-day running 
  of the Combine fell to his brother, Zabu. 
  Though an effective administrator, Zabu’s political acumen was limited, and his 
  military experience amounted to brief service in a line regiment during the glorious 
  early days of the First Succession War half a century earlier. He could make sure 
  the DCMS were equipped and supplies flowed effectively, but he was far from an 
  inspirational leader. Thankfully, Jinjiro was still able to contribute to the Combine’s 
  military strategy, and save for the bugbear of Hesperus II—which failed to succumb 
  to even Jinjiro’s cunning—the situation was good for the DCMS.
  On 14 February 2837, six months after the failure of Operation CHOPIN’s 
  assault on Hesperus, Jinjiro went berserk, attacking his guards and having to be 
  forcibly restrained. The trigger for this psychotic episode from which he never 
  recovered was believed to be a parcel he received from an unidentified source. 
  Having been screened by the ISF and palace security, it had been delivered to 
  the Coordinator’s private sanctum. The disturbance within the chamber was not 
  initially seen as a cause for worry, as Jinjiro had suffered similar episodes previously, 
  but the continued commotion eventually brought the matter to Zabu’s attention. 
  The regent ordered riot-geared guards into the room to subdue the Coordinator’s 
  violence. While the Coordinator and his injured guards received medical attention, 
  Zabu and the ISF surveyed the wreckage of the once-elegant chamber. At its center, 
  in the eye of the storm, sat the box delivered to Jinjiro. Atop it was a small, angelic 
  doll dressed in the uniform of the SLDF.
  The Kurita clan met in the wake of the incident, and with no sign of Jinjiro 
  recovering from his episode, decided on a drastic course of action. They deemed 
  the Coordinator unfit to serve and called on Zabu to take his place. It wasn’t a 
  unanimous decision—some called for the regent to recuse himself and allow his 
  son, Yoguchi, to assume the throne, something Jinjiro allegedly suggested—and 
  proved unpopular with the military. Zabu’s reign would be brief and overshadowed 
  by his brother’s madness. Jinjiro would eventually escape his torments in 2841, 
  after fashioning a noose from his bedclothes.
  The new lord of the Combine, an intellectual best known for his leadership of 
  the PRE—the People’s Reconstruction Effort, charged with preserving knowledge 
  and technology within the Combine—was seen by many as too timid and bookish 
  to be a true Coordinator. Nonetheless, most of the Combine accepted him, until the 
  presentation of the 2839 budget during the court session of 9 June 2838. To the 
  shock of the Warlords, Zabu’s plan called for a 4 percent reduction in the funding 
  of the DCMS; the savings would fund technical education programs. Later analysis 
  of the plan showed the wisdom in Zabu’s proposal—with numerous accidents 
  befalling Combine scientists, he saw the need to halt this loss of knowledge—but 
  the immediate reaction was fury. 
  On the night of 23 June, Tai-sho Frederick Kozoma confronted the Coordinator, 
  who after a brief confrontation, took his own life in the traditional samurai manner. 
  Technically the Coordinator had committed seppuku, but as Kozoma delivered the 
  final blow that beheaded the Coordinator, he was subsequently tried and executed 
  for regicide. It was an open secret, however, that the tai-sho confronted Zabu with 
  approval and backing of the DCMS High Command. However, the Combine and the 
  new Coordinator, Yoguchi, could not afford to remove the military leadership. 
  OVER THE EDGE
  The origin of the parcel that drove Jinjiro Kurita 
  into insanity has never been identified, though a 
  number of theories have emerged over the centu-
  ries. Most focus on factions within the Kurita court: 
  foreign powers or more distant agencies would have 
  had little motive or opportunity, though given later 
  incidents, the role of groups like the LIC cannot be 
  entirely ruled out.
  The gift received by the Coordinator, a doll dressed 
  in an SLDF uniform, showed a deep insight into Jinjiro’s 
  psyche and which buttons to press, something his de 
  facto regent, half-brother Zabu Kurita, was certainly 
  aware of. Some theories posit Zabu as the culprit, 
  wishing to remove the obstacle to his succession and 
  allow him to claim his birthright as Minoru Kurita’s 
  true, legitimate heir. (The elder Jinjiro was a legiti-
  mized bastard.) Against such theories are Zabu’s lack 
  of political ambition and the antipathy between him 
  and the DCMS. Zabu’s regency for Jinjiro served as 
  a buffer against the High Command, and he would 
  have known removing that protection would not have 
  served him well.
  Zabu’s son, Yoguchi Kurita, has also been a sug-
  gested perpetrator playing a long game that removed 
  two obstacles to his accession. However, records of 
  the era show the strength of Yoguchi’s family loyalty. 
  While he might have removed his uncle to advance his 
  father’s position (and his own), it seems unlikely he 
  acted against them.
  However, his sister Roweena would later show 
  a willingness to undermine her younger brother’s 
  position to secure power, and thus could conceivably 
  have done the same against her uncle and father. 
  Against this theory is the Combine’s notable bias 
  against female Coordinators (excepting the legendary 
  Siriwan McAllister-Kurita), and thus it was unlikely 
  she would ever be elevated to the post of Coordinator. 
  Her appointment to her father’s old post as head of 
  the PRE may have been a reward for helping clear 
  the way for Zabu’s rise to power, but it could equally 
  have been a means of reining her in, giving her major 
  responsibility, thus affording her less time to play 
  power games at court. She served as regent during 
  Yoguchi’s time on Tishomingo, and her slow response 
  to the revelation of the Coordinator’s survival is often 
  cited as proof of her political ambition. That Roweena 
  refused to take over as Coordinator after her brother’s 
  assassination by Snow Fire counters the idea to some 
  extent, but her shadow war with her other brother, 
  Miyogi, in the 2860s made her role as a power behind 
  the throne clear.
  (CONTINUED ON P. 55)
  
  THE SECOND SUCCESSION WAR (2825–2863)
  55
  ADvANCES AND REvERSAlS
  As an accomplished MechWarrior and field commander, Yoguchi knew he had to 
  regain the trust of the High Command, and did so in the same manner his uncle Jinjiro 
  had—he attacked. The target for his wrath was none other than Hesperus II, the world 
  his father was accused of costing the DCMS no small number of troops. He made it clear 
  from the outset that the use of strategic nuclear weapons in the assaults was not an 
  option—he understood his father’s desire to preserve technology. Though he wanted 
  to deny the Commonwealth use of DefHes’s vast industrial complex, he would not do 
  so at the cost of the factory itself. Instead he committed seven regiments, one of the 
  largest forces of the Second Succession war, to what would become the Fifth Battle of 
  Hesperus. House Steiner would retain control of the world, but the new Coordinator’s 
  decisive action cemented his position and set the scene for the next few years.
  House Davion was not idle during the latter part of the 2830s, but its grand 
  offensive against the Capellan Confederation slowed after the debacles at Tikonov 
  and the adoption of flexible tactics by Laurelli Liao’s troops. Though many accused 
  Paul Davion of being fixated with taking Tikonov, he spent less time at the front 
  directing operations against the Confederation and more at his HQ on New Syrtis 
  planning an offensive against the Draconis Combine. Despite the occasional raid, 
  the old enemy seemed to have lost interest in the Federated Suns, Operation 
  MOONLIGHT SONATA having been the only significant operation along that 
  front. The Combine seemed preoccupied with internal matters and the Lyran 
  Commonwealth, leaving them ripe for a Davion attack. Slowly but surely so as not 
  to alert the Combine, the First Prince began to maneuver troops into position.
  ADVANCES AND REVERSALS (2840–2850)
  THE STEINER-KURITA FRONT
  The new DCMS offensive that began in May 2841 hampered the Lyran Commonwealth’s attempts to exploit House Marik’s 
  weakness, forcing the Archon to split their attention and resources. The new Kurita assault proved particularly vexing, as Yoguchi had 
  opted to follow his grandfather’s proven planet-hopping tactics. The Kurita assault forces jumped into one system then often jumped 
  again to another world. The Lyrans could not be sure which worlds were the principal targets of the assaults and were thus required 
  to keep reserve troops and transports on standby to react accordingly. Even with the benefit of HPG technology alerting them of the 
  situation, the LCAF could not react immediately, and so the DCMS forces often had several weeks of free rein before reinforcements 
  could be brought to bear. Facing a brutal and effective foe, the defenders often waited too long for Lyran reinforcements, forcing the 
  to decision to launch a counter-invasion or else abandon the world entirely. The first system targeted by the DCMS attacks was New 
  Caledonia (after jumps to Verthandi and Chateau) in the Tamar Pact, closely followed by nearby Harvest, Lambrecht, and Thorin, the 
  latter two in the Federation of Skye. In each case, multiple Kurita BattleMech regiments backed by several conventional regiments 
  formed the assault forces, outnumbering the defenders by a significant margin.
  On Thorin, the Steiner troops received aid from an unexpected source—the world itself. Wracked by storms, the DCMS invasion 
  coincided with particularly bad weather that hampered the war of maneuver that generally benefited the light Kurita troops. Instead, 
  battles were fought in howling winds and driving rain, often at ranges of 200 meters or less. Numbers and speed counted for little, and 
  instead the fights became brawls that favored the Lyrans’ heavy and assault ’Mechs. Adding to the Kurita troops’ misery was the near-
  suicidal bravery of the LCAF aerospace forces who, despite hurricane-force winds, staged repeated air attacks on the Combine position. 
  Aircraft losses were horrendous, but the ferocity of the resistance persuaded the Kurita commander to withdraw. Learning from this 
  campaign, the DCMS developed new tactics specifically for bad-weather fighting.
  OVER THE EDGE (CONTINUED)
  While other intelligence agencies are considered 
  unlikely candidates for triggering Jinjiro’s mental col-
  lapse, agents of foreign powers were known to be 
  operating within the court. That Snow Fire was able 
  to establish herself a few years later is testament to 
  that, but most of the other Successor States appear to 
  be viable culprits. ComStar is the notable exception: 
  thanks to their control of communications and with 
  ROM agents embedded in most governments, the 
  Order was likely aware of the Coordinator’s weakness. 
  Though ComStar gained nothing directly from remov-
  ing the mad coordinator, doing so strengthened the 
  position of the Draconis Combine by replacing the 
  erratic Jinjiro with the more stable Zabu, Yoguchi, and 
  Miyogi. No ComStar records exist to confirm this sup-
  position, but the recent ascension of the radical Karpov 
  to the Primacy was followed by a massive expansion of 
  ROM and a push toward covert interventionism such as 
  Operation HOLY SHROUD. 
  Did ComStar take action against Jinjiro, cleaning 
  house for a Combine that was too honor-bound to do it 
  itself? None can say for sure, but it fits the trend of the 
  Order’s activities during the Succession Wars.
  —Turning Points, Terra Press, 3097
  Thunder clouds gathering
  Bamboo bends before the wind
  Fire brings new life
  —Death haiku of Zabu Kurita
  
  THE SECOND SUCCESSION WAR
  56
  ADvANCES AND REvERSAlS
  Despite the Combine’s attempts at misdirection, the 
  attack on New Caledonia was no surprise to the LCAF. The LIC 
  had intelligence that the Combine was planning to turn the 
  Lyran flank, so the LCAF and had stationed the prestigious 
  Fourth Royal Guards to block any such attempts. Known as the 
  “Pride of the Commonwealth,” the elite Fourth was expected 
  to make short work of the invaders, even once the size of 
  the assault became clear. The Combine offensive had begun 
  with a reconnaissance-in-force by a battalion from the Fourth 
  Sword of Light but was soon followed up by the rest of the 
  regiment and the entire Seventh Rasalhague Regulars, as well 
  as half a dozen armor and infantry regiments. Though the 
  Fourth Royal Guards gave a good accounting of themselves, 
  badly bloodying the Combine forces, Colonel Tiber Hinders 
  was forced to give ground while hoping for reinforcements. 
  He counted on making the cost of the invasion too much for 
  the Combine to bear, but he failed to count on his opposite 
  number—Hugai Kurita, the Coordinator’s eldest surviving 
  son. (Yoguchi’s firstborn, also named Yoguchi, had died in 
  a ’Mech accident in 2833.) With the blood of the Dragon 
  coursing through his veins, Hugai refused to be cowed, and 
  almost by force of will alone, he managed to establish a secure 
  landing zone. The campaign for New Caledonia became one 
  of the most protracted conflicts in the Second Succession 
  War, having raged for seven years when it concluded in July 
  2848. At first the LCAF did their best to support Hinders’s 
  troops, but the chaos that befell the Commonwealth in 2843 
  starved the unit of resources. Hugai’s troops suffered no such 
  disadvantage and soon pressed their attack. The Fourth Royal 
  Guards would be driven from their bases and their caches, 
  their hidden redoubts overrun. Their defense shifted from one 
  of open resistance to one more akin to a guerrilla war.
  HINDERS’S WAR: NEW CALEDONIA (2841–2848)
  The Fourth Royal Guards expected their resistance 
  on New Caledonia to only last a few months before relief 
  arrived, but the political and military situation within the 
  Commonwealth limited options to support them instead. 
  The Fourth were isolated and forced to wage a prolonged 
  campaign with few resources and little support. The idea 
  that the Fourth fought alone is a popular myth: a small band 
  of brave warriors facing off against an implacable foe. In 
  reality, additional support came in the form of the Twenty-
  fourth York Regulars and six planetary militia regiments, 
  four of infantry and two of armor. During the later phases 
  of the conflict, Colonel Hinders also sent out scouts to drum 
  up support among the population, ultimately raising two 
  additional regiments of citizen militia.
  Rather than occurring at the capital, Redfev, the initial 
  clash between the Fourth and the Kurita forces came at the 
  city of Avesta, a hilltop town best known as a transshipment 
  point for farm produce, which served as the base of operations 
  for a company from the York Regulars’ Third Battalion. The 
  Combine forces, a battalion of the Fourth Sword of Light who 
  had landed on the Northumberland Plains, needed the port 
  facility to secure their supply lines, but the LCAF—and the 
  local population—would not make things easy. A series of 
  hastily built fortifications hampered the DCMS’s armor forces, 
  forcing the commander, Hugai Kurita, to rely on infantry 
  and ’Mechs. The first Kurita assault came on 27 May; ’Mech 
  elements secured a bridgehead across the Stirling River, the 
  infantry following in inflatable and amphibious vehicles. 
  They met a storm of fire from the Steiner troops who, despite 
  inferior numbers, were in heavier ’Mechs. Lyran aerospace 
  forces wreaked attritional havoc among the attackers, sinking 
  a number of transports and pounding the Kurita forces 
  massed in the bridgehead. The York Regulars held out a 
  further eleven days before superior Kurita numbers eventually 
  forced them to withdraw. The DCMS had its spaceport, and 
  soon supplies and reinforcements began to arrive on-world. 
  The LCAF continued to harass the Kurita positions with air 
  assaults, but by the second week of June the invaders’ air 
  defenses made such attacks a risky proposition.
  South of Redfev, First and Third Battalions of the Fourth 
  Royal Guards faced off against Second Battalion of the recently 
  arrived Seventh Rasalhague Regulars. Under the command 
  of Major Michael Hinders, the colonel’s younger brother, the 
  battalion served as a mobile harassing force out on the plains. 
  Though less proficient than the Sword of Light, the Regulars 
  were nonetheless a potent force whose heavy ’Mechs were a 
  match for the Steiner forces serving as a mobile harassing force 
  out on the plains. Initial clashes between the two sides were 
  indecisive, with Steiner firepower and resilience countering 
  the Regulars’ numbers and ferocity. Air power again aided the 
  LCAF, with repeated attacks on the exposed DCMS positions. 
  Major Hinders’s troops exploited the chaos of the air attacks 
  and timed their raids to maximum effect. After several weeks 
  of direct assaults, the DCMS troops switched tactics, staging 
  flanking attacks to weaken the Steiner position. They had some 
  success in drawing off elements of the defenders, but the 
  approaches to the city remained a killing ground.
  Meanwhile, the York Regulars staged a series of rearguard 
  actions against the Sword of Light, attempting to keep the 
  elite formation contained, but DCMS experience and numbers 
  soon began to tell on the badly bloodied Regulars, who fled 
  the system.
  
  THE SECOND SUCCESSION WAR (2825–2863)
  57
  ADvANCES AND REvERSAlS
  On 22 July, elements of the Fourth Sword of Light and 
  several conventional regiments linked up with the Rasalhague 
  troops at New Berwick, and the balance of power shifted in 
  favor of the invaders. Even so, Colonel Hinders was disinclined 
  to give up on the city or remain on the defensive; instead 
  he sent Second Battalion under the command of his brother 
  Michael to harass the Kurita lines and prevent the encirclement 
  of the city. Despite this, the Combine’s noose tightened, and by 
  late August, with the city bloodied and supplies running low, 
  Colonel Hinders gave the order to evacuate, directing his troops 
  and the shattered remnants of the York Regulars to rendezvous 
  at Redcastle, a former SLDF facility from the invasion of the Rim 
  Worlds Republic seventy years earlier.
  Hinders’s hope of holding Redcastle against the invaders 
  until reinforcements arrived quickly evaporated with news 
  of the wider Combine offensive and the isolation of New 
  Caledonia by Draconis Combine Admiralty ships. Despite this, 
  the Fourth Guards held the facility for seventeen months, only 
  abandoning it in January 2843. They had been able to hold back 
  the Combine forces thanks to localized aerospace superiority: 
  two wings of Lyran fighters operated with near impunity from 
  bases in the mountains north of Kumla and a series of atolls 
  on the Hebridean Sea. However, in October 2842 the DCMS 
  had staged orbital drops on both the Kumla base, where they 
  fought a bloody three-day battle in the tunnels and caverns 
  under the mountain, and the island airfields. Hinders initially 
  thought the DCMS had spotted the bases with orbital recon, 
  despite the LCAF’s best efforts at stealth, but survivors of Kumla 
  Mountain believed the attacking special-forces troops already 
  had plans of the base and knew its key defensive positions. He 
  began to suspect a spy within the Lyran ranks.
  Forced to abandon Redcastle, the Fourth sought refuge 
  at Auldhame only to find DCMS forces already closing in on 
  the base. Similar moves toward Rait and Calvay Shoals were 
  blocked. A stand-up fight against the invaders was a losing 
  proposition, so Colonel Hinders ordered his troops to scatter 
  and go to ground; instead the Fourth would wage a guerilla 
  war in conjunction with irregulars recruited since the invasion. 
  The next five years were hard on both sides of the conflict but 
  particularly on the planet’s civilian population, which suffered 
  almost 40,000 casualties. Neither the Sword of Light nor the 
  Rasalhague Regulars were trained or equipped for asymmetric 
  warfare, so the LCAF’s guerilla campaign sapped both their 
  strength and morale.
  Hinders lost direct contact with the LACF in late 2843, 
  but sporadic contact resumed in late 2844, when the chaos 
  surrounding the ascension of Melissa Nin and then Claudius 
  Steiner paralyzed the Lyran political and military machine. The 
  Fourth Guards were truly on their own, so Hinders decided to 
  go for broke, gambling on larger-scale military action against 
  the Kurita occupation forces. The Fourth Sword of Light had 
  been rotated off-world and replaced by the Sixth Rasalhague 
  Regulars, who were better equipped to deal with civil unrest, 
  and it was against these new arrivals that Hinders directed 
  his forces. Initial attacks went well for the LCAF, and they saw 
  several decisive victories, but by early 2846 their surprise 
  resurgence was spent, and attrition began to take its toll. The 
  Regulars staged a series of counter-raids against resistance 
  bases and captured many LCAF troops and supplies. By the 
  end of 2847, the resistance was doomed, though it would be 
  another seven months before Hinders and the last of his troops 
  was captured.
  Hugai Kurita met with Colonel Hinders—the well-
  groomed and well-fed DCMS general an imposing sight next 
  to the emaciated Lyran colonel. Hugai sneered at the opposing 
  commander and denigrating the Lyran troops’ performance 
  and their failure to hold the world (though at seven years, it was 
  one of the most dogged resistances of any campaign during 
  the Succession Wars). He claimed that his agent had kept him 
  updated about the LCAF’s plans, and admitted some regret at 
  depriving the colonel of a fair fight. As an apologetic overture, 
  Hugai offered Hinders the opportunity to kill the spy who had 
  destroyed his command.
  Hinders leapt at the chance and was taken to a makeshift 
  arena on the outskirts of Redfev where two battered 
  Thunderbolts awaited. His opponent was already ensconced in 
  one of the battered machines, and with Hugai and his troops 
  arrayed in their own machines around the arena, Hinders 
  and the spy began a drawn-out slugging match. Hinders 
  eventually won but received a lethal dose of radiation in the 
  process due to a fusion engine breach. Nonetheless he was 
  satisfied, having vanquished the traitor. He ripped open the 
  cockpit and was horrified to find his brother Michael’s body 
  within. Allowing a minute for the horror to sink in and for 
  Tiber’s anguished cries to echo over the comms, Hugai then 
  executed the colonel.
  Whether Michael Hinders was truly a spy for the Kuritas 
  or the revelation was merely a sick joke on the part of Hugai 
  Kurita has never been revealed. However, the brutal horror of 
  the fratricide became a turning point in the war: Hugai sent a 
  battleROM recording of the fight to Claudius Steiner, knowing 
  the Archon was a blood sport aficionado. The horror shocked 
  even the insane Archon and prompted him to take action. 
  Operation PRAYING MANTIS targeted both Hugai and his father 
  Yoguchi, and the attack on the Coordinator became one of the 
  most enduring acts of the Succession Wars.
  —Heroes of the Second Succession War, Syrtis Military  
  Press, 3002
  HINDERS’S WAR: NEW CALEDONIA (CONTINUED)
  
  THE SECOND SUCCESSION WAR
  58
  ADvANCES AND REvERSAlS
  As its name suggests, the world of Harvest was a major center for food 
  production, with massive grain fields and ranches spanning thousands of square 
  kilometers. During the Star League, much of the agriculture was handled by 
  machines, but by the Second Succession War, manpower provided much of the 
  labor. The world had few major urban centers, and those were situated on the 
  continent of Ohio, providing the megafarms with processing and shipping facilities 
  to off-world markets. These facilities had been raided several times in the First 
  Succession War, and so the LCAF’s defensive stance during the Second Succession 
  War called for a forward defense, keeping the fighting away from the cities and 
  their valuable infrastructure. The Steiner forces established a series of fortified 
  camps from which they could operate or withdraw to in the event of an invasion. 
  The LCAF gambled that the value of Harvest lay in its farming facilities and its ability 
  to supply nearby worlds, and that invading forces would not wish to poison the 
  world or its infrastructure.
  The gamble paid off, but the fractured defense hampered the LCAF’s ability 
  to resist a determined Kurita incursion. The arrival of raiders in the form of the 
  Nineteenth Rasalhague Regulars on 4 June saw the DCMS harassing the defenders 
  mercilessly, landing hammer blow after hammer blow against isolated forts. The 
  Combine troops showed little mercy, and the poor Steiner showing encouraged 
  the Regulars’ commander to call in additional troops and turn the raid into a 
  full-scale invasion. Together with the Fifth Arkab Legion and Third Proserpina 
  Hussars, the Regulars harried the sole LCAF regiment, the Thirty-first York Regulars, 
  turning the coursing of the unit into bloody sport. Less than a fifth of the Lyran 
  unit escaped Harvest due to Combine fighters and attack DropShips harassing the 
  fleeing transports all the way to their JumpShips. (The Thirty-first was ultimately 
  decommissioned.) A panicked LCAF rushed reinforcements to the region.
  At the other end of the border, the Fourth Lyran Regulars on Lambrecht 
  suffered a sustained assault by the Second and Fifth Dieron Regulars, which left 
  them reeling. Air power helped the defenders win back some measure of control, 
  but lightning assaults against the airfields forced the LCAF aircraft to adopt a flexible 
  strategy, meaning they were often rerouted to a different base than their takeoff 
  location due to their original base being overrun during the sortie. Fuel became a 
  vital factor in the war: numerous pilots were forced to ditch their aerofighters when 
  their fuel tanks emptied while returning from an engagement, especially if they were 
  rerouted in midflight to a distant airbase. Within ten days of the invasion, most of the 
  fighters were operating from rough-hewn landing strips in the wilderness or clearings deep 
  in forests, with ground troops similarly on the run and dependent on limited resources. Within three weeks the situation was on the 
  brink of disaster. Colonel Thickpenny didn’t think his troops would last until early July, when the LACF reinforcements were to arrive, 
  and thus chose to withdraw. Though a few harassing attacks were made on the fleeing DropShips, the DCMS let the Steiner troops go.
  The invasion of Thorin was meant to complement the Lambrecht attack and open a second front for the Dragon by exploiting the 
  defenses denuded by the LCAF’s reaction to New Caledonia and Harvest. At first the operation went well: air strikes from the Seventh 
  Dieron Regulars and Eighteenth Rasalhague Regulars pinned Lyran troops and shattered unit cohesion. The Steiner forces struggled to 
  counter this death-from-above, and a repeat of the Harvest campaign looked likely. The planet itself seemed to have other ideas, as a 
  series of unseasonable storms arose to hamper Kurita aerospace operations. Tai-sho DeForrest ordered his fighters into action anyway, 
  but they struggled to achieve their objectives, and many fell afoul of the weather or Lyran interceptors. The DCMS ground troops had 
  little option but to operate without air cover or aerial reconnaissance, and the horrible weather hampered their mobility. The heavier 
  Lyran BattleMechs of the Fifth Skye Rangers found the conditions less onerous, and the clashes between the two forces became 
  slugging matches in which the defenders had a significant advantage. After three weeks the Combine withdrew its troops and looked 
  set to abandon the Federation of Skye offensive.
  With the situation on the Marik border shifting against the LCAF, Archon Marcus Steiner toured the front in a desperate effort to 
  bolster his troops’ spirits. He visited nine worlds in six weeks, but plans to visit three more were abandoned after his arrival on Loric in 
  November. While there, the Archon contracted a rare form of meningitis and was rushed back to Tharkad for medical treatment. On 24 
  November 2843, he lapsed into a coma from which he would never awaken.
  THE FIFTH BATTLE OF 
  HESPERUS (AUGUST 2838)
  The short tenure of Zabu Kurita convinced the 
  new Coordinator, Yoguchi, that he needed to make a 
  solid impression and convince the High Command of 
  his martial credentials. After the disastrous attack on 
  Hesperus II during Operation CHOPIN he swore to final-
  ly take the world and committed two ’Mech regiments, 
  five conventional regiments, and three capital ships to 
  the operation. The massive DCMS force handily beat 
  their way past the Steiner orbital defenses and began 
  landings across the mountainous world. Opposition 
  was minimal: the Lyran troops were inexperienced and 
  poorly equipped, much of the garrison being away on 
  the Marik front. As a result, the initial DCMS assaults 
  were bloody and effective, driving the green defenders 
  back to the DefHes factory complex.
  However, the factory complex itself proved impreg-
  nable, its outlying bastions and gun emplacements 
  proving a substantially effective obstacle. Though the 
  DCMS controlled most of the world within a fortnight of 
  their landings, the Combine commanders were denied 
  their final prize. Efforts to break into the complex were 
  rebuffed, and while DCMS control of the world was solid, 
  Hesperus being so deep in the Federation of Skye made 
  supplying the troops difficult. With LCAF forces maneu-
  vering to counterattack, Yoguchi decided to abandon 
  the world, but while the assault was unsuccessful, it 
  did lift the DCMS’s spirits. The Coordinator set the High 
  Command the challenge of developing a robust offen-
  sive to secure Hesperus (which would ultimately become 
  the Sixth through Eighth Battles of Hesperus), though he 
  would not live to see it enacted.
  
  THE SECOND SUCCESSION WAR (2825–2863)
  59
  ADvANCES AND REvERSAlS
  Caracol
  Caria
  Catroxx
  Afleir
  Anaea
  Genf
  Angelsey
  Caesaera
  Everett
  Kolobrzeg
  Manx
  Miyako
  Corfu
  Deweidewd
  Fefferfer
  Flychenia
  Gniezno
  Hakkaido
  Hechnar
  Jilin
  Ohrensen
  Ohrensen
  Kievanur
  Lacadon
  Lintz
  Myrvoll
  Mytilene
  Nai-Stohl
  New Ålborg
  New
  Hechnar
  New Dallas
  New Sarum
  New Stevens
  Oli
  Oyevaina
  Plataea
  thely
  Talisker
  Undra
  Vecchio
  mbungle
  Waycross
  Ballentine
  Killbourn
  Catroxx
  Myrvoll
  Killbourn
  Kreller
  Jeju
  Cabanatuan
  Odawara
  Bilma
  Iron Land
  gga
  Pardeau
  Chimpaw
  Kingtribel
  Glenlivet
  Bushmill
  Stonarboi
  Qualip
  Ulsan
  New Ceylon
  New Sumatra
  Hildaman
  Okaya
  Celebes
  Grootfontein
  Dalmantia
  Westfield
  Goldlure
  ely
  Bonaire
  Grobin
  Pavia
  Sarkel
  Aquileia
  St Gall
  August
  Oldsmi
  Carnac
  Quim
  Alnadal
  Klamriz V
  Reinhardstein
  Turkalia
  Saltural
  Courtney
  Charleywood
  Gravensteen
  Swales
  Paches
  Boeotia
  Kek
  Aosia
  Kristiandsund
  Ramen II
  Snailzar
  Manennaia
  Achilles
  Westphalia
  Conwy
  Bhaktapur
  Belluevue
  New Athens
  Ilmachna
  Sichuan
  Shui-pào
  Nova Roma
  orman
  tany Bay
  Butte Hold
  Elissa
  whon
  Last Chance
  Oberon VI
  Sigurd
  Paulus Prime
  Gustrell
  Blackstone
  Callisto V
  Crevedia
  A Place
  Alleghe
  Babaeski
  ole
  Bruben
  Chateau
  Csesztreg
  Deia
  Dukambia
  Dustball
  Esteros
  Feltre
  Goat Path
  Harvest
  Kirchbach
  Kookens 
  Pleasure Pit
  Liezen
  Maxie's Planet
  Mkuranga
  Mozirje
  Parakoila
  Planting
  Verthandi
  Yeguas
  Alyina
  Apolakkia
  Colmar
  Dell
  Denizli
  Devin
  Dompaire
  Evciler
  Graus
  Leskovik
  Skokie
  Sudeten
  Svarstaad
  Twycross
  Vulcan
  Zoetermeer
  Bessarabia
  Gunzburg
  Hyperion
  Kandis
  Karston
  Karston
  Kobe
  Kufstein
  Laurent
  Memmingen
  Rastaban
  Perrot
  Thannhausen
  Weingarten
  Wheel
  Alshain
  Balsta
  Chandler
  Darius
  Dawn
  Christiania
  Eguilles
  Ferleiten
  Goito
  Hermagor
  Kaesong
  Kempten
  Kiamba
  Kiesen
  Krenice
  Leoben
  Mannedorf
  Marawi
  Meilen
  Numki
  Pomme De Terre
  Radlje
  Setubal
  Spittal
  Sternwerde
  Susquehanna
  Dumaring
  Cebalrai
  Diosd
  Galuzzo
  Jabuka
  Marfik
  Ramsau
  Chandler
  Ramsau
  Shionoha
  Shionoha
  Shirotori
  Trolloc Prime
  Vindemiatrix
  Adhafera
  Bondurant
  Menkib
  Shipka
  Elnath
  Gomeisa
  Harsefeld
  Matsu
  Second Chance
  Second Try
  Yunnah
  Corey
  Pauldin
  Steeles
  Lexi
  N
  Emporia
  Kirklin
  New Aberdeen
  Rei
  Wapakoneta
  Fatima
  Blair Atholl
  Cameron
  Fort Loudon
  Leganes
  Whittington
  Zanderij
  Biota
  Ueda
  Lothan
  Lyndon
  Mesa Verde
  Corridan IV
  Auldhouse
  Altona
  Bangor
  Ch
  Cheriton
  Clearfield
  Ebensburg
  Echo
  Gravenha
  Hanover
  Igualada
  Isesaki
  Jeanette
  Jezersko
  Juazeiro
  Labrea
  Lapida II
  Last Frontier
  Leyland
  Loysville
  Luzerne
  Matamoras
  McAlister
  Meinacos
  Minowa
  Outer Volta
  Paracale
  Pinnacle
  Polcenigo
  Q
  Richmond
  Savinsville
  Sawyer
  Soverzene
  Stapelfeld
  Tarnby
  Turtle Bay
  Yumesta
  Jarett
  Baruun Urt
  Elix
  Miyazaki
  Nara
  Seuta Bimyeong
  Kiruna
  Glabach
  Wonju
  Haddings
  Chaville
  Pokhara
  Brownsville
  New Florence
  Bex
  Mandal
  Zertarum
  aigi
  Renren
  Shardayne
  Eschenberg
  lus II
  Mokpo
  Sunchon
  Shimoda
  Tuat
  Ouagadougou
  Ferranil
  Duxfort
  Blue Sava
  Pliska
  Elbing
  Jászberény
  Black Earth
  reat X
  adside
  Basiliano
  Beta VII
  Blackjack
  Butler
  Hainfeld
  Heiligendreuz
  Here
  Hohenems
  Hot Springs
  Lovinac
  Malibu
  Moritz
  New Caledonia
  Pasig
  Rodigo
  Romulus
  Seiduts
  Stanzach
  The Edge
  Trell I
  Unzmarkt
  Vantaa
  Waldorff
  Crellacor
  Leipsic
  New Ivaarsen
  Cassi
  Markesan
  Amiga
  Augusta
  Sheliak
  Engadin
  Radstadt
  St. John
  Thessalonika
  Almunge
  Avon
  Brocchi's Cluster
  Byesville
  Caripare
  Chapineria
  Chupadero
  Constance
  Coudoux
  Courchevel
  Damian
  Santander V
  Dover
  Espakeh
  Garstedt
  Hassi R'mel
  Herndon
  Hyner
  Idlewind
  Irece
  Kabah
  Lonaconing
  Macksburg
  Midway
  Nin
  Nykvarn
  Rockland
  Schuyler
  Schwartz
  Shimonoseki
  Teniente
  Virentofta
  Wolcott
  Yardley
  Tuscarawas
  55
  Camlann
  Ankaa
  Sabik
  Tukayyid
  alaam
  Albalii
  Anywhere
  Bensinger
  Derf
  Golandrinas
  ammerung
  Icar
  Lackhove
  Persistence
  Star's End
  Steelton
  Toland
  Treeline
  Wotan
  Amity
  Pesht
  Predlitz
  Bjarred
  Somerset
  Deneb Kaitos
  Outpost
  Deneb Algedi
  Kansu
  Baker 3
  Ridderkerk
  Jeronimo
  Kilmarnock
  Campbelton
  Dickinson
  Gannett
  Tania Australis
  McKenna
  Galatea
  New Rhodes III
  Angol
  Zebebelgenubi
  Apollo
  Luthien
  Alrescha
  Acamar
  Holmsbu
  New Bergen
  Rasalhague
  Skallevoll
  Tovetine
  Svelvik
  Thule
  Trondheim
  Vipaava
  Bettendorf
  Evansville
  Maynard
  Strawn
  Tarazed
  Vanern
  Corsica Nueva
  Volders
  Oshika
  Marshdale
  Halmyre Deans
  Sakuranoki
  Casere
  Clinton
  El Dorado
  onegal
  Kirei Na Niwa
  Benjamin
  Numenor
  Worrell
  Nox
  Suk II
  Tamar
  Asgard
  Delavan
  Concord
  Gallatin
  Launam
  Merak
  Nestor
  New Kyoto
  Rahne
  Arc-Royal
  Ballynure
  Borghese
  Bountiful Harvest
  Canonbie
  Dalkeith
  Eaglesham
  Edasich
  Ginestra
  Hamilton
  Hesperus II
  Meacham
  Montmarault
  Orkney
  Quarell
  Rasalgethi
  Surcin
  Yed Posterior
  Zebeneschamali
  Danais
  Fianna
  Sophie's World
  Sorunda
  Kaifeng
  Phact
  Sakhalin
  Wazan
  Apriki
  Belladonna
  Bogard
  Bristol
  Cahokia
  Handa
  Heligoland
  Ipava
  Kathil
  Klathandu IV
  Layover
  Le Blanc
  Listowel
  Mandate
  Manteno
  Matar
  Matsuida
  McComb
  New Mendham
  Northfield
  Reisling's Planet
  Remshield
  Sakhara V
  Tatsuno
  Togura
  Koping Chian
  Bergman's Planet
  Colches
  Fairfield
  Nadr
  Potwin
  Sert
  Maldonado
  Unity
  Kagoshima
  Keihoku
  Miyad
  Sighisoara
  Arcturus
  Atocongo
  Crimond
  Grunwald
  Hillerod
  Porrima
  Ardoz
  Carse
  Chatham
  Cusset
  Grumium
  Halesowen
  Karbala
  Maule
  Mualang
  Pilkhua
  Port Arthur
  Rubigen
  Satalice
  Skandia
  Tomans
  Utrecht
  Annapolis
  Babuyan
  Baldur
  Braunton
  Dyfed
  Havdhem
  Ogano
  Omagh
  Peacock
  Sakai
  Shibukawa
  Tanh Linh
  Xinyang
  Philadelphia
  Tisho
  Ud
  Capac
  Dahar IV
  Galax
  Hur
  Manass
  O'
  Petrolia
  Torrence
  Highspire
  Allerton
  Chebanse
  Chichibu
  New Oslo
  Shinonoi
  Arkab
  Alkes
  Bordon
  Agematsu
  An Ting
  Barlow’s End
  B
  Bicester
  Blandinsville
  Cholame
  Cyrenaica
  DeWitt
  Dnepropetrov
  Falsterbo
  Fellanin II
  Galtor III
  Gandy's Luck
  Glenmora
  Helsingfors
  Iijima
  Itabaiana
  Johnsondale
  Kanowit
  Kawabe
  Koumi
  Lima
  Ljugarn
  Lucerne
  Paris
  Sauk City
  Saunemin
  Silkeborg
  Simferop
  Sodus
  T
  Thestria
  Tinaca
  Umijiri
  W
  Xhosa VII
  Avawatz
  Axton
  Corydon
  Elidere IV
  Farwell
  Flushing
  Freisland
  Huan
  Imbrial III
  Irurzun
  Larned
  Marlowe's Rift
  Misery
  Perkasie
  Proserpina
  Streator
  Ulan Batar
  Hachiman
  Lee
  Abadan
  Ariel
  Asellus Borealis
  Holt
  Hunan
  Lancaster
  Lungdo
  New Delos
  New Macao
  St. Andre
  Tiber
  Ulan Bator
  Ventabren
  Zaurak
  Bainsville
  ienah
  s
  McAffe
  New Hope
  Rasalas
  Sheridan
  Uhuru
  Washburn
  lma Alta
  Antares
  ristotle
  Benfled
  Bjornlunda
  Caldrea
  Chaffee
  Dehgolan
  Eidsfoss
  Gladius
  Graceland
  Kandersteg
  Komephoros
  Koniz
  Lamon
  Laurieston
  Maestu
  Morges
  Najha
  Nekkar
  Odessa
  Sakhalin
  Shimosuwa
  Svinngarn
  Symington
  Toffen
  Vega
  Vorarlberg
  Leiston
  Nakaojo
  Yamarovka
  Aix-la-Chapelle
  Altenmarkt
  Odabasi
  Odell
  Sanilac
  Thun
  Hoff
  Saginaw
  Smolensk
  Kannon
  Dirk's Gulf
  Cussar
  Bedeque
  Carsphairn
  Furillo
  Helm
  Kajikazawa
  Kimball II
  Ling
  Monistrol
  Phalan
  Tamsalu
  Tania Borealis
  Tawas
  Tecumseh
  Tripoli
  Rosamond
  Pandora
  Kockengen
  Alnasi
  Altais
  Buckminster
  Carstairs
  Kirkcaldy
  Minakuchi
  Otho
  Port Moseby
  Tsukude
  Al Hillah
  Algorab
  Baxter
  Caledonia
  Chukchi III
  Ciotat
  Colinas
  Enkoping
  Ganshoren
  Garrison
  Jaumegarde
  Kelenfold
  Pherkad
  hull
  Turinge
  Veckholm
  Arlington
  Benet
   
  III
  Breed
  Dobson
  Donenac
  Fukuroi
  Harpster
  Harrow's Sun
  Kentares IV
  Mersa Matruh
  Raman
  Acala
  Ashkum
  Barstow
  Beecher
  Goderich
  Moravian
  Tiskilwa
  Valexa
  Old Kentucky
  Tsinghai
  Jonathan
  Poznan
  Angell II
  Emris IV
  ling
  Deshler
  Gram
  Hun Ho
  Osmus Saar
  Saaremaa
  Tok Do
  Valmiera
  Athenry
  New Avalon
  Ancha
  Azha
  Miaplacidus
  Talitha
  Alhena
  Alya
  Augustine
  Carnwath
  Gacrux
  Glengarry
  Kalidasa
  Kaus Borealis
  Kochab
  Kyrkbacken
  Seginus
  Shimonita
  Van Diemen IV
  Yance I
  Zaniah
  Pollux
  New Canton
  Nopah Achernar
  Caselton
  Cylene
  Rio
  Ronel
  Schedar
  Tybalt
  Galatia III
  Almach
  Buchlau
  Gan Singh
  Mesartim
  Ningpo
  Mira
  Halloran V
  Alexandria
  Lucianca
  Morningside
  Summit
  Chamdo
  Menkar
  Tsitsang
  Argyle
  Clovis
  Coloma
  Marlette
  Olancha
  Rochester
  Scudder
  Talcott
  Tallmadge
  ana
  Kyeinnisan
  Oceana
  Apostica
  Aur
  Cumbres
  Izar
  La Grave
  New Exford
  Yed Prior
  Hyde
  Solaris
  Awano
  Cadiz
  Sulafat
  Sutama
  David
  Exeter
  Franklin
  Ludwig
  Shaul Khala
  Marduk
  Avellaneda
  Ibstock
  Park Place
  Bell
  Wei
  Accrington
  Alkaid
  Asellus Australis
  Breukelen
  Goshen
  Kirkenlaard
  New Wessex
  Meacham
  Port Moseby
  New Wessex
  Orestes
  Trent
  Wroxeter
  Tannil
  Hagiwawa
  Beten Kaitos
  Chisholm
  Emerson
  Liao
  Foochow
  Styk
  Algot
  Addicks
  Konstance
  Kuzuu
  Mara
  Fuentes
  Mariefred
  Acubens
  Al Na'ir
  Alchiba
  Alioth
  Alphard
  Alrakis
  Alula Australis
  Berenson
  Biham
  Chertan
  Dromini VI
  Dubhe
  Fletcher
  Genoa
  Hamal
  Hean
  Kaus Australis
  Kaus Media
  La Blon
  Marcus
  Menkalinan
  Murchison
  Nanking
  Nathan
  Remulac
  Ruchbah
  Saiph
  Savannah
  Skondia
  Skye
  Slocum
  Towne
  Unukalhai
  Wing
  Wyatt
  Zosma
  Dieron
  Zollikofen
  Chara
  Errai
  Algedi
  Ashio
  Bernardo
  Dabih
  Halstead Station
  Hamilton
  Kitalpha
  Kurhah
  Markab
  New Hessen
  Sadachbia
  Shensi
  Shitara
  Suzano
  Waddesdon
  Yangtze
  Palos
  Quemoy
  Batavia
  Crossing
  Homam
  Kestrel
  Logandale
  New Valencia
  Royal
  Scheat
  Arganda
  Drusibacken
  Keystone
  Sarpsborg
  Tongatapu
  Algol
  Pleione
  Mirach
  Aubisson
  Tikonov
  Terra Caph
  Freedom
  Mallory's World
  Marik
  McHenry
  Muskegon
  New Earth
  New Olympia
  Procyon
  Ozawa
  Robinson
  Rochelle
  Ryde
  Sevren
  Capolla
  Terra Firma
  Bryant
  Sirius
  Ingress
  Keid
  New Home
  Oliver
  Rigil Kentarus
  Thorin
  Eltanin
  Alkalurops
  Atria
  Menkent
  Dyev
  Imbros III
  Ko
  Lyons
  Nusakan
  Pike IV
  Altair
  Asta
  Helen
  Kervil
  Muphrid
  Nai-Stohl
   Caledonia
  Ridderkerk
  Kelenfold
  New
  Thorin
  Muphrid
  Nashira
  Nirasaki
  Quentin
  Saffel
  Styx
  Telos IV
  Yorii
  Carver V
  CastorDevil's Rock
  Epsilon Eridani
  Epsilon Indi
  Fomalhaut
  Graham IV
  Hall
  Hsien
  Irian
  Lipton
  Northwind
  Outreach
  Small World
  New
  Deneb
  Rhodes
  Shui-pào
  New Florence
  Kaitos
  New
  Wazan
  Le Blanc
  Lee
  Borealis
  Ashkum
  Moravian
  Ronel
  Galatia III
  Almach
  Bell
  Addicks
  Alphard
  Towne
  Ozawa
  Quentin
  Saffel
  Rhodes
  Planet
  Ruchbah
  Mallory's World
  Small World
  Zavijava
  Doneval II
  Edwards
  Eaton
  Blue Diamond
  Autumn Wind
  Stewart
  Chesterton
  Sonnia
  Demeter
  Foot Fall
  Zion
  Junction
  Sadalbari
  Asuncion
  Bhaktapur
  Belluevue
  Ilmachna
  Alkes
   Hope
  Kyrkbacken
  Berenson
  Zosma
  Zion
  Asuncion
  Piedmont
  Skat
  Ascella
  Kessel
  Rukbat
  Alcor
  Dieudonne
  Laiaka
  Cartago
  Phecda
  Arboris
  Basalt
  Sheratan
  Aldebaran
  Connaught
  Amity
  Bordon
  Alhena
  Nathan
  Dieudonne
  Connaught
  Denebola
  Milton
  Mizar
  Wasat
  Zurich
  Alphecca
  Callison
  Cor Caroli
  Kawich
  Lambrecht
  Konstance
  Eltanin
  Kessel
  Lambrecht
  Moore
  Syrma
  Tall Trees
  Tigress
  Shiloh
  Alula Australis
  Dubhe
  Zollikofen
  Earth
  Procyon
  Sirius
  Rigil Kentarus
  Northwind
  Zavijava
  Shiloh
  Menkalinan
  Wing
  Summer
  Deneb Algedi
  Pollux
  Altair
  Nirasaki
  Epsilon Eridani
  Fomalhaut
  Mesartim
  Bharat
  Tikonov
  Bryant
  Woodstock
  New Aragon
  New Canton
  Slocum
  Beten Kaitos
  Harrow's Sun
  Balkan
  Domain
  Dark
  Nebula
  Tianamon
  Algot
  Elbar
  CLOSING PANDORA’S BOX
  The First Succession War released centuries 
  of frustration bottled up by the Star League, and 
  though ostensibly a conflict for political objectives, 
  the reality was more an attempt for the Great 
  Houses to bludgeon their neighbors into submis-
  sion. Like a drunk in a spaceport bar, there was little 
  finesse; they just wanted to hurt their opponents 
  and remove them from the picture before they 
  could return the favor. Industrial, economic, and 
  population centers were thus as popularly targeted 
  as military ones, and billions died because they 
  were simply within range of enemies rather than 
  due to clear military reasons. Even avoiding direct 
  targeting did not allow worlds to escape the hor-
  rors of the First Succession War. Economies were so 
  intertwined that the loss of a factory on one world 
  would cause economic collapse on another because 
  of the interruptions in vital supplies. In other cases, 
  whole worlds became uninhabitable, not because 
  they were nuked to a cinder or poisoned by their 
  enemies but because some vital widget failed 
  and couldn’t be replaced. Such worlds became 
  unsustainable, though the systematic slaughter of 
  transport fleets in the First Succession War meant 
  evacuation was rarely possible and, even when 
  available, limited only to the rich and powerful, the 
  remainder of the population being condemned to a 
  slow and agonizing demise. For example, Rochers 
  in the Free Worlds League lost the ability to repair 
  its atmospheric processors, and the population of 
  Woogi in the Taurian Concordat perished after the 
  system’s solar shade was damaged.
  The body blows received by each Successor 
  State should have dissuaded them from further 
  use of strategic nuclear weapons, but during the 
  early years of the Second Succession War, their use 
  continued. They weren’t employed as profligately 
  or indiscriminately as before—though occasional 
  exceptions occurred—but instead became a more 
  tactical tool, employed where conventional military 
  might had failed. By the 2840s, even this style of 
  warfare seemed beyond the pale, with hardline 
  militaristic governments like the Draconis Combine 
  holding back from their use. Quietly, most strategic 
  nuclear weapons were returned to their arsenals 
  and placed under tight security. Their threat would 
  remain throughout the Second Succession War, but 
  they were rarely employed. By the Third Succession 
  War, they would effectively be outlawed by tacit 
  agreement of the Great Houses, though none 
  was willing to give up their arsenals, lest some 
  grave threat emerge. As such, significant caches 
  remained, almost forgotten, when the Word of 
  Blake Jihad erupted. 
  BORDER KEY
  2830 Borders
  Pre-War
  2845
  2850
  2855
  2860
  2864
  Reversals
  DRACONIS COMBINE-LYRAN 
  COMMONWEALTH FRONT 2830-2864
  90 LIGHT YEARS OR 27.6 PARSECS
  30 LIGHT YEARS
  MAXIMUM JUMP: APPROXIMATELY 30 LIGHT YEARS
  LEGEND
  PLANET KEY
  National Capital
  District Capital
  Province Capital
  Dead/Dying World
  
  THE SECOND SUCCESSION WAR
  60
  ADvANCES AND REvERSAlS
  Marcus’s illness threw the Steiner court into a panic. He had no children or 
  designated heir, and though he legally remained Archon while comatose, the state 
  was rudderless. The Estates General assumed extraordinary powers and sought a 
  regent to accept control of the government—General of the Armies Miles Kempec 
  acted as pro tem head of state. The Archon’s younger brother, Leutnant General 
  Claudius Steiner, commander of the Second Lyran Guards, put himself forward, 
  but many in the Estates General opposed his candidacy and instead favored 
  Marcus’s wife, Melissa Nin. Had she stood as regent for a hypothetical child, then 
  her candidacy would have been assured, but standing in her husband’s stead—and 
  opening the possibility for a non-Steiner to assume the Archonship—was divisive. 
  A year-long battle of words ensued before Nin was finally appointed Archon-
  Designate in December 2844. When her husband passed away on 13 March 2845, 
  Melissa Nin became the first non-Steiner Archon since Alistair Marsden almost 450 
  years earlier. Her reign was no great success—she had little political experience, 
  and none of a military nature—and the war against both the Free Worlds and 
  Draconis Combine went from bad to worse. Many greeted Claudius’s coup five 
  months later with guarded applause, an action they would soon come to regret.
  There is some debate among historians as to whether Claudius Steiner was 
  a sociopath or a psychopath. He shared traits of both—he could be withdrawn 
  and nervous, but he could also be extremely charming when he wanted to be (his 
  inability to win over the Estates General in 2843 represented a rare failure). That 
  Marcus Steiner had refused to name him heir should have set alarm bells ringing, 
  and knowledge of his darker side prompted the Estates General to block his initial 
  ascent to power. The incompetence of Melissa Nin, however, overrode the good 
  judgment of many, and Claudius’s coup on 20 August 2845 was greeted with sighs 
  of relief by elements of the military-political complex, who viewed Claudius as the 
  lesser of two evils. It soon became clear how wrong they were.
  Though Claudius was an able commander and at times an inspired leader, 
  he was cruel and arbitrary. Among his first acts upon gaining power were the 
  executions of Nin and members of the Estates General—including Speaker Harlan 
  Dinesen—who supported Nin’s accession. He disbanded the Estates General and set 
  about torturing political enemies in a series of sadistic purges. Hope that Claudius 
  would provide the leadership the Commonwealth needed soon evaporated, as his 
  main interest in the military fronts was the carnage that had ensued. His power 
  grab had inflamed the situation on the Combine border, pulling several key units 
  from the line and leaving the LCAF vulnerable to DCMS predation.
  The LIC—and Loki in particular—became tools for internal repression. Their 
  agents often appeared in the small hours of the night to take individuals away for 
  interrogation and punishment, as much to amuse the Archon as to quash dissent 
  among Tharkad’s population. Claudius became fascinated with Star League–era medical 
  technology, some of which remained in the capital’s hospitals, but mostly for their ability to keep patients alive while under physical 
  duress that would ordinarily prove fatal. Satirists within the Commonwealth and abroad soon began to picture Claudius as the devil 
  incarnate, something he was both immensely proud of and offended by. A number of political cartoonists were visited by Loki in the 
  middle of the night, only to find themselves invited to a gala breakfast with the Archon. Others disappeared into his torture chambers 
  or bloody gladiatorial games.
  For almost five years, Claudius terrorized the people of Tharkad, rarely taking an interest in the situation in the wider Inner 
  Sphere. In this atmosphere of sadistic neglect, many of the military gains of recent years were lost. Claudius seemed to care 
  little, with only the destruction of the Fourth Royal Guards on New Caledonia spurring him to any sort of response in the form of 
  Operation PRAYING MANTIS.
  Then, almost as soon as it began, the Archon’s reign was over. Officially, Claudius suffered a coronary episode and died before 
  he could receive medical attention. However, popular rumor maintains that his mother forced him to drink poison, or that his wife 
  smothered him. Either way, the reign of terror was over, but a new time of troubles was to begin. Claudius’s sole child, Elizabeth, was 
  only nine, and her mother Duchess Rebecca Morgan refused to act as regent.
  OPERATION PRAYING MANTIS
  Claudius showed little interest in the operations of 
  the LCAF, save for the glory and carnage they wrought, 
  but when Hugai Kurita crushed the Fourth Royal 
  Guards on New Caledonia and taunted the Archon by 
  sending a video featuring the captured Lyran officers, 
  even Claudius was driven to act. He called on the 
  LIC to undertake operations against both Hugai and 
  Coordinator Yoguchi.
  The attack on the Coordinator was named 
  Operation PRAYING MANTIS and involved the now-
  legendary deep-cover agent, Snow Fire. Much mys-
  tery and disinformation surrounds the LIC operation, 
  though its eventual success is well known. Snow Fire 
  slew the Coordinator on 12 December 2850, leaving 
  the patch of the Fourth Royal Guards on his body 
  before killing herself. The attack prompted an immedi-
  ate Combine response. The new Coordinator, Miyogi 
  Kurita, ordered attacks against Hesperus II (the Eighth 
  Battle of Hesperus in 2853), but evidence recovered 
  shortly before the Jihad suggests that credit for the 
  operation didn’t reside solely with the LIC. Instead, 
  the Free Worlds League’s SAFE agency allegedly facili-
  tated some aspects of Operation PRAYING MANTIS, 
  casting blame on the Lyrans and thus distracting the 
  Commonwealth’s military and intelligence agencies 
  from the FWLM’s assaults along the border.
  The LIC assassination attempt against Hugai was 
  less successful. He was badly injured and spent over 
  seven months in a medical coma, but the LIC agents 
  were driven off. Due to the coma, Hugai was passed 
  over in the succession of his father in favor of his 
  uncle. Hugai would return to the front in 2852 and 
  dedicate his life to exacting revenge on the Lyran 
  state. He would die in battle on Kreller in 2860. His 
  younger brother, Taragi, only twenty when their father 
  was murdered, would succeed Miyogi in 2890 after a 
  protracted internal conflict between the DCMS and ISF.
  —Triggers, Robinson Press, 3103
  
  THE SECOND SUCCESSION WAR (2825–2863)
  61
  ADvANCES AND REvERSAlS
  THE DAVION-KURITA FRONT
  Yoguchi’s renewed offensive also took in the Federated 
  Suns, but unlike the Lyrans, who were desperately trying to 
  exploit the ongoing chaos in the Free Worlds League, the 
  Davions were ready and prepared. Paul Davion seemed excited 
  by the new hostilities, and had lost interest in the war against 
  House Liao in anticipation of fighting the Dragon once more. The 
  hunter became the hunted.
  Originally planned to commence on 11 July 2840, the 
  DCMS offensive was delayed ten days by the death of former 
  Coordinator Jinjiro Kurita, who had finally succeeded in 
  committing suicide. Only once Jinjiro had been laid to rest did 
  Yoguchi, still in mofuku mourning dress, order the assaults to 
  commence. They targeted eleven worlds along the full length 
  of the Davion border, with particular emphasis on the worlds 
  around Robinson and Tancredi IV. The initial assaults went well. 
  Breed, Klathandu, and Royal—all targets of previous DCMS 
  raids—fell to the tide of Combine troops. 
  Robinson and Tancredi IV were different matters entirely. 
  The attack on Robinson had been intended as a raid-in-force to 
  draw defenders away from surrounding worlds, but Paul Davion 
  had anticipated this strategy and covertly bolstered the world’s 
  defense. What had been expected to be a swift attack and a 
  series of strikes to keep the AFFS forces off balance turned into 
  a bloody meat grinder; attempts by the DCMS troops to hit and 
  fade were countered by light Davion ’Mechs and aerospace 
  forces. The raiders soon realized they were outmatched, and they 
  opted to withdraw after only six days on-world. The engagement 
  on Tancredi IV went similarly. The Davion troops initially fell 
  back in disarray across the Jaipur continent to the stockyards 
  of Dolsonville—former capital of the Draconis March—while 
  pursued mercilessly by the Kurita raiders. Rather than finding 
  the AFFS troops easy victims, the raiders instead discovered they 
  had been lured into a trap. The massive walls of the stockyard 
  formed a series of concentric layers akin to an onion, which the 
  Davion troops used to negate the Kurita troops’ numbers. After 
  eleven days, the DCMS forces were no closer to crushing the 
  Davion resistance, and abandoned the world—but not before 
  releasing a bioweapon that killed off many of the planet’s grass 
  species, including wheat. The resulting famine devastated both 
  the human and cattle populations of the world.
  Quick AFFS reactions also allowed them to reinforce 
  Anguilla, Sturgis, and Bremond, and beat back the Combine’s 
  assaults after only a few weeks. The Combine did manage to take 
  Colia, but overall the Coordinator was disappointed with the 
  gains of the operation and postponed a second wave of assaults.
  Disappointment soon turned to anguish. Under the cover 
  of redeployments to counter the DCMS assaults, Paul Davion 
  readied his own offensive. The first sign of trouble for the 
  Kurita troops came in the second week of October, when AFFS 
  transports appeared above Mallory’s World, Mara, New Rhodes, 
  and Ozawa in the strategic Liao-Kurita seam. A few weeks later, 
  
  THE SECOND SUCCESSION WAR
  62
  ADvANCES AND REvERSAlS
  as 2842 dawned, similar forces struck the DCMS occupation forces in the Robinson 
  Thumb, and around Bryceland at the far end of the border. Shocked at the audacity 
  of the Davion operations, the DCMS gave ground. Within three months of the 
  assaults commencing, the Federated Suns had taken control of five worlds—Niles, 
  Bryceland, Wittington, Mara, and New Rhodes III. Efforts to broaden the AFFS hold 
  largely failed, though their control over worlds in what would become the Terran 
  Corridor grew steadily through the early ’40s. The First Prince planned a second 
  wave of assaults, but then the unthinkable happened: on 4 July, he suffered a heart 
  attack at his command post on Robinson and died before medical attention could 
  reach him.
  Paul’s son, Michael, became First Prince, and it soon became clear his policies 
  were almost a reversal of his father’s. Rather than pushing for military advantage, 
  Michael sought to maintain the resources and technology that remained within the 
  Federated Suns. His nostalgia for Star League culture and technology soon became 
  a national obsession and laid the groundwork for the research centers that would 
  one day exemplify House Davion. Michael was also a skilled administrator and took 
  a hands-on approach with government unlike his standoffish father. Where his 
  father oversaw military matters and delegated home affairs, Michael focused his 
  attentions on the situation within the Federated Suns and named his uncle, Peter 
  Davion, Prime Marshal (a created position capable of acting as the First Prince’s 
  proxy in military affairs) and commander of the AFFS. 
  While Michael didn’t order his uncle to halt military operations, he did 
  encourage restraint, particularly once he made diplomatic overtures to both Liao 
  and Kurita. At first these were localized—a truce on certain contested worlds 
  for religious festivities or to counter natural disasters—but these efforts soon 
  escalated. Michael offered to recognize some of the Liao and Kurita gains in 
  exchange for wider political agreements, including support for his candidacy as 
  First Lord of a resurrected Star League.
  TISHOMINGO: SO  
  CLOSE AND YET SO FAR
  The Davion offensive against Tishomingo in March 
  2849 was little different to others Prime Marshal Peter 
  Davion had orchestrated since taking control of the 
  AFFS. The force attached to the operation was larger 
  than other assaults, as the MIIO reported the Fourth 
  Sword of Light had been stationed on the world and 
  there was a substantial ISF presence. Four Davion 
  BattleMech regiments and sixteen support regiments 
  landed on Tishomingo and beat back fanatical defend-
  ers to gain control of the world in little over a month. 
  Most of the invading units then moved on to other 
  assignments, leaving the pacification and defense of 
  the world in the hands of one ’Mech regiment and six 
  conventional regiments. Local resistance proved more 
  vociferous than Davion intelligence had expected but 
  not beyond the garrison’s capabilities.
  What they didn’t know at the time was that 
  Coordinator Yoguchi Kurita personally oversaw the 
  resistance operations. He’d arrived in February with 
  the Fourth Sword of Light, and the Davion assault had 
  trapped him there. Had Peter realized the situation 
  sooner, the AFFS’s on-world presence would not have 
  been reduced until the Combine’s leader was in irons, 
  but this intelligence failure allowed the Coordinator 
  (CONTINUED ON P. 63)
  
  THE SECOND SUCCESSION WAR (2825–2863)
  63
  ADvANCES AND REvERSAlS
  None of the larger offers came to fruition. The Combine’s honor prevented 
  them from accepting such deals, and Laurelli Liao opted to return the spite 
  the Davions had shown to her grandmother’s peace proposals during the 
  First Succession War. Had Michael Davion made the offers a decade later, the 
  political situation might have been more favorable. Most of his efforts remained 
  concealed from the public, but even so, the “Peace Prince” soon began to 
  concern both the public and the government. Between 2842 and 2846, three 
  attempts were made on Prince Michael’s life—a sniper attack in 2843 and 
  bombings in 2845 and 2846—but the gravest threat came from the AFFS High 
  Command. Appalled by what they perceived as his near-treachery, a cabal 
  within the military sought to unseat the First Prince and install his martial-
  minded uncle in his place. Approaches to Peter Davion were quickly rebuffed, 
  however, and in May 2846 the Prime Marshal made it clear that any attempt by 
  the cabal to move against the Prince would be dealt with under the harshest 
  penalties of military law. The conspirators abandoned their overt efforts but not 
  their political campaigning. Soon the futility of the peace plans became clear 
  even to Prince Michael, and he allowed the AFFS to take a more aggressive 
  stance. By early 2847, the AFFS was pressing forward once more. Peter Davion’s 
  strategy proved less aggressive than his brother’s but no less successful, and 
  gained worlds for the Federated Suns from both the Draconis Combine and the 
  Capellan Confederation.
  On the Combine front, Rowe fell to the AFFS in 2847, followed by both Crossing 
  and Glenmora in 2848. Tishomingo, occupied by the Dragon since Operation 
  MOONLIGHT SONATA, followed after a seesaw series of battles through 2849. Those 
  battles could have been the Federated Suns’ most decisive moment of the Second 
  Succession War but instead became a pyrrhic victory and a major morale boost for 
  the Combine.
  Caracol
  Caria
  Anaea
  Genf
  Angelsey
  Caesaera
  Medron
  Simancas
  Everett
  Manksville
  Miyako
  Corfu
  Fefferfer
  Greypearl
  Hakkaido
  Hechnar
  Jilin
  Ohrensen
  Ohrensen
  Lacadon
  Myrvoll
  Mytilene
  Nai-Stohl
  Hechnar
  s
  New Sarum
  New Stevens
  Oli
  Osset
  Oyevaina
  Plataea
  Santiago
  Sikkim
  Talisker
  Tottori
  Undra
  Vecchio
  Waycross
  Ballentine
  Killbourn
  Myrvoll
  Killbourn
  Jeju
  Cabanatuan
  Takata
  Odawara
  Bilma
  Chimpaw
  Kingtribel
  Glenlivet
  Bushmill
  Murmansk
  Old Canton
  Ulsan
  New Ceylon
  New Sumatra
  Hildaman
  Okaya
  Celebes
  Grootfontein
  Dalmantia
  Westfield
  Goldlure
  Belacruz
  Knutstad
  ire
  Oldsmith
  Carnac
  Carcassonne
  Arromanches
  Périgueux
  Saumur
  Quimper
  Wittington
  Alnadal
  Klamriz V
  Reinhardstein
  Turkalia
  Entalun
  Saltural
  Bothwell
  Courtney
  Andelys
  Agmond
  Josselin
  Sturganos
  Unkador
  Teylingen
  Charleywood
  Tantallo
  Wedderborg
  Ormal
  Ho
  Gravensteen
  C
  Saltville
  Swales
  Lynchburg
  Declan II
  Paches
  Boeotia
  Kek
  Aosia
  Kristiandsund
  n II
  Snailzar
  Manennaia
  Achilles
  Westphalia
  Conwy
  Bhaktapur
  Belluevue
  New Athens
  Ilmachna
  Sichuan
  Shui-pào
  Antallos (Port Kr
  issa
  Alleghe
  Bruben
  Feltre
  bach Liezen
  ozirje
  sarabia
  Gunzburg
  Hyperion
  Kandis
  Karston
  Karston
  Kobe
  Kufstein
  Memmingen
  ban
  rrot
  Thannhausen
  Weingarten
  Wheel
  Alshain
  Balsta
  Chandler
  Darius
  Dawn
  Christiania
  Eguilles
  Ferleiten
  Goito
  Hermagor
  Kaesong
  Kempten
  Kiamba
  Kiesen
  Krenice
  Leoben
  Mannedorf
  Marawi
  Meilen
  Numki
  Pomme De Terre
  Radlje
  Setubal
  Spittal
  Sternwerde
  Susquehanna
  Dumaring
  Cebalrai
  Diosd
  Galuzzo
  Jabuka
  Ramsau
  Chandler
  Ramsau
  Shionoha
  Shionoha
  Shirotori
  Trolloc Prime
  Menkib
  Shipka
  Elnath
  Harsefeld
  Matsu
  Second Chance
  Second Try
  Yunnah
  Corey
  Palmyra
  Dothan
  Paulding
  Steeles
  Lexington
  McGehee
  Newton
  Andalusia
  Cimeron
  Damevang
  Defiance
  Emporia
  Euclid
  Hickok
  Junior
  Kirklin
  Lyceum
  Mansfield
  Melcher
  Milligan
  Molino
  New Aberdeen
  Princton
  Reisterstown
  Shubuta
  Wapakoneta
  Weldon
  a
  oudon
  Ueda
  Lothan
  idan IV
  se
  Enif
  Kokpekty
  Soul
  Brasha
  Alegro
  Calish II
  Calish III
  Abagnar
  Abiy Adi
  Altona
  Bangor
  Brailsford
  Brihuega
  Capra
  Charity
  Cheriton
  Clearfield
  Delitzsch
  Ebensburg
  Echo
  Gravenhage
  Hanover
  Igualada
  Isesaki
  Jeanette
  Jezersko
  Juazeiro
  Kamarod
  Korramabad
  Koulen
  Labrea
  Land's End
  Lapida II
  Last Frontier
  Leyland
  Loysville
  Luzerne
  Matamoras
  McAlister
  Meinacos
  Minowa
  Outer Volta
  Paracale
  Pinnacle
  Polcenigo
  Qandahar
  Richmond
  Savinsville
  Sawyer
  Soverzene
  Stapelfeld
  Tarnby
  Turtle Bay
  Waldheim
  Yumesta
  Jarett
  Baruun Urt
  Elix
  Miyazaki
  Nara
  Seuta Bimyeong
  Emar
  Kiruna
  Glabach
  New Sapporo
  Wonju
  Kanto
  gs
  Chaville
  Pokhara
  Brownsville
  New Florence
  Bex
  Mandal
  Shardayne
  Mokpo
  Sunchon
  Shimoda
  Tuat
  Ouagadougou
  Ferranil
  Duxfort
  e Sava
  Nexus Ri
  Ki Zoban
  Basiliano
  Hainfeld
  Heiligendreuz
  Hohenems
  Lovinac
  Moritz
  Rodigo
  Stanzach
  he Edge
  Unzmarkt
  Hor
  Leipsic
  Minette
  Point Barrow
  Sym
  Anguilla
  Baxley
  Benedict
  Chanute
  Mayetta
  Pascagoula
  Perdido
  St. Robert
  Sturgis
  Vandali
  New Ivaarsen
  Brundage
  Cassias
  Markesan
  Meinrad
  Necedah
  Protection
  Greeley
  Bad News
  Bryceland
  Cerberus
  Groveld III
  Haynesville
  Kennard
  Niles
  Pajarito
  Sevon
  Valentina
  Morthac
  Quiberas
  Lushann
  Mitch
  Dindatari
  Quatre
  Budingen
  Schirmeck
  Parma
  Amiga
  Augusta
  Monroe
  Sheliak
  Engadin
  Radstadt
  St. John
  Thessalonika
  Ad Duwayd
  Algate
  Almunge
  Avon
  Brocchi's Cluster
  Byesville
  Caripare
  Chapineria
  Chorley
  Chupadero
  Constance
  Coudoux
  Courchevel
  Damian
  Santander V
  Dover
  Espakeh
  Garstedt
  Hartshill
  Hassi R'mel
  Herndon
  Hongor
  Huaide
  Hyner
  Idlewind
  Irece
  Kabah
  Linqing
  Lonaconing
  Macksburg
  Midway
  Monywa
  Multan
  Ningxia
  Nowhere
  Nykvarn
  Pondicherry
  Pusht-i-rud
  Ramgarh
  Rockland
  Salford
  Schuyler
  Schwartz
  Shimonoseki
  Sinope
  Slaithwaite
  Suianheer
  Teniente
  Virentofta
  Wolcott
  Yardley
  Zalaf
  Tuscarawas
  55
  Camlann
  Ankaa
  Tancredi IV
  Sabik
  Tukayyid
  Albalii
  Kazanka
  Tabayama
  Zlatousi
  Prinis Prim
  Dneiper
  Milligan's World
  Risin
  Rushaven
  Quantraine
  Pesht
  Predlitz
  Bjarred
  Kaznejoy
  Deneb Kaitos
  Outpost
  Deneb Algedi
  Kansu
  Thimphu
  Kesai IV
  Conroe
  Diboll
  Mirage
  Urich
  Linneus
  kerk
  Jeronimo
  Kilmarnock
  New Rhodes III
  Angol
  Luthien
  Galedon V
  Alrescha
  Acamar
  Holmsbu
  New Bergen
  Rasalhague
  Skallevoll
  Tovetine
  Svelvik
  Thule
  Trondheim
  Vipaava
  Bettendorf
  Evansville
  Bellevue
  Maynard
  Mokane
  Quincy
  Vicente
  Strawn
  Tarazed
  Vanern
  Corsica Nueva
  Volders
  Oshika
  Marshdale
  Sakuranoki
  Casere
  El Dorado
  Sverdlovsk
  Kirei Na Niwa
  Benjamin
  Numenor
  Worrell
  Nox
  Suk II
  Tamar
  Asgard
  Delavan
  Dalkeith
  lesham
  eacham
  Quarell
   Posterior
  Kaifeng
  Phact
  Sakhalin
  Wazan
  Apriki
  Belladonna
  Bogard
  Bristol
  Cahokia
  Handa
  Heligoland
  Ipava
  Kathil
  Klathandu IV
  Layover
  Le Blanc
  Listowel
  Mandate
  Manteno
  Matar
  Matsuida
  McComb
  New Mendham
  Northfield
  Reisling's Planet
  Remshield
  Sakhara V
  Tatsuno
  Togura
  Koping Chian
  Adrian
  Altdorf
  Bergman's Planet
  Broaddus
  Brookeland
  Cerulean
  Choudrant
  Colchester
  Colia
  Davisvill
  De Berry
  Delacruz
  Fairfield
  Keytesville
  Latexo
  Macomb
  Nadrin
  Nagel
  Ottumwa
  Potwin
  Senorbi
  Sullivan
  Sun Prairie
  Sylvan
  Tsamma
  Weisau
  Xenia
  Kettering
  Crestoblus
  Kinkaid II
  Chirala
  Sertar
  Morrill
  Pattonsbrug
  Ulysses
  Mauckport
  Rosiclare
  Bluford
  Maldonado
  Unity
  Kagoshima
  Keihoku
  Miyada
  Tiflis
  Ban Na San
  New Samarkand
  Sanda
  Sighisoara
  Ardoz
  Carse
  Chatham
  Grumium
  Halesowen
  Karbala
  Maule
  Mualang
  Pilkhua
  Port Arthur
  Rubigen
  Satalice
  Skandia
  Utrecht
  Annapolis
  Babuyan
  Baldur
  Braunton
  Dyfed
  Havdhem
  Ogano
  Omagh
  Peacock
  Sakai
  Shibukawa
  Tanh Linh
  Xinyang
  Philadelphia
  Chinmen Tao
  Fairfax
  Mizunami
  Tishomingo
  Udibi
  Antietam
  Capac
  Dahar IV
  Delphos
  Galax
  Huron
  Manassas
  O'Fallon
  Petrolia
  Torrence
  Verde
  Willowick
  Highspire
  Allerton
  Chebanse
  Chichibu
  New Oslo
  Shinonoi
  Arkab
  Agematsu
  An Ting
  Barlow’s End
  Beta Mensae V
  Bicester
  Blandinsville
  Cholame
  Cosenza
  Cyrenaica
  DeWitt
  Dnepropetrovsk
  Falsterbo
  Fellanin II
  Galtor III
  Gandy's Luck
  Glenmora
  Helsingfors
  Iijima
  Itabaiana
  Johnsondale
  Kanowit
  Kawabe
  Koumi
  Lima
  Ljugarn
  Lucerne
  Paris
  Peabody
  Ramona
  Rowe
  Sauk City
  Saunemin
  Silkeborg
  Simferopol
  Sodus
  Tarkio
  Thestria
  Tinaca
  Umijiri
  Waunakee
  Xhosa VII
  Avawatz
  Axton
  Corydon
  Elidere IV
  Fallon II
  Farwell
  Flushing
  Freisland
  Gambier
  Goubellat
  Huan
  Imbrial III
  Irurzun
  Larned
  Marlowe's Rift
  Misery
  Perkasie
  Proserpina
  Streator
  Sylvester
  Ulan Batar
  Hachiman
  Lee
  Hunan
  New Macao
  St. Andre
  Ulan Bator
  Ventabren
  Zaurak
  Caldrea
  Dehgolan
  omephoros
  Maestu
  Najha
  Sakhalin
  Shimosuwa
  ymington
  Toffen
  Vega
  Vorarlberg
  Leiston
  Nakaojo
  Yamarovka
  Covington
  Leamington
  Aix-la-Chapelle
  Altenmarkt
  Odabasi
  Odell
  Sanilac
  Thun
  Bremond
  Hoff
  Plymouth
  Saginaw
  Smolensk
  Kannon
  Dirk's Gulf
  Cussar
  Kajikazawa
  Kimball II
  Monistrol
  Phalan
  Tamsalu
  Tawas
  Tecumseh
  Tripoli
  Rosamond
  Alnasi
  Altais
  Buckminster
  Minakuchi
  Otho
  Port Moseby
  Tsukude
  Al Hillah
  Baxter
  oren
  Arlington
  Benet
   
  III
  Breed
  Dobson
  Donenac
  Fukuroi
  Harpster
  Harrow's Sun
  Kentares IV
  Mersa Matruh
  Raman
  Acala
  Ashkum
  Barstow
  Beecher
  Goderich
  Moravian
  Tiskilwa
  Valexa
  Old Kentucky
  Tsinghai
  Jonathan
  Poznan
  Deshler
  Gram
  Hun Ho
  Osmus Saar
  Saaremaa
  Tok Do
  Valmiera
  Athenry
  New Avalon
  Ancha
  Azha
  Talitha
  Alya
  gustine
  Kaus Borealis
  Kyrkbacken
  Shimonita
  Van Diemen IV
  Yance I
  Pollux
  New Canton
  Nopah Achernar
  Caselton
  Cylene
  Rio
  Ronel
  Schedar
  Tybalt
  Galatia III
  Almach
  Buchlau
  Gan Singh
  Mesartim
  Ningpo
  Mira
  Halloran V
  Chamdo
  Menkar
  Tsitsang
  Argyle
  Clovis
  Coloma
  Marlette
  Olancha
  Rochester
  Scudder
  Talcott
  Tallmadge
  Awano
  Cadiz
  Sulafat
  Sutama
  David
  Exeter
  Franklin
  Ludwig
  Shaul Khala
  Marduk
  Ibstock
  ark Place
  Bell
  Wei
  Accrington
  Goshen
  New Wessex
  eacham
  Port Moseby
  New Wessex
  Orestes
  Wroxeter
  Tannil
  Hagiwawa
  Beten Kaitos
  Chisholm
  Emerson
  Liao
  Foochow
  Styk
  Algot
  Addicks
  Konstance
  Kuzuu
  Mara
  Al Na'ir
  Alrakis
  Alula Australis
  Berenson
  Biham
  Dromini VI
  Fletcher
  Genoa
  Hamal
  Hean
  Kaus Australis
  Kaus Media
   Blon
  Menkalinan
  Murchison
  Nanking
  Ruchbah
  Saiph
  Skondia
  Slocum
  Towne
  alhai
  Dieron
  Zollikofen
  Chara
  Errai
  Algedi
  Ashio
  Bernardo
  Dabih
  Halstead Station
  ilton
  Kitalpha
  Kurhah
  Markab
  New Hessen
  Sadachbia
  Shensi
  Shitara
  Suzano
  Waddesdon
  Yangtze
  Palos
  Quemoy
  Batavia
  Crossing
  Damevang
  Cassias
  Choudrant
  Tishomingo
  Udibi
  Barlow’s End
  Glenmora
  Rowe
  Benet
   
  III
  Tallmadge
  Crossing
  Homam
  Kestrel
  Logandale
  New Valencia
  Royal
  Scheat
  Algol
  Pleione
  Mirach
  Aubisson
  Tikonov
  Terra Caph
  Mallory's World
  McHenry
  Muskegon
  New Earth
  Procyon
  Ozawa
  Robinson
  n
  Capolla
  Terra Firma
  Bryant
  Sirius
  Ingress
  Keid
  New Home
  Oliver
  Rigil Kentarus
  Thorin
  Eltanin
  kalurops
  Atria
  enkent
  Dyev
  Imbros III
  Ko
  Lyons
  kan
  Pike IV
  Altair
  Asta
  Helen
  Kervil
  Muphrid
  Nai-Stohl
  kerk
  New
  Thorin
  Muphrid
  Nashira
  Nirasaki
  Quentin
  Saffel
  Styx
  Telos IV
  Yorii
  Carver V
  Devil's Rock
  Epsilon Eridani
  Epsilon Indi
  Fomalhaut
  Graham IV
  Hall
  Hsien
  Northwind
  Outreach
  Small World
  New
  Deneb
  Rhodes
  Shui-pào
  New Florence
  Kaitos
  New
  Wazan
  Le Blanc
  Lee
  Ashkum
  Moravian
  Ronel
  Galatia III
  Almach
  Bell
  Addicks
  Towne
  Ozawa
  Quentin
  Saffel
  Rhodes
  Planet
  Ruchbah
  Mallory's World
  Small World
  Zavijava
  Doneval II
  Edwards
  d
  Chesterton
  Sonnia
  Demeter
  Foot Fall
  Zion
  Junction
  Sadalbari
  Asuncion
  Bhaktapur
  Belluevue
  Ilmachna
  Kyrkbacken
  Berenson
  Zion
  Asuncion
  Piedmont
  Skat
  Ascella
  Kessel
  Rukbat
  Cartago
  Arboris
  Basalt
  Sheratan
  Aldebaran
  a
  Wasat
  Zurich
  Kawich
  Lambrecht
  Konstance
  Eltanin
  Kessel
  Lambrecht
  Moore
  Tall Trees
  Tigress
  Alula Australis
  Zollikofen
  Earth
  Procyon
  Sirius
  Rigil Kentarus
  Northwind
  Zavijava
  Menkalinan
  Deneb Algedi
  Pollux
  Altair
  Nirasaki
  Epsilon Eridani
  Fomalhaut
  Mesartim
  Bharat
  Tikonov
  Bryant
  Woodstock
  New Aragon
  New Canton
  Slocum
  Beten Kaitos
  Harrow's Sun
  Domain
  Tianamon
  Algot
  Elbar
  90 LIGHT YEARS OR 27.6 PARSECS
  30 LIGHT YEARS
  MAXIMUM JUMP: APPROXIMATELY 30 LIGHT YEARS
  LEGEND
  DRACONIS 
  COMBINE-
  FEDERATED 
  SUNS FRONT 
  2830-2864
  PLANET KEY
  BORDER KEY
  National Capital
  District Capital
  Province Capital
  Dead/Dying World
  2830 Borders
  2835
  2845
  2855
  2860
  Retaken
  to remain at liberty. Masquerading as an ISF agent 
  codenamed Kage (“shadow” in Japanese), Yoguchi 
  staged an effective resistance to the Davion occupa-
  tion, and only in August 2849 did the First Prince and 
  Prime Marshal learn Kage’s true identity. Troops were 
  immediately sent back to contested world, but the leak 
  that unmasked Kage also revealed the Coordinator’s 
  survival to his sister, Roweena, who was serving as 
  regent on Luthien. To rescue her brother, the acting 
  Coordinator dispatched four regiments, which drove off 
  the Davion forces long enough for Yoguchi to escape.
  Had the Coordinator fallen into Davion hands then, 
  the possibilities for a political accord between the two 
  powers that Michael once sought would have been 
  much more likely. Instead, tales of the warrior-Coordi-
  nator’s guile and success against the hated Davion foe 
  strengthened the Combine’s will. His legend was only 
  further reinforced when, on his first night back in the 
  capital, Yoguchi fell to the blade of the assassin Snow 
  Fire. Roweena’s influence, already strong via the ISF, 
  began to grow, and the political situation within the 
  Combine grew increasingly precarious.
  —Origins of the Shadow War, Pesht Press, 3128
  TISHOMINGO: SO CLOSE  
  AND YET SO FAR (CONTINUED)
  
  THE SECOND SUCCESSION WAR
  64
  ADvANCES AND REvERSAlS
  Achtur
  Caria
  Catroxx
  Zanzor
  Adrar
  Afleir
  Aggstein
  Anaea
  Genf
  Angelsey
  Menion
  Dili
  Kirkvåg
  Lochmantle
  Everett
  Khi
  Shaobuon
  Kolobrzeg
  Konopiste
  Kalindam
  Runrig
  Brinton
  Chouli
  Dansur
  Dresden
  Flychenia
  Gniezno
  Gorki
  Itsbur
  Harbin
  Heart Fjord
  Hechnar
  Hè-shì
  Hurgh
  Itrom
  Jilin
  Ohrensen
  Ohrensen
  Kievanur
  Lacadon
  Tunlmar
  Myrvoll
  Mytilene
  Nai-Stohl
  New
  Hechnar
  New Dallas
  New Stevens
  Nukus
  Oli
  Parian
  Pec
  Pentvar
  Plataea
  Burl
  Smithon
  Szombathely
  Tintavel
  Turko
  Tyrlon
  Undra
  Vecchio
  Waycross
  Woogi
  Zindao
  Portland
  Ballentine
  Knutdor
  Killbourn
  Catroxx
  Myrvoll
  Killbourn
  Antias
  Kupang
  Pardeau
  New Sumatra
  Hildaman
  Okaya
  Celebes
  ódmezovásárhely
  Bonaire
  Grobin
  Köln
  Zara
  Bogrib
  Cree
  Pavia
  Sarkel
  Aquileia
  poatlepetl
  St Gall
  August
  Ragusa
  Alta
  Marathon
  Carnac
  Dol
  Merlin
  Alnadal
  Klamriz V
  Reinhardstein
  Saltural
  Gruyeres
  Gravensteen
  Chillon
  Branzoll
  Fathepur
  Bringdam
  Maldive
  Mazdru
  Gahral
  Vintru
  Namen
  Brabent
  Blida
  Paches
  Jenet
  Tazaraki
  Maharet
  Weitinger
  Ryans Fate
  Umgard
  Tetschner
  Boeotia
  Fjaldr
  Kazu
  Sindalin
  Oligar
  Wantorill
  Kek
  Laong
  Alto
  Blandou
  Yongd
  Bergtatt
  Enkra
  Non Diz
  Aosia
  Arn
  Espia
  Salardion
  Naryn
  Tengil
  Rosendal
  New Troy
  Nam Dinh
  Banfora
  Borka
  Aomen
  Ullieri
  Sappho
  Sumy
  Java
  Lucknow
  Patan
  Kristiandsund
  Chengdu
  Ramen II
  Snailzar
  Manennaia
  Achilles
  Lukla
  Aodh
  Westphalia
  Dhaulgiri
  Crawford
  Stockpoll
  Conwy
  Payia
  Segerica
  Athna
  Pernik
  Mattisskogen
  Dì-fang
  Chitwan
  Haerhbin
  Jungar Qi 
  Bodnath
  Florarda
  Bhaktapur
  Belluevue
  Kohlman
  Yàn-huì
  Lyreton
  Chennai
  Zhaomaon
  Viribium
  Hibuarius
  Linhauiguan
  Ordino
  Aquagea
  Karlstejn
  New Athens
  Ilmachna
  Staffin
  Brest
  Bogerth
  Mumbai
  Pell
  Itica
  Katla
  Sichuan
  Lhasa
  Shui-pào
  Klayne
  Smythe
  Bahl's Retreat
  Dalian
  Centavido
  Flatspin
  Girondas 
  Qalzi
  Paf
  Mas
  Gangtok
  Katinka
  Artru
  Coromodir 
  Camlann
  Nova Roma
  Vindemiatrix
  Adhafera
  Bondurant
  Scarborough
  Decus
  Prix
  Manapire
  Shiba
  Menkib
  No Return
  Purvo
  Tantara
  Shipka
  Capricorn III
  Cap Rouge
  s
  Granera
  Maritgues
  Skvorec
  Trznadel Cluster
  Wisconsin
  Yanchep
  Novo Tressida
  Dunianshire
  Luxen
  Palm
  Dainmar Majoris
  kha
  Abruzzi
  Ambergrist
  Andarmax
  Armaxa
  Ashley
  Aucara
  Bacum
  Barras
  Beid
  Betelgeuse
  Borden
  Carbonis
  Cavalor
  Claxton
  Claybrooke
  Claybrooke
  Columbine
  Conquista
  Cursa
  Decatur
  Dicon
  Drozan
  Egress
  Elnath
  Exedor
  Fagerholm
  Fortymile
  Frazer
  Fronde
  Gomeisa
  Goodna
  Gunthar
  Gurnet
  Haappajarvi
  Harsefeld
  Hurik
  Ikast
  Immenstadt
  Ingonish
  Ito
  Jacomarle
  Jacson
  Jonzac
  Kafr Silim
  Kittery
  Krin
  Kujari
  Larsha
  Les Halles
  Lopez
  Madras
  Matsu
  Mitchel
  Monhegan
  Nashuar
  New Roland
  Niomede
  Overton
  Pilpala
  Pojos
  Principia
  Quimberton
  Renown
  Repulse
  Royalston
  Sarmaxa
  Sax
  Second Chance
  Second Try
  Shoreham
  Sirdar
  Turin
  Vard
  Velhas
  Victoria
  Villanueva
  Wallacia
  Ward
  Weatogue
  Wright
  Xanthe III
  Yunnah
  Yuris
  Zanzibar
  Detroit
  Herotitus
  Corey
  Andro
  S
  Jansen's Hold
  Illiushin
  Camadeierre
  Flaum
  Burton
  Atreus Prime
  Mithron
  Brisbane
  Laconis
  Cumberland
  Empo
  L
  New Ab
  Wapakoneta
  Adhara
  Spencer
  Rockwellawan
  Lapida II
  Laconis
  Dowles
  Thamel
  Elix
  Miyazaki
  Haddings
  Chaville
  Pokhara
  Brownsville
  New Florence
  Bex
  Mandal
  Blue Sava
  Pliska
  Elbing
  New Praha
  Jászberény
  Kalmar
  Kern
  Ghorepani
  Alexandria
  Megaris
  Werfer
  Ina
  Nobel
  Hastur
  Mangor
  Zathras
  Restitution
  Aspropirgos
  Gouderak
  Obrenovac
  Payvand
  Ruschegg
  Thurrock
  Vakarel
  Butzfleth
  Deschenes
  Shenwan
  Beenleigh
  El Giza
  Leyda
  Piriapolis
  Ryerson
  Taygeta
  Hassad
  Novaya Zemlya
  Bethel
  Muridox
  Mosiro
  n
  Bethonolog
  Gallis
  indenmarle
  Royal Foxx
  Lockton
  Adherlwin
  Fanardir
  Borgan's Rift
  Candiear
  Harminous
  ge
  Megarez
  Hardcore
  Joyz
  Krimari
  Early Dawn
  Brixtana
  Cate's Hold
  od
  Firgrove
  Kaitangata
  Oltepesi
  New Ivaarsen
  Hobson
  Kigamboni
  Markesan
  Electra
  Flintoft
  Horsham
  Lindsay
  Maia
  Merope
  Pleiades Cluster
  Ridgebrook
  Robsart
  Rollis
  Wrentham
  Landmark
  MacLeod's Land
  New Vallis
  New Ganymede
  100
  Nahoni
  Amiga
  Courcellete
  Corodiz
  Mendham
  Shaunavon
  Meadowvale
  Saonara
  Tetski
  Sekulmun
  Ankaa
  Dalton
  Canopus IV
  New Abilene
  Sabik
  Dar-es-Salaam
  Albalii
  Amity
  Brockway
  Bromhead
  Diefenbaker
  Midale
  Renfield
  Hy
  New Vandenburg
  Pinard
  Eleusis
  Carmichael
  Deneb Kaitos
  Deneb Algedi
  Kansu
  Hudeiba
  Kwamashu
  Latice
  Lurgatan
  Sadurni
  Mandaree
  Campbelton
  Dickinson
  Ionus
  Kearny
  Vosloorus
  Al Jubaylah
  Cirebon
  Fieferana
  Mansu-ri
  orth
  Ford
  Cole Harbour
  Calloway VI
  Ipswich
  Shuen Wan
  Ipswich
  Shuen Wan
  Frondas
  Furud
  Gannett
  Tania Australis
  Hellos Minor
  McKenna
  astle
  Antipolo
  Vikindu
  Atsugi
  Flannagan's Nebulea
  Galatea
  Taurus
  New Syrtis
  New Rhodes III
  Angol
  Zebebelgenubi
  Alrescha
  Acamar
  Atreus
  Spica
  Taga
  Palladaine
  Betten
  Strawn
  Halmyre Deans
  by
  Ngake
  Clinton
  El
  Alcyone
  Daniels
  Redfield
  Wernke
  Concord
  Gallatin
  Launam
  ez
  Merak
  Nestor
  New Kyoto
  Rahne
  rg
  Canonbie
  Hesperus II
  Zebeneschamali
  Anegasaki
  Cameron
  Danais
  Fianna
  Iknogoro
  Loeches
  Matheran
  Milnerton
  Pella II
  Sophie's World
  Sorunda
  od
  Barlaston
  Bora
  Buenos Aires
  Calpaca
  Carmen
  Fujidera
  Glasgow
  Grand Base
  Hadnall
  Holloway
  Hustaing
  Kaifeng
  Lesalles
  Mauripur
  Mentasta
  Phact
  Preston
  Primus
  Raballa
  Randar
  Relevow
  Rohinjan
  Sakhalin
  Scheuerheck
  Scituate
  Sendalor
  Sigma Mare
  Tallin
  Teng
  Texlos
  Umka
  Vestallas
  Warlock
  Watermael
  Wazan
  Xieng Khouang
  Ziliang
  Bell
  Bristol
  Carmacks
  Gallitzin
  Heligoland
  Ipav
  Kathil
  Klathandu IV
  Kluane
  Fable
  Layover
  Le Blanc
  Listowel
  Mandate
  Manteno
  Matar
  McComb
  Montcoal
  Mordialloc
  New Mendham
  Orbisonia
  Reisling's Planet
  Remshield
  Victoria
  Bergman's Planet
  Hobbs
  Andurien
  Kanata
  Kasdach
  Shiro III
  Verlo
  Ayn Tarma
  Hindmarsh
  Highspire
  Alle
  Chebanse
  Okains
  Atlas
  Avigait
  Corella
  Haappajarvi
  Corella
  Cotocallao
  Abruzzi
  Bacum
  Courcellete
  Bromhead
  Cotocallao
  Glentworth
  Jaipur
  Quittacas
  Altorra
  Bellatrix
  Calseraigne
  Kurvasa
  Menke
  New Westin
  Raphael
  Westerhand
  Chilung
  Diass
  Guangzho
  Nullarbor
  Faleolo
  Chichibu
  Shinonoi
  Alkes
  Bordon
  Blandinsville
  Cholame
  DeWitt
  Fellanin II
  Galtor III
  Gandy's Luc
  Johnsondale
  Lima
  Lucerne
  Paris
  Saunemin
  Xhosa VII
  Avawatz
  Axton
  Corydon
  Farwell
  Flushing
  Freisland
  Irurzun
  Marlowe's Rift
  Monongahela
  Narellan
  Ogilvie
  Perkasie
  Proserpina
  Re
  Salem
  Stein's
   
  Folly
  Streator
  Ulan Batar
  Lee
  Abadan
  Ariel
  Asellus Borealis
  Bentley
  Bithinia
  Castrovia
  Cronulla
  Denbar
  Geifer
  Hexare
  Holt
  Housekarle
  Hunan
  Kashilla
  Kiyev
  Lancaster
  Lungdo
  Necromo
  New Delos
  New Macao
  Safe Port
  Salur
  St. Andre
  St. Loris
  Tiber
  Truth
  Ulan Bator
  Vanra
  Ventabren
  Weekapaug
  Zaurak
  Aitutaki
  Arcadia
  Avior
  Bainsville
  usar
  Gienah
  Jouques
  Keeling
  Laureles
  McAffe
  New Hope
  Rasalas
  ftenberg
  Sheridan
  opolis
  Uhuru
  Wallis
  Washburn
  an
  Aristotle
  Bjornlunda
  Chaffee
  Eidsfoss
  Gladius
  Komephoros
  Lamon
  Laurieston
  Nekkar
  Boardwalk
  Campertown
  Homestead
  Odell
  Pingree
  Sanilac
  Wappingers
  Hof
  Regulus
  Oriente
  Smolensk
  Brusett
  Helixmar
  Dirk's Gulf
  Kumqwat
  Aldertaine
  Cussar
  Bedeque
  Carsphairn
  Furillo
  Helm
  Ling
  Semenyih
  Tania Borealis
  Tawas
  Tecumseh
  Tripoli
  Rosamond
  Algorab
  Caledonia
  Chukchi III
  Ciotat
  labrunn
  Soilihull
  Turinge
  Arlington
  Benet
   
  I
  Breed
  Dobson
  Donenac
  Harpster
  Harrow's Su
  Kentares IV
  Raman
  Acala
  Ashkum
  Barstow
  Beecher
  Cammal
  Goderich
  Moravian
  Tiskilwa
  Valexa
  Maladar
  Brighton
  Cordiagr
  Harloc
  Milos
  Old Kentucky
  Ovan
  Tsinghai
  Tsingtao
  Eom
  Imalda
  Propus
  Uravan
  Jonathan
  Poznan
  Angell II
  Daneshmand
  Dayr Khuna
  Elektrougli
  Emris IV
  Fletcher
  lterf
  Harmony
  ihiki
  idkiff
  Muscida
  Sterling
  Deshler
  St. Ives
  Sian
  Athenry
  Ne
  Ancha
  Azha
  Miaplacidus
  Talitha
  Alhena
  Alya
  Augustine
  Carnwath
  Gacrux
  Glengarry
  Kalidasa
  Kaus Borealis
  Kochab
  Kyrkbacken
  Seginus
  Shimonita
  Van Diemen IV
  Yance I
  Zaniah
  Pollux
  New Canton
  Nopah Achernar
  Caselton
  Cylene
  Rio
  Ronel
  Schedar
  Tybalt
  Galatia III
  Almach
  Buchlau
  Gan Singh
  Mesartim
  Ningpo
  Mira
  Halloran V
  Chamdo
  Indicass
  Jasmine
  Menkar
  Minnacora
  Tsitsang
  Argyle
  Clovis
  Marlette
  Olancha
  Rochester
  Scudder
  Talcott
  Coriscana
  Kyeinnisan
  Oceana
  Olafsvik
  Togwotee
  Izar
  Hyde
  Solaris
  David
  Exeter
  Franklin
  Ludwig
  Marduk
  Avellaneda
  Ibstock
  Park Place
  Bell
  Wei
  Alkaid
  Asellus Australis
  Goshen
  Anaea
  Genf
  Lochmantle
  Khi
  Hurgh
  Lacadon
  Mytilene
  Oli
  Pentvar
  Plataea
  Undra
  Knutdor
  Gahral
  Vintru
  Dhaulgiri
  Sirdar
  Andro
  Dowles
  Bethel
  Hadnall
  Gallitzin
  Avigait
  Glentworth
  Perkasie
  Acala
  Cammal
  Goshen
  Kirkenlaard
  Trent
  Wroxeter
  Tannil
  Kurragin
  Ares
  Capella
  Beten Kaitos
  Chisholm
  Emerson
  Liao
  Foochow
  Styk
  Algot
  Addicks
  Konstance
  Kuzuu
  Mara
  Fuentes
  Sarna
  Ideyld
  Mariefred
  Bandora
  New Sagan
  Acubens
  Al Na'ir
  Alchiba
  Alioth
  Alphard
  Alrakis
  Alula Australis
  Berenson
  Biham
  Chertan
  Dromini VI
  Dubhe
  Fletcher
  Genoa
  Hamal
  Hean
  Kaus Australis
  Kaus Media
  La Blon
  Marcus
  Menkalinan
  Murchison
  Nanking
  Nathan
  Remulac
  Ruchbah
  Saiph
  Savannah
  Skondia
  Skye
  Slocum
  Towne
  Unukalhai
  Wing
  Wyatt
  Zosma
  Dieron
  Zollikofen
  Chara
  Errai
  Algedi
  Ashio
  Bernardo
  Dabih
  Halstead Station
  Hamilton
  Kitalpha
  Kurhah
  Markab
  New Hessen
  Sadachbia
  Shensi
  Shitara
  Suzano
  Waddesdon
  Yangtze
  Gei-Fu
  Ingersoll
  Masterson
  Palos
  Quemoy
  Batavia
  Crossing
  Benet
   
  I
  Crossing
  Homam
  Logandale
  New Valencia
  Royal
  Scheat
  Arganda
  Drusibacken
  Keystone
  Sarpsborg
  Tongatapu
  Algol
  Pleione
  Mirach
  Tikonov
  Terra Caph
  Mallory's World
  Marik
  McHenry
  Muskegon
  New Earth
  New Olympia
  Procyon
  Ozawa
  Robinson
  Rochelle
  Ryde
  Capolla
  Terra Firma
  Bryant
  Sirius
  Ingress
  Keid
  New Home
  Oliver
  Rigil Kentarus
  Thorin
  Alkalurops
  Atria
  Menkent
  Dyev
  Imbros III
  Ko
  Lyons
  Nusakan
  Pike IV
  Altair
  Asta
  Helen
  Kervil
  Muphrid
  Nai-Stohl
  New
  Thorin
  Muphrid
  Nashira
  Nirasaki
  Quentin
  Saffel
  Styx
  Telos IV
  Yorii
  Carver V
  CastorDevil's Rock
  Epsilon Eridani
  Epsilon Indi
  Fomalhaut
  Graham IV
  Hall
  Hsien
  Irian
  Lipton
  Northwind
  Outreach
  Small World
  New
  Deneb
  Rhodes
  Laong
  Yongd
  Nam Dinh
  Karlstejn
  Shui-pào
  Kafr Silim
  Les Halles
  Monhegan
  Shoreham
  New Florence
  Kaitos
  New
  Daniels
  Redfield
  Warlock
  Wazan
  Le Blanc
  Lee
  Safe Port
  Weekapaug
  Borealis
  Ashkum
  Moravian
  Ronel
  Galatia III
  Almach
  Bell
  Addicks
  Alphard
  Towne
  Ozawa
  Quentin
  Saffel
  Rhodes
  Planet
  Ruchbah
  Mallory's World
  Small World
  Zavijava
  Doneval II
  Edwards
  Autumn Wind
  Stewart
  Chesterton
  Sonnia
  Demeter
  Foot Fall
  Zion
  Junction
  Sadalbari
  Asuncion
  Gorki
  Chengdu
  Mattisskogen
  Bhaktapur
  Belluevue
  Viribium
  Aquagea
  Ilmachna
  Itica
  Katla
  Cursa
  Fagerholm
  Ingonish
  Leyda
  Alkes
  Bithinia
   Hope
  ftenberg
  Propus
  Kyrkbacken
  Berenson
  Zosma
  Ingersoll
  Zion
  Asuncion
  Piedmont
  Skat
  Ascella
  Kessel
  Alcor
  Dieudonne
  Laiaka
  Cartago
  Phecda
  Arboris
  Basalt
  Sheratan
  Aldebaran
  Connaught
  Amity
  Bordon
  Alhena
  Nathan
  Dieudonne
  Connaught
  Denebola
  Milton
  Mizar
  Wasat
  Zurich
  Alphecca
  Callison
  Cor Caroli
  Kawich
  Lambrecht
  Konstance
  Kessel
  Lambrecht
  Moore
  Syrma
  Tall Trees
  Tigress
  Shiloh
  Alula Australis
  Dubhe
  Zollikofen
  Earth
  Procyon
  Sirius
  Rigil Kentarus
  Northwind
  Zavijava
  Shiloh
  Menkalinan
  Wing
  Summer
  Deneb Algedi
  Pollux
  Altair
  Nirasaki
  Epsilon Eridani
  Fomalhaut
  Mesartim
  Bharat
  Tikonov
  Bryant
  Woodstock
  New Aragon
  New Canton
  Slocum
  Beten Kaitos
  Harrow's Su
  Jamestown
  Jamestown
  Samantha
  Ishtar
  Samantha
  Ishtar
  Taurus
  Balkan
  Nihal
  Jansen's Hold
  MacLeod's Land
  Tianamon
  Algot
  Elbar
  Sanurcha
  BORDER KEY
  2830 Borders
  Pre-War
  2835
  2840
  2845
  2850
  2860
  2864
  CAPELLAN CONFEDERATION-
  FEDERATED SUNS FRONT 2830-2864
  90 LIGHT YEARS OR 27.6 PARSECS
  30 LIGHT YEARS
  MAXIMUM JUMP: APPROXIMATELY 30 LIGHT YEARS
  LEGEND
  PLANET KEY
  National Capital
  District Capital
  Province Capital
  Dead/Dying World
  HIGHLANDER BURIAL
  The Davion expansion into the Liao-Kurita seam 
  focused on the Draconis Combine but also brought 
  House Davion back into direct conflict with the Capellan 
  Confederation. The worlds Laurelli’s forces seized had 
  been Davion targets, and both the First Prince and 
  the Prime Marshal could not let Liao opportunism go 
  unpunished. Rather than attack the contested worlds, 
  they settled on another target whose loss would be 
  more painful to the Confederation.
  Northwind, captured by the Confederation in 
  2786 and home to six regiments of mercenaries, was 
  the linchpin of Liao defenses in the former Terran 
  Hegemony. Most of the Northwind Highlanders units 
  served across the Confederation, and only one or 
  two regiments remained stationed on Northwind 
  itself at any given time. With Davion intelligence 
  indicating that Stuart’s Highlanders and the Third 
  Kearny Highlanders were on-world, the latter under-
  going significant repair and refitting, the AFFS High 
  Command decided to make their move against 
  Northwind. It wasn’t to be a subtle one, as the 
  Davion Assault Guards spearheaded the landings of 
  four AFFS BattleMech regiments. The Highlanders 
  were massively outnumbered, and with the Third 
  Kearny not at full strength, there was little doubt 
  about the outcome.
  The initial clashes took place at standard jump 
  points. AFFS fighters and DropShips attached to a 
  pair of hulking Davion WarShips quickly detached 
  and attempted to cripple and capture Highlanders 
  JumpShips. For the most part they failed—only two 
  JumpShips were crippled, as they lacked the charge 
  to jump away—but the AFFS aerospace drove off the 
  rest of the fleet, including the titanic Monolith-class 
  Spirit of Edinburgh as well the Star Lord-class Queen 
  Anne. The WarShips soon engaged their own prey: the 
  CCAF had stationed three WarShips in the system, but 
  these lighter vessels stood little chance. One of them, 
  the CCS Meizhou, perished and the other two fled back 
  to Sian. Their eventual loss would mark the end of the 
  Confederation’s naval ambitions until the reign of Sun-
  Tzu Liao after the Clan Invasion.
  With near space secure, the AFFS established a 
  foothold on Glasgow, the larger moon, then began 
  landings on Northwind itself. The initial Davion 
  landings took place in the foothills of the Cairngorm 
  Mountains on New Lanark, the Assault Guards and 
  their partners in the Thirty-third Avalon Hussars 
  handily deflecting probes by Stuart’s Highlanders. 
  The Assault Guards pressed the Highlanders hard 
  (CONTINUED ON P. 65)
  
  THE SECOND SUCCESSION WAR (2825–2863)
  65
  ADvANCES AND REvERSAlS
  THE CONFEDERATION’S TRAVAILS:  
  A THREE-SIDED WAR
  The Combine counterattack of 2841 had unexpected consequences for 
  the Capellan Confederation. House Davion targeting worlds along the Liao-
  Kurita seam led to the DCMS repositioning troops to meet the AFFS advance, which 
  left several border worlds lightly defended. Laurelli Liao also took advantage of the 
  situation by sending CCAF troops into the fray with orders to take control of these border worlds. Having lost numerous worlds 
  around Tikonov, the Chancellor sought to create a buffer against further Davion expansion. The CCAF seized five lightly defended 
  worlds from the Combine—Ronel, Tybalt, New Florence, Ankaa, and Hean. Only on the first two was there any significant DCMS 
  resistance, as the others had been stripped of their garrisons to counter the Davion offensive around Mallory’s World.
  Laurelli reveled in her troops’ success, the only significant victories since their attacks against House Marik a number of years earlier, 
  and she congratulated the CCAF on not only expanding the Confederation but also blocking Davion expansion. It soon became clear 
  that the praise was unjustified, as the AFFS continued expanding toward Terra and establishing a long, narrow corridor of worlds that 
  became known as the Terran Corridor. Rather than sit idly by and allow the CCAF to exploit their work, Davion forces raided Ronal 
  and New Florence, inflicting severe casualties on the Liao defenders before being driven off. In November 2841, the Federated Suns 
  assaulted Northwind, a Liao possession since the start of the First Succession War.
  while the Avalon Hussars flanked the Capellan posi-
  tion, forcing them to withdraw. One of the Davion 
  consort regiments, the Twenty-first Rim Worlds of 
  the Blue Star Irregulars, broke away and assaulted 
  Cromarty City (now known as Tara). The Twenty-first 
  smashed the Third Kearny defenders and pressed 
  on to secure the primary government complexes, 
  including the former SLDF complex known locally as 
  the Castle. The remnants of the Third Kearny with-
  drew from the city and attempted to link up with 
  Stuart’s Highlanders but instead found themselves 
  crushed between three Davion regiments. Only a 
  single company escaped the killing ground to link 
  up with Stuart’s Highlanders, finding their position 
  was little better. Unfortunately for the Highlanders, 
  the AFFS had corralled them against a southern spur 
  of the Cairngorm, where a series of narrow canyons 
  allowed them to negate the Davions’ numerical 
  superiority but provided no escape route. Eventually 
  numbers and weight won out, and the Davion  
  forcers prevailed.
  Both Highlanders regiments perished, and the 
  handful of survivors were shipped to off-world 
  internment camps. Soon, exaggerated tales of 
  Davion atrocities against the troopers and the civil-
  ian population filtered back to the other Highlanders 
  regiments in the Confederation. Many Highlanders 
  called for an immediate return to Northwind to 
  stage a mass assault to punish the Davion invad-
  ers, but Chancellor Liao refused, instead preferring 
  they vent their fury in battles against Davion or 
  Marik that would benefit the Confederation. The 
  Highlanders complied, nursing an abiding hatred of 
  House Davion until their return home in the Fourth 
  Succession War.
  —Mercenaries of the Succession Wars, Vol. VII, 
  Golden Tiger Press, 3089
  HIGHLANDER BURIAL 
  (CONTINUED)
  
  THE SECOND SUCCESSION WAR
  66
  ADvANCES AND REvERSAlS
  Even with most of his attention focused on the Combine, Peter Davion 
  maintained pressure on the Capellan Confederation. Avigait and Sirdar fell to the 
  AFFS in the fall of 2845, followed by Cotocallao six months later. By the end of 2848, 
  the Sword and Sun also flew over Beid and Mentasta. Combined with the resurgent 
  Free Worlds League after the ComStar War, the ’40s saw a steady stream of defeats 
  for the CCAF, and most of Chancellor Laurelli’s efforts focused on damage limitation. 
  However, the CCAF exacted a significant price for the re-conquests. Worlds such as 
  Claybrooke and Ohrensen were only liberated after protracted campaigns, and 
  others such as Asuncion (retaken by the Mariks in December 2846) were done at a 
  fearsome cost to the liberators, who suffered almost 40 percent casualties. Worse 
  was to come on Asuncion for the Free Worlds League in 2849 when a Capellan 
  counterattack using nuclear weapons smashed the Marik defenses and resulted in 
  the deaths of two high-profile members of the Marik family. The Captain-General’s 
  response to this tragedy was a deep raid against Capella that marked the League’s 
  last use of atomic weapons in the Succession Wars.
  MARIK RESURGENT
  The aftermath of the ComStar War was a painful one for the Free Worlds 
  League, as political dissent crippled the FWLM until the LCAF assaults on Irian 
  in 2842. After this, the tide turned and flowed steadily in the League’s favor. In 
  their war against the Commonwealth, the incapacity and death of Marcus Steiner 
  and then the disastrous tenures of Melissa Nin and Claudius Steiner allowed the 
  FWLM to regain much of the territory lost during ComStar’s interdiction. Marik 
  forces also made headway against the Confederation, though the scale of the 
  territories abandoned to their old enemies now worked against the FWLM, and 
  the Liaos still managed to undertake local offensives to unbalance the Marik war 
  effort. The next two decades, known within Oriente as “La Reconquista,” would 
  see most (though not all) of the territory lost in the ComStar War recovered along 
  with some new conquests.
  Not all of the Marik assaults were successful. The League’s attempt to reclaim 
  territories near Terra during 2844 and 2845 faced significant opposition on the 
  worlds around Nathan and Bordon, so the FWLM shifted its efforts to the Capellan 
  border. However, the Nathan Thumb would become a thorn in House Marik’s side 
  for the rest of the Second Succession War, particularly after the renewal of offensive 
  operations in the 2850s and Gerald Marik’s drive toward Shiloh.
  The Capellan raid that culminated in the Sixth Battle of New Delos in 
  2845 was poorly thought out and badly executed, costing more than half the 
  attackers’ force, but it still sent shockwaves through the Free Worlds League. 
  Harlan Allison, Duke of Oriente and a close ally of the Captain-General, perished in 
  the fighting—and with him his noble line. Parliament raised a new house, headed by 
  Blair Halas, to lordship over Oriente. Halas’s descendants continue to be prominent in the reborn League with one, Jessica Halas-
  Hughes Marik, serving as Captain-General.
  Deep raids into both the Capellan Confederation and Lyran Commonwealth through 2845 and 2846 hampered efforts to 
  shore up defenses against the steady stream of FWLM assaults. Asuncion fell to the Marik assault in November 2846, though 
  seizing this milestone seemed to sap Charles Marik’s will, and the tempo of the already slowing assaults became a crawl in 
  the next few years. Only in the last year of his reign did the tempo increase once more, with mercenary troops spearheading a 
  renewed offensive.
  Some of their neighbors took the halting of the Marik drive to be a sign that the FWLM was overextended and weak, prompting 
  the League’s enemies to launch their own counterassaults. Most were driven back, but some, such as the successful Liao assault on 
  Asuncion in 2849, exacted a massive toll from both sides, both in the Liaos’ use of nuclear weapons and the Marik reprisals against 
  Capella. Neither side used such weapons again during the Succession Wars.
  A FAMILY AFFAIR
  The Free Worlds League’s recovery after the 
  ComStar War involved considerable effort on the part 
  of the League’s population, and the Marik family threw 
  themselves wholeheartedly into the effort with nine 
  family members active on the front lines. The Captain-
  General led from the front, commanding the assaults 
  on several worlds. All four of his children commanded 
  task forces, and four of their five children also served. 
  (Gerald’s son Maxwell had refused his place in the line 
  of succession and followed his great-aunt Jeanette into 
  service with ComStar.)
  The death of Charles Marik’s third child, William, 
  on Danais in 2843 gave the Captain-General cause to 
  review his family’s commitment to the war effort, and 
  he ordered his eldest child, Gerald, back to Atreus to 
  liaise with Parliament and secure the succession. The 
  decision proved fortuitous, as the casualties within 
  the Marik clan quickly mounted. Charles’s fourth child, 
  Garth, died on Asuncion in 2849 along with William’s 
  son Michael, while a second grandson, Garth’s only 
  child Thomas, perished on Megrez in 2853. Charles 
  and his daughter, Philippa (later to be the thirty-
  eighth Captain-General) suffered narrow escapes, 
  while Philippa’s children, Marie and James, were both 
  wounded in action.
  —Warrior Kings, Terra Free Press, 3109
  
  THE SECOND SUCCESSION WAR (2825–2863)
  67
  ADvANCES AND REvERSAlS
  THE DEATH OF A HOUSE
  The dark years of the 2840s were hard on the 
  noble houses of the Free Worlds League, including 
  House Marik, but none more so than those of Oriente. 
  Duke Harlan Allison lost both of his sons in battle 
  during the ComStar War, and his daughter Louise and 
  granddaughter Abigail perished in an automobile acci-
  dent. The duke came under pressure to remarry and 
  secure the succession, but the demands of war meant 
  he was unwilling to pursue such a course of action, 
  instead designating his brother as the ducal heir. 
  When Harlan died in action on 2 October 2845 during 
  the Sixth Battle of New Delos, Kendall Allison should 
  have succeeded him, but an assassin’s bullet took his 
  life on 4 October even before news of Harlan’s death 
  had reached Atreus. The assassin was never identified, 
  and theories ranged from parliamentary rivals to Liao 
  agents. Even the Halas family was suggested, despite 
  being an independent MechWarrior line unaffiliated 
  with any parliamentary faction. (This is one of the 
  reasons why Blair Halas was ultimately nominated 
  for the position, as House Allison’s demise and the 
  appointment of Halas denied the Captain-General one 
  of his staunchest political allies.)
  Kendall’s twin daughters Elizabeth and Katherine 
  were only seven, so Parliament approached their 
  mother, Antoinette Woodville, to serve as regent. She 
  declined, wishing to spare her daughters the same fate 
  as their father and uncle, and instead Parliament raised 
  the family of Blair Halas to the Dukedom of Oriente. 
  Most histories regard this as the end of House Allison, 
  and while they are correct in its being the end of the 
  noble house, offshoots of the house remained and 
  continued to weave into the fabric of League politics 
  and nobility. Indeed, despite her mother’s objections, 
  Elizabeth Allison would eventually marry Blair Halas’s 
  grandson Edward, thus reunifying the Allison line with 
  the ruling house of Oriente, much to the chagrin of 
  those who sought to drive a wedge between House 
  Marik and the Oriente government. 
  —Warrior Kings, Terra Free Press, 3109
  “LA RECONQUISTA”
  Attacks Against the Lyran Commonwealth 
  2841: Labouchere, Colfax, Rexburg
  2842: Irian, Bonaire, Tania Borealis, Millungera, Trellisane
  2843: Danais, Alula Borealis, Nockatunga, Malazan, Acubens, Connaught, 
  Nathan†, Savannah†, Bordon †
  2844: Bella I, Van Diemen IV, Talitha
  2846: Dixie†, Furillo, Mizar, Acrux
  2850: Kalidasa, Alioth
  2851: Ford
  2853: Megrez, Amity†, Dieudonné†, Dubhe, Chertan, Castor, Marcus†, 
  Devil’s Rock
  2854: Alhena, Wing, Oliver, Callison†
  2855: Graham IV, Pollux
  2856: Megrez, Amity†
  2857: Alula Australis
  Attacks Against the Capellan Confederation
  2843: Second Chance, Shui-pào
  2844: Kristiandsund, Bernardo, Kwamashu, El Giza
  2845: New Delos, Ibstock, Park Place, Ohrensen, Ilmachna
  2846: Asuncion, Harsefeld, Tsinghai, Second Try, Harloc, Wazan†
  2847: Mosiro, Calseraigne
  2848: Altorra
  2849: Asuncion (retaken by CCAF)
  2850: Chitwan, Ingersoll
  2852: Hall, Wasat
  2853: Cursa
  2854: Sappho, Ipswich, Lukla
  2855: Procyon, Dalian, Karlstejn
  2856: Leyda, Katla, Rosendal†
  2857: Mattisskogen, Itica
  2858: Claybrooke, Viribium
  2859: Aquagea, Les Halles, Aodh, Anegasaki†, Chengdu†
  † Denotes a failed assault
  
  THE SECOND SUCCESSION WAR
  68
  ADvANCES AND REvERSAlS
  THE PATH OF  
  THE YOUNGER SCION
  During Terra’s medieval era, it was com-
  mon for the younger sons of noble families to 
  be placed with the church, ensuring a measure 
  of rank and power even though they were 
  excluded from temporal authority. In the wake 
  of the ComStar War, in which Jeanette Marik 
  had been pivotal, Primus Raymond Karpov pro-
  posed to the First Circuit that a certain number 
  of positions be made available within the Order 
  for the younger sons and daughters of the 
  Great Houses. Karpov didn’t see the manipula-
  tion of the Free Worlds through Jeanette Marik 
  as a failure, only the execution of the plan 
  under his predecessor. He felt that allowing 
  the scions of the Successor States a place in 
  the Order would allow ComStar to retain some 
  degree of influence and insight over the Great 
  Houses, and for the Successor States it provided 
  a repository for ambitious children who might 
  otherwise cause ructions within the Houses, as 
  well as providing a safe refuge from troubles at 
  court for possible future rulers. 
  By the thirty-first century, representa-
  tives from each Great House had served within 
  ComStar—mostly junior members of the fam-
  ily but occasionally those groomed for ultimate 
  power. Two Marik Captains-General served the 
  Order: Elizabeth (Captain-General from 2883 
  to 2917, whose ComStar experience gave her 
  great insight into the mad Primus, Dwight 
  Kurstin) and Thomas Marik (Captain-General 
  from 3036 to 3068, though later exposed as an 
  impostor). Captain-General Philippa Marik only 
  rose to power because her nephew Maxwell 
  chose the Order over political authority within 
  the League and refused to be considered his 
  father’s heir (though ultimately Maxwell pre-
  deceased his father, so his refusal became a 
  moot point). During the FedCom Civil War, one 
  of the Lyran Alliance’s marshals also joined 
  ComStar. Margrave Richard Steiner was the 
  son of General of the Armies Nondi Steiner, 
  and after leaving the Order in 3038, rose to 
  command the Cavanaugh Theater. He would 
  later prove to be a Blakist agent and kill him-
  self and Marshal Jeremy Brett of Tamarind in 
  3071. Other scions would prove more problem-
  atic. When Necess Kurita, sister of Coordinator 
  Hugai, petitioned for membership in the Order 
  in 2931, it pushed ComStar and the Combine to 
  the brink of war.
  —In Holy Orders, Terra Free Press, 3099
  A NEW TYPE OF WAR
  Having been taken by the FWLM during Operation ATTRACT in 2834, Aquagea 
  was in the throes of being integrated into the Free Worlds League when the ComStar 
  War led to the vengeful return of the Third Sian Dragoons. The military position was 
  untenable, and the garrison force, the Second Defenders of Andurien, was ordered 
  to withdraw. To the Capellans, the world appeared abandoned, so they returned it 
  to the fold with little loss of life or expenditure of resources, an unexpected gift. How 
  wrong they were.
  While ComStar’s shunning the Free Worlds League hampered the centralized 
  command of the FWLM, it did not mean the utter capitulation of the on-world Marik 
  presence. Instead, as the military and administrative personnel were withdrawn, SAFE 
  and the FWLM seeded Aquagea—and many of the other worlds being abandoned to 
  the CCAF and LCAF—with operatives who would prepare for the League’s eventual 
  return. These often small teams—the group assigned to Aquagea consisted of only 
  eight people—had orders to undermine military and civil authority, to foment local 
  insurgencies or political movements that would destabilize Liao or Steiner authorities.
  With fifteen years’ service with FWLM special forces, Aquagea team leader 
  Francesca Huq initially focused on sabotage operations, largely a series of “accidents” 
  and several overt incidents designed to unsettle the Liao authorities. However, as the 
  scope of the Marik losses became clear and political conflict embroiled the League’s 
  government, it soon became clear that this direct approach would be unsustainable. 
  Instead Hug switched to a more political- and intelligence-based resistance, recruiting 
  dissidents from the local population and drastically expanding the size of her 
  network. These resistance groups played on the divisions and injustices in Liao 
  society, exploited the political and social conflicts already simmering on Aquagea, 
  and used the world’s geographic isolation on the Periphery border to their advantage.
  The result was a grassroots political movement named Los Aguilas, which by the 
  early 2840s spread through the lower echelons of Aquagean society, particularly the 
  planet’s sea farmers. At the same time, Hug’s team staged political—and occasionally 
  military—attacks on the government and the social elite, prompting them to take a 
  more hardline stance that in turn reinforced the social divides and played into hands of 
  the Marik agents. Things didn’t go entirely the team’s way, as several original members 
  were killed in a security operation in 2843, but the growth of the movement allowed it to 
  weather such incidents. The success of the political gambit almost ruined the operation, 
  when an uprising of radical Los Aguilas members in 2847 prompted a massive security 
  crackdown and the dismantling of the overt political movement. Los Aguilas recovered 
  nonetheless, and though Aquagea was one of the last worlds to be retaken during “La 
  Reconquista,” by the time Marik troops arrived, the team and their successor had shifted 
  public opinion so far and undermined confidence in the CCAF so much that this originally 
  Liao world welcomed the Marik eagle with open arms.
  Charles Marik’s decision to play the long game smoothed the way for the 
  ultimate reconquest of the lost territories, but he would die in 2854 and not live to 
  see the conclusion of La Reconquista half a decade later. Nevertheless, his foresight 
  smoothed both the recapture and integration of worlds into the League. It also 
  introduced a new element to the later years of the Second Succession War—and 
  most of the Third—with the loss of personnel, equipment and technology forcing the 
  Successor States to look at other options for undermining the enemy and bolstering 
  their own positions. Agents provocateur, saboteurs, and regime change became 
  standard weapons of war as the Successor States’ ability to wage large-scale conflict 
  slowly collapsed.
  —Unconventional Warfare, Sandhurst Press, 3130
  
  THE SECOND SUCCESSION WAR (2825–2863)
  69
  RUNNING ON EMpTy
  RUNNING ON EMPTY (2850–2860)
  The last few years of Charles Marik’s tenure as Captain-
  General saw slow but steady progress on the Capellan front 
  but an effective stagnation of the war against House Steiner. 
  As if sensing the end was near, and not wanting to leave 
  La Reconquista incomplete, he launched a broad offensive 
  against his old foe in 2853, targeting eight worlds along the 
  Lyran border. The Captain-General used mercenary troops 
  to spearhead several of these assaults, mostly former-SLDF 
  formations that had survived the intervening years by selling 
  their services to the highest bidders. Many of the assaults 
  succeeded—Megrez fell before the LCAF could mount an 
  effective defense—though on other worlds the successes were 
  not as resounding as they might have been had the FWLM 
  attacked during the reign of Claudius Steiner. The Triumvirate 
  who ruled during Elizabeth Steiner’s minority struggled to 
  manage the realm, but unlike their mad predecessor, they did 
  not actively obstruct LCAF operations. The FWLM was beaten 
  back on Amity, Marcus, and oft-contested Dieudonné, making 
  the Marik troops pay dearly for their victories. The Free Worlds 
  League’s success on Devil’s Rock came at the cost of 60 percent 
  losses to the Second Atrean Dragoons. Further attempts to take 
  the worlds in and around the Bordon Thumb saw mixed results. 
  The assaults in 2853 also targeted the independent Circinus 
  Federation as stepping-stone to bypass the Lyran bastion of 
  Poulsbo, though this offensive was later abandoned in favor of 
  assaulting worlds closer to Terra. (Though rarely acknowledged 
  publicly, the Circinus campaign was also halted due to a 
  belligerent population that proved difficult to pacify.)
  Gerald Marik led the mostly successful drive toward Shiloh, 
  which found some worlds lightly held and others veritable 
  fortresses. His efforts to expand the front stalled in the face 
  of these defensive hardpoints, but the LCAF lacked the will 
  and strength to fully contain the offensive. Gerald returned to 
  Achtur
  Catroxx
  Erdvynn
  Zanzor
  Adrar
  Afleir
  Annwyn
  Aquavita
  Hornir's Keep
  Dili
  Kirkvåg
  Shaobuon
  Kolobrzeg
  Konopiste
  Kalindam
  Runrig
  Stellaris
  Altoona
  Cerignola
  Choex
  Dansur
  Dresden
  Eion
  Fallen Stars
  Flychenia
  Gniezno
  Gorki
  Gran
  Itsbur
  Harbin
  Heart Fjord
  Hechnar
  Ilion
  Jilin
  Ohrensen
  Ohrensen
  Kievanur
  Tunlmar
  McKellan
  Melk
  Myrrdin
  Myrvoll
  Nai-Stohl
  New
  Hechnar
  New Dallas
  New Stevens
  Nichol's Rest
  Nukus
  Pec
  Rochers
  Burl
  Spirit
  Szepes
  Szombathely
  Tatopani
  Thirty Weight
  Tintavel
  Tylarzka
  Vicksland
  Killbourn
  Catroxx
  Myrvoll
  Killbourn
  Green Stone
  Aigle
  Helbrent
  Antias
  Kupang
  Calvados
  Iolas
  Himmels
  Zinal
  Merlynpede
  Haggard
  Lande
  Duantia
  Ukunela
  Stardawn
  Dagda
  Pardeau
  Zuhbehr
  Cardff
  Starshine
  Malazan
  Zebrenaski
  Sardis
  Hódmezovásárhely
  New Galicia
  Naissus
  Sparta
  Bonaire
  Grobin
  Köln
  Zara
  Bogrib
  Cree
  Esztergom
  Pavia
  Ceará
  Izmir
  Revel
  Stettin
  Astrokaszy
  Sarkel
  Aquileia
  Zempoatlepetl
  Hell's Paradise
  Calchedon
  Mohács
  Turov
  St Gall
  August
  Ragusa
  Alta
  Marathon
  Arn
  Espia
  Salardion
  Naryn
  Tengil
  Rosendal
  New Troy
  Nam Dinh
  Banfora
  Borka
  Aomen
  Ullieri
  Sappho
  Sumy
  Java
  Kristiandsund
  Chengdu
  Ramen II
  Snailzar
  Manennaia
  Achilles
  Lukla
  Aodh
  Conw
  Payia
  Segerica
  Athna
  Pernik
  Mattisskogen
  Dì-fang
  Chitwan
  Haerhbin
  Jungar Qi 
  Florarda
  Bhaktapur
  Belluevue
  Kohlman
  Yàn-huì
  Lyreton
  Chennai
  Zhaomaon
  Viribium
  Hibuarius
  Linhauiguan
  Ordino
  Aquagea
  Karlstejn
  New Athens
  Ilmachna
  Brest
  Boger
  Mumbai
  Pell
  Itica
  Katla
  Sichuan
  Shui-pào
  Klayne
  Dalian
  Bye's Ship
  Durabon
  Luxani
  Mondra 
  Schmitt
  Zelmag III
  Herrmaz
  Coopertown
  Kleinwelt
  Reinbak
  Shipton
  Cresson
  Modesto
  Skyfog
  Itzehoe
  Cayuga
  Gettorf
  Eagle Rest
  Helvetica
  Camlann
  Nova Roma
  Abramkovo
  Biloela
  Khon Kaen
  Madiun
  Pencader
  Penobscot
  Stantsiya
  Timbiqui
  Zdice
  Acrux
  Althastan
  Binyang
  Danxian
  Ellijay
  Finsterwalde
  Herzberg
  Loburg
  Maisons
  Radostov
  Shahr Kord
  Teyvareb
  Aberystwyth
  Al Jafr
  Cruz Alta
  Enders Cluster (10)
  Florida
  Ilzra
  Sarikavak
  Hinckley
  Karkkila
  Rapla
  Stanley
  Gillfillan's Gold
  Chiavenna
  Mezzana
  Czarvowo
  Rosice
  Zaprudy
  Aiguebelle
  Mercedes
  Novara
  Thuban
  Marfik
  Vindemiatrix
  Adhafera
  Bondurant
  Curaumilla
  Dalcour
  Edmondson
  Griffith
  Kosciusko
  Labouchere
  Maderas
  Merton
  Millungera
  Saltillo
  Schererville
  Promised Land
  Hell's Paradise
  Promised Land
  Scarborough
  Decus
  Prix
  Shiba
  No Return
  Purvo
  Atzenbrugg
  Aylmer
  Bayindir
  Corbeanca
  Ghaziabad
  Goth Khakar
  Hammer
  Hazeldean
  Huntington
  Jubka
  Karakiraz
  Kogl
  Lahti
  Landfall
  Lepaterique
  Lesnovo
  Mankova
  Negushevo
  Panjang
  Prato
  Romita
  San Nicolas
  Schiedam
  Stotzing
  Tchamba
  Tematagi
  Tormentine
  Tuamotu
  Valil'yevskiy
  Wolof
  Cap Rouge
  Conakry
  Escobas
  Granera
  Howrah
  Manotick
  Maritgues
  Sackville
  Sharqah
  Silver
  Skvorec
  Trznadel Cluster
  Wisconsin
  Yanchep
  Thraxa
  Vixen
  Gambilon
  Booker
  Ballad II
  Weistheimer
  Crawford's Delight
  Novo Tressida
  Dunianshire
  Luxen
  Palm
  Dainmar Majoris
  Glevakha
  Andarmax
  Barras
  Betelgeuse
  Borden
  Carbonis
  Cavalor
  Claxton
  Claybrooke
  Claybrooke
  Conquista
  Cursa
  Decatur
  Dicon
  Drozan
  Egre
  Elnath
  Exedor
  Fagerholm
  Fronde
  Gomeisa
  Goodna
  Gunthar
  Harsefeld
  Ingonish
  Ito
  Jacomarle
  Kitt
  Krin
  Kujari
  Les Halles
  Lopez
  Ma
  New Roland
  Niomede
  Overton
  Pilpala
  Principia
  Renown
  Repulse
  Sarmaxa
  Sax
  Second Chance
  Second Try
  Turin
  Velh
  Villanueva
  Wallacia
  Wright
  Xanthe III
  Yunnah
  Detroit
  Herotitus
  Corey
  Whittington
  Circinus
  Adhara
  Spencer
  Ro
  Addasar
  Niops V
  Niops VI
  Niops VII
  Thamel
  Elix
  Miyazaki
  Paulinus
  Lordinax
  Lothario
  Lummatii
  Leximon
  Lindassa
  Logan Prime
  Haddings
  Chaville
  Pokha
  Brownsville
  Bex
  Mandal
  Nightwish
  Milvano
  Huesta
  Kitopler
  Morrigan
  Marsalle
  Blue Sava
  Pliska
  Elbing
  New Praha
  Ildlandet
  Jászberény
  Kalmar
  Ghorepani
  Nobel
  Hastur
  Mangor
  Cranston
  Zathras
  Restitution
  Aspropirgos
  Gouderak
  Obrenovac
  Payvand
  Ruschegg
  Thurrock
  Vakarel
  Butzfleth
  Deschenes
  Hednesford
  Shenwan
  Bismarck
  Katlehong
  Campoleone
  Ibarra
  El Giza
  Leyda
  Piriapolis
  Ryerson
  Hassad
  Mosiro
  Bass
  Afarsin
  Bethonolog
  Gallis
  Lindenmarle
  Royal Foxx
  Lockton
  Adherlwin
  Fanardir
  Borgan's Rift
  Candiear
  Harminous
  Techne's Revenge
  Megarez
  Kossandra's Memory
  Hardcore
  Joyz
  Krimari
  Tarol IV
  Early Dawn
  Brixtana
  Cate's Hold
  Marantha
  Palladix
  Wildwood
  Cerillos
  Epsilon
  Galisteo
  Maxwell
  Sierra
  Cascade
  Kilarney
  Valloire
  Ayacucho
  Bobruisk
  Buena
  Halfway
  Inchicore
  New India
  Poulsbo
  Premana
  Revivim
  Son Hoa
  Urjala
  Venaria
  Viborg
  Rajkot
  Meadowvale
  Saonara
  Tetski
  Dalton
  Canopus IV
  New Abilene
  Tellman's Mistake
  Sabik
  Dar-es-Salaam
  Albalii
  Lancaster
  York
  Amity
  Reykavis
  Trondheimal
  Illyria
  Trasjkis
  Kendall
  Eleusis
  Deneb Kaitos
  Deneb Algedi
  Ka
  Hudeiba
  Kwamashu
  Latice
  Lurgatan
  Sadurni
  Alorton
  Bowang
  Diamantina
  Gibraltar
  Carlisle
  Rijeka
  Campbelton
  Dickinson
  Ionus
  Kearny
  Vosloorus
  Al Jubaylah
  Lengkong
  Cirebon
  Fieferana
  Mansu-ri
  Ellsworth
  Fadiffolu
  Hiratsuka
  Ford
  Bella I
  Cole Harbour
  Chalouba
  Calloway VI
  Ipswich
  Shuen Wan
  Ipswich
  Shuen Wan
  Frondas
  Furud
  Tamarind
  Gannett
  Tania Australis
  Loric
  Albert Falls
  Cajamarca
  Hellos Minor
  McKenna
  Newcastle
  Antipolo
  Vikindu
  Ankolika
  Westover
  Atsugi
  Isabela
  Karachi
  Tapachula
  Gatchina
  Tohelet
  Trellisane
  Galatea
  Zebebelgenubi
  Acamar
  Atreus
  Palladaine
  Halmyre Deans
  Pressby
  Ngake
  Clinton
  Concord
  Gallatin
  Launam
  Megrez
  Merak
  Nestor
  New Kyoto
  Rahne
  Rexburg
  Szepes
  Rexburg
  Shasta
  Zwenkau
  Canonbie
  Hesperus II
  Zebeneschamali
  Anegasaki
  Ashburton
  Bolan
  Cameron
  Colfax
  Danais
  Drosendorf
  Fianna
  Gypsum
  Hongqiao
  Iknogoro
  Jiddah
  Loeches
  Matheran
  Medzev
  Milnerton
  Paradise
  Pella II
  Rzhishchev
  Sophie's World
  Sorunda
  Uzhgorod
  Barlaston
  Bora
  Buenos Aires
  Calpaca
  Carmen
  Clipperton
  Fujidera
  Glasgow
  Grand Base
  Hollow
  Hustaing
  Kaifen
  Lesalles
  Mauripur
  Phact
  Preston
  Primus
  Raballa
  Randar
  Relev
  Rohinjan
  Sakhali
  Scheuerheck
  Sendalor
  Sigma Mare
  Umka
  Vestall
  Watermael
  Wazan
  X
  Ziliang
  Andurien
  Kanata
  Kasdach
  Shiro III
  Ayn Tarma
  Hindmarsh
  Aconcagua
  Chagos
  Kutludugun
  Cavanaugh II
  Kakada
  Kamenz
  Altorra
  Bellatrix
  Calseraigne
  Kurvasa
  New Westin
  Raphael
  Westerhand
  Chilung
  Diass
  Guangzho
  Nullarbor
  Faleolo
  Mackenzie
  Molokai
  Wilkes
  Alula Borealis
  Eromanga
  Home
  Loongana
  Simpson Desert
  Alkes
  Bordon
  Abadan
  Ariel
  Asellus Borealis
  Bentley
  Bithinia
  Castrovia
  Cronulla
  Denba
  Geifer
  Hexare
  Holt
  Housekarle
  Hu
  Kashilla
  Kiyev
  Lancaster
  Lungdo
  New Delos
  Salur
  St. Andr
  Tiber
  Tr
  Ulan Bator
  Vanra
  Ventabren
  Zaurak
  Aitutaki
  Arcadia
  Avior
  Bainsville
  Dixie
  Giausar
  Gibson
  Gienah
  Jouques
  Keeling
  Laureles
  Loyalty
  McAffe
  New Hope
  Niihau
  Nockatunga
  Norfolk
  Rasalas
  Senftenberg
  Sheridan
  Thermopolis
  Uhuru
  Wallis
  Washburn
  Zortman
  Aristotle
  Bjornlunda
  Chaffee
  Eidsfoss
  Gladius
  Komephoros
  Lamon
  Laurieston
  Nekkar
  Sierpc
  Smolnik
  Svinngarn
  Vega
  Boardwalk
  Campertown
  Homestead
  Pingree
  Regulus
  Oriente
  Aldertaine
  Bedeque
  Carsphairn
  Furillo
  Helm
  Kimball II
  Ling
  Semenyih
  Tania Borealis
  Altais
  Minaku
  Algorab
  Baxter
  Caledonia
  Chukchi III
  Ciotat
  Colinas
  Enkoping
  Hollabrunn
  Jaumegarde
  Kitzingen
  Soilihull
  Turinge
  Zvolen
  Bri
  Cordiagr
  Harloc
  Milos
  Old Kentucky
  Ovan
  Tsinghai
  Eom
  Imalda
  Propus
  Poznan
  Angell II
  Daneshmand
  Dayr Khuna
  Elektrougli
  Emris IV
  Fletcher
  Alterf
  Harmony
  Manihiki
  Midkiff
  Muscida
  Sterling
  Trinidad
  Sian
  Athenry
  Azha
  Miaplacidus
  Talitha
  Alhena
  Alya
  Augustine
  Carnwath
  Gacrux
  Glengarry
  Kalidasa
  Kaus Borealis
  Kochab
  Kyrkbacken
  Seginus
  Van Diemen
  Talitha
  Van Diemen IV
  Yance 
  Zaniah
  Pollux
  New Canton
  Nopah Ac
  B
  Gan Singh
  Ningpo
  Alexandria
  Chamdo
  Indica
  Jasmine
  Mi
  Tsitsang
  Coriscana
  Futuna
  Kyeinnisan
  Mundrabilla
  Oceana
  Olafsvik
  Preston
  Togwotee
  Eilenburg
  Gallery
  Izar
  Hyde
  Solaris
  Avellaneda
  Ibstock
  Park Place
  Wei
  Alkaid
  Asellus Australis
  Kirkenlaard
  New Wessex
  New Wessex
  Trent
  Kurragin
  Capella
  Chisholm
  Liao
  Styk
  Addi
  Konstance
  Kuzuu
  Fuentes
  Sarna
  Ideyld
  Mariefred
  Bandora
  Acubens
  Al Na'ir
  Alchiba
  Alioth
  Alphard
  Alrakis
  Alula Australis
  Berenson
  Biham
  Chertan
  Dromini VI
  Dubhe
  Fletcher
  Genoa
  Hamal
  Hea
  Kaus Australis
  Kaus Media
  La Blon
  Marcus
  Menkalinan
  Murch
  Nanking
  Nathan
  Remulac
  Ruchbah
  Saiph
  Savannah
  Skondia
  Skye
  Slocum
  T
  Unukalhai
  Wing
  Wyatt
  Zosma
  Dieron
  Zollikofen
  Chara
  Errai
  Algedi
  A
  Bernardo
  Dabih
  Halstead Stati
  Hamilton
  Ne
  Shensi
  Shitara
  Suzano
  Y
  Gei-Fu
  Ingersoll
  Masterson
  Palos
  Quemoy
  Arganda
  Drusibacken
  Keystone
  Sarpsborg
  Tongatapu
  Algol
  Pleione
  Terra Caph
  Freedom
  Marik
  New Earth
  New Olympia
  Procyon
  Rochelle
  Ryde
  Capolla
  Terra Firma
  Bryant
  Sirius
  Ingress
  Keid
  New Home
  Oliver
  Rigil Kentarus
  Thorin
  Eltanin
  Alkalurops
  Atria
  Menkent
  Dyev
  Imbros III
  Ko
  Lyons
  Nusakan
  Pike IV
  Altair
  Asta
  Helen
  Kervil
  Muphrid
  Nai-Stohl
  New
  Thorin
  Muphrid
  Nashira
  Nirasaki
  Quentin
  Saffel
  Styx
  Telos IV
  Yorii
  Carver V
  CastorDevil's Rock
  Epsilon Eridani
  Epsilon Indi
  Fomalhaut
  Graham IV
  Hall
  Hsien
  Irian
  Lipton
  Northwind
  Outreach
  Small World
  Deneb
  Nam Dinh
  Karlstejn
  Shui-pào
  Les Halles
  Kaitos
  Wazan
  Borealis
  Addi
  Alphard
  T
  Quentin
  Saffel
  Ruchbah
  Small World
  Zavijava
  Eaton
  Autumn Wind
  Stewart
  Zion
  Asuncion
  Gorki
  Chengdu
  Mattisskogen
  Bhaktapur
  Belluevue
  Viribium
  Aquagea
  Ilmachna
  Itica
  Katla
  Cursa
  Fagerholm
  Ingonish
  Leyda
  Zwenkau
  Alkes
  Bithinia
   Hope
  Senftenberg
  Propus
  Kyrkbacken
  Eilenburg
  Berenson
  Zosma
  Ingersoll
  Zion
  Asuncion
  Ascella
  Kessel
  Rukbat
  Alcor
  Dieudonne
  Laiaka
  Phecda
  Arboris
  Basalt
  Sheratan
  Aldebaran
  Connaught
  Amity
  Bordon
  Alhena
  Nathan
  Dieudonne
  Connaught
  Denebola
  Milton
  Mizar
  Wasat
  Zurich
  Alphecca
  Callison
  Hornir's
  Dili
  Konopiste
  Ilion
  Jilin
  Dallas
  Kupang
  Bonaire
  Sappho
  Kristiandsund
  Ramen II
  Lukla
  Dalian
  Adhafera
  Harsefeld
  Lopez
  Kalmar
  Kwamashu
  Megrez
  Delos
  Tania
  Miaplacidus
  Park Place
  Chertan
  Marcus
  Oliver
  CastorDevil's Rock
  Graham IV
  Callison
  Cor Caroli
  Kawich
  Lambrecht
  Konstance
  Eltanin
  Kessel
  Lambrecht
  Moore
  Syrma
  Tall Trees
  Shiloh
  Alula Australis
  Dubhe
  Zollikofen
  Earth
  Procyon
  Sirius
  Rigil Kentarus
  Northwind
  Zavijava
  Shiloh
  Alula Borealis
  Menkalinan
  Wing
  Summer
  Deneb Algedi
  Pollux
  Altair
  Nirasaki
  Epsilon Eridani
  Fomalhaut
  Bharat
  Bryant
  Woodstock
  N
  New Canton
  Slocum
  Balkan
  Nihal
  BORDER KEY
  2830 Borders
  2840
  2845
  2850
  2855
  2860
  2864
  PLANET KEY
  National Capital
  District Capital
  Province Capital
  Dead/Dying World
  120 LIGHT YEARS OR 36.8 PARSECS
  30 LIGHT YEARS
  MAXIMUM JUMP: APPROXIMATELY 30 LIGHT YEARS
  LEGEND
  “LA RECONQUISTA”
   2840-2864
  
  THE SECOND SUCCESSION WAR
  70
  RUNNING ON EMpTy
  Atreus in the summer of 2854 when news of his father’s death reached the front, 
  and left his subordinates to continue the campaign. He remained on the capital for 
  only nine weeks before returning to the field, leaving Speaker of Parliament Joost 
  VanCamp to ensure supplies continued to flow to the front.
  Despite repeated efforts by both sides, the net result was a pair of mutually 
  antagonistic salients, a cosmic yin-yang of massed armies. The failure to regain all of 
  the worlds in this region would become a sore point for the Free Worlds League and 
  would drive Gerald’s successor, Philippa, to renew hostilities against House Steiner 
  in the early years of what would become the Third Succession War.
  In stark contrast to the stalled offensive against the Lyran Commonwealth, 
  the League’s Liao front proceeded apace. Although never quite grinding to a halt 
  as the Lyran front had, the fight against the Capellan Confederation reinvigorated 
  BEYOND THE INNER SPHERE
  With the exception of the Marik occupation of the Circinus Federation in 2853, there was little 
  direct involvement of the Periphery states in the First or Second Succession Wars. That didn’t spare 
  them the consequences of the conflict, however. During the First Succession War, the Periphery 
  states suffered the same collapse as the Great Houses as a consequence of their Star League–born 
  interdependence on trade. Worlds died to the absence of a cheap widget previously imported from 
  the Inner Sphere, or from the lack of medicines once widely available.
  The Periphery states also became the refuge of those seeking to escape the conflict, be they 
  peaceful colonists or murderous deserters set on carving out their own kingdoms. Some of those 
  interactions were benign and beneficial, but most were not. Madmen like Hendrik Grimm subju-
  gated populations and bent them to their will, while other despots turned farming communities 
  into pirate havens.
  The Great Houses exploited the Periphery powers too, though indirectly: not as they had done 
  so rapaciously in the latter years of the Star League, but subtly, through trade and espionage. As 
  notional neutral powers in the Succession Wars, the Periphery states became hotbeds of espionage 
  and double-dealing. The three major Periphery nations became proxy battlegrounds for assassins 
  and spies to trade secrets and eliminate rivals, while working for these agencies became a lucrative 
  trade for certain elements of society.
  —Periphery Privateers, Andurien Free Press, 3024
  THE OCCUPATION  
  OF CIRCINUS (2853)
  Born during the fall of the Star League and the 
  carnage of the First Succession War, the Circinus 
  Federation was an unusual hybrid of pirate ambition 
  and pioneer work ethic. The pirates, formerly members 
  of the disgraced Black Warriors mercenary company 
  commanded by Zachariah Cirion, continued a low-level 
  war against their former employers, the Free Worlds 
  League, and remained a thorn in the side of House 
  Marik well into the twenty-ninth century.
  In 2853, as Charles Marik planned a new offensive 
  against House Steiner, he took the opportunity to kill two 
  birds with one stone: the FWLM would occupy the ban-
  dit kingdom and use it as a stepping stone to strike the 
  flank of Steiner defenses around Poulsbo. Spearheaded 
  by the Eridani Light Horse, the Marik assault caught the 
  pirates unawares, their stealthy approach as disguised 
  traders proving completely unnecessary. The pirates 
  were adept at raiding their neighbors (including other 
  Periphery worlds, some of whom banded together as 
  the Lothian League to resist the banditry) but were 
  used to hit-and-run tactics. Any knowledge of defensive 
  operations had been lost with previous generations of 
  the Black Warriors, and so the ELH’s Twenty-first Striker 
  Regiment faced little opposition to their occupation 
  of the capital, Clayborne Remembered. A preemptive 
  strike destroyed the Black Warriors’ DropShips and main 
  barracks, leaving the world defenseless, and the ELH 
  command landed in Circinus Park, the grounds of the 
  Presidential Palace. The planetary government capitu-
  lated but protested House Marik’s “illegal occupation of 
  their peaceful world” while dismissing Marik claims of 
  Circinian aggression as fabrications.
  The bulk of the population consisted of peaceful 
  colonists, and a little effort by House Marik could have 
  won them over and bound them into the Free Worlds 
  League’s economy. Instead, the FWLM treated the 
  worlds as occupied territory, stripping usable resources 
  and allowing troops to abuse the civilian population. 
  The world teetered on the brink of famine, and instead 
  of fostering acceptance and integration, the Marik 
  troops created hatred and resistance. An organization 
  called Black Flag carried out attacks against the occu-
  pying troops, which prompted ever more brutal repri-
  sals. The cycle of violence continued to escalate until 
  2871, when Captain-General Philippa Marik withdrew 
  the League’s forces for use elsewhere along the Lyran 
  border. Even now, over a century later, a deep-seated 
  hatred of the Mariks and the rest of the Inner Sphere 
  remains part of the Circinian psyche, shaping the 
  actions of various government “interstellar agencies,” 
  i.e., privateers of the Black Warriors who are still under 
  the command of the Cirion family.
  —Periphery Privateers, Andurien Free Press, 3024
  
  THE SECOND SUCCESSION WAR (2825–2863)
  71
  RUNNING ON EMpTy
  when Gerald visited troops on their staging worlds and participating in numerous 
  assaults. By the end of 2854, most of the losses within the Duchy of Oriente 
  had been restored, and the FWLM began to expand beyond worlds lost in the 
  ComStar War, eventually seizing Ipswich, Aodh, and Les Halles. The battle for Les 
  Halles was a bloody three-month affair as the CCAF fought desperately to retain 
  control of the garden world and its trade centers. Unfortunately, the Capellan 
  troops were outmatched and outnumbered, settling for a scorched-earth policy 
  before withdrawing. Military successes by the CCAF were few and far between. The 
  victory of McCormack’s Fusiliers on Goodna against the Marik mercenaries Lander’s 
  Lancers was one of the exceptions, but it came at a high price: a full battalion of the 
  Fusiliers perished in the conflict.
  For the next few years House Marik focused on retaking Capellan gains from 
  the Duchy of Andurien earlier in the war and securing Andurien itself against Liao 
  raiders. Even the death of Gerald’s only child, Maxwell, did little to dissuade his 
  efforts—father and son were not close, Maxwell having chosen service within 
  ComStar over his duty to the League—but a combination of Capellan resolve 
  and bickering within Parliament hampered Gerald’s plans. Even when pressed to 
  declare an armistice in the early 2860s, Gerald insisted there could be no peace until 
  all the worlds the League lost during the ComStar War had been reclaimed.
  REGENCY AND REVENGE
  Claudius Steiner’s daughter, Elizabeth, was only eight years old at the time of 
  her father’s demise. It was expected her mother, Duchess Rebecca Morgan, would 
  act as regent until Elizabeth attained her majority, but having seen the corruption 
  power had wrought in her unstable husband, Rebecca refused, though she did 
  serve as pro tem head of state. She re-formed the Estates General her husband had 
  disbanded, and sought their advice for an alternative. Not wishing to offend any 
  party within the Commonwealth, the Estates General suggested that a triumvirate 
  of equals be established to oversee the state. Henry DeCalidore, the delegate of 
  Furillo and Speaker of the Assembly, would represent the government’s interests 
  while Duchess Ilysa Aten of Skye and Tamar would be the nobility’s representative. 
  Despite Rebecca’s objections, the Estates General called on her to be the third 
  member, to represent her daughter’s interests. Reluctantly she agreed, and the new 
  council met for the first time on 13 October 2849.
  The Triumvirate’s initial goals focused on undoing the ravages of Claudius’s rule, 
  including stabilizing both the Kurita and Marik fronts. Though often enmeshed in 
  politics and disputes, the co-rulers of the realm did at least pay attention to what was 
  happening across the realm, and slowly but surely the chaos of the mad Archon’s 
  rule was rolled back. Young Elizabeth frequently visited the council sessions and 
  learning the strengths and weaknesses of her people, along with their concerns and 
  desires. She also became aware of the political currents within her own regency—
  DeCalidore’s self-aggrandizement, particularly after his role in the Sixth through 
  Eighth Battles of Hesperus, and Duchess Aten’s push for regional autonomy. Only 
  Rebecca’s more neutral pro-Steiner and pro-Commonwealth viewpoint kept the 
  government on track, though for last few years of the council—2855 to Elizabeth’s 
  majority on 20 January 2859—bickering and backbiting were the order of the day.
  The Commonwealth’s enemies continued to plague their borders and exploit 
  the uncertainty within the government, but the major loss of worlds during 
  Claudius’s reign, particularly to House Marik, ended. It was, however, to be a short 
  respite. The assassination of Yoguchi Kurita in 2850 filled the Kurita clan with a 
  desire for vengeance, and in 2853 that manifested in a major attack on Hesperus II, 
  commonly referred to as the Sixth, Seventh, and Eighth Battles of Hesperus.
  LIBERTÉ, ÉGALITÉ, FRATERNITÉ
  The Succession Wars had little direct effect on the 
  worlds and nations of the Periphery (the Marik occu-
  pation of Circinus notwithstanding). That’s not to say 
  the situation in the Periphery States was unchanged, 
  as each realm dealt with the repercussions of the Star 
  League’s end and the outbreak of general war in the 
  Inner Sphere.
  For the Taurian Concordat, this meant freedom from 
  the fear of a Federated Suns invasion, as House Davion 
  was too busy with the Capellan Confederation and 
  Draconis Combine, but these “golden years” led to a 
  major constitutional crisis for House Calderon. With no 
  external enemy to focus their attention, internal bicker-
  ing took over. Crime had soared since the collapse of the 
  interstellar economies of the Star League, and parties 
  within the Concordat called for a hardline stance on 
  law and order. These Loyal Oppositionists advocated 
  a suspension of civil liberties, mandatory lie-detector 
  tests and drug screening, a presumption of guilt rather 
  than innocence, and strict control of the media. There 
  would be no freedom of speech or freedom of expres-
  sion. Despite the harsh provisions of their manifesto, this 
  extremist position garnered significant popular support, 
  and the Loyal Oppositionists looked set to seize power.
  A counter-movement initially protested peacefully 
  in the early 2850s but became increasingly militant 
  and violent in the second half of the decade. Armed 
  clashes occurred between protestors of both factions, 
  politicians were attacked, and offices were targeted 
  by arson. The Oppositionists cited this violence as jus-
  tification for their agenda, and in 2860, as they looked 
  ready to sweep to power, the Concordat teetered on 
  the brink of civil war.
  Protector Ignatius Calderon had stood aloof from 
  the conflict, but on 23 July 2860 he addressed the 
  people. He stressed that without liberty there could 
  be no justice or honesty, that people would say 
  what was needed rather than what was right. He 
  argued that the Protector could not know the will 
  of his people with the press muzzled and freedom 
  of expression limited. He did, however, say he would 
  take a hard stance against all violent crime—includ-
  ing political violence—but that liberty and justice 
  were central tenets of the Taurian psyche and could 
  not be sacrificed for the illusion of security. Support 
  for the Loyal Oppositionists collapsed, and calm 
  returned to the Concordat.
  —Unforeseen Consequences, Syrtis Military 
  Press, 3024
  
  THE SECOND SUCCESSION WAR
  72
  RUNNING ON EMpTy
  THE SIXTH, SEVENTH, AND  
  EIGHTH BATTLES OF HESPERUS
  Spanning four months, the Kurita assault on Hesperus II in 2853 is often cited 
  as the Lyran Commonwealth’s pivotal moment in the Second Succession War. 
  Popular opinion links the assault with a desire within the Combine for revenge after 
  the murder of Coordinator Yoguchi, but the scale of the operation and the broader 
  offensive that followed were likely to have been many years in the planning. 
  Documents recovered after the Battle of Luthien in 3052 suggest Yoguchi himself 
  had laid the groundwork for the Hesperus offensive prior to his being trapped on 
  Tishomingo, and his escape from that world set the 2853–2854 offensives in motion. 
  The DCMS High Command adjusted the plan in the wake of the Coordinator’s 
  death, but only insofar as to the importance of the attacks to assuage the Dragon’s 
  honor. This led to a lack of compassion being shown to any Steiner troops: the new 
  Coordinator Miyogi declared them burakumin (or eta, the “impure” caste) and thus 
  could be treated inhumanely. This shift toward ill treatment of prisoners of war 
  fell in line with the Dictum Honorium’s decree of death to enemy soldiers, either in 
  combat or upon surrender. 
  Beginning on 9 April 2853, the assault on Hesperus II was intended as a 
  knockout blow against the Commonwealth, an unstoppable force that would 
  crush House Steiner’s morale and ability to wage war. The campaign, expected to 
  last no more than six months, would force the Lyran state to capitulate, leaving 
  the DCMS to turn its full might against the Combine’s true enemy, the Federated 
  Suns. With Lyran troops already engaged in the renewed Marik offensive around 
  Megrez, the DCMS expected little resistance. The initial assault was principally a 
  naval action: assault DropShips, aerofighters, and the remains of the Combine’s 
  WarShip fleet crushed all orbital defenses and blockaded the planet to prevent 
  LCAF reinforcements. This phase of the operation proceeded flawlessly, the massive 
  DCA flotillas crushing Lyran pickets. More than forty Commonwealth vessels 
  and over 100 fighters were lost in the skirmishes around the recharge stations 
  and in near orbit. DCA losses amounted to less than a dozen DropShips, none of 
  which were the valuable troop transports, and under twenty fighters. With near orbit 
  utterly dominated by the Kurita forces, the WarShip pickets took down any scouts or 
  reinforcements the LCAF attempted to send to Hesperus. 
  The Combine didn’t initially make landfall in force, but instead spent the next twenty weeks blockading the world and weakening 
  the three Lyran regiments garrisoning the world. The DCMS launched a series of lightning raids and air attacks against Lyran positions, 
  forcing them to react and expend valuable supplies. By late August the LCAF position was desperate and their morale fragile, which the 
  Combine commander, Tai-sho Susumu Fujiwara, took as the sign to begin the final phase of the operation. His eight regiments began 
  full-scale landing operations, establishing bridgeheads and fortifications. Far from the Lyran redoubts, these landings occurred in the 
  lightly populated regions of the South Whitman continent. This allowed the Combine troops to secure their position and force the LCAF 
  to expend even more resources to contest Kurita occupation. Throughout September, the DCMS forces expanded their control over the 
  world and slowly ground down the Lyran defenders in a succession of brutal engagements. House Kurita could afford to rotate troops 
  to and from the front, but the Steiners could not. By late October the Tenth Skye Rangers and Ninth Arcturan Guards were in ruins, and 
  almost all the LCAF defenses had been subjugated. Finally moving against the now functionally defenseless DefHes factory complex, 
  the DCMS forces could savor victory. 
  The sudden emergence of dozens of Steiner ’Mechs from the cavernous complex stunned the Kurita troops with their refusal to 
  surrender. The Combine commanders believed this battalion-strength scratch force, comprising unpainted ’Mechs piloted by workers 
  and old men, could not hope to prevail against seasoned Combine soldiers. This “Force of Last Resort,” commanded by Baron Ivor 
  Brewer, surprised the DCMS with their ferocity and determination. The ad hoc force, its strength multiplied by surprise, began bringing 
  down experienced Kurita warriors, but though initially staggered by the assault, the DCMS’s return fire exacted a terrible cost. The 
  battalion was quickly whittled down, and the DCMS pressed back toward the factory.
  A CONVENIENT DEMISE
  The death of Gerald Marik in 2861 was sudden and 
  unexpected—a heart attack while at his command 
  post on Andurien—but at the time there was no sus-
  picion of any foul play. His sister, Philippa, succeeded 
  him as Captain-General and took a more pragmatic 
  approach to the winding down of hostilities. Though 
  she continued to fund the FWLM and plan offensives 
  against both the Lyran Commonwealth and Capellan 
  Confederation, she also employed diplomacy as a tool 
  of policy. The Liaos showed little inclination to negoti-
  ate, but Archon Elizabeth Steiner proved receptive to 
  the idea of a negotiated end to the conflict.
  The rumor-mill within the court on Atreus soon 
  suggested a darker aspect to Gerald’s passing and 
  Philippa’s diplomatic endeavors. Though none went 
  so far as to say the Captain-General had ordered 
  her brother’s murder, they did highlight the con-
  venience of his passing for the less hawkish mem-
  bers of Parliament. No evidence was ever presented, 
  and Philippa’s refusal to decommission parts of the 
  FWLM during the interwar years and her aggressive 
  stance early in the Third Succession War (including the 
  attempted assassination of Elizabeth Steiner) made 
  it clear that while she favored peace, she was quite 
  prepared to fight. Nonetheless, the suspicion that 
  some cabal within the Free Worlds League used regi-
  cide to advance the push for peace has been difficult 
  to suppress.
  —Fighting for Peace, Laurent Infomedia, 3056
  
  THE SECOND SUCCESSION WAR (2825–2863)
  73
  RUNNING ON EMpTy
  During the siege, the rest of the LCAF had not been idle. Repeated attempts 
  were made to run the blockade, most of which were shattered by Kurita patrol 
  craft. A few hardy souls arriving via pirate points made it to near orbit but 
  were unable to breach the shell of fighters, DropShips, and WarShips guarding 
  the strategic world. In early August, the LCAF decided to stop squandering its 
  resources (though they did place several observer vessels on the fringes of the 
  system) and sought an alternative to the impasse.
  That came from Triumvirate member Henry DeCalidore, who pointed out 
  the solution floating above their heads. The ancient battlecruiser LCS Invincible 
  maintained station near Tharkad’s zenith jump point; though mothballed, the 
  WarShip still functioned. Filling out her crew proved problematic: most of the 
  Lyran spacers with experience of such a large vessel were in retirement, and these 
  graying veterans were called back to serve once more, their numbers bolstered 
  by crew plucked from other vessels and the Lyran naval academies. This ad hoc 
  crew drilled throughout much of September and early October, and by mid-
  October was deemed sufficiently competent to undertake an operation to break 
  the Kurita blockade. For the next four weeks, the ancient vessel and its consorts 
  jumped closer to Hesperus II, their numbers further augmented by vessels from the 
  Commonwealth relief force.
  The Invincible’s jump into Hesperus space took place on 25 October, shortly 
  before the Force of Last Resort engaged the DCMS troops. The DCA vessels, used 
  to having their own way with arriving LCAF vessels, fled like minnows before a 
  shark. Two DCA WarShips, the Vigilant-class DCS Wyrm and the Baron-class DCS 
  Yedo, perished in the engagement, but four Kurita WarShips remained, along 
  with a cloud of aerofighters and DropShips. While harassed by the remaining 
  DCA forces, the Lyran WarShip accelerated toward Hesperus II at flank speed, a 
  punishing acceleration for the young crewmen, let alone the veterans. With the 
  Kurita vessels focusing their attentions on the Invincible, the Lyran relief fleet pushed 
  through the Combine lines and begin landing operations just as the Force of Last Resort’s defense finally crumbled. The volunteer 
  troops fled into the factory complex, and the Kurita troops, only dimly aware of the Lyran landings half a continent away, prepared 
  to complete their objective.
  Then the skies roiled, and laser fire lanced down from orbit. Still engaged with the remainder of the DCA flotilla—most of whom 
  would not survive—the LCS Invincible skimmed the atmosphere and blasted the Combine positions. Hundreds died in the fire from the 
  heavens, the majority of the survivors being those who had already entered the DefHes complex. The DCMS troops found themselves 
  caught between the hammer of the Force of Last Resort, suddenly reinvigorated by the arrival of the relief force, and the anvil of the 
  Invincible’s rain of fire. Most of the Kurita forces perished, but not before badly damaging one of the DefHes production lines.
  Fighting continued for another three weeks as the LCAF relief force pushed the Combine troops away from the DefHes complex. 
  By mid-November the Coordinator deemed the campaign a failure and ordered the remaining Combine forces to withdraw. The 
  Dragon had lost more than half the ’Mechs, vehicles, and transports committed to the campaign, as well as all six of the last WarShips 
  available to the Dragon. Unfortunately for the Lyrans, the Invincible would also join its Combine cousins by misjumping while 
  en-route back to Tharkad. The mammoth vessel remained lost for more than two centuries, until it resurfaced during the outbreak 
  of the Jihad in 3067. 
  The Commonwealth breathed a sigh of relief: House Steiner had avoided Kurita’s death blow, and the damage to DefHes would 
  be repaired within a year. The cost was high though: with more than 90 percent materiel losses and over 70 percent personnel 
  losses, the Tenth Skye Guards and Ninth Arcturan Rangers were deemed too badly damaged to be rebuilt, so their survivors were 
  transferred to other units. Of the forty warriors of the Force of Last Resort, only five survived to the battle’s end, but the bravery 
  of all the volunteers was recognized. The scratch unit was awarded the Dragon Slayer’s Ribbon, and all of the volunteers and the 
  crew of the Invincible were added to the rolls of the Honored Missing. Baron Brewer was also awarded the Commonwealth Medal of 
  Honor and raised to Duke of Hesperus, while the population of Hesperus II was awarded the Honor of Skye, the only time a world 
  has received the award.
  THE OLDEST-NEW PROFESSION
  During the Star League era, military forces outside 
  of national commands were regarded with suspicion, 
  and though they did exist, most were small and con-
  fined to local security operations. The Amaris Coup and 
  its aftermath shattered many military formations, and 
  many of the survivors opted to sell their services to the 
  highest bidder. A number of the ex-SLDF formations 
  remaining in the Inner Sphere opted to follow a similar 
  mercenary path rather than join one of the Successor 
  States, and though their numbers were relatively small 
  at the start of the First Succession War, they were of 
  sufficient importance for their operations to be regu-
  lated by ComStar, who founded the Mercenary Review 
  Board in 2789.
  The First and Second Succession Wars wrought 
  havoc on the military forces of the Successor States, 
  and with manufacturing capabilities significantly 
  denuded, the governments turned to private contrac-
  tors to bolster their strength. By the end of the Second 
  Succession War, rather than being represented by a 
  handful of units, mercenary troops accounted for as 
  much as 20 percent of some Successor State militaries.
  —Mercenaries of the Succession Wars, Vol. I, 
  Golden Tiger Press, 3089
  
  THE SECOND SUCCESSION WAR
  74
  RUNNING ON EMpTy
  THE MARATHON OFFENSIVE
  The victory at Hesperus proved only a temporary reprieve for the 
  Commonwealth, as the battles against the Free Worlds League were a mixed 
  bag, and the Combine would soon launch a series of offensives along their 
  border. While Hesperus II had been intended as a surgical strike, a means 
  of finessing a knockout blow, the new attacks would be on a massive and 
  protracted scale. This “Marathon Assault”, which targeted both the Lyran 
  Commonwealth and the Federated Suns, would last four years and cause 
  immeasurable damage.
  JADE CASTLE
  By all rights, the Capellan Confederation should have 
  died during the early Succession Wars, beset as it was by 
  aggressive and well-equipped enemies that ravaged the 
  Capellan borders relentlessly. That it didn’t capitulate was in 
  part due to luck—the ComStar interdiction of House Marik 
  cut the legs from under the FWLM offensive and effectively 
  reset the border half way through the Second Succession 
  War—but determined leadership by several Chancellors 
  also played a vital role.
  Key among these was Laurelli Liao, whose Operation 
  JADE CASTLE blunted the initial Davion advance late in the 
  war. Lacking men and materiel, Laurelli was forced to fight 
  the conflict on multiple levels. Militarily, her forces were 
  outmatched, but the CCAF focusing on small, responsive 
  units could adapt and shift to counter enemy thrusts. 
  Unfortunately, fighting a two-front war and with badly 
  denuded transport assets, the Capellan military was per-
  petually forced to react rather than seize the initiative.
  Chancellor Liao also had to ensure her troops had the 
  equipment with which to fight. Capellan industry had been 
  hit hard in the First Succession War, and so she plowed a 
  significant proportion of the nation’s wealth into subsidies 
  for arms manufacture. The living standards of the general 
  populace suffered as a result, but rather than breaking the 
  spirit of the Capellan citizenry, deprivation became a badge 
  of honor. Motivational posters of the era showed a number 
  of ways the people could contribute to the war effort. Some 
  exhorted civilians to forgo part of their food ration so that 
  soldiers at the front could be fed. Others called on farmers 
  to use oxen to pull a plow rather than using valuable fuel 
  to run a tractor. Whether these made a real difference to 
  the war effort is unclear, but they certainly helped forge 
  the national spirit. Laurelli saw the importance of this and 
  constantly journeyed through the realm to inspect troops 
  and factories. She made it clear that everyone had a role to 
  play in sustaining the Confederation.
  Prime Marshal Peter Davion described the Capellan 
  people as fanatical opponents, proud of their heritage and 
  unwilling to surrender. This isn’t to say they were suicidal—
  though some were—but once their planets were occupied, 
  the Capellan populations refused to be cowed, and used 
  passive resistance and active sabotage to force their oppres-
  sors to devote resources to peacekeeping and security.
  During the Second Succession War, the CCAF never 
  quite matched the determination of the people, though it 
  certainly punched above its weight and achieved a num-
  ber of notable successes. Not until the years between the 
  Second and Third Succession Wars would there be a true 
  renaissance in the Capellan military, with the rise of the 
  Warrior Houses. Based on the ideas of Colonel Hiritza Hikaru 
  and Kamachi Imarra, the Warrior Houses effectively created 
  a Capellan warrior class.
  —Tenacity Unchained, Sian Imperial Publications, 3065
  THE “MARATHON OFFENSIVE” 
  (2854–2858)
  Kurita Assaults/Raids vs. Lyran Commonwealth
  2854: Planting, Ridderkerk, Dehgolan§, Konstance, Satalice†, Dromini 
  VI†, Menkent†, Port Moseby†
  2855: Grumium, Rubigen, Tukayyid, Kelenfold§, Verthandi, Moritz†
  2856: Satalice†, Moore†
  2857: Najha, Port Moseby†
  2858: Orestes, Glenlivet†, Caldrea†
  2859: Basiliano
  2860: Kreller, Sakhalin§
  2862: Al Hillah, Karbala
  Kurita Assaults/Raids vs. Federated Suns
  2854: Kentares IV†, Lucerne, Franklin, Rochester, Le Blanc†, Robinson, 
  Carnac†, Saunemin†
  2855: DeWitt†, Saltural†, Kestrel†, Alnadal, Xhosa VII
  2856: Raman†, Doneval II†
  2857: Benet III†
  2858: Crossing†
  Steiner Counterattacks/Raids
  2855: Aubisson
  2856: Kelenfold, Vega, Buckminster, Trolloc Prime†
  2857: New Wessex, Alnasi†, Sabik, Ko
  2858: Lyons, Lambrecht†
  2859: Atria
  2862: Sakhalin
  Davion Counterattacks/Raids
  2857: Benet III
  2858: Robinson†, Cassias
  2860: Robinson†
  † Denotes a failed assault
  § Denotes a raid followed by an invasion
  
  THE SECOND SUCCESSION WAR (2825–2863)
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  RUNNING ON EMpTy
  The opening move of the assaults came in April 2854 with a raid-in-force against 
  Kentares IV. The DCMS intended the operation to serve two goals: stealing the supplies 
  cached on the world and distracting the AFFS from the hammer-blow that was about 
  to fall on worlds farther spinward of infamous Kentares. Though the Kurita troops 
  gained effective control over the world, their efforts to secure the caches and smash 
  the Davion defenses proved trickier. The AFFS troops adopted a highly mobile strategy, 
  avoiding major confrontations and launching their own lightning assaults to keep 
  the invaders off balance. This tactic served the defenders well for the six weeks before 
  Kurita reinforcements arrived. However, though this made the Combine troops’ job harder, 
  it served the DCMS’s strategic goals well. As the AFFS poured more and more troops into the 
  defense of Kentares, 10 June saw the Combine launch a major offensive focused on Robinson but ultimately aimed at New Avalon.
  Lucerne and Franklin were the first worlds targeted; both fell to the invaders in mid-September, with Rochester, Le Blanc, and Robinson 
  targeted by the second wave of assaults in mid-July. AFFS troops on Rochester and Le Blanc staged dogged defenses against the DCMS 
  juggernaut. Rochester held out for eleven months, finally falling to the DCMS in June 2855, while the defenders of Le Blanc successfully 
  drove the Kurita troops off-world on New Year’s Eve, 2854. Robinson was less fortunate.
  Though heavily defended, the Draconis March capital was the prime target of the initial Kurita offensive, the assault force comprising 
  four elite Sword of Light regiments and ten support regiments. The fighting was brutal, as the Combine forces led by Coordinator Miyogi 
  used nuclear, biological, and chemical weapons to crush the opposing forces in what became known as the “Rape of Robinson,” and without 
  reinforcements, which were tied up at Kentares, the Davion troops could not hope to hold the world. Though its loss would be a morale blow 
  to the Federated Suns, Robinson was of limited military significance, and so Peter Davion ordered the defenders to withdraw in August 2858. 
  He would not, however, abandon the world, and attempts to retake the world were made in both late 2858 and 2860. Neither endeavor 
  succeeded, though they exacted a fearsome toll on the DCMS troops and forced the Combine to commit reserves that might otherwise have 
  been used to expand the offensive.
  Deeper Combine strikes took in Saunemin (November 2854), DeWitt (February 2855), Kestrel (July 2855), and Saltural (January 
  2856), but none proved successful. However, the steady succession of assaults did prevent the AFFS from bring force to bear against 
  the Robinson Thumb. Only after the final defeat of the assaults on Kentares in July 2856 was the AFFS able to bring its full might to bear 
  against the invaders. Davion efforts during the rest of the Marathon Offensive were aimed more at containing the Kurita troops and 
  blunting the drive toward New Avalon than regaining lost territories, though they did recapture Benet III in April 2857 and beat back 
  Combine efforts to retake it later in the year. Cassias returned to the Federated Suns seven months later, but Robinson would not return 
  to the Davion fold until Operation PENDRAGON early in the Third Succession War.
  Though the Combine made limited gains against the Federated Suns, the offensive against the Lyran Commonwealth was both 
  broader and deeper. DCMS assault troops struck all along the border, with targets as coreward as Planting and Ridderkerk and rimward 
  to Dromini VI and Menkent. Not all the assaults were successful—those against Dromini VI, Menkent, Satalice, and Port Moseby were 
  driven back—but the DCMS exploited weakness where they found it, such as in the string of worlds from Orestes to Rubigen. Raids 
  BLAKE’S WILL BE DONE
  The last years of the Second Succession War 
  made clear that the Great Houses no longer respected 
  ComStar’s neutrality as they had before the ComStar 
  War. Though the Successor States had sought to gather 
  intelligence on the Order, those efforts increased sig-
  nificantly in the 2840s and ’50s, and in 2861 the 
  unmasking of Loki agent Rosemary Veddar within the 
  Order prompted a massive increase in internal security 
  and vetting of new converts. A brief but bloody shad-
  ow war in the years after the Veddar Affair left more 
  than three dozen agents of the Great Houses dead.
  Now a fully fledged theocracy shrouded in mysti-
  cism and orthodoxy, ComStar maintained its covert 
  goal of dominating the Inner Sphere. The tense peace 
  that began in 2863 ill-suited their goals, and almost 
  immediately Primus Karpov tasked ROM to destabi-
  lize the situation and reignite the war by sabotag-
  ing prisoner exchange negotiations between the Free 
  Worlds League and Lyran Commonwealth, and leaking 
  news of House Kurita’s internal troubles with the 
  Combine’s enemies. This subtle manipulation soon 
  had the desired effect, and a new conflict—the Third 
  Succession War—began in 2866.
  —Beneath the Robe: An Insider’s Look at ComStar, 
  Donegal Press, 3092
  
  THE SECOND SUCCESSION WAR
  76
  THE lAST GASpS
  THE LAST GASPS (2860–2863)
  Though all of the Great House militaries were showing 
  signs of massive fatigue and were on the brink of collapse, the 
  early 2860s saw a last hurrah of fighting before finally collapsing 
  into a fragile armistice. House Kurita continued to raid the 
  Lyran Commonwealth, seizing worlds like Sakhalin and Kreller, 
  while the Steiners counterattacked the recent Marik offensive, 
  retaking Megrez in late 2860. Marik also continued to push by 
  striking Dieudonné with mercenaries in the same year.
  The Suns-Combine front stagnated, with neither side 
  willing to commit large-scale forces to invasion or liberation 
  missions. Instead, they settled into a pattern of raids and 
  counter-raids, meanwhile licking their wounds and preparing 
  for future operations. The Capellan Confederation was less 
  fortunate, with First Prince Michael Davion ordering intensified 
  operations against Liao worlds: Operation WINTER GARDEN. 
  This decision almost proved to be the undoing of the Federated 
  Suns offensive, but once more fate intervened.
  Prime Marshal Peter Davion took direct command of the 
  assaults, focusing on a swath of worlds between Acala and 
  Redfield. Many of these worlds had been raided by the AFFS 
  earlier in the Second Succession War, but this time the AFFS 
  intended to seize and hold the planets. Unfortunately for them, 
  the CCAF had learned the lessons of the Succession Wars the 
  hard way, and their reduced territory allowed them to respond 
  more quickly to threats than earlier in the conflict. The Liao 
  defensive plan, known as Operation JADE CASTLE, proved an 
  unpleasant surprise to the Davion forces, none more so than the 
  Prime Marshal. Peter Davion’s DropShip was shot down on 19 
  September during landing operations on Cammal, and though 
  he survived, he was forced to make good use of the escape-
  and-evasion lessons he’d learned decades earlier.
  Deprived of their commander, the AFFS troops faltered and 
  could have been smashed by the resurgent CCAF. The offensives 
  against Lee, Bell, and Aosia were abandoned, and other assaults 
  delayed. Even more shocking to the Davion High Command 
  was the recapture of Daniels and Alcyone by Liao forces in 
  mid-October, a tactical counteroffensive that threatened the 
  rimward edge of the operation. House Davion had to commit 
  troops formerly assigned to assault operations to liberate the 
  two worlds, which they achieved in mid-2861.
  Unfortunately for the Capellans, their luck did not last, and 
  they suffered their own crisis of leadership. On 19 October 2860, 
  less than a day after hearing of the successful counterattacks, 
  Chancellor Laurelli Liao suffered a stroke and passed away 
  eleven days later. Her weak and ineffectual brother, Dainmar, 
  became the new Chancellor and ordered Cammal abandoned. 
  JADE CASTLE might still have saved the Confederation, but on 5 
  July 2861, a daring St. Ives raid commanded by Colonel Melissa 
  Davion, Prince Michael’s eldest daughter, came within a hair’s 
  breadth of killing the Chancellor, who narrowly escaped the 
  Davion Assault Guards obliterating his palace. Liao immediately 
  against Dehgolan and Kelenfold showed the LCAF defenses 
  to be poorly coordinated, and the Combine soon converted 
  the raids into fully fledged assaults. Grumium and Tukayyid 
  soon joined the initial targets under the Dragon flag, and 
  by the end of 2857, twelve worlds had fallen to the DCMS, 
  forming the Orestes salient. Steiner counterattacks against 
  the salient were bloodily repulsed, though the cost to the 
  DCMS was high, particularly on Grumium, where several elite 
  units were mauled. Only Kelenfold was successfully retaken 
  after a six-month campaign finally secured the world. By the 
  summer of 2858, the Combine offensive had slowed, and 
  uncharacteristically swift LCAF responses had stymied efforts to 
  take worlds like Port Moseby, Glenlivet, and Caldrea. The Lyran 
  military also undertook a series of spoiling attacks rimward of 
  the Orestes salient, which led to the recapture of several worlds 
  lost during the First Succession War. This reversal of fortunes 
  left the Combine with a net gain of only six worlds from the 
  Marathon Offensive, and on 9 December 2858, Miyogi Kurita 
  ordered an end to large-scale offensive operations. Fighting 
  would continue in the Orestes Thumb until 2862, however, with 
  Sakhalin taken after two assaults in 2860 (but lost again three 
  years later) and Al Hillah and Karbala in 2862.
  The realm that Elizabeth Steiner took control of when she 
  came of age on 20 January 2859 was bloodied but far from 
  broken. The new Archon dissolved the Triumvirate and thanked 
  the co-regents for the valuable lessons they had taught her. Any 
  thought DeCalidore or Duchess Aten had of wielding influence 
  over the young girl were soon disabused. She’d seen the chaos 
  their infighting had caused and “rewarded” them appropriately, 
  removing their influence from Tharkad. To DeCalidore, savior 
  of Hesperus, she gave command of the newly raised Twenty-
  third Lyran Regulars and a posting on the Kurita front; Aten 
  she appointed advocate of regional authority, oversight of 
  the relief effort to those displaced by the Succession Wars. 
  DeCalidore would die defending Sakhalin against a Combine 
  raid in February 2860.
  OPERATION WINTER 
  GARDEN (2860–2862)
  2860: Gallitzin, Andro, Gahral, Vintru, Lee†, Aosia†, 
  Bell†, Cammal, Bethel, Hurgh*
  2861: St. Ives, Acala, Perkasie, Daniels (recapture), 
  Alcyone (recapture), Oli*, Khi*, Knutdor*
  2862: Undra*, Lacadon*
  * World subsequently abandoned
  † Denotes a failed assault
  
  THE SECOND SUCCESSION WAR (2825–2863)
  77
  A NEW pEACE
  A NEW PEACE … AND 
  EVERYTHING AFTER (2863–)
  The Second Succession War was less destructive than the 
  First, but in many regards the post–Second Succession War 
  situation was more antagonistic. The Inner Sphere saw genuine 
  efforts to agree a lasting peace after the first conflict, but the 
  second saw no such endeavors. The antagonism between 
  the Great Houses was now so great, it seemed nothing could 
  prompt cooperation between the states.
  Historians recognize 2863 as the end of the Second 
  Succession War, and 2866 as the start of the Third, but in 
  many regards this is an arbitrary divide. Military operations 
  continued during the interwar years, and each side simply 
  repaired and rearmed, ready to resume the fighting. What 
  does set the Third Succession War apart from the Second is 
  the nature of the conflict. Where the First and Second wars 
  saw major advances and reversals, the Third was at a much 
  lower intensity. The Age of War is arguably a better parallel 
  than the two previous post–Star League conflicts, which saw 
  military actions as an extension of national policy. The fiction 
  of succeeding the Camerons as First Lord remained, but by 
  the outbreak of the Third War—a century after the Amaris 
  Coup—this notion was barely given lip-service. Only when 
  the unthinkable happened and two Great Houses allied in the 
  3020s did the specter of a new First Lord emerge along with a 
  return to high-tempo warfare in the Fourth Succession War of 
  3028–3030 and the “War of ’39” (sometimes unofficially called 
  the Fifth Succession War) of 3039–3040.
  To the man on the street, the return of Kerensky’s 
  descendants—the Clans—in 3050 ended the Succession 
  Wars, but the reality is that it simply redefined them. The 
  Clans also wanted to see the Star League reborn, but 
  under their authority. However, their seemingly unstoppable 
  conquests prompted the unthinkable: the unification of the 
  Inner Sphere powers and the rebirth, albeit for only a few 
  years, of the Star League. Even today, almost a century after 
  the Clan Invasion, the resurrection of the Star League remains 
  their objective. The Great Houses may have abandoned the 
  idea of a new Star League, but the Clans have not. Malvina 
  Hazen, Alaric Ward, and the other Clan khans continue to 
  push forward, seeking to unify the Inner Sphere under their 
  aegis. The phrase “Star League” rarely passes their lips, but 
  instead another word is whispered.
  “IlClan.”
  dispatched an emissary to New Avalon, seeking terms. Surprised 
  at the Liao reaction but wanting to see how far he could push 
  his luck, Michael Davion replied that the key requirement to 
  end the Davion offensive was official recognition from the Sian 
  government that all of the worlds taken by the Federated Suns 
  during the First and Second Succession Wars—not just the 
  sixteen seized during WINTER GARDEN—were now officially 
  part of the Federated Suns. In January 2862 Dainmar Liao 
  agreed, and to all intents the Second Succession War ended 
  between the Capellan Confederation and the Federated Suns. 
  Dainmar would not long outlive the shame of his capitulation: 
  on the eve of the Third Succession War, he resigned his office 
  in favor of his twenty-two-year-old son Otto and committed 
  suicide a year later.
  Though a political coup, the ceding of worlds after Operation 
  WINTER GARDEN was less beneficial to the Federated Suns than 
  would first seem. Many of the worlds taken in the campaign 
  were marginal at best, and a combination of economic collapse 
  and forced migration led to the official abandonment of six of 
  these worlds within a scant eighteen months after the end of 
  the operation. The AFFS continued to monitor these worlds 
  to ensure they remained unused, and some, such as Khi and 
  Lacadon, were used as staging posts. However, by the Third 
  Succession War, most of these worlds were lost and forgotten.
  Also in 2861, the death of militaristic Gerald Marik gave 
  hope of an armistice on the Steiner-Marik front, his successor 
  Philippa being more inclined to seek a diplomatic solution. 
  Fighting continued, with Megrez changing hands again in 
  2862 and wrecked Ilion finally liberated by the FWLM as both 
  sides raided each other’s industrial centers. By 2863, a de facto 
  armistice was in place (no treaty was ever formally signed), and 
  the Captain-General also ordered her forces on the Capellan 
  border to hold station.
  The Combine’s wars ended not with a grand gesture 
  but rather a sigh of relief. A collapse in morale and discipline 
  threatened to undermine the DCMS’s operations, and at the 
  urging of his generals, the Coordinator ordered an end to 
  offensive operations on 19 October 2862. By the end of 2863, 
  fighting against the Combine’s neighbors had ended.
  The last great battle of the Second Succession War was the 
  retaking of Sakhalin by three Lyran regiments: the Third Donegal 
  Guards, the Stealths, and the Twenty-third York Regulars. The 
  LCAF High Command sought to exploit the DCMS’s shift to a 
  less aggressive posture, but the garrison still fought tenaciously 
  and wrought significant damage on the Lyran forces before 
  being crushed. The York Regulars lost half their strength and 
  would languish for a dozen years before returning to battle-
  readiness, only to face tragedy during the Third Succession 
  War. The Stealths also took immense damage, but rather than 
  rebuild, the unit was disbanded and the survivors awarded land 
  grants on the world of Treeline, which was renamed Winfield 
  after the unit’s commander.
  
  2
  3
  4
  5
  1
    1) Magistracy of Canopus
    2) Taurian Concordat
    3) Outworlds Alliance
    4) Illyrian Palatinate
    5) Lothian League
    6) Tortuga Dominions
  The Periphery
  Tamar Pact
    1) Trellshire
    2) Tamar Domains
    3) Camlann Shire
  Protectorate of Donegal
    4) Coventry Province
    5) Alarion Province
    6) District of Donegal
    7) Furillo Province
  Federation of Skye
    8) Kannon Shire
    9) Virginia Shire
    10) Rahneshire
    11) Isle of Skye
  Lyran Commonwealth
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  Pesht Military District
    1) Kagoshima Prefecture
    2) Coudoux Prefecture
    3) Bjarred Prefecture
    4) Pusht-i-rud Prefecture
    5) Ningxia Prefecture
  Galedon Military District
    6) Oshika Prefecture
    7) Matsuida Prefecture
    8) New Samarkand Prefecture
    9) Kaznejoy Prefecture
  Draconis Combine
  Rasalhague Military District
    10) Radstadt Prefecture
    11) Trondheim Prefecture
    12) Tinaca Prefecture
  Benjamin Military District
    14) Baldur Prefecture
    13) Dehgolan Prefecture
    15) Xinyang Prefecture
    16) Kajikazawa Prefecture
    17) Proserpina Prefecture
    18) Irurzun Prefecture
  Dieron Military District
    19) Kuzuu Prefecture
    20) Ashio Prefecture
    21) Chaville Prefecture
    22) Towne Prefecture
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  INNER SPHERE - 2864
  Pesht Military District
  Rasalhague Military District
  Galedon Military District
  Benjamin Military District
  Federation of Skye
  Protectorate of Donegal
  Tamar Pact
  Draconis March
  Crucis March
  Capellan March
  Draconis March
    1) Robinson Operational Area
    2) Woodbine Operational Area
  Crucis March
    3) Markesan Operational Area
    4) Minette Operational Area
    5) Chirikof Operational Area
  Capellan March
    6) Kathil Operational Area
    7) Taygeta Operational Area
  Federated Suns
  2
  4
  5
  6
  7
  1
  3
    1) Tikonov Commonality
    2) Chesterton Commonality
    3) Sarna Commonality
    4) Capella Commonality
    5) Sian Commonality
    6) St Ives Commonality
    7) Andurien Commonality
  Capellan Confederation
  1
  2
  3
  4
  5
  6
  7
    1) Marik Commonwealth
    2) Federation of Oriente
    3) Principality of Regulus
    4) Duchy of Andurien
    5) Stewart Confederation
    6) Duchy of Graham-Marik
    7) Rim Commonality
    8) Regulan Free States
    9) Principality of Gibson
    10) Abbey District
    11) Duchy of Orloff
  Free Worlds League
  1
  2
  3
  4
  5
  6
  6
  7
  8
  9
  10
  Dieron Military District
  20
  21
  22
  11
  Helduza
  Seven Lands
  Sialkot
  Lywick
  Anatolia
  Viluisk
  Valabhi
  Lushun
  Oporto
  Windhoek
  Ubangi
  Zanbasa
  Montsegur
  Arlanda
  Machapuchre
  Mogabouti
  Awyron
  Ambrose
  Von Strang’s
  Sentarus
  Aboukir
  Inner Surge
  Baggville
  Rypful
  Zefri
  Biegga
  Vannes
  Abushiri
  Vargtass
  Mearra
  Sidon
  Rosetta
  Calvados
  Iolas
  Baltazar III
  Mudd’s Hut
  Merlynpede
  Haggard
  Lande
  Meghy
  Shalaine
  Duantia
  Ukunela
  Stardawn
  Dagda
  Pardeau
  Albion
  Sabhal Mòr Ostaig
  Caledea
  Nuelson Minor
  Graz
  Conley's Patch
  Zuhbehr
  Cardff
  Starshine
  Prydain
  Bayis II
  Malazan
  Zebrenaski
  Sardis
  Hódmezovásárhely
  New Galicia
  Naissus
  Sparta
  Köln
  Z
  Bo
  Cree
  Esztergom
  Ceará
  Izmir
  Revel
  Stettin
  Astrokaszy
  Zempoatlepetl
  Hell's Paradise
  Calchedon
  Mohács
  Turov
  Alta
  Maratho
   Ship
  Luxani
  Mondra 
  Schmitt
  Zelmag III
  Herrmaz
  Cresson
  Cayuga
  Gettorf
  Camlann
  Abramkovo
  Biloela
  Khon Kaen
  Madiun
  Pencader
  Penobscot
  Stantsiya
  Timbiqui
  Zdice
  Acrux
  Althastan
  Binyang
  Danxian
  Ellijay
  Finsterwalde
  Herzberg
  Loburg
  Maisons
  Radostov
  Shahr Kord
  Teyvareb
  Aberystwyth
  Al Jafr
  Cruz Alta
  Enders Cluster (10)
  Florida
  Ilzra
  Sarikavak
  Coldbrook
  Halifax
  Hinckley
  Karkkila
  Rapla
  Sapienza
  Stanley
  Wiltshire
  Gillfillan's Gold
  Amminadav
  Waypoint
  Caldarium
  Pocologan
  Issaba
  Langhorne
  Lost
  Ma'anshan
  Engadine
  Hood IV
  Inarcs
  Jerangle
  Jesenice
  Kowloon
  Kwangchowwang
  Neerabup
  Trentham
  Willunga
  Annunziata
  Clermont
  Kolovraty
  Melissia
  Mogyorod
  Bone-Norman
  Botany Bay
  Erewhon
  Last Chance
  Chiavenna
  Mezzana
  Czarvowo
  Rosice
  Zaprudy
  Aiguebelle
  Batajnica
  Calafell
  Firenze
  Mercedes
  Novara
  Abejorral
  Ciampino
  Kostinbrod
  Noisiel
  Nuneaton
  Quilino
  Vendrell
  Vihtijarvi
  Virtue
  Baryshevo
  Champadanga
  Chhaprauli
  Jatznik
  Niangol
  Qarahta
  Saravan
  Storfors
  Tapihue
  Kelang
  Triesting
  Callisto V
  Thuban
  Australia
  Brooloo
  Ewanrigg
  Gatineau
  Khartoum
  Ludwigshafen
  Mahone
  Mandaoaaru
  Millerton
  Mississauga
  Moriguchi
  Recife
  Strandfontein
  Swartklip
  Windsor
  Zwipadze
  Baba
  Blue Hole
  Deia
  Dukambia
  Esteros
  Goat Path
  Kookens 
  Pleasure Pit
  Mkuranga
  Timkovichi
  Yeguas
  Bondurant
  Curaumilla
  Dalcour
  Edmondson
  Griffith
  Kosciusko
  Labouchere
  Maderas
  Merton
  Millungera
  Saltillo
  Schererville
  Promised Land
  Atzenbrugg
  Aylmer
  Bayindir
  Corbeanca
  Ghaziabad
  Goth Khakar
  Hammer
  Hazeldean
  Huntington
  Jubka
  Karakiraz
  Kogl
  Lahti
  Landfall
  Lepaterique
  Lesnovo
  Mankova
  Negushevo
  Panjang
  Prato
  Romita
  San Nicolas
  Schiedam
  Stotzing
  Tchamba
  Tematagi
  Tormentine
  Tuamotu
  Valil'yevskiy
  Wolof
  Conakry
  Escobas
  Howrah
  Manotick
  Sackville
  Sharqah
  Silver
  Skvorec
  Trznadel Cluster
  Wisconsin
  Thraxa
  Vixen
  Gambilon
  Booker
  Weistheimer
  Novo Tressida
  Glevakha
  Cameron
  Zanderij
  Krievci
  Me
  Forkas
  Circinus
  Niops V
  Niops VI
  Niops VII
  Paulinus
  Lordinax
  Lothario
  Lummatii
  Leximon
  Lindassa
  Logan Prime
  Gwynedd
  Wypoute
  Gabenstad
  Herbania
  Melville
  Delagoa
  Austerlitz
  Edirne
  Nightwish
  Milvano
  Huesta
  Wingzar
  Kitopler
  Mahrah
  Stirling
  Battaraigi
  Renren
  Eschen
  Beta Regulus II
  Jorvikland
  Morrigan
  Marsalle
  Ildlandet
  Nobel
  Mangor
  Cranston
  Restitution
  Obrenovac
  Payvand
  Ruschegg
  Vak
  Hednesford
  Bismarck
  Katlehong
  Campoleone
  Ibarra
  Bass
  Afarsin
  Bethonolog
  Gallis
  Lindenmarle
  Royal Foxx
  Candiear
  Harminous
  Techne's Revenge
  Megarez
  Kossandra's Memory
  Hardcore
  Krimari
  Tarol IV
  Marantha
  Palladix
  Wildwood
  Cerillos
  Epsilon
  Galisteo
  Maxwell
  Sierra
  Cascade
  Kilarney
  Valloire
  Abbadiyah
  Adelaide
  Akfata
  Alarion
  Alekseyevka
  Anembo
  Arluna
  Ayacucho
  Black Earth
  Bobruisk
  Bucklands
  Buena
  C.M.O. 26
  Canal
  Chapultepec
  Coventry
  Ellengurg
  Elume
  Enzesfled
  Etiler
  Ferihegy
  Great X
  Halfway
  Howick
  Inchicore
  Kikuyu
  Kladnitsa
  Krung Thep
  Kvistgard
  Kwangjong-ni
  Main Street
  Miquelon
  New India
  Newtown Square
  Nouasseur
  Ormstown
  Pangkalan
  Poulsbo
  Premana
  Qanatir
  Qurayyat
  Revivim
  Roadside
  Son Hoa
  Tainjin
  Tangua
  Timbuktu
  Timehri
  Tiruppur
  Tsarahavana
  Urjala
  Venaria
  Viborg
  Winter
  All Dawn
  Rajkot
  Beta VII
  Blackjack
  Here
  Hot Springs
  Malibu
  Pasig
  M
  Saonara
  Can
  Tharkad
  Tellman's Mistake
  Dar-es-Salaam
  Lancaster
  York
  Anywhere
  Golandrinas
  Gotterdammerung
  Lackhove
  Wot
  Reykavis
  Trondheimal
  Illyria
  Trasjkis
  Loxley
  Kendall
  Eleusis
  Kaumberg
  Somerset
  Alorton
  Bowang
  Diamantina
  Gibraltar
  Carlisle
  Goetville
  Guatavita
  Rijeka
  Blumenort
  Chahar
  Machida
  Medellin
  Barcelona
  Campbelton
  Dickins
  Ionus
  Vosloorus
  Al Jubaylah
  Lengkong
  Cirebon
  Fieferana
  Ellsworth
  Fadiffolu
  Hiratsuka
  Ford
  Bella I
  Chalouba
  Tamarind
  Gannett
  Tania
  Loric
  Albert Falls
  Cajamarca
  Hellos Minor
  Newcastle
  Ankolika
  Westover
  Atsugi
  Isabela
  Karachi
  Tapachula
  Gatchina
  Tohelet
  Trellisane
  Atreus
  Zhongshan
  Pressby
  Ngake
  Clinton
  Donegal
  Concord
  Gallatin
  Launam
  Megrez
  Nestor
  Rah
  Rexburg
  Shasta
  Zwenkau
  Arc-Royal
  Bountiful Har
  Gibbs
  Greenlaw
  Hamilton
  Horneburg
  Incukalns
  New Capetown
  Santana
  Tetersen
  Tsinan
  Upano
  Vorzel
  Wrociaw
  Ashburton
  Bolan
  Cameron
  Colfax
  Danais
  Drosendorf
  Fian
  Gypsum
  Hongqiao
  Jiddah
  Medzev
  Paradise
  Rzhishchev
  Uzhgorod
  Clipperton
  Mauripur
  Rohinjan
  Scheuerheck
  Ayn Tarma
  Hindmarsh
  Aconcagua
  Chagos
  Kutludugun
  Cavanaugh II
  Kakada
  Kamenz
  Duran
  Minderoo
  Sargasso
  Atocongo
  Biuque
  Pobeda
  Reese Station
  Richvale
  Diass
  Nullarbor
  Faleolo
  Mackenzie
  Molokai
  Wilkes
  Alula Borealis
  Eromanga
  Home
  Loongana
  Simpson Desert
  Aitutaki
  Arcadia
  Bainsvill
  Dixie
  Giausar
  Gibson
  Gienah
  Keeling
  Laureles
  Loyalty
  McAffe
  Niihau
  Nockatunga
  Norfolk
  Rasalas
  Senftenberg
  Sheridan
  Thermopolis
  Uh
  Wallis
  Washburn
  Zortman
  Alma Alta
  Aristotle
  Bjornlund
  Eidsfoss
  Sierpc
  Smolnik
  Westerstede
  Pingree
  Regulus
  F
  Chukchi III
  Ciotat
  Colinas
  Eutin
  Hollabrunn
  Jaumegarde
  Kitzingen
  Pher
  Soilihull
  Turinge
  Zvolen
  Alterf
  Har
  Manihiki
  Midkiff
  Mu
  Sterling
  Trinidad
  Coriscana
  Futuna
  Mundrabilla
  Olafsvik
  Preston
  Togwotee
  Aur
  Cumbres
  Eilenburg
  Gallery
  New 
  Hyde
  Kirkenlaard
  T
  Ideyld
  Mariefred
  Arganda
  D
  Sarpsborg
  Tongatapu
  New Oly
  Autumn Wind
  Alula Borealis
  Vermezzo
  Sappir
  Da
  Neb
  
  Alfirk
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Map compiled by COMSTAR.
  From information provided by the COMSTAR EXPLORER CORPS 
  and the STAR LEAGUE ARCHIVES on Terra.
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  L E G E N D
  National capital
  District capital
  Region capital
  30 LIGHT YEARS
  120 LIGHT YEARS OR 36.8 PARSECS
  Dante
  Beowulf
  World
  Iron Land
  Chimpaw
  Kingtribel
  Glenlivet
  Bushmill
  Stonarboi
  Qualip
  Murmansk
  Old Canton
  Ulsan
  New Ceylon
  New Sumatra
  Hildaman
  Okaya
  Celebes
  Grootfontein
  Dalmantia
  Westfield
  Goldlure
  Belacruz
  Knutstad
  Bonaire
  Grobin
  ra
  rib
  Pavia
  Sarkel
  Aquileia
  St Gall
  August
  Ragusa
  Oldsmith
  Quimper
  Carnac
  Carcassonne
  Bayeux
  Arromanches
  Périgueux
  Cork
  Rennes
  Fugeres
  Jacobabad
  Dol
  Roscoff
  Vereeniging
  Saumur
  Du Lac
  Tiruchchirappalli
  Quimper
  Wittington
  Dunkerque
  Merlin
  Alnadal
  Klamriz V
  Reinhardstein
  Turkalia
  Entalun
  Saltural
  Bothwell
  Courtney
  Nogales
  Andelys
  Agmond
  Josselin
  Sturganos
  Unkador
  Teylingen
  Charleywood
  Verdinge
  Tantallon
  Wedderborg
  Ormal
  Duxford
  Arundel
  Valois
  Cooperland
  Hoensbroek
  Kenilworth
  Gruyeres
  Gravensteen
  Chillon
  El Kerak
  Ferrara
  Caerlaverock
  Kublenz
  Saltville
  Branzoll
  Fathepur
  Zambezi
  Swales
  Lynchburg
  Declan II
  Bringdam
  Maldive
  Mazdru
  Gahral
  Vintru
  Namen
  Brabent
  Blida
  Paches
  Jenet
  Tazaraki
  Maharet
  Weitinger
  Ryans Fate
  Umgard
  Tetschner
  Boeotia
  Fjaldr
  Kazu
  Sindalin
  Oligar
  Wantorill
  Kek
  Laong
  Alto
  Blandou
  Yongd
  Bergtatt
  Enkra
  Non Diz
  Aosia
  Arn
  Espia
  Salardion
  Naryn
  Tengil
  Rosendal
  New Troy
  Nam Dinh
  Banfora
  Borka
  Aomen
  Ullieri
  Sappho
  Sumy
  Java
  Lucknow
  Patan
  Kristiandsund
  Chengdu
  Ramen II
  Snailzar
  Manennaia
  Achilles
  Lukla
  Aodh
  Westphalia
  Dhaulgiri
  Crawford
  Stockpoll
  Conwy
  Payia
  Segerica
  Athna
  Pernik
  Mattisskogen
  Dì-fang
  Chitwan
  Haerhbin
  Jungar Qi 
  Bodnath
  Florarda
  Bhaktapur
  Belluevue
  Kohlman
  Yàn-huì
  Lyreton
  Chennai
  Zhaomaon
  Viribium
  Hibuarius
  Linhauiguan
  Ordino
  Aquagea
  Karlstejn
  New Athens
  Ilmachna
  Staffin
  Brest
  Bogerth
  Mumbai
  Pell
  Itica
  Katla
  Sichuan
  Lhasa
  Shui-pào
  Klayne
  Smythe
  Bahl's Retreat
  Dalian
  Michtal
  Ugland
  Toten
  Jeppens
  Vinstra
  Finse
  Waitur
  Halgrim
  Halla
  Dreadlord
  Eigerland
  Ictus
  Mindrel
  Braben’s Frontier
  Coyle
  Achton
  Shiri
  Blueys
  Kent
  Calingasta
  Voehn
  Vangburg
  Wynn’s Roost
  Zumbo
  Glitnir
  Puttalam
  Gaeri
  Feijo
  Mizt
  Koury
  Northsun
  Grankum
  Zetang
  Blommestein
  Vonja
  Azur
  Centavido
  Flatspin
  Amber
  Girondas 
  Qalzi
  Paf
  Mas
  Klenkar
  Leh
  Famdo
  Cadela
  Serenity
  Baltar
  Fiery Plains
  San Carlos
  Gangtok
  Zelski II
  Masterton 
  Katinka
  Artru
  Coromodir 
  Reinbak
  Skyfog
  Antallos (Port Krin)
  Nova Roma
  Butte Hold
  Elissa
  Blackbone
  Manaringaine
  Oberon VI
  Sigurd
  Paulus Prime
  Gustrell
  Blackstone
  Crevedia
  A Place
  Alleghe
  ski
  Bruben
  Chateau
  Csesztreg
  Dustball
  Feltre
  Harvest
  Kirchbach Liezen
  Maxie's Planet
  Mozirje
  Parakoila
  Planting
  Verthandi
  Alyina
  Apolakkia
  Colmar
  Dell
  Denizli
  Devin
  Dompaire
  Evciler
  Graus
  Leskovik
  Skokie
  Sudeten
  Svarstaad
  Twycross
  Vulcan
  Zoetermeer
  Bessarabia
  Gunzburg
  Hyperion
  Kandis
  Karston
  Karston
  Kobe
  Kufstein
  Laurent
  Memmingen
  Rastaban
  Perrot
  Thannhausen
  Weingarten
  Wheel
  Alshain
  Balsta
  Chandler
  Darius
  Dawn
  Christiania
  Eguilles
  Ferleiten
  Goito
  Hermagor
  Kaesong
  Kempten
  Kiamba
  Kiesen
  Krenice
  Leoben
  Mannedorf
  Marawi
  Meilen
  Numki
  Pomme De Terre
  Radlje
  Setubal
  Spittal
  Sternwerde
  Susquehanna
  Dumaring
  Cebalrai
  Diosd
  Galuzzo
  Jabuka
  Marfik
  Ramsau
  Chandler
  Ramsau
  Shionoha
  Shionoha
  Shirotori
  Trolloc Prime
  Vindemiatrix
  Adhafera
  Scarborough
  Decus
  Prix
  Manapire
  Shiba
  Menkib
  No Return
  Purvo
  Tantara
  Shipka
  Capricorn III
  Cap Rouge
  Granera
  Maritgues
  Yanchep
  Dunianshire
  Luxen
  Palm
  Dainmar Majoris
  Abruzzi
  Ambergrist
  Andarmax
  Armaxa
  Ashley
  Aucara
  Bacum
  Barras
  Beid
  Betelgeuse
  Borden
  Carbonis
  Cavalor
  Claxton
  Claybrooke
  Claybrooke
  Columbine
  Conquista
  Cursa
  Decatur
  Dicon
  Drozan
  Egress
  Elnath
  Exedor
  Fagerholm
  Fortymile
  Frazer
  Fronde
  Gomeisa
  Goodna
  Gunthar
  Gurnet
  Haappajarvi
  Harsefeld
  Hurik
  Ikast
  Immenstadt
  Ingonish
  Ito
  Jacomarle
  Jacson
  Jonzac
  Kafr Silim
  Kittery
  Krin
  Kujari
  Larsha
  Les Halles
  Lopez
  Madras
  Matsu
  Mitchel
  Monhegan
  Nashuar
  New Roland
  Niomede
  Overton
  Pilpala
  Pojos
  Principia
  Quimberton
  Renown
  Repulse
  Royalston
  Sarmaxa
  Sax
  Second Chance
  Second Try
  Shoreham
  Sirdar
  Turin
  Vard
  Velhas
  Victoria
  Villanueva
  Wallacia
  Ward
  Weatogue
  Wright
  Xanthe III
  Yunnah
  Yuris
  Zanzibar
  Detroit
  Herotitus
  Corey
  Andro
  Hecheng
  Palmyra
  Marielund
  Dothan
  Arnaudville
  Mishkadrill
  Ramora
  Sterope
  Jansen's Hold
  Illiushin
  Camadeierre
  Flaum
  Burton
  Atreus Prime
  Mithron
  Brisbane
  Laconis
  Amber Grove
  Euschelus
  Grossbach
  Perdition
  Logan's Land
  Norman's World
  Celentaro
  Organo
  Dicallus
  Althea's Choice
  Paulding
  Steeles
  Lexington
  McGehee
  Waimalu
  Newton
  Adelson
  Alta Vista
  Andalusia
  Baranda
  Bassfield
  Boondock
  Cambiano
  Cimeron
  Crofton
  Cumberland
  Damevang
  Defiance
  Delacambre
  Die Moot
  Emporia
  Euclid
  Fuveau
  Gronholt
  Grosvenor
  Hahira
  Hephzibah
  Hickok
  Hivrannee
  Humansville
  Junior
  Kaguyak
  Kentwood
  Kirklin
  Kountze
  Lihue
  Lothair
  Lyceum
  Macintosh
  Mansfield
  Mararn
  Mejicanos
  Melcher
  Memphis
  Mermentau
  Milligan
  Millray
  Molino
  Morven
  New Aberdeen
  Nunivak
  Okefenokee
  Pattison
  Princton
  Redondo
  Reisterstown
  Rosepine
  Sabanillas
  Sherwood
  Shubuta
  Stratford
  Wapakoneta
  Weldon
  Skepptana
  Fatima
  Blair Atholl
  Fort Loudon
  Leganes
  Whittington
  Biota
  Ueda
  Lothan
  Lyndon
  a Verde
  Corridan IV
  Auldhouse
  Enif
  Kokpekty
  Soul
  Brasha
  Coraines
  Rudolpho
  Baliggora
  Raldamax
  Trimaldix
  Alegro
  Calish II
  Calish III
  Adhara
  Spencer
  Rockwellawan
  Addasar
  Novo Franklin
  Abagnar
  Abiy Adi
  Altona
  Bangor
  Brailsford
  Brihuega
  Capra
  Charity
  Cheriton
  Clearfield
  Delitzsch
  Ebensburg
  Echo
  Gravenhage
  Hanover
  Igualada
  Isesaki
  Jeanette
  Jezersko
  Juazeiro
  Kamarod
  Korramabad
  Koulen
  Labrea
  Land's End
  Lapida II
  Last Frontier
  Leyland
  Loysville
  Luzerne
  Matamoras
  McAlister
  Meinacos
  Minowa
  Outer Volta
  Paracale
  Pinnacle
  Polcenigo
  Qandahar
  Richmond
  Savinsville
  Sawyer
  Soverzene
  Stapelfeld
  Tarnby
  Turtle Bay
  Waldheim
  Yumesta
  Mica II
  Mica V
  Mica VII
  New Gascony
  New Hati
  Fletcher's Feast
  New Port Royal
  Morgan's Holdfast
  Jarett
  Baruun Urt
  Laconis
  Dowles
  Thamel
  Elix
  Miyazaki
  Nara
  Seuta Bimyeong
  Emar
  Kiruna
  Glabach
  New Sapporo
  Wonju
  Kanto
  Haddings
  Chaville
  Pokhara
  Brownsville
  New Florence
  Bex
  Mandal
  Zertarum
  Shardayne
  erg
  Mokpo
  Sunchon
  Shimoda
  Tuat
  Ouagadougou
  Ferranil
  Duxfort
  Blue Sava
  Pliska
  Elbing
  New Praha
  Jászberény
  Kalmar
  Kern
  Ghorepani
  Alexandria
  Nexus Ri
  Ki Zoban
  Megaris
  Mavegh
  Dumassas
  Sartu
  Hanseta
  Victralla
  Werfer
  Ina
  Hastur
  Zathras
  Aspropirgos
  Gouderak
  Thurrock
  rel
  Butzfleth
  Deschenes
  Shenwan
  Beenleigh
  El Giza
  Leyda
  Piriapolis
  Ryerson
  Taygeta
  Hassad
  Novaya Zemlya
  Bethel
  Muridox
  Mosiro
  Lockton
  Adherlwin
  Fanardir
  Borgan's Rift
  Joyz
  Early Dawn
  Brixtana
  Cate's Hold
  Basiliano
  Butler
  Hainfeld
  Heiligendreuz
  Hohenems
  Lovinac
  Moritz
  New Caledonia
  Rodigo
  Romulus
  Seiduts
  Stanzach
  The Edge
  Trell I
  Unzmarkt
  Vantaa
  Waldorff
  Crellacor
  Agliana
  Armington
  Birmensdorf
  Csomad
  Drienfontein
  Enchi
  Estuan
  Firgrove
  Gambarare
  Hortense
  Jaboatao
  Kaitangata
  Kiserian
  Leipsic
  Malagrotta
  Minette
  Oltepesi
  Point Barrow
  Sodertalje
  Symsonia
  Tatlawiksuk
  Tegaldanas
  Vackisujfalu
  Anguilla
  Baxley
  Beaumont
  Benedict
  Bonneau
  Chanute
  Cohay
  Delos IV
  Ebro
  Gillingham
  Inman
  Kilbourne
  Kirbyville
  Lackland
  Mayetta
  McRae
  Metter
  Neosho
  Offerman
  Pascagoula
  Perdido
  Rentz
  St. Robert
  Sterlington
  Sturgis
  Tangipahoa
  Thibodaux
  Vandalia
  Waipahu
  Winfield
  Zolfo
  New Ivaarsen
  Abbeville
  Anjin Muerto
  Belaire
  Brockton
  Broken Wheel
  Brundage
  Cassias
  Chakachamna
  Chenier
  Hobson
  Kigamboni
  Kotzebue
  Markesan
  Meinrad
  Necedah
  Protection
  Electra
  Flintoft
  Horsham
  Lindsay
  Maia
  Merope
  Pleiades Cluster
  Ridgebrook
  Robsart
  Rollis
  Wrentham
  Landmark
  MacLeod's Land
  New Vallis
  New Ganymede
  100
  Keuterville
  Nahoni
  Semichi
  Warren
  Caldwell
  Cohagen
  Montour
  Naka Pabni
  Pierce
  Songgang
  Tentativa
  Verdigreis
  Weippe
  Badlands
   
  Cluster
  50
  Jodipur
  Eustatius
  Hoonaar
  Bastrop
  Farnsworth
  Greeley
  Hazelhurst
  Inner End
  Tellman IV
  Vibrunum
  Valasha
  Alpheratz
  Bad News
  Bryceland
  Cerberus
  Ferris
  Groveld III
  Groveld III
  Haynesville
  Kennard
  Niles
  Pajarito
  Sevon
  Valentina
  Morthac
  Quiberas
  Jordan Wais
  Praxton
  Loparri
  Lushann
  Banori
  Mitchella
  Dindatari
  Quatre Belle
  Budingen
  Schirmeck
  Parma
  Amiga
  Augusta
  Monroe
  Filtvelt
  Sheliak
  Engadin
  Radstadt
  St. John
  Thessalonika
  Ad Duwayd
  Algate
  Almunge
  Avon
  Brocchi's Cluster
  Byesville
  Caripare
  Chapineria
  Chorley
  Chupadero
  Constance
  Coudoux
  Courchevel
  Damian
  Santander V
  Dover
  Espakeh
  Garstedt
  Hartshill
  Hassi R'mel
  Herndon
  Hongor
  Huaide
  Hyner
  Idlewind
  Irece
  Kabah
  Linqing
  Lonaconing
  Macksburg
  Midway
  Monywa
  Multan
  Ningxia
  Nowhere
  Nykvarn
  Pondicherry
  Pusht-i-rud
  Ramgarh
  Rockland
  Salford
  Schuyler
  Schwartz
  Shimonoseki
  Sinope
  Slaithwaite
  Suianheer
  Teniente
  Virentofta
  Wolcott
  Yardley
  Zalaf
  Tuscarawas
  55
  Courcellete
  Corodiz
  Mendham
  Shaunavon
  adowvale
  Camlann
  Sekulmun
  Ankaa
  Dalton
  pus IV
  New Abilene
  Great Gorge
  Tancredi IV
  Tortuga Prime
  Sabik
  Tukayyid
  Albalii
  Kazanka
  Tabayama
  Zlatousi
  Prinis Prime
  Dneiper
  Milligan's World
  Risin
  Rushaven
  Quantraine
  Bensinger
  Derf
  Icar
  Persistence
  Star's End
  Steelton
  Toland
  Winfield
  n
  Amity
  Brockway
  Bromhead
  Diefenbaker
  Midale
  Renfield
  Cyrton
  Pesht
  Predlitz
  Bjarred
  Kaznejoy
  Hyalite
  New Vandenburg
  Pinard
  Carmichael
  Deneb Kaitos
  Outpost
  As Samik
  Basantapur
  Panpour
  Deneb Algedi
  Kansu
  Thimphu
  Kesai IV
  Conroe
  Diboll
  Mirage
  Urich
  Linneus
  Savonburg
  Steinhatchee
  Jesup
  Fetsund
  Gurrnazovo
  June
  Moultrie
  Olindo
  Vaucluse
  Hudeiba
  Kwamashu
  Latice
  Lurgatan
  Sadurni
  Baker 3
  Ridderkerk
  Jeronimo
  Kilmarnock
  Mandaree
  n
  Kearny
  Mansu-ri
  Cole Harbour
  Calloway VI
  Ipswich
  Shuen Wan
  Ipswich
  Shuen Wan
  Frondas
  Furud
  Australis
  McKenna
  Antipolo
  Vikindu
  Flannagan's Nebulea
  Galatea
  Taurus
  New Syrtis
  New Rhodes III
  Angol
  Zebebelgenubi
  Apollo
  Luthien
  Galedon V
  Alrescha
  Acamar
  Holmsbu
  New Bergen
  Rasalhague
  Skallevoll
  Tovetine
  Svelvik
  Thule
  Trondheim
  Vipaava
  Spica
  Taga
  Palladaine
  Bettendorf
  Evansville
  Bellevue
  Maynard
  Mokane
  Quincy
  Vicente
  Niquinohomo
  Sparrevohn
  Strawn
  Tarazed
  Vanern
  Corsica Nueva
  Volders
  Oshika
  Marshdale
  almyre Deans
  Wetumpka
  Sakuranoki
  Casere
  El Dorado
  Sverdlovsk
  Alcyone
  Daniels
  Anaheim
  Redfield
  Wernke
  Kirei Na Niwa
  Benjamin
  Numenor
  Worrell
  Nox
  Suk II
  Tamar
  Asgard
  Delavan
  Merak
  New Kyoto
  e
  Ballynure
  Borghese
  est
  Canonbie
  Dalkeith
  Eaglesham
  Edasich
  Ginestra
  Hesperus II
  Meacham
  Montmarault
  Orkney
  Quarell
  Rasalgethi
  Surcin
  Yed Posterior
  Zebeneschamali
  Anegasaki
  a
  Iknogoro
  Loeches
  Matheran
  Milnerton
  Pella II
  Sophie's World
  Sorunda
  Barlaston
  Bora
  Buenos Aires
  Calpaca
  Carmen
  Fujidera
  Glasgow
  Grand Base
  Hadnall
  Holloway
  Hustaing
  Kaifeng
  Lesalles
  Mentasta
  Phact
  Preston
  Primus
  Raballa
  Randar
  Relevow
  Sakhalin
  Scituate
  Sendalor
  Sigma Mare
  Tallin
  Teng
  Texlos
  Umka
  Vestallas
  Warlock
  Watermael
  Wazan
  Xieng Khouang
  Ziliang
  Apriki
  Belladonna
  Bogard
  Bristol
  Cahokia
  Carmacks
  Gallitzin
  Handa
  Heligoland
  Ipava
  Kathil
  Klathandu IV
  Kluane
  Fable
  Layover
  Le Blanc
  Listowel
  Mandate
  Manteno
  Marodzi
  Matar
  Matsuida
  McComb
  Montcoal
  Mordialloc
  New Damascus
  New Mendham
  Northfield
  Orbisonia
  Reisling's Planet
  Remshield
  Sakhara V
  Tatsuno
  Togura
  Victoria
  Waxell
  Koping Chian
  Adrian
  Altdorf
  Bergman's Planet
  Broaddus
  Brookeland
  Cerulean
  Choudrant
  Colchester
  Colia
  Davisville
  De Berry
  Delacruz
  Des Arc
  Fairfield
  Hoyleton
  Keytesville
  Latexo
  Macomb
  Nadrin
  Nagel
  Ottumwa
  Pitkin
  Potwin
  Senorbi
  Shawnee
  Sullivan
  Sun Prairie
  Sylvan
  Tsamma
  Weisau
  Xenia
  Kettering
  Crestoblus
  Kinkaid II
  Chirala
  Sertar
  Morrill
  Pattonsbrug
  Ulysses
  Mauckport
  Rosiclare
  Bluford
  Alsek
  Colorado
  Kaiyuh
  Noatak
  Killarney
  Nizina
  Birqash
  Hobbs
  Andurien
  Kanata
  Kasdach
  Shiro III
  Verlo
  Maldonado
  Unity
  Kagoshima
  Keihoku
  Miyada
  Tiflis
  Ban Na San
  New Samarkand
  Sanda
  Sighisoara
  Arcturus
  Crimond
  Grunwald
  Hillerod
  Porrima
  Ardoz
  Carse
  Chatham
  Cusset
  Grumium
  Halesowen
  Karbala
  Maule
  Mualang
  Pilkhua
  Port Arthur
  Rubigen
  Satalice
  Skandia
  Tomans
  Utrecht
  Annapolis
  Babuyan
  Baldur
  Braunton
  Dyfed
  Havdhem
  Ogano
  Omagh
  Peacock
  Sakai
  Shibukawa
  Tanh Linh
  Xinyang
  Philadelphia
  Chinmen Tao
  Fairfax
  Mizunami
  Tishomingo
  Udibi
  Antietam
  Bastian
  Capac
  Dahar IV
  Delphos
  Galax
  Gulkana
  Huron
  Manassas
  Notwina
  O'Fallon
  Petrolia
  Torrence
  Verde
  Willowick
  Highspire
  Allerton
  Chebanse
  Chirikof
  Darwendale
  Ingenstrem
  Islamabad
  Okains
  Atlas
  Avigait
  Corella
  Haappajarvi
  Corella
  Cotocallao
  Abruzzi
  Bacum
  Courcellete
  Bromhead
  Cotocallao
  Glentworth
  Jaipur
  Quittacas
  Altorra
  Bellatrix
  Calseraigne
  Kurvasa
  Menke
  New Westin
  Raphael
  Westerhand
  Chilung
  Guangzho
  Chichibu
  New Oslo
  Shinonoi
  Arkab
  Alkes
  Bordon
  Agematsu
  An Ting
  Barlow’s End
  Beta Mensae V
  Bicester
  Blandinsville
  Cholame
  Cosenza
  Cyrenaica
  DeWitt
  Dnepropetrovsk
  Falsterbo
  Fellanin II
  Galtor III
  Gandy's Luck
  Glenmora
  Helsingfors
  Iijima
  Itabaiana
  Johnsondale
  Kanowit
  Kawabe
  Koumi
  Lima
  Ljugarn
  Lucerne
  Paris
  Peabody
  Ramona
  Rowe
  Sauk City
  Saunemin
  Silkeborg
  Simferopol
  Sodus
  Tarkio
  Thestria
  Tinaca
  Umijiri
  Waunakee
  Xhosa VII
  Avawatz
  Axton
  Corydon
  Elidere IV
  Fallon II
  Farwell
  Fincastle
  Flushing
  Freisland
  Gambier
  Goubellat
  Huan
  Imbrial III
  Irurzun
  Larned
  Marlowe's Rift
  Misery
  Monongahela
  Narellan
  Ogilvie
  Perkasie
  Proserpina
  Remagen
  Salem
  Stein's
   
  Folly
  Streator
  Sylvester
  Ulan Batar
  Wedgefield
  Hachiman
  Lee
  Abadan
  Ariel
  Asellus Borealis
  Bentley
  Bithinia
  Castrovia
  Cronulla
  Denbar
  Geifer
  Hexare
  Holt
  Housekarle
  Hunan
  Kashilla
  Kiyev
  Lancaster
  Lungdo
  Necromo
  New Delos
  New Macao
  Ohrensen
  Safe Port
  Salur
  St. Andre
  St. Loris
  Tiber
  Truth
  Ulan Bator
  Vanra
  Ventabren
  Weekapaug
  Zaurak
  Avior
  Jouques
  New Hope
  ru
  Antares
  Benfled
  Caldrea
  Chaffee
  Dehgolan
  Gladius
  Graceland
  Kandersteg
  Komephoros
  Koniz
  Lamon
  Laurieston
  Maestu
  orges
  Najha
  Nekkar
  Odessa
  Sakhalin
  Shimosuwa
  Svinngarn
  Symington
  Toffen
  Vega
  Vorarlberg
  Leiston
  Nakaojo
  Yamarovka
  Covington
  Leamington
  Aix-la-Chapelle
  Altenmarkt
  Boardwalk
  Campertown
  Homestead
  Odabasi
  Odell
  Sanilac
  Thun
  Wappingers
  Bremond
  Hoff
  Plymouth
  Saginaw
  Susulatna
  Oriente
  Smolensk
  Brusett
  Kannon
  Helixmar
  Dirk's Gulf
  Kumqwat
  Aldertaine
  Cussar
  Bedeque
  Carsphairn
  rillo
  Helm
  Kajikazawa
  Kimball II
  Ling
  Monistrol
  Phalan
  Semenyih
  Tamsalu
  Tania Borealis
  Tawas
  Tecumseh
  Tripoli
  Rosamond
  Pandora
  Kockengen
  Alnasi
  Altais
  Buckminster
  Carstairs
  Kirkcaldy
  Minakuchi
  Otho
  Port Moseby
  Tsukude
  Al Hillah
  Algorab
  Baxter
  Caledonia
  Enkoping
  Ganshoren
  Garrison
  Kelenfold
  ad
  Veckholm
  Arlington
  Benet
   
  III
  Breed
  Dobson
  Donenac
  Fukuroi
  Harpster
  Harrow's Sun
  Kentares IV
  Mersa Matruh
  Raman
  Acala
  Ashkum
  Barstow
  Beecher
  Cammal
  Goderich
  Moravian
  Tiskilwa
  Valexa
  Maladar
  Brighton
  Cordiagr
  Harloc
  Milos
  Old Kentucky
  Ovan
  Tsinghai
  Tsingtao
  Eom
  Imalda
  Propus
  Uravan
  Jonathan
  Poznan
  Angell II
  Daneshmand
  Dayr Khuna
  Elektrougli
  Emris IV
  Fletcher
  ony
  cida
  Deshler
  Gram
  Hun Ho
  Osmus Saar
  Saaremaa
  Tok Do
  Valmiera
  St. Ives
  Sian
  Athenry
  New Avalon
  Ancha
  Azha
  Miaplacidus
  Talitha
  Alhena
  Alya
  Augustine
  Carnwath
  Gacrux
  Glengarry
  Kalidasa
  Kaus Borealis
  Kochab
  Kyrkbacken
  Seginus
  Shimonita
  Van Diemen IV
  Yance I
  Zaniah
  Pollux
  New Canton
  Nopah Achernar
  Caselton
  Cylene
  Rio
  Ronel
  Schedar
  Tybalt
  Galatia III
  Almach
  Buchlau
  Gan Singh
  Mesartim
  Ningpo
  Mira
  Halloran V
  Alexandria
  Lucianca
  Morningside
  Summit
  Chamdo
  Indicass
  Jasmine
  Menkar
  Minnacora
  Tsitsang
  Argyle
  Clovis
  Coloma
  Marlette
  Olancha
  Rochester
  Scudder
  Talcott
  Tallmadge
  Kyeinnisan
  Oceana
  Apostica
  Izar
  La Grave
  xford
  Yed Prior
  Solaris
  Awano
  Cadiz
  Sulafat
  Sutama
  David
  Exeter
  Franklin
  Ludwig
  Shaul Khala
  Marduk
  Avellaneda
  Ibstock
  Park Place
  Bell
  Wei
  Accrington
  Alkaid
  Asellus Australis
  Breukelen
  Goshen
  New Wessex
  Meacham
  Port Moseby
  New Wessex
  Orestes
  ent
  Wroxeter
  Tannil
  Hagiwawa
  Kurragin
  Ares
  Capella
  Beten Kaitos
  Chisholm
  Emerson
  Liao
  Foochow
  Styk
  Algot
  Addicks
  Konstance
  Kuzuu
  Mara
  Fuentes
  Sarna
  Bandora
  New Sagan
  Acubens
  Al Na'ir
  Alchiba
  Alioth
  Alphard
  Alrakis
  Alula Australis
  Berenson
  Biham
  Chertan
  Dromini VI
  Dubhe
  Fletcher
  Genoa
  Hamal
  Hean
  Kaus Australis
  Kaus Media
  La Blon
  Marcus
  Menkalinan
  Murchison
  Nanking
  Nathan
  Remulac
  Ruchbah
  Saiph
  Savannah
  Skondia
  Skye
  Slocum
  Towne
  Unukalhai
  Wing
  Wyatt
  Zosma
  Dieron
  Zollikofen
  Chara
  Errai
  Algedi
  Ashio
  Bernardo
  Dabih
  Halstead Station
  Hamilton
  Kitalpha
  Kurhah
  Markab
  New Hessen
  Sadachbia
  Shensi
  Shitara
  Suzano
  Waddesdon
  Yangtze
  Gei-Fu
  Ingersoll
  Masterson
  Palos
  Quemoy
  Batavia
  Crossing
  Homam
  Kestrel
  Logandale
  New Valencia
  Royal
  Scheat
  usibacken
  Keystone
  Algol
  Pleione
  Mirach
  Aubisson
  Tikonov
  Terra Caph
  Freedom
  Mallory's World
  Marik
  McHenry
  Muskegon
  New Earth
  pia
  Procyon
  Ozawa
  Robinson
  Rochelle
  Ryde
  Sevren
  Capolla
  Terra Firma
  Bryant
  Sirius
  Ingress
  Keid
  New Home
  Oliver
  Rigil Kentarus
  Thorin
  Eltanin
  Alkalurops
  Atria
  Menkent
  Dyev
  Imbros III
  Ko
  Lyons
  Nusakan
  Pike IV
  Altair
  Asta
  Helen
  Kervil
  Muphrid
  Nashira
  Nirasaki
  Quentin
  Saffel
  Styx
  Telos IV
  Yorii
  Carver V
  CastorDevil's Rock
  Epsilon Eridani
  Epsilon Indi
  Fomalhaut
  Graham IV
  Hall
  Hsien
  Irian
  Lipton
  Northwind
  Outreach
  Small World
  New
  Deneb
  Rhodes
  Laong
  Yongd
  Nam Dinh
  Karlstejn
  Shui-pào
  Kafr Silim
  Les Halles
  Monhegan
  Shoreham
  New Florence
  Kaitos
  New
  Daniels
  Redfield
  Warlock
  Wazan
  Le Blanc
  Lee
  Safe Port
  Weekapaug
  Borealis
  Ashkum
  Moravian
  Ronel
  Galatia III
  Almach
  Bell
  Addicks
  Alphard
  Towne
  Ozawa
  Quentin
  Saffel
  Rhodes
  Planet
  Ruchbah
  Mallory's World
  Small World
  Zavijava
  Doneval II
  Edwards
  Eaton
  Blue Diamond
  Stewart
  Chesterton
  Sonnia
  Demeter
  Foot Fall
  Zion
  Junction
  Sadalbari
  Asuncion
  Piedmont
  Skat
  Ascella
  Kessel
  Rukbat
  Alcor
  Dieudonne
  Laiaka
  Cartago
  Phecda
  Arboris
  Basalt
  Sheratan
  Aldebaran
  Connaught
  Amity
  Bordon
  Alhena
  Nathan
  Dieudonne
  Connaught
  Denebola
  Milton
  Mizar
  Wasat
  Zurich
  Alphecca
  Callison
  Cor Caroli
  Kawich
  Lambrecht
  Konstance
  Eltanin
  Kessel
  Lambrecht
  Moore
  Syrma
  Tall Trees
  Tigress
  Shiloh
  Alula Australis
  Dubhe
  Zollikofen
  Earth
  Procyon
  Sirius
  Rigil Kentarus
  Northwind
  Zavijava
  Shiloh
  Menkalinan
  Wing
  Summer
  Deneb Algedi
  Pollux
  Altair
  Nirasaki
  Epsilon Eridani
  Fomalhaut
  Mesartim
  Bharat
  Tikonov
  Bryant
  Woodstock
  New Aragon
  New Canton
  Slocum
  Beten Kaitos
  Harrow's Sun
  Jamestown
  Jamestown
  Samantha
  Ishtar
  Samantha
  Ishtar
  Taurus
  Balkan
  Domain
  Nihal
  Traussin
  k
  la
  Woodbine
  Jansen's Hold
  MacLeod's Land
  Tianamon
  Algot
  Elbar
  Sanurcha
  
  THE SECOND SUCCESSION WAR
  80
  TIMElINE: 2823-2834
  TIMELINE OF THE SECOND SUCCESSION WAR
  2823 
  The Lyran Commonwealth passes the 
  Reclamation Act of 2823, an attempt 
  to tax ComStar’s businesses in the 
  Commonwealth; In response, ComStar 
  begins an Interdict of Tharkad which 
  remains in place until late 2824.
  2825 
  The Draconis Combine launches 
  a series of suicidal raids against the 
  Lyran Commonwealth and Federated 
  Suns, carried out by criminals and 
  other undesirables, in the hopes of 
  destabilizing reconstruction efforts 
  of both nations; Skirmishing with the 
  Federated Suns increases over the next 
  three years; (Jun) The “Minnesota Tribe” 
  raids Svelvik, followed by Trondheim, 
  Jarett, and Richmond over the next 
  two years before disappearing; The 
  force uses SLDF tactics and handily 
  beats back DCMS counterattacks. 
  2826 
  The Lyran Commonwealth launches 
  reprisal raids against Combine targets 
  at Otho, Aix-la-Chapelle, Baldur, and 
  Darius; The raids prove effective, thanks 
  to new doctrines pioneered by General 
  Hempsted; 
  (May) The 
  ComStar 
  News Bureau begins operation by 
  sensationalizing the low-level raiding 
  taking place.
  2827 
  (Jan) The Lyran free trader Chahar 
  Profit, loaded with food for the border 
  world of Chandler, misjumps into 
  the Darius system and is captured by 
  Combine forces; (Feb) The Stealths 
  reform and raid Darius to rescue the 
  Chahar Profit and her crew.
  2828 
  Chancellor Ilsa Liao denudes the Marik 
  front of forces in favor of a major 
  strike against the Federated Suns 
  called Operation CELT; (Jan) Combine 
  troops attack Chandler and destroy 
  local food and water storage houses 
  in reprisal for the Commonwealth 
  raid on Darius; (Jun) Chancellor Ilsa 
  Liao leads an attack on Orbisonia; The 
  attack is repulsed with heavy Capellan 
  casualties, and the Chancellor is 
  killed while leading a rearguard that 
  allows her troops to escape; (Dec) 
  Prisoner exchange talks between the 
  Commonwealth and the Free Worlds 
  League break down on Wyatt.
  2829 
  (Apr) Prince Paul Davion moves his 
  field HQ to New Syrtis and names 
  Damien Hasek the Duke of New Syrtis; 
  (May) House Davion launches assaults 
  along the Chesterton border, pressing 
  the Confederation defenses hard in 
  a drive toward Tikonov; When they 
  finally reach it, they are repulsed three 
  times in three years. 
  2830 
  (Feb) Prince Paul’s Capellan campaign 
  begins in earnest; The Draconis Combine 
  attacks both the Federated Suns and 
  Lyran Commonwealth; Backed up by a 
  series of smaller raids against nearby 
  worlds, Combine units invade Chandler 
  and Moore; Chandler falls after a six-
  month campaign, but Commonwealth 
  forces on Moore eventually force House 
  Kurita’s troops off the planet in seven 
  months; (14 Mar) Archon Marcus 
  Steiner declares war on the Draconis 
  Combine; (14 Jun) Captain-General 
  Charles Marik, responding to reports of 
  an alleged imminent offensive against 
  the Free Worlds League, declares war 
  on the Lyran Commonwealth; (Aug) 
  As Commonwealth units scramble to 
  face a looming Combine threat, the 
  Free Worlds League invades New Hope, 
  Senftenberg, and Zwenkau; The FWLM 
  follows a strategy similar to that of the 
  Combine, raiding nearby border worlds 
  to throw off and weaken those planets’ 
  defending forces; (19 Sep) Archon 
  Marcus Steiner declares war on the Free 
  Worlds League; (Sep) Commonwealth 
  troops attack Dieudonné, but are 
  repulsed within two months; (Nov) 
  Kurita General Motochika orders 
  the razing of Dahar IV; The Second 
  Succession War has fully erupted across 
  the Inner Sphere.
  2831 
  Taking personal command of the Free 
  Worlds front, Archon Marcus Steiner 
  launches a massive assault to reclaim 
  New Hope, Senftenberg, and Zwenkau; 
  Over the next five years, the Lyrans 
  push deeper into League space to 
  take Dieudonné, Danais, Megrez, and 
  Alula Australis; To hold each conquest, 
  the Commonwealth uses reserve and 
  militia units from interior worlds, 
  reformed and classified as “Citizen 
  Regiments”; The Lyran-Combine front 
  is active with a series of raids and 
  counter-raids.
  2832 
  First Battle of Tikonov. Led by the Second 
  Ceti Hussars, the AFFS assaults Tikonov; 
  They prove adept at mobile warfare but 
  are unable to crack the High Kremlin —
  the planetary capital—despite a six-
  month siege and are driven off; The 
  FWLM liberates Berenson, Zion, and 
  Kyrkbacken; Attempts to take Ventabren 
  and Elnath are repulsed.
  2833 
  Second Battle of Tikonov. The second 
  AFFS assault of Tikonov is more 
  successful, with much of the world 
  falling into AFFS hands within eight 
  weeks; However, supply lines prove 
  problematic and the AFFS troops 
  withdraw after the Capellan Hussars 
  target their depots.
  2834 
  Third Battle of Tikonov. The Third 
  Deneb Light Cavalry leads the third 
  assault on Tikonov, ostensibly as a 
  bridgehead unit for other commands, 
  until CCAF assaults pin the relief forces 
  and the Deneb Light Cavalry eventually 
  withdraws; The Second Deneb Light 
  Cavalry attacks Acala, but is repulsed 
  by the Northwind Highlanders.
  
  TIMElINE OF THE SECOND SUCCESSION WAR
  81
  TIMElINE: 2835-2848
  2835 
  The Draconis Combine launches heavy 
  raiding campaigns against the Lyran 
  Commonwealth and Federated Suns 
  that include the key Lyran worlds of 
  Kessel and Kobe, and the Suns worlds 
  of Kestrel, Strawn, Sanilac, and Listowel; 
  These raids will eventually strike as deep 
  as Hesperus II.
  2836 
  (Jul) Third Battle of Hesperus II. 
  DCMS overconfidence leads to an 
  easy LCAF victory.
  2837 
  (Feb) Jinjiro Kurita falls into violent, 
  permanent madness after receiving a 
  mysterious gift and attacks his guards; 
  Zabu becomes Coordinator; (Mar) Acting 
  on intelligence provided by ComStar, 
  Capellan forces attack Cursa; When SAFE 
  discovers the motive behind the assault, 
  the HPG on Oriente is destroyed by Free 
  Worlds League military forces; ComStar 
  responds with an Interdict of the Free 
  Worlds League; Lacking command 
  and control, the FWLM is thrown into 
  disarray, and nearly all their gains of 
  the First Succession War vanish over 
  the next eighteen months; (Aug) LCAF 
  forces launch a new campaign against 
  the Free Worlds League; Initial targets 
  include Zosma, Callison, and Marcus, but 
  eventually expand to include Bordon, 
  Shiloh, Oliver, and Graham IV.
  2838 
  UrbanMechs defend Carver V from Marik 
  attacks in the first concentrated use of 
  this specialized ’Mech; (Aug) Fifth Battle 
  of Hesperus II. The DCMS is repulsed, 
  marking the end of the raiding campaign 
  originally launched by Coordinator 
  Jinjiro; (Aug-Oct) Commonwealth 
  offensives launched against Shiloh, 
  Oliver and Graham IV; (9 Nov) ComStar 
  lifts its communications interdiction 
  against the Free Worlds League.
  2839 
  The situation on the Free Worlds 
  League borders remains precarious, 
  with Charles Marik and Parliament 
  locked in conflict and the Captain-
  General denied the funds needed to 
  prosecute the war.
  2840 
  Capellan 
  Confederation 
  captures 
  Asuncion, a symbolic victory but 
  the first of several over-extensions 
  following the Free Worlds League’s 
  restored access to ComStar HPGs; 
  (Feb-Mar) Commonwealth offensives 
  on Oliver and Graham IV collapse 
  as reinforcements are cut off by a 
  sudden surge in Free Worlds League 
  counter-raids; In the midst of the crisis, 
  Colonel Hendrik Grimm, commanding 
  the Sixth Lyran Regulars during the 
  Graham IV offensive, goes AWOL with 
  his command; (Apr-Jun) The Draconis 
  Combine launches a renewed offensive 
  against the Lyran Commonwealth, 
  overwhelming 
  defenders 
  on 
  Lambrecht, 
  Harvest, 
  and 
  New 
  Caledonia; The Fourth Royal Guards 
  on New Caledonia are forced to wage 
  a seven-year guerrilla campaign after 
  Combine troops gain an unassailable 
  planethead; 
  Simultaneous 
  raids 
  along the rimward edge of the 
  Commonwealth-Combine 
  border 
  prevent Lyran commanders from 
  delivering effective reinforcements; 
  (Jul) DCMS forces begin a new 
  offensive against the Federated Suns; 
  Prince Paul is ready and orders the 
  AFFS to counterattack near Bryceland 
  and the Liao-Kurita Seam.
  2841 
  Commonwealth forces assault and 
  seize Danais; At almost the same time, 
  a second thrust on the Free Worlds 
  League border hits the worlds around 
  Irian, including Savannah, Remulac, 
  and Nathan.
  2842 
  (5 Jan) Commonwealth troops land 
  on Irian, initiating what will become 
  a four-month campaign to secure the 
  heavily industrialized world; The arrival 
  of League reinforcements in March, 
  however, ultimately forces the Lyran 
  assault back; (Jul 4) Paul Davion dies 
  and is succeeded by his son, Michael.
  2843 
  FWLM forces retake Danais, but the 
  Captain-General’s 
  youngest 
  son, 
  William, dies in the fighting; Prince 
  Michael Davion begins a decade of 
  peace proposals to the Combine and 
  Confederation, resulting in a loss of 
  confidence in his rule; He appoints his 
  uncle, Peter Davion, as Prime Marshal 
  of the AFFS; (Nov) Archon Marcus 
  Steiner contracts a virulent strain of 
  meningitis and leaves the Free Worlds 
  front for Tharkad, slipping into a coma 
  shortly after his arrival in February; In 
  the absence of a successor, the Estates 
  General debates whom to name as 
  Archon-Designate; The Estates General 
  and General of the Armies Miles 
  Kempec assume governmental and 
  military authority.
  2844 
  (Dec) Melissa Nin confirmed as 
  Archon-Designate over the expressed 
  objections of Claudius Steiner.
  2845 
  (13 Mar) Archon Marcus Steiner dies 
  and Melissa Nin sworn in as Archon of 
  the Lyran Commonwealth; (20 Aug) 
  Leutnant-General Claudius Steiner 
  assaults Tharkad and deposes Melissa 
  Nin, executing her and Speaker Dinesen 
  on charges of treason; Estates General 
  disbanded; (Dec) Draconis Combine 
  raids 
  on 
  Lyran 
  Commonwealth 
  intensify as LCAF offensive operations 
  grind to a halt.
  2846 
  All Commonwealth offensives cease; 
  General of the Armies Kempec places 
  the LCAF on a defensive footing on 
  all borders as Archon Claudius’ Reign 
  of Terror continues; Combine and 
  Free Worlds raids penetrate deep into 
  Commonwealth space; Free Worlds 
  League retakes Asuncion, marking 
  the beginning of a counteroffensive 
  the CCAF will be hard-pressed to  
  defend against.
  2848 
  (Jul) Draconis Combine forces on New 
  Caledonia finally defeat the last of the 
  Fourth Royal Guards, executing the 
  few survivors for sport and sending a 
  video of the event to Archon Claudius; 
  The Archon immediately initiates 
  Operation PRAYING MANTIS.
  
  THE SECOND SUCCESSION WAR
  82
  TIMElINE: 2849-2864
  2849 
  (Mar) Prime Marshal Peter Davion 
  captures Tishomingo, nearly killing 
  Coordinator Yoguchi Kurita; Kurita 
  organizes a resistance movement on 
  the world and later escapes; (8 May) 
  Archon Claudius Steiner dies; Estates 
  General reconvenes and establishes 
  the Triumvirate Regency for Elizabeth 
  Steiner after Claudius’ wife, Rebecca 
  Morgan, refuses the Archonship. 
  2850 
  (12 Dec) Operation Praying Mantis 
  succeeds 
  when 
  Snow 
  Fire, 
  an 
  alleged Lyran operative, assassinates 
  Coordinator Yoguchi Kurita upon his 
  return to Luthien. 
  2853 
  The Free Worlds League opens a new 
  offensive against the Commonwealth 
  with the recapture of Megrez, while 
  Combine forces initiate a major assault 
  on Hesperus II; The FWLM briefly 
  occupies and pacifies the Circinus 
  Federation; In the Sixth, Seventh, and 
  Eighth Battles of Hesperus II, DCMS 
  forces initiate a three-wave assault 
  on Hesperus II, ultimately resulting in 
  the Combine’s defeat and withdrawal, 
  as well as the destruction of the 
  remaining WarShips in the Lyran and 
  Combine navies. 
  2854 
  Despite a costly defeat at Hesperus 
  II, Combine forces continue to 
  launch major offensives against the 
  Commonwealth, eventually seizing 
  Dehgolan, Grumium, and Tukayyid; 
  Free Worlds League assaults against 
  the Commonwealth make few gains, 
  but attacks against the Confederation 
  regain worlds lost during the ComStar 
  Interdict; The CCAF is firmly on the 
  defensive, with its logistical system 
  on the verge of collapse and most 
  combat units suffering from extreme 
  exhaustion; (Apr) DCMS forces attack 
  Kentares IV; (Jun) Miyogi Kurita’s 
  Marathon Offensive begins with “The 
  Rape of Robinson,” a brutal assault to 
  take the Draconis March capital which 
  includes the Combine’s use of nuclear, 
  chemical, and biological weapons; 
  AFFS troops wait for reinforcements 
  which—pinned down on Kentares 
  IV—never arrive.
  2858 
  (Aug) AFFS abandons Robinson.
  2859 
  (20 Jan) Elizabeth Steiner assumes 
  the 
  Archonship 
  of 
  the 
  Lyran 
  Commonwealth, 
  disbanding 
  the 
  Triumvirate Regency.
  2860 
  Prime Marshal Peter Davion refocuses on 
  the Capellan front; He is critically injured 
  when his DropShip is shot down and 
  the AFFS position becomes precarious; 
  The death of Laurelli Liao saves the AFFS 
  force when her successor, Dainmar, 
  orders the world abandoned; Combine 
  forces raid Sakhalin, suffering heavy 
  losses before withdrawing; When the 
  DCMS stages a larger operation against 
  the world later in the year, Sakhalin 
  falls, isolating Port Moseby, Aubisson, 
  Buckminster, and Camlann.
  2861 
  (Jul) Davion Assault Guards attack 
  St. Ives, driving Chancellor Dainmar 
  Liao below ground and forcing him to 
  sue for peace before the Suns’ assault 
  ’Mechs bring the capital of Tian-tan 
  down around him.
  2862 
  (Jan) Dainmar Liao signs a peace 
  accord with the Federated Suns, 
  recognizing Davion territorial gains 
  and ending hostilities; Repeated 
  Combine offensives have taken Al 
  Hillah, Karbala, Kreller, Orestes and 
  Sakhalin; The Free Worlds League has 
  claimed Ilion and severely damaged 
  industrial worlds along the border 
  in a series of devastating raids; The 
  Commonwealth recapture of Megrez in 
  2860 is also reversed; DCMS Generals 
  petition Coordinator Miyogi Kurita 
  for an end to operations and, to their 
  surprise, he agrees.
  2863 
  Fighting tapers off as a final 
  Commonwealth offensive reclaims 
  Sakhalin from the Draconis Combine; 
  Archon Elizabeth Steiner bows to 
  pressure from the Estates General for a 
  stand-down of the LCAF.
  2864 
  End of the Second Succession War; 
  (9 Nov) Peace talks begin on New 
  Earth with representatives of all five 
  Great Houses attending; The talks 
  quickly break down; The Combine 
  representative is seized by the 
  Commonwealth and subsequently 
  executed as a spy.
  
  TIMElINE OF THE SECOND SUCCESSION WAR
  83
   
  
  THE SECOND SUCCESSION WAR
  84
  THE lOSERS
  LEGACY OF DESTRUCTION
  “I must study politics and war, that our sons may have liberty to study mathematics and philosophy.”
  —John Adams, letter to his wife 
  “To be prepared for war is one of the most effective means of preserving peace.” 
  —George Washington, first State of the Union address, 8 Jan 1790
  THE LOSERS
  Like the First Succession War, the Second ground to a halt 
  only when the combatants could fight no more. There were no 
  winners, but plenty of losers. Interstellar borders on all sides 
  had shifted slightly, but in many cases were little more than 
  variations on the pre-war (and pre-Exodus) boundaries. Armies 
  shrank as the economic infrastructure to support them, and the 
  ability to manufacture replacement equipment, disappeared. 
  With the loss of technology, many worlds whose existence had 
  already been precarious finally collapsed, were abandoned, or 
  were forgotten to history. 
  House Liao undoubtedly fared the worst. Despite making 
  significant gains against the Free Worlds League during the 
  ComStar Interdiction, by the end of the war the CCAF held 
  only five League worlds and had lost their hold on thirteen 
  more, mostly in the Duchy of Andurien. If that front looked 
  bad, the border with the Federated Suns was a disaster. 
  Despite attempts to make early gains, by war’s end the Liao 
  military occupied no new worlds and had lost more than forty 
  to House Davion’s systematic assaults. All told, the Capellan 
  Confederation lost 51 worlds.
  House Marik was the only other state to lose ground, 
  but to the surprise of many—including the FWLM high 
  command—had parted with only two worlds by the end of 
  the conflict. Given the scale of the League’s earlier defeats 
  at the hands of both the LCAF and CCAF, the efforts of La 
  Reconquista seemed herculean and the FWLM was buoyant 
  despite their lack of resources.
  House Steiner emerged from the Second Succession War 
  with essentially the same number of worlds it started with, 
  excluding worlds that “died” during the conflict. The reality 
  was more complex, however. The Commonwealth suffered 
  a net loss of worlds to the Draconis Combine, mostly in the 
  Tamar Pact, but marked small-scale gains from the Combine 
  along the border with Skye, as well as limited gains from the 
  Free Worlds League.
  House Kurita claimed a net gain of thirteen worlds amid a 
  complex pattern of wins and losses on both fronts. The largest 
  gains were on the Lyran front, with nineteen worlds taken 
  and nine lost. Against the Federated Suns, the DCMS gained 
  fourteen worlds but lost eleven, notably along the Combine-
  Confederation axis. The Combine did hold Robinson, however, 
  a claim the Davions could not abide.
  House Davion was the closest thing the Second Succession 
  War had to a winner. Despite a net loss of three worlds to the 
  Combine, primarily in the Robinson Salient, and gains in the 
  Terran Corridor, the Suns stormed ahead on the Capellan 
  front. Not only had House Liao’s efforts to seize Chesterton 
  been repulsed, but the vulnerable Demeter Salient had 
  been safeguarded and the entire border pushed forward 
  approximately 30 light-years. With a gain of forty-three worlds 
  from House Liao, the Federated Suns ended the conflict with 
  a net gain of forty worlds. However, this was tempered by the 
  loss of Robinson to the Combine, a stain the AFFS was eager 
  to remove. 
  These losses do not take into consideration the worlds 
  reportedly lost—or discovered and were undocumented— 
  during this period that were kept hidden by their respective 
  governments. Most famous of these were Word of Blake’s (nee 
  ComStar’s) so-called “Hidden Five,” two of which have remained 
  hidden to this day.
  Inevitable Consequences
  The Second Succession War ground to a close in 2863, but 
  its consequences rumbled on as each of the Great Houses faced 
  major internal and external challenges. A lack of JumpShips 
  hampered efforts to re-start interstellar trade, though 
  some of the militaries did release a number of vessels they  
  had commandeered. 
  Tensions had permeated the Kurita Court ever since the 
  days of Yoguchi Kurita, when his sister Roweena had forged 
  an alliance with ISF members who felt ill-regarded by the 
  Coordinator. In her mind, Roweena should have succeeded 
  her murdered brother, not their younger sibling Miyogi. After 
  all, she had led the Combine as regent while her brother was 
  in the field. The internal harmony required during the Second 
  Succession War held the ISF and Roweena in check, but no 
  sooner was there a semblance of peace than internecine 
  warfare erupted within the Combine. Known as the Shadow 
  War, the conflict pitted pro-Roweena and pro-Miyogi factions 
  of the ISF against each other. Thousands of metsuke died in 
  the conflict—the official total was 1,500 fatalities, though the 
  actual figure was much higher—and the Combine’s internal 
  security and intelligence gathering capabilities were thrown 
  into turmoil. An attempt by Roweena to sway the DCMS to her 
  side finally ended the conflict. To put a good face on the near-
  
  lEGACy OF DESTRUCTION
  85
  THE lOSERS
  disaster they suffered internally, the Combine decided there was only one 
  solution: a resumption of hostilities.
  House Steiner sought to broker an official peace, dispatching 
  delegations to both the Draconis Combine and the Free Worlds League. 
  The Combine was reticent, but the League proved amenable to formal 
  discussions. Eventually, a conference was convened on New Earth on 
  9 November 2864, with representatives of all five Great Houses in 
  attendance. However, it was soon clear there would be no formal 
  agreement. The initially cordial discussions turned hostile, and most of 
  the representatives insisted on provisions that the others would not 
  accept, such as returning all captured worlds. The Kurita and Davion 
  representatives refused to be in the same room at all. After several weeks 
  of failed talks the delegations departed New Earth, each blaming the 
  others for the acrimonious failure. The Commonwealth went so far as to 
  seize a Combine representative, Iain Mitsuhara, and subsequently execute 
  him as a spy. Though a political setback, the negotiations nonetheless 
  gave the Great Houses time to begin consolidating their positions, 
  rebuild shattered formations and hire new mercenary troops. However, 
  Archon Elizabeth Steiner also had to contend with an Estates General who 
  believed the peace would last, allowing some troops to stand down and 
  releasing merchant vessels back to civilian duties.
  The Combine’s weakness in the wake of the Shadow War caught 
  the attention of not only the AFFS but also the Lyran Commonwealth, 
  who used the ISF’s distraction to expand their intelligence gathering and 
  mercantile operations in Kuritan territory, particularly in the Rasalhague 
  district. The realization that others had exploited their weakness offended 
  the Combine to the core. Rather than striking at the Suns, the DCMS 
  set about teaching the Commonwealth a lesson, launching a series of 
  attacks which kicked off the Third Succession War in 2866. The LCAF was 
  ill-prepared to meet the challenge.
  The Federated Suns likewise used the brief respite to rebuild. Prince 
  Michael wished for peace, but allocated resources to rebuild the AFFS. 
  Learning of the Combine’s internal difficulties, a number of senior AFFS 
  officers advocated for a swift resumption of hostilities to exploit the 
  Dragon’s weakness. Michael refused to sanction direct attacks on the 
  Combine, though he did allow the MIIO to undertake a series of operations 
  designed to gather intelligence and hamper House Kurita’s efforts to 
  rebuild. This wasn’t enough for members of a military cabal, centered on 
  Michael’s son Carl, who briefly considered staging a coup d’état. His uncle, 
  Prime Marshal Peter Davion, dissuaded the heir-designate, making it clear 
  that he too did not feel the time was right to strike—the AFFS needed time 
  to rest and re-arm before resuming hostilities. When the Combine struck at 
  the Commonwealth, Michael and Peter knew the time was right.
  The Free Worlds League relished the inter-war period, as the cessation 
  of hostilities engineered by Philippa Marik allowed her weary realm a 
  chance to recover. Their losses to the Capellans were made good fairly 
  quickly, but the Commonwealth front remained problematic. Even so, Marik 
  was prepared to negotiate with Elizabeth Steiner, whose desires and goals 
  seemed closely aligned with her own. Their initial optimism and compatible 
  ideologies soon gave way to distrust and antagonism, and the New Earth 
  peace talks between all five antagonists collapsed in December 2864. The 
  Captain-General also faced difficulties at home, with Parliament seeking a 
  revocation of Resolution 288 and a return of commercial shipping which had 
  A TALE OF TWO OFFICERS: RAJIV 
  SULEVANI AND TARAGI KURITA
  While the Shadow War was principally a conflict between 
  Roweena and Miyogi Kurita, it would not have unfolded as it did 
  without the involvement of two Combine officers: Rajiv Sulevani 
  of the ISF, and Taragi Kurita of the DCMS.
  Sulevani was a Kurita patriot, believing in the manifest 
  destiny of the Draconis Combine and its destiny to dominate the 
  Inner Sphere. As a member of the metsuke, he did not approve 
  of the voices within the agency who advocated against the 
  Coordinator’s intention to make the ISF subordinate to the DCMS. 
  Sulevani dueled a number of his colleagues, and in the early 
  2860s began a secret campaign against disloyal members of the 
  organization. Agency leaders initially thought they were experi-
  encing a run of bad luck, possibly at the hands of another intel-
  ligence agency, but it soon became clear that the ISF was at war 
  with itself. There were no clear battle lines and most of the con-
  flict took place in the shadows between those supportive of the 
  Coordinator, led by Sulevani, and those who backed Roweena, 
  commanded by Malcolm Katsuyori. Paranoia reigned as agents 
  were killed over even the slightest doubts of their loyalty. Rumor 
  and innuendo became as dangerous as bullets and blades.
  Taragi Kurita was not directly involved with the Shadow 
  War in its early phases. The young officer served in the DCMS 
  on the staff of General Ray Yoshida, and though he bore the 
  Kurita name, he was not regarded as a major political player. 
  Most thought little of him when he stepped forward to medi-
  ate during attempts by pro-Roweena agents to wrest control of 
  portions of the DCMS. Taragi arranged a meeting with Roweena, 
  but she laughed in his face, saying he had nothing to offer. He 
  made similar overtures to Miyogi, and with nothing to lose, the 
  Coordinator agreed to the young man’s terms: a promotion to 
  high office in the DCMS if he could deliver the support of the 
  High Command. Taragi’s ace in the hole was that he wasn’t just 
  another member of the sprawling Kurita clan—he was Yoguchi 
  Kurita’s youngest son. Yoguchi had derided Taragi as a schemer 
  under the thumb of his mother, leading the Coordinator to name 
  his brother Miyogi as his heir. Taragi’s position did have weight 
  with the Generals of the High Command, and after he delivered 
  an hour-long, passionate speech extolling the virtues of his uncle 
  and the flaws of his aunt, they threw their support behind the 
  Coordinator. The DCMS turned on the ISF, as the loyalist faction 
  aided the military’s efforts to crush Roweena’s supporters. Within 
  weeks the conflict was over, Roweena’s sources of support were 
  dismantled, and Taragi had claimed a place as one of his uncle’s 
  closest advisors. Over the next two decades he expanded his 
  power base, systematically undermining his cousins. When 
  Miyogi was assassinated in 2885, it was Taragi who assumed 
  his place.
  And what of Sulevani? Rumors of impropriety and abuses 
  of power dogged the ISF officer into the 2870s. In 2873, he 
  resigned his post and committed seppuku. Taragi’s involvement 
  in his rival’s downfall was never proven, but is widely assumed 
  to be the case.
  —Tai-sa Vanessa Ria Neumann, DCMS archiving team, 3091
  
  THE SECOND SUCCESSION WAR
  86
  WAR RESUMED
  Order’s technological strength. True understanding of how 
  things worked was not passed on to uninitiated junior members, 
  replaced by incantations and superstition. The Doctrinal Edict of 
  2861 formalized the streamlined organization of the order—
  Primus, Precentors, Adepts and Acolytes—making it easy for 
  Blake’s doctrine (and the Primus’ will) to be disseminated. It 
  also crystallized the process of naming a new Primus, each 
  incumbent naming his or her own successor with the First 
  Circuit ratifying the decision.
  WAR RESUMED
  The Third Succession War began in 2866, hastened when 
  ROM leaked information about the Combine’s Shadow War 
  but perhaps inevitable even without the Order’s intervention. 
  The Successor States expected another brutal, decades-long 
  conflict like the First and Second Wars, but the reality would 
  be more akin to the Age of War. The Third Succession War saw 
  relatively few major campaigns but a plethora of small-scale 
  actions and raids, devolving into a war of attrition that lasted for 
  an astounding 160 years.
  House Kurita’s initial revenge attacks targeted the region 
  around Chateau and Icar, and made significant gains against 
  the ill-prepared LCAF. The Coordinator ordered a widening of 
  the offensive, and by mid-year eight worlds had fallen to the 
  Dragon. Such large-scale campaigns would not be typical of the 
  conflict that followed, as none of the combatants still possessed 
  the manpower and resources to wage sustained warfare. Rather, 
  the Combine’s success was due to the fact that Elizabeth Steiner 
  found herself fighting on two fronts.
  Wanting to distract the Lyran Commonwealth and give the 
  League an edge in its campaigns around the Kalidasa Thumb, 
  Philippa Marik ordered what she hoped would be a decisive 
  blow. While the LCAF was engaged with both the DCMS and 
  FWLM, she ordered SAFE to take direct action against the 
  Archon herself. Though initially kindred spirits, the relationship 
  between the two women had soured deeply, and the Captain-
  General’s order was clear: kill Elizabeth Steiner.
  SAFE obtained blueprints of Tharkad’s Government House, 
  and on 3 May 2867, a strike team sneaked through secret 
  passages within the building and entered the Throne Room 
  with the intent to murder the Archon. What they hadn’t counted 
  on were the twin ’Mechs guarding the Archon’s throne, set in 
  place by Archon Craig Steiner in 2528. The assassins stood little 
  chance, and their identification as Marik agents further deepened 
  the animosity between the two nations. The Kuritas, however, 
  admired the League’s audacity and initiated a series of back-
  channel discussions about cooperating to the disadvantage 
  of their mutual enemy. The FWLM made significant gains, but 
  ultimately proved unable to hold them. Worse, the employment 
  of provincial troops for operations in Skye in the mid-2870s led to 
  an icy relationship between Houses Humphreys and Orloff and 
  the new Captain-General, Philippa’s daughter Marie. 
  been press-ganged by the FWLM. The collapse of the New Earth 
  talks put an end to such suggestions, and the League once 
  more girded for war.
  Meanwhile, the Capellan Confederation teetered on the 
  brink. The chancellorship of Dainmar Liao was disastrous—
  he was weak-willed and thin-skinned, and made a slew of 
  rash decisions, including the treaty with House Davion that 
  concluded the Second Succession War on that front. The 
  defensive preparations of Operation JADE CASTLE had helped 
  to a degree, but with the likelihood of hostilities growing 
  more real, it seemed unlikely that Dainmar would surrender 
  the Celestial Throne or that the Confederation could survive 
  his leadership. Some members of the Prefectorate considered 
  unseating the Chancellor, a move supported by elements 
  within the CCAF, but doing so would be regarded as treason 
  and few were willing to take that risk. In the end, it was the 
  Chancellor’s son, Otto, who broached the subject with his 
  father. The Chancellor was initially opposed to the idea of 
  surrendering his powers, but Otto, far brighter than his father, 
  laid out a compelling case that a transfer of power would 
  give the Confederation its best chance of surviving. Dainmar 
  acquiesced and abdicated in 2866. At age 22, Otto became 
  the 24th Chancellor of the Capellan Confederation and set 
  about enacting his plans. He sought to bolster the CCAF with 
  mercenary troops, taking a hard line in contract negotiations, 
  and replaced JADE CASTLE with an adaptive defense strategy, 
  subsequently dubbed “Elastic Defense,” which allowed the CCAF 
  to respond quickly and effectively to enemy threats.
  The Second Succession War brought ComStar’s neutrality 
  into question, but also demonstrated the power the order could 
  wield when pushed. Toyama’s successor, Raymond Karpov, 
  continued to advance ComStar’s agenda while simultaneously 
  pushing internal reform. Order 3056 expanded ROM significantly 
  and allowed agents to take a more active, interventionist policy 
  in dealing with the Successor States. Operation HOLY SHROUD 
  hampered efforts by the Great Houses to recover technology 
  while maintaining ComStar’s edge. Karpov also viewed the 
  suborning of Jeanette Marik and the ensuing ComStar War 
  with House Marik to be a qualified success and a valuable 
  lesson. He directed the First Circuit to offer positions within 
  the order to the scions of the Great Houses, a policy enacted in 
  2854 which would have significant implications in the decades 
  and centuries that followed. The effort was rewarded with the 
  acquisition of luminaries such as Elizabeth Marik, who joined 
  the order in 2861 but left in 2882 to become Captain-General, 
  and more controversially, Richard Steiner and the infamous 
  Thomas Marik. By the 2860s ComStar had shed most of its 
  bureaucratic trappings and fully embraced the Word of Blake 
  advanced by Toyama four decades earlier. It effectively became 
  a religious order, binding its members with ritual and dogma. 
  While strengthening ComStar’s hold on its acolytes, this shift 
  would have the unintended consequence of undermining the 
  
  lEGACy OF DESTRUCTION
  87
  WAR RESUMED
  Even ComStar was not immune to internal strife. Karpov’s 
  successor, the liberal Andrea Marteen, took office in 2875 and 
  faced resistance on Terra from the Black December group. 
  She took harsh steps to crack down on the dissidents, though 
  centuries later, many of their atrocities were shown to be false-
  flag operations staged by ROM to undermine public support 
  for the Primus. Marteen’s popularity plummeted, and the First 
  Circuit forced her to name a conservative, Dwight Kurstin, as 
  her successor. The Primus’ murder on Caph in 2901 on Kurstin’s 
  orders effectively plunged the order into an 18-month civil 
  war. Furthermore, the 2930 decision by Necess Kurita to join 
  ComStar—and her ensuing kidnapping by Hugai Kurita—could 
  have provoked a second ComStar war, this time involving the 
  Combine. Eventually, the order threatened to stage a military 
  strike on Luthien, a move that caused the Coordinator to back 
  down. Emboldened by this gambit, ComStar began to build the 
  ComStar Guards and Militia, the organization that would later 
  become known as the Com Guards.
  A series of tit-for-tat raids and limited assaults followed, 
  which became the standard policy for warfare in the Third 
  Succession War. Most attacks were either against targets of 
  opportunity, exploited defensive weaknesses, lured defenders 
  away from real targets, or presented a counter-threat to enemy 
  actions. The speed with which worlds traded hands was much 
  reduced from that of previous conflicts, though over a century 
  and a half, the overall shifts would still be immense.
  Internal politics across each nation eventually became 
  more significant than the external tensions. In one instance, 
  Taragi Kurita undermined Jon Kurita on the Davion front, 
  engineering the disgrace of his rival to further solidify his 
  position. Jon would eventually be framed for Coordinator 
  Miyogi’s death, and his execution in 2891 cleared Taragi’s path 
  to the throne. Within the Free Worlds League, concerns over 
  the use of provincial troops led to the Home Defense Act of 
  2906, hamstringing the Captain-General’s ability to employ 
  non-Federal troops.
  THE THREAT FROM BEYOND
  By the mid-thirtieth century, the SLDF contingent that embarked on the Exodus was little more than a myth, a folk tale 
  like King Arthur or the Flying Dutchman. Most residents of the Inner Sphere were too busy trying to survive to give much 
  thought to the fate of the Exodus fleet. We know their fate now, and their eventual destiny, but in the 2950s they were little 
  more than bogeymen.
  Among those who did consider what happened to the departed SLDF was ComStar Primus Adrienne Sims, who 
  began having nightmares about “invaders from beyond” in 2959. From a modern point of view, her dreams are strangely 
  prescient—sufficiently so to lend credence to tales of covert contacts between the Clans and the Inner Sphere prior to 
  Operation REVIVAL. Nonetheless, they prompted the Primus to set in motion an ultimately catastrophic chain of events: the 
  creation of the Explorer Corps.
  Under Sims’ orders, ComStar exploration vessels began probing the Deep Periphery in an attempt to discover the fate of 
  Kerensky’s exiles. For nearly 80 years they had no success, though they mapped numerous lost colonies and proto-states. Then, 
  in 3048, the ECV Outbound Light stumbled onto the Clan Homeworlds, prompting the very invasion Sims sought to head off.
  The SLDF exiles, metamorphosed into the Clans by Kerensky’s son, Nicholas, stormed back into the Inner Sphere in 3050, 
  wreaking havoc on the progress the Successor States had made since the short, brutal Fourth Succession War of 3028 to 3030. 
  The Clans were stopped by the Com Guards at Tukayyid and forced to accept a fifteen-year truce, breathing space that allowed 
  the broken nations to rebuild, develop new technologies, and re-arm. Eventually, the Great Houses succeeded in forming a 
  Second Star League that ejected Clan Smoke Jaguar from the Inner Sphere and won the Great Refusal on Strana Mechty. But 
  any hope that the new League would find its footing and bring lasting peace was scuttled by ambition and self-serving leaders. 
  The Steiner-Davion alliance collapsed into Civil War, while the hard-line splinter group of ComStar, the Word of Blake, wrought 
  chaos and destruction across the Inner Sphere in a vain attempt to fulfill Blake’s vision. 
  The aftermath of that conflict saw the rise of the Republic of the Sphere and a few decades without major interstellar 
  warfare. Those quiet years came to an end when Gray Monday brought a new Dark Age, shattered the Republic, and gave the 
  Clans now residing in the Inner Sphere a new opportunity for conquest.
  A century after the return of the SLDF’s descendants, we stand at the threshold of a Clan assault on the core worlds of 
  humanity and the prospect of one of them claiming the mantle of ilClan. Even then, it is unclear whether the christening of an 
  ilClan will bring the perpetual cycles of war to a close or merely ignite another iteration of them.
  
  THE SECOND SUCCESSION WAR
  88
  HOUSE kURITA
  PERSONALITIES OF  
  THE SECOND SUCCESSION WAR (2830-2864)
  ZABU KURITA 
  Rank/Position: Coordinator of the Draconis Combine (2837-2838)
  Lived: 2 March 2757 – 23 June 2838
  Like most of the Kurita clan, Zabu Kurita joined the DCMS and 
  served on the front lines. He proved to be an able administrator 
  and leader, but his strategic and tactical skills were limited. Rather 
  than rising to high command, he found himself heading the 
  logistics division in the latter years of the First Succession War. This 
  suited the bookish Zabu well, and his brother eventually chose 
  him to head the People’s Reconstruction Effort.
  Together with his sub-coordinators, Zabu sought to preserve 
  the knowledge and infrastructure of the Combine, maintaining the 
  health of the Dragon so that it could continue the fight against its 
  enemies. His agenda—notably the formation of the PRE academy 
  on Dover—was not universally popular and faced stiff resistance 
  from authoritarian elements within the DCMS and ISF. Nonetheless, 
  he remained the Coordinator’s brother and they could not entirely 
  block his plans, and knowledge possessed by Zabu’s academy 
  proved useful during the Minnesota Tribe incident.
  Jinjiro Kurita’s steady decline into madness was a different 
  matter. Ordinarily, Zabu would have assumed the reins of power 
  more quickly, but he faced stiff opposition from the military. 
  Nonetheless, by the mid-2830s he was making many of the day-
  to-day decisions for the ailing Coordinator. When Jinjiro finally 
  fell into permanent psychosis in early 2837, Zabu was officially 
  recognized as Coordinator—a state of affairs that military 
  leaders were not prepared to tolerate.
  On 23 June 2838 Tai-sho Federick Kozoma confronted 
  the Coordinator and expressed the High Command’s lack of 
  confidence in his leadership, particularly in light of his four 
  percent reduction in military spending for 2839. The Coordinator 
  took his own life, rather than yield to a putsch headed by the 
  DCMS and ISF. Zabu was succeeded by his eldest son, Yoguchi.
  YOGUCHI KURITA
  Rank/Position: Coordinator of the Draconis Combine (2838-2850)
  Lived: 23 February 2790 – 12 December 2850
  Unlike his father, Yoguchi was a career military man, 
  and still insisted on taking the field even after becoming 
  Coordinator. That desire almost cost him his life on several 
  occasions, most notably on Tishomingo, where the AFFS nearly 
  trapped and killed him in 2849. His leadership and daring 
  earned him the praise and respect of the DCMS, which felt he 
  demonstrated all the virtues expected of a Kurita. However, he 
  was less skilled in the realm of politics, and angered the ISF by 
  making them subordinate to the DCMS. It was a choice that 
  would have grave consequences during not just his reign, but 
  those that followed. The Coordinator’s sister, Roweena, would 
  eventually step into the political vacuum and use it to build 
  her own power base.
  Yoguchi’s life was not without personal tragedy—his 
  eldest son, also named Yoguchi, died in 2833 in a misadventure. 
  He regarded neither of his remaining sons as suitable to lead 
  the Combine. Hugai was a vicious, spiteful sociopath, and the 
  other, Taragi, was weak—medical conditions made him unable 
  to pilot a ‘Mech or an aerospace fighter—and a schemer like 
  his mother. Instead, Yoguchi made it clear that neither boy 
  would succeed him and instead named his brother Miyogi as 
  his heir.
  Whether the disenfranchisement of his sons and his sister 
  Roweena played a part in Yoguchi’s murder has never been 
  definitively proven. However, it seems likely that factions 
  within the Combine government, particularly the ISF, played 
  a role in allowing the Lyran agent Snow Fire to slay the 
  Coordinator in 2850. Her action was ostensibly a reprisal for 
  Hugai’s brutal destruction of the LCAF’s Fourth Royal Guards 
  on New Caledonia.
  
  pERSONAlITIES
  89
  HOUSE kURITA
  MIYOGI KURITA
  Rank/Position: Coordinator of the Draconis Combine (2850-2890)
  Lived: 2 November 2796 – 23 March 2890
  Miyogi Kurita came to power following the murder of his 
  brother Yoguchi by the Lyran deep cover agent Snow Fire. His 
  ascension sent minor ripples through the court, as it skipped 
  Yoguchi’s sons and Miyogi’s elder sister, Roweena, who had 
  already served as Regent. Such was the will of the Dragon; 
  Yoguchi knew his sons were unfit and his sister was too closely 
  associated with the ISF. Miyogi surprised many of his critics with 
  his grit and determination, taking decisive action in reprisal for 
  his brother’s murder. 
  His intelligence and willingness to study his enemies 
  carefully stood him in good stead. Miyogi expanded the 
  Combine’s intelligence gathering in the other Successor States, 
  though his political inexperience caused other issues. The 
  Coordinator did not often appear in public, and as a result 
  his sister had a much stronger profile among the masses. This 
  allowed her to wield considerable power within the Combine, 
  most notably over portions of the ISF. A detente existed 
  between pro-Miyogi and pro-Roweena factions of that agency, 
  but when the Second Succession War ended and peace settled 
  in, the two sides fell into vicious fighting.
  Miyogi’s victory in the Shadow War came with the assistance 
  of his nephew, Taragi, one of Yoguchi’s ill-regarded sons. Taragi’s 
  actions carried him into the Combine’s circles of power—and 
  determined Miyogi’s fate. Taragi was ambitious and amassed a 
  power base; despite a series of reversals, he rose to be regarded 
  as second only to the Coordinator and sidelined Miyogi’s own 
  son, Jon. In 2890—with Roweena’s tacit support—Taragi took 
  action against the Coordinator. A suicide bomber killed the 
  Coordinator and more than two dozen officers and courtiers. 
  Framed for the assassination, Jon Kurita was accused of patricide 
  and executed, and Taragi became the new Coordinator.
  ROWEENA KURITA
  Rank/Position: Head of the  People's Reconstruction Effort
  Lived: 9 November 2794 – 4 June 2905
  Despite the pioneering role of Siriwan McAllister-Kurita, 
  who held the post of Coordinator three times in the twenty-
  sixth and twenty-seventh centuries, Roweena Kurita faced a 
  glass ceiling. She served as Regent for her brother Yoguchi 
  during his campaigns, but was repeatedly overlooked as his 
  successor when his children were deemed unreliable. That 
  honor instead went to her younger brother, Miyogi.
  The frustrations this engendered in the headstrong and 
  intelligent young woman led her to attempt to expand her 
  influence beyond the PRE by entering into an alliance with 
  the ISF in 2842. Some rumors alleged she was the lover of ISF 
  Director Malcolm Katsuyori, while others claimed her interests 
  lay in a different direction.
  When the ISF began to factionalize at the end of the 
  Second Succession War, one group supported Roweena, while 
  the other sided with her brother, the Coordinator. The ensuing 
  Shadow War escalated rapidly and only ended when Roweena 
  underestimated one of her nephews, prompting the DCMS to 
  side with the Coordinator and to clean house within the ISF.
  Roweena might have spent the rest of her life under house 
  arrest, but in the late 2870s Miyogi chose to free her from 
  captivity. Inadvertently, he set another tragedy in motion. Taragi 
  Kurita, whom Miyogi had relied on for numerous years, found 
  himself sidelined by Miyogi’s son and heir, Jon. Stymied in his 
  efforts to advance his position, Taragi turned to his aunt, who 
  provided him with advice and access to elements of the ISF who 
  still supported her. The result was the execution of Jon Kurita 
  and the murder of the Coordinator, clearing the way for Taragi 
  to take the Chrysanthemum Throne. Rather than becoming the 
  Dragon herself, Roweena became the power behind it, wielding 
  subtle influence in her final years. 
  
  THE SECOND SUCCESSION WAR
  90
  HOUSE DAvION / HOUSE lIAO
  PETER DAVION
  Rank/Position: Prime Marshal of the Armed Forces of the Federated 
  Suns (2843-2876)
  Lived: 30 June 2786 - 9 January 2877
  Paul Davion’s younger brother was a career military officer, 
  but unlike the First Prince, Duke Peter tempered his martial skill 
  with intelligence and deep strategic thinking. Named to the post 
  of Prime Marshal by his nephew Michael in 2843, he became the 
  architect of many of the AFFS’s campaigns. He also proved to be 
  an able political operator who headed off several internal threats 
  to the Prince. 
  Peter’s skill nearly claimed Coordinator Yoguchi Kurita on 
  Tishomingo, and helped exploit Dainmar Liao’s weakness on the 
  Capellan front. He remained steadfastly loyal to Prince Michael, 
  but when the Combine attacked House Steiner in the wake of the 
  Shadow War, even he urged Michael to take action. The Prince 
  heeded his uncle’s advice, and the resulting campaign, Operation 
  PENDRAGON, heralded the AFFS’s return to the fray.
  Peter lamented the loss of his nephew in 2873, but continued 
  to serve his great-nephew Carl until retiring in early 2876. He died a 
  year later, while again in mourning for the loss of Prince Carl. 
  DAINMAR LIAO
  Rank/Position: Chancellor of the Capellan Confederation (2860-2866)
  Lived: 9 March 2815 – 28 February 2867
  Dainmar was weak-willed and possessed a poor academic 
  record, and his three-month service in the CCAF was abysmal. He was 
  a terrible choice as Chancellor, and the Prefectorate’s reasoning for 
  selecting him has never been entirely clear. Some saw it as a backlash 
  against his popular but extravagant sister, while others suggest their 
  primary concern was the continuation of the Liao bloodline. Either 
  way, the result was a nervous and poorly-considered set of strategies 
  that threatened to undo decades of military progress.
  In 2861, the new Chancellor was on St. Ives when the Davion 
  Assault Guards staged a surprise raid. With the CCAF defenders 
  in tatters, the core defensive perimeter was soon limited to 
  the Chancellor’s palace in Tian-tan where—according to popular 
  rumor—Dainmar was hiding under his bed in a deep bunker. 
  Terrified, he sued for peace, accepting Davion authority over the 
  worlds the Federated Suns had captured from the Confederation 
  in the First and Second Succession Wars. He could have cost the 
  Confederation even more, but the Second Succession War ground 
  to a halt while he reigned. The House of Scions debated laws that 
  would allow them to unseat the Chancellor, but those measures 
  were quashed by the Prefectorate and by visits to many advocates 
  from the Maskirovka. Eventually, Dainmar’s son, Otto, convinced 
  his father to stand down on the eve of the Third Succession War. 
  Dainmar committed suicide a year later.
  MICHAEL DAVION
  Rank/Position: First Prince of the Federated Suns (2842-2873)
  Lived: 21 October 2804 – 17 May 2873
  A scholar, politician and diplomat, Michael Davion was a 
  mirror image of his father, Paul. Like Elizabeth Steiner, he hoped 
  for peace and looked favorably upon the Archon’s cease-fire 
  proposals. Despite their failure, the “peace prince” sought to keep 
  the Federated Suns out of the renewed hostilities, and resisted 
  efforts by the High Command to take action. A military cabal 
  planning a coup d’état against Michael’s policies in the 2880s was 
  dissuaded by his uncle, Peter Davion. But the First Prince’s reticence 
  to enter the Third Succession War provoked a similar reaction, this 
  time headed by Michael’s own son, Carl. Again, the Prime Marshal 
  calmed the situation. When push came to shove, Michael did finally 
  launch an offensive against the Combine, and the able leadership 
  of Peter Davion drove the AFFS forward, most notably in Operation 
  PENDRAGON. Michael died nearly four years before his uncle, 
  briefly leaving the realm in the hands of his vainglorious son Carl.
  LAURELLI LIAO
  Rank/Position: Chancellor of the Capellan Confederation (2828-2860)
  Lived: 3 January 2805 – 19 October 2860
  Laurelli Liao was not prepared to succeed her mother, but 
  the events of 2828 gave her little choice. She staged a fighting 
  withdrawal from Kathil, extricating herself and her troops from 
  the disastrous Operation CELT. The new Chancellor faced an uphill 
  struggle to mitigate the fallout of the operation, while attempting 
  to rebuild her shattered forces. Her determined leadership and 
  no-nonsense attitude buoyed the Confederation, and her steadfast 
  unwillingness to concede victory to the Davions instilled the spirit 
  of resistance in her people and troops.
  Her efforts to rebuild the CCAF proved controversial and 
  expensive. Laurelli was profligate in her commissioning of new 
  equipment, though fielding trained personnel proved problematic. 
  At her urging, the CCAF adopted a flexible defense strategy which 
  was better able to deal with both the Federated Suns and the Free 
  Worlds League. Prince Michael’s diplomatic overtures could have 
  brought peace and security on the Suns-Confederation front, but 
  the Chancellor’s pride—and her anger at Paul Davion’s rejection of 
  her mother’s similar offer—led her to ignore his entreaties.
  Laurelli never married or had children, and when she died in 
  2860, it fell to the Prefectorate to determine the new Chancellor. 
  They chose her younger brother, Dainmar, and in so doing, 
  unwound almost everything Laurelli had achieved.
  
  pERSONAlITIES
  91
  HOUSE MARIk
  GERALD MARIK II
  Rank/Position: Captain-General of the Free Worlds League 
  (2854-2861)
  Lived: 22 April 2801 – 3 March 2861
  Like his father, Gerald Marik was first and foremost a soldier, 
  one who spent most of his service in the FWLM facing front-
  line combat against both the Lyran Commonwealth and the 
  Capellan Confederation. He cared little for politics, and rebuffed 
  efforts to slow the pace of military operations and peace 
  proposals from neighboring states. His sudden and unexpected 
  death in 2861 brought major military operations by House 
  Marik to a close and raised the specter—if not the reality—of 
  peace. Officially, Gerald died of natural causes, though the 
  particularly fortuitous timing led many to suspect foul play.
  PHILIPPA MARIK
  Rank/Position: Captain-General of the Free Worlds League 
  (2861-2873)
  Lived: 26 July 2803 – 8 August 2873
  Gerald’s sister Philippa was a decorated military officer but 
  showed few of the aggressive tendencies of her brother and 
  father. Upon becoming Captain-General, she began diplomatic 
  negotiations with the Lyran Commonwealth in an effort to build 
  a lasting peace. But Philippa showed her steel core when the 
  endeavor failed; she turned on the Commonwealth, ordering 
  military strikes and an assassination attempt against Archon 
  Elizabeth Steiner. The gutsy move earned Marik the respect of 
  the Draconis Combine, and while the nations never forged a 
  formal alliance, SAFE and the ISF shared intelligence on their 
  mutual foe. Unfortunately, Philippa’s troops were unable to 
  make significant progress and the Lyran border changed little 
  by the time of her death in 2873.
  CHARLES MARIK
  Rank/Position: Captain-General of the Free Worlds League 
  (2821-2854)
  Lived: 30 October 2779 – 9 March 2854
  Charles Marik assumed control of a nation badly damaged 
  by the atrocities of the First Succession War, making his first 
  priority the rebuilding of the FWLM. This led him into direct 
  conflict with Parliament, which sought a rebuilding of civil 
  infrastructure. Charles’ focus would later seem prescient when 
  war re-ignited in 2830, but the relationship between the 
  Captain-General and Parliament would never recover. 
  The presence of the Captain-General’s sister, Jeannette, 
  among ComStar might have been the opportunity for a master 
  stroke, but instead it became the tool with which Primus 
  Conrad Toyama manipulated the League back into war with its 
  neighbors. Charles eventually had no choice but to capitulate. 
  The tensions with Parliament exacerbated the effects of the 
  ComStar War, and once the order’s interdiction was lifted, 
  continued to hamper Marik operations to stem the Lyran 
  advance. Only after the Captain-General put himself in harm’s 
  way to protect Irian from the advancing Lyran forces did 
  Parliament relent.
  Charles would not live to see the completion of “La 
  Reconquista,” but his efforts to recapture the lost worlds 
  solidified his legacy as a martial commander.
  
  THE SECOND SUCCESSION WAR
  92
  HOUSE STEINER
  THE TRIUMVIRATE
  Rank/Position: Co-Regents for Elizabeth Steiner (13 October 2849-
  20 January 2859)
  Claudius’ eight-year-old daughter, Elizabeth, was next in line 
  for the Archonship. The Estates General approached her mother, 
  Duchess Rebecca Morgan Steiner, to serve as sole regent, but she 
  refused. She did, however, accept a post on a regency council for 
  her daughter, later dubbed the Triumvirate. The other members of 
  the trio were Henry DeCalidore, the speaker of the Assembly, and 
  Duchess Ilysa Aten of Tamar and Skye.
  The group steered the Commonwealth for nearly a decade, 
  restoring domestic order and stabilizing the Combine and League 
  fronts. The members of the Triumvirate had their own agendas and 
  were frequently at odds, but their competing interests helped their 
  governance by creating balance and ensuring that most matters 
  of importance were addressed. Their regency also provided young 
  Elizabeth with a solid grasp of the factional politics within the 
  Commonwealth. Duchess Rebecca proved to be a stabilizing force, 
  moderating the ambitions of the others and always considering the 
  bigger picture for House Steiner.
  The Triumvirate disbanded on 20 January 2859, and each of 
  its members were “rewarded” by the new Archon: DeCalidore was 
  given command of the 23rd Lyran Regulars, Aten was appointed 
  to lead the Commonwealth’s relief efforts, and her mother was 
  placed in charge of Environmental Services, an agency dedicated 
  to preserving rare species of plants and animals.
  ELIZABETH STEINER
  Rank/Position: Archon of the Lyran Commonwealth (2859-2895)
  Lived: 20 January 2840 – 31 July 2895
  As Archon-Designate, Elizabeth Steiner was a frequent visitor 
  to the Triumvirate’s meetings. By the time she came of age, 
  she was well-versed in both the processes and machinations of 
  the Commonwealth government. The new Archon was spared a 
  baptism of fire, as the Second Succession War was winding down 
  and the tempo of military operations had fallen off. Elizabeth 
  hoped that the end of the conflict would bring stability and lasting 
  peace. She took a pragmatic approach, making overtures of peace 
  while laying plans for continued conflict. Elizabeth’s peace efforts 
  soon foundered, but her optimism caused the Estates General to 
  push for a reduction in military spending and a return to a less 
  militant posture. Reluctantly she agreed, allowing a number of 
  front-line troops to rotate home in favor of mercenary units.
  The decision almost proved to be a disaster. Following the 
  Shadow War, the Combine’s need to lash out focused squarely on 
  the Commonwealth. The absence of line units and the shaky loyalty 
  of the mercenaries allowed the DCMS to make significant gains. The 
  Free Worlds League also took action against the Commonwealth, 
  staging military attacks and attempting to assassinate the young 
  Archon. The effort failed, but Elizabeth vowed revenge on the 
  Captain-General she’d briefly viewed as a kindred spirit.
  Elizabeth eventually rallied the LCAF and stabilized both fronts 
  once more, regaining a number of lost worlds and even initiating 
  a series of counter-attacks. She died in her sleep in 2895 and was 
  succeeded by her son, Eric.
  MELISSA NIN
  Rank/Position: Archon of the Lyran Commonwealth (2845)
  Lived: 9 October 2804 – 21 August 2845
  When Marcus Steiner died childless in 2845, the Estates 
  General vacillated over his successor. Ordinarily the Archonship 
  would have passed to a sibling, in this case his younger brother 
  Claudius. But Marcus’ wife, Melissa Nin, put forward a case for her 
  own assumption of power. Surprisingly, the Estates General agreed, 
  and she was installed as Archon on 5 March.
  Melissa was charismatic but had no political experience or 
  alliances, leaving the Estates General as the guiding hand for the 
  Commonwealth (which was perhaps their intention all along). They 
  listened gravely to Melissa’s thoughts and arguments, but gave 
  only lip-service to implementing them. Claudius, meanwhile, was 
  incensed at the power play and vowed to take action; within five 
  months he had solidified his own power base and launched a coup 
  that seized control of Tharkad. Melissa was executed two weeks 
  later, having served only five months in office, the shortest reign 
  of any Archon.
  It was only the beginning of a nightmare for the Commonwealth.
  CLAUDIUS STEINER
  Rank/Position: Archon of the Lyran Commonwealth (2845-2849)
  Lived: 2 May 2812 – 8 May 2849
  Marcus’ younger brother, Claudius, was a driven and aggressive 
  soldier whose battlefield success earned him considerable praise. 
  But his temper was legendary, and being passed over for the 
  Archonship sent him into a rage that led him to turn on his 
  own capital, forcing the Third Lyran Guards to withdraw. After 
  subsequently executing Melissa Nin and the speaker of the 
  Assembly, and disbanding the Estates General, Claudius installed 
  himself as Archon.
  Wielding power unilaterally—and rapidly descending into 
  madness—Claudius ignored the events on the Commonwealth’s 
  borders, a vulnerability House Kurita exploited mercilessly. Instead, 
  the Archon became engrossed in blood sports and sadistic 
  experiments. When the Kuritas taunted him with the bloody events 
  of New Caledonia, Claudius set in motion a chain of events that 
  would eventually lead to Snow Fire murdering Yoguchi Kurita, 
  though he himself would not live to see the plan come to fruition.
  On 8 May 2849, Claudius suffered a massive heart attack 
  and died. The autopsy report showed no foreign chemicals or 
  pathogens present, but many suspected that poison had been 
  involved. Few mourned his passing.
  
  pERSONAlITIES
  93
  COMSTAR
  RAYMOND KARPOV
  Rank/Position: Primus of ComStar (2837-2875)
  Lived: 24 February 2789 – 11 August 2880
  Raymond Karpov was the first head of ComStar born 
  after the onset of the Succession Wars. He rose through the 
  ranks to become Precentor of Alpha Centauri in 2833, and 
  his adherence to Blakist dogma soon earned him Toyama’s 
  regard. In 2837, the Primus named Karpov as his heir. Three 
  months later, Raymond was the head of ComStar. As with 
  Toyama’s ascension there were suspicions of foul play, but no 
  evidence materialized.
  Karpov pushed the order toward dogma and ritual, using 
  ROM to ensure adherence in thought as well as word. He 
  also used the intelligence agency in direct action against the 
  Successor States by approving Operation HOLY SHROUD, a 
  program of murder and terrorism aimed at the Great Houses’ 
  scientific research programs. This cost him the support of ROM’s 
  head, Michelle Dupreas, who thought such a policy ran counter 
  to Blake’s teachings. She resigned from the order and was 
  replaced by Janice Laidlaw. Within a week, Dupreas was dead, 
  killed in an “accident” in Italy. The message was clear: do not 
  cross the Primus. 
  Karpov also codified many of the order’s policies during his 
  reign, including the rules for selecting a Primus and the practice 
  of recruiting the scions of the Great Houses. In later life he 
  seemed to regret some of his hard-line policies, naming a more 
  liberal-minded successor, Andrea Marteen. Karpov resigned the 
  primacy on 5 May 2875, though he continued to serve the order 
  until his death in 2880.
  CONRAD TOYAMA
  Rank/Position: Precentor Dieron (2786-2819); Primus of ComStar 
  (2819-2837)
  Lived: 9 September 2752 – 17 April 2839 
  A survivor of the Amaris-Kerensky conflict, Conrad Toyama 
  joined Jerome Blake’s Department of Communication in 2780. 
  Drawing on his years of trading experience, it was Toyama who 
  suggested re-branding the organization as ComStar, the name it 
  would bear for over three centuries. Toyama was also responsible 
  for ensuring ComStar became a profitable commercial operation. 
  Charming and erudite, Toyama rose quickly within the 
  organization to become one of Blake’s closest friends and 
  advisors. They complemented each other, the economically 
  savvy rogue and the charmless but tech-savvy older man he 
  idolized. That association began to crumble in the 2810s when 
  Blake and his protégé disagreed over policy. Blake was a staunch 
  believer in staying out of the conflicts of the Successor States 
  and nurturing them back to the heights of the Star League, 
  while Toyama advocated a more interventionist approach. 
  The traditional view has been that ComStar’s intervention 
  in Successor State politics after Blake’s passing was a willful 
  diversion from Blake’s ideal, with the “Word of Blake” in reality 
  being the Word of Toyama. However, recent discoveries hint 
  that Blake, the last survivor of the upper echelons of Star League 
  government, may have had a change of heart regarding his 
  organization’s direction. Toyama, it seems, may have been 
  unjustly maligned by history, though his role in lionizing Blake 
  cannot be denied. The order’s full realignment into a pseudo-
  religious body is attributed to Raymond Karpov, who succeeded 
  Toyama in the wake of the mixed results of the ComStar War.
  
  THE SECOND SUCCESSION WAR
  94
  AFFS DEplOymENT
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  1st Arcadian Cuirassiers
  V/R
  M
  64%
  Mirach
  E/R
  H
  17%
  Rio
  2nd Arcadian Cuirassiers
  R/R
  M 102%
  Almach
  R/F
  H
  80%
  Almach
  Argyle Lancers
  R/R
  H 100%
  Argyle
  R/R
  H
  32%
  Argyle
  1st Avalon Borderers
  R/R
  M
  86%
  Helixmar
  —
  —
  [D]
  —
  2nd Avalon Borderers
  R/R
  L
  95%
  Barlow's End
  —
  —
  [D]
  —
  4th Avalon Borderers
  R/R
  M
  84%
  Royal
  V/R
  H
  12%
  Gahral
  1st Avalon Hussars
  E/F
  A 121%
  Breed
  E/F
  H
  99%
  Frazer
  2nd Avalon Hussars
  V/F
  H 145%
  New Ivaarsen
  V/F
  H
  62%
  Cotocallao
  4th Avalon Hussars
  E/F
  H 151%
  Colia
  V/F
  H
  97%
  Carnac
  8th Avalon Hussars
  E/F
  H 116%
  Anguilla
  E/R
  M
  83%
  Anguilla
  9th Avalon Hussars
  V/F
  M 144%
  Cohay
  —
  —
  [D]
  —
  11th Avalon Hussars
  V/F
  L
  121%
  Robinson
  V/F
  L
  88%
  Doneval II
  12th Avalon Hussars
  V/F
  M 128%
  Brabent
  —
  —
  [D]
  —
  14th Avalon Hussars
  V/F
  L
  128%
  Orbisonia
  —
  —
  [D]
  —
  17th Avalon Hussars
  R/F
  M 132%
  Turko
  R/F
  M
  93%
  Glenmora
  20th Avalon Hussars
  E/R
  L
  142%
  Quittacas
  E/R
  L
  51%
  Quittacas
  22nd Avalon Hussars
  R/R
  A
  99%
  Westphalia
  R/R
  A
  43%
  Westphalia
  23rd Avalon Hussars
  R/R
  M
  62%
  Ashley
  —
  —
  [D]
  —
  26th Avalon Hussars
  R/R
  M 125%
  Mendham
  —
  —
  [D]
  —
  27th Avalon Hussars
  R/R
  M 109%
  Kathil
  —
  —
  [D]
  —
  33rd Avalon Hussars
  R/F
  M
  93%
  New Aberdeen
  R/R
  M
  43%
  Northwind
  34th Avalon Hussars
  V/R
  L
  131%
  Damevang
  —
  —
  [D]
  —
  35th Avalon Hussars
  R/R
  L
  136%
  Kennard
  R/F
  L
  52%
  Bryceland
  36th Avalon Hussars
  R/F
  H
  86%
  Bromhead
  R/F
  A
  21%
  Bromhead
  39th Avalon Hussars
  V/R
  A
  93%
  Kentwood
  R/F
  A
  38%
  Kentwood
  41st Avalon Hussars
  V/R
  M 121%
  Angelsey
  E/R
  M
  99%
  Listowel
  1st Albion
  R/Q
  A
  82%
  Markesan
  R/Q
  A
  36%
  Markesan
  2nd Albion
  G/R
  L
  87%
  New Avalon
  G/R
  L
  57%
  New Avalon
  1st NAMA
  R/R
  L
  78%
  Crossing
  R/R
  L
  27%
  Crossing
  2nd NAMA
  G/R
  L
  99%
  New Aberdeen
  G/F
  M
  28%
  Hoff
  3rd NAMA
  G/Q
  M 102%
  New Avalon
  G/Q
  H
  51%
  New Avalon
  1st Sakhara*
  G/R
  L
  116%
  Crossing
  R/R
  L
  78%
  Crossing
  2nd Sakhara*
  G/R
  M 104%
  Xhosa VII
  —
  —
  [D]
  —
  3rd Sakhara*
  R/R
  H
  96%
  Bremond
  —
  —
  [D]
  —
  4th Sakhara*
  G/Q
  M 118%
  Crossing
  —
  —
  [D]
  —
  6th Sakhara*
  R/Q
  M 119%
  Boeotia
  —
  —
  [D]
  —
  1st Ceti Hussars
  R/R
  L
  76%
  Robsart
  R/R
  L
  43%
  Damevang
  2nd Ceti Hussars
  R/R
  L
  52%
  Orbisonia
  R/R
  L
  21%
  Orbisonia
  3rd Ceti Hussars
  R/F
  L
  66%
  Axton
  R/F
  L
  18%
  Clovis
  1st Clovis Guards
  R/Q
  M
  61%
  Clovis
  —
  —
  [D]
  —
  Chesterton CMM
  G/Q
  M
  51%
  Chesterton
  R/R
  M
  26%
  Chesterton
  Kathil CMM
  R/R
  M
  86%
  Kathil
  R/R
  M
  56%
  Kathil
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  New Syrtis CMM
  E/Q
  H 105%
  New Syrtis
  E/Q
  A
  72%
  New Syrtis
  Royalston CMM
  G/R
  M 108%
  Royalston
  G/R
  M
  86%
  Royalston
  Anjin Muerto CrMM
  R/R
  M
  73%
  Anjin Muerto
  R/R
  M
  53%
  Anjin Muerto
  Bastian CrMM
  R/Q
  L
  52%
  Bastian
  R/R
  L
  22%
  Bastian
  Broken Wheel CrMM
  R/R
  L
  123% Broken Wheel
  V/R
  L
  98%
  Broken Wheel
  Islamabad CrMM
  R/R
  L
  90%
  Islamabad
  R/R
  L
  37%
  Islamabad
  Kestrel CrMM
  R/F
  M
  68%
  Kestrel
  R/F
  H
  16%
  Kestrel
  Malagrotta CrMM
  R/R
  M 112%
  Malagrotta
  R/R
  H
  36%
  Malagrotta
  New Avalon CrMM
  V/F
  H 101%
  New Avalon
  V/F
  A
  49%
  New Avalon
  Point Barrow CrMM
  R/R
  M
  74%
  Point Barrow
  —
  —
  [D]
  —
  Tsamma CrMM
  R/F
  L
  96%
  Tsamma
  R/F
  L
  39%
  Tsamma
  1st Crucis Lancers
  V/R
  L
  55%
  Waycross
  E/R
  L
  19%
  Exeter
  2nd Crucis Lancers
  V/R
  A
  70%
  Elbar
  V/F
  A
  26%
  Errai
  3rd Crucis Lancers
  R/Q
  M 106%
  Listowel
  R/Q
  M
  78%
  Listowel
  4th Crucis Lancers
  R/Q
  M
  86%
  Chesterton
  R/R
  M
  10%
  Chesterton
  5th Crucis Lancers
  R/Q
  M
  77%
  Goderich
  R/Q
  H
  30%
  Quentin
  6th Crucis Lancers
  G/Q
  L
  91%
  Harrow's Sun
  G/Q
  L
  40%
  DeWitt
  7th Crucis Lancers
  G/Q
  H
  76%
  Raman
  R/Q
  M
  25%
  Raman
  8th Crucis Lancers
  G/Q
  M
  83%
  Mira
  G/Q
  H
  37%
  Mira
  1st Davion Guards
  V/F
  M
  98%
  Marlette
  E/R
  M
  48%
  Alcyone
  2nd Davion Guards
  E/F
  M
  61%
  Sonnia
  V/F
  M
  39%
  Sanilac
  3rd Davion Guards
  R/F
  M
  87%
  Tancredi IV
  V/F
  M
  19%
  Niles
  4th Davion Guards
  E/F
  L
  91%
  Royal
  V/F
  L
  12%
  Cammal
  5th Davion Guards
  V/F
  M
  99%
  New Avalon
  R/F
  M
  21%
  New Avalon
  Davion Assault Guards
  V/F
  A
  74%
  Taygeta
  R/F
  H
  19%
  Northwind
  Davion Heavy Guards
  V/F
  H 111%
  Axton
  V/F
  H
  61%
  Axton
  Davion Light Guards
  E/F
  L
  68%
  Farwell
  E/F
  L
  16%
  Valexa
  2nd Deneb Light Cavalry
  G/R
  L
  49% Nouveau Toulouse G/R
  L
  13%
  Kestrel
  3rd Deneb Light Cavalry
  R/R
  L
  74%
  Chesterton
  —
  —
  [D]
  —
  4th Deneb Light Cavalry
  R/R
  M 101%
  Robinson
  R/R
  M
  29%
  Udibi
  5th Deneb Light Cavalry
  R/R
  M 115%
  Edwards
  R/F
  H
  90%
  Klamriz V
  8th Deneb Light Cavalry
  R/R
  M
  59%
  Franklin
  R/R
  M
  54%
  Bettendorf
  9th Deneb Light Cavalry
  G/R
  L
  106%
  Tallassee
  G/F
  L
  38%
  Tallassee
  Fairfax DMM
  R/R
  H 108%
  Tishomingo
  —
  —
  [D]
  —
  Kilbourne DMM
  R/F
  M
  93%
  Delos IV
  R/F
  M
  51%
  Delos IV
  Woodbine DMM
  R/R
  M
  81%
  Junior
  —
  —
  [D]
  —
  1st Dragonlords
  V/F
  A
  89%
  Hyalite
  —
  —
  [D]
  —
  2nd Dragonlords
  R/R
  M
  78% Noh-wan Hohm
  R/F
  M
  51%
  Beid
  3rd Dragonlords
  V/F
  M
  68%
  Warren
  V/F
  M
  45%
  Warren
  4th Dragonlords
  V/R
  L
  75%
  Brockway
  —
  —
  [D]
  —
  5th Dragonlords
  R/F
  M 100%
  Valexa
  —
  —
  [D]
  —
  Panzer Brigade
  R/R
  M 100%
  Forms 2835
  R/Q
  M
  51%
  Layover
  SECOND SUCCESSION WAR 
  DEPLOYMENT TABLE
  The following table lists the movements and assignments made by each BattleMech unit involved in the Second Succession War and 
  its status at the end of the war. The table is divided into six sections, each related to one of the major military powers involved in the war: 
  the Armed Forces of the Federated Suns (AFFS), Capellan Confederation Armed Forces (CCAF), Draconis Combine Mustered Soldiery (DCMS), 
  Free Worlds League Military (FWLM), and Lyran Commonwealth Armed Forces (LCAF). The sixth and final section lists the forces of the Major 
  Periphery States. Mercenary units are listed along with their employer’s regular units. 
  Asterisks (*) denote battalion-sized Combat Commands.
  The Weight (Wt.) column lists the combat command's overall asset weight, used in Inner Sphere at War game play (see Converting ISW 
  Combat Commands to other systems, p. 122).
  Other status is listed in [brackets]. If a combat command lists [NF] as its (2830) Strength (Str.), it was not yet formed at the start of the war; [D] as 
  its (2864) Strength means the unit effectively lost its ability to function in combat and was not reconstituted; [DB] indicates the unit was disbanded.
  ARMED FORCES OF THE FEDERATED SUNS (AFFS)
  
  DEplOyMENT TABlE
  95
  CCAF DEplOyMENT
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  Mercenary Combat Commands (AFFS)
  Belinda's Irregulars†
  R/R
  H
  56%
  Mira
  —
  — [DB]
  —
  Bloody Sons
  R/R
  M
  [NF]
  —
  —
  — [DB]
  —
  Blue Star Irregulars
  1894th Light Horse
  E/R
  H
  91%
  Alnadal
  V/R
  A
  21%
  Perkasie
  21st Rim Worlds
  V/R
  H 100%
  Klathandu IV
  V/R
  M
  78%
  Gallitzin
  Avatars
  V/R
  M
  56%
  Beten Kaitos
  V/R
  H
  19%
  Acala
  Cupric Byzantium
  R/R
  L
  75%
  Raised 2857
  —
  —
  [D]
  —
  The Ever-Free 
  R/R
  A
  89%
  Forms 2835
  R/R
  H
  62%
  Sauk City
  Fighting Urukhai
  8th Striker
  E/R
  M 120%
  Crossing
  E/R
  H
  40%
  Ozawa
  Bar Hounds
  R/R
  L
  103%
  Klathandu IV
  R/F
  L
  48%
  Addicks
  Sluggers
  G/Q
  L
  123%
  Robinson
  R/R
  L
  85%
  New Rhodes III
  Grave Walkers
  First
  CCAF
  E/R
  M
  37%
  Marlette
  Second
  CCAF
  R/R
  M
  43%
  Markesan
  Hsien Hotheads
  G/Q
  H 109%
  Tallmadge
  R/Q
  M
  73%
  Benet III
  Kergawa's Blood Lances
  R/R
  M
  79%
  Tawas
  —
  —
  [D]
  —
  The Lazy Eights
  R/Q
  M 101%
  Tecumseh
  —
  —
  [D]
  —
  Lexington Combat Group
  180th Dragoon
  R/R
  A
  71%
  Kumqwat
  V/R
  A
  12%
  Avigait
  241st Battle
  R/R
  H
  84%
  Jaipur
  R/R
  M
  18%
  Bacum
  32nd Recon
  E/R
  L
  107%
  Bodnath
  E/R
  L
  28%
  Hadnall
  Quinn's Quads*
  G/Q
  H 115%
  Raised 2847
  R/R
  M
  61%
  Bremond
  Redfield's Renegades
  R/Q
  A 103%
  Chouli
  R/R
  A
  30%
  Exeter
  Scrap Metal
  V/Q
  M
  64%
  Raised 2834
  —
  —
  [D]
  —
  Screaming Eagles
  1st Screaming Eagles
  V/R
  A 100%
  Demeter
  R/R
  H
  18%
  Elbar
  2nd Screaming Eagles
  R/R
  A 100%
  Tedibyhr
  V/F
  A
  71%
  Elbar
  Simpson's Samurai†
  R/Q
  M
  83%
  Bahl's Retreat
  —
  — [DB]
  —
  Tamara's Black Sword 
  V/Q
  M 110%
  Udibi
  R/Q
  H
  83%
  Cassias
  12th Vegan Rangers
  E/F
  M
  33%
  Verde
  R/F
  A 100%
  Verde
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  5th Robinson Chevaliers
  R/R
  L
  58%
  Fairfax
  —
  —
  [D]
  —
  8th Robinson Chevaliers
  V/Q
  M
  91%
  Mesartim
  V/Q
  M
  13%
  Mesartim
  14th Robinson Chevaliers
  V/R
  H 101%
  Choudrant
  —
  —
  [D]
  —
  17th Robinson Chevaliers
  R/R
  L
  113%
  Pitkin
  —
  —
  [D]
  —
  21st Robinson Chevaliers
  R/F
  A
  66%
  Saumur
  —
  —
  [D]
  —
  22nd Robinson Chevaliers
  R/F
  L
  80%
  Colia
  R/F
  L
  14%
  Emporia
  23rd Robinson Chevaliers
  R/R
  H 108%
  Damevang
  —
  —
  [D]
  —
  35th Robinson Chevaliers
  G/R
  L
  84%
  Woodbine
  G/R
  M
  49%
  Woodbine
  36th Robinson Chevaliers
  R/R
  M
  75%
  Saumur
  —
  —
  [D]
  —
  1st Robinson Rangers
  V/R
  M
  70%
  ReRaised 2831
  E/R
  M
  27%
  Allerton
  2nd Robinson Rangers
  R/Q
  L
  31%
  ReRaised 2836
  R/R
  L
  10%
  Le Blanc
  1st Syrtis Fusiliers
  E/R
  A
  62%
  New Syrtis
  —
  —
  [D]
  —
  2nd Syrtis Fusiliers
  E/R
  A 100%
  Horsham
  E/R
  H
  78%
  Mara
  4th Syrtis Fusiliers
  R/R
  A
  72%
  Demeter
  V/R
  H
  25%
  Demeter
  5th Syrtis Fusiliers
  V/F
  H
  65%
  Aucara
  V/F
  H
  32%
  Glentworth
  6th Syrtis Fusiliers
  V/Q
  M 107%
  Shaunavon
  E/Q
  M
  40%
  Sirdar
  7th Syrtis Fusiliers
  V/F
  A
  81%
  Monongahela
  —
  —
  [D]
  —
  8th Syrtis Fusiliers
  E/R
  L
  99%
  Mirach
  V/R
  L
  32%
  Mirach
  9th Syrtis Fusiliers
  R/R
  H 101%
  Elbar
  R/R
  A
  48%
  Elbar
  10th Syrtis Fusiliers
  V/F
  M 102%
  Glenmora
  —
  —
  [D]
  —
  11th Syrtis Fusiliers
  R/R
  M
  93%
  Namen
  R/F
  H
  47%
  Daniels
  12th Syrtis Fusiliers
  G/R
  M
  80%
  Caselton
  —
  —
  [D]
  —
  13th Syrtis Fusiliers
  G/R
  H
  88%
  Sonnia
  G/F
  A
  27%
  Sonnia
  14th Syrtis Fusiliers
  G/R
  M
  89%
  Mendham
  G/R
  M
  26%
  Mendham
  15th Syrtis Fusiliers
  V/R
  M
  82%
  Maharet
  R/R
  M
  20%
  Maharet
  16th Syrtis Fusiliers
  G/F
  H
  73%
  Atlas
  G/F
  A
  17%
  Mentasta
  17th Syrtis Fusiliers
  G/R
  M 101%
  Barlow's End
  R/R
  M
  66%
  Barlow's End
  18th Syrtis Fusiliers
  R/R
  M 106%
  Merlin
  —
  —
  [D]
  —
  20th Syrtis Fusiliers
  R/R
  M
  83%
  Cartago
  R/R
  M
  54%
  Mallory's World
  7th Tancredi Loyalists
  E/F
  M 107%
  Tancredi IV
  V/F
  H
  41%
  Tancredi IV
  10th Tancredi Loyalists
  R/F
  M
  81%
  Sturgis
  —
  —
  [D]
  —
  13th Tancredi Loyalists
  V/F
  M
  87%
  Sturgis
  —
  —
  [D]
  —
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  1st Andurien Hussars
  E/F
  H
  78%
  Calseraigne
  —
  —
  [D]
  —
  2nd Andurien Hussars
  E/R
  L
  105%
  Rosendal
  —
  —
  [D]
  —
  3rd Andurien Hussars
  R/Q
  H
  51%
  Viribium
  —
  —
  [D]
  —
  4th Andurien Hussars
  G/F
  M
  86%
  Itica
  —
  —
  [D]
  —
  7th Andurien Hussars‡
  G/Q
  M
  68%
  Calseraigne
  V/Q
  M
  50%
  Calseraigne
  10th Andurien Hussars
  G/Q
  M
  82%
  Leyda
  —
  —
  [D]
  —
  11th Andurien Hussars
  R/Q
  M 116%
  Dili
  —
  —
  [D]
  —
  Chesterton Reserves
  Blandford’s Grenadiers
  V/F
  M
  72%
  Sarna
  V/F
  H
  53%
  Fomalhaut
  Chesterton Guardians
  R/F
  M 100%
  Outreach
  —
  —
  [D]
  —
  Gryff’s Hussars
  E/F
  M
  80%
  St. Ives
  V/F
  M
  42%
  St. Ives
  Marshals of Tikonov
  V/R
  A
  84%
  New Hessen
  R/R
  A
  18%
  Tikonov
  Prefectorate Guard
  R/F
  M
  96%
  Capella
  V/F
  M
  64%
  Capella
  Red Lancers
  E/F
  A
  80%
  Gorki
  E/F
  A
  39%
  Sian
  Justine's Grenadiers
  G/F
  M 151%
  Kwamashu
  —
  —
  [D]
  —
  1st Ariana Fusiliers
  R/R
  M
  99%
  Algot
  R/R
  M
  44%
  Algot
  2nd Ariana Fusiliers
  G/R
  M
  95%
  Alrescha
  G/R
  M
  65%
  Alrescha
  Ariana Grenadiers
  R/F
  M
  74%
  Anaea
  R/F
  M
  30%
  Bell
  Chesterton Cuirassiers
  R/F
  L
  89%
  Menkar
  R/F
  M
  45%
  Outreach
  8th Chesterton Cavalry
  R/F
  M
  50%
  Algot
  —
  —
  [D]
  —
  1st Chesterton Voltigeurs
  R/R
  L
  82%
  Plataea
  V/R
  M
  17%
  Conwy
  2nd Chesterton Voltigeurs
  G/R
  L
  109%
  Tikonov
  G/R
  M
  48%
  Tybalt
  3rd Chesterton Voltigeurs
  G/R
  M 122%
  Tikonov
  G/R
  M
  87%
  Ronel
  Hamilton's Highlanders
  R/R
  M
  [NF]
  —
  R/R
  M
  27%
  Small World
  Shadrack's Shadowhawks
  G/Q
  H
  67%
  Keid
  G/Q
  A
  15%
  Keid
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  Tristram’s Avengers
  V/Q
  A 100%
  Rio
  —
  —
  [D]
  —
  Lothar's Fusiliers
  G/R
  M
  [NF]
  —
  R/R
  M
  30%
  Highspire
  1st Confederation Reserve Cavalry
  R/R
  M
  90%
  Ashkum
  R/R
  M
  29%
  Ashkum
  2nd Confederation Reserve Cavalry
  G/F
  M
  96%
  Almach
  G/F
  M
  52%
  Almach
  3rd Confederation Reserve Cavalry
  V/F
  L
  100%
  Les Halles
  E/F
  L
  35%
  Yuris
  4th Confederation Reserve Cavalry
  R/R
  M
  74%
  Avigait
  V/R
  H
  32%
  Yongd
  5th Confederation Reserve Cavalry
  G/R
  A 104%
  Lurgatan
  G/R
  A
  77%
  Lurgatan
  6th Confederation Reserve Cavalry
  R/F
  A
  69%
  Non Diz
  R/F
  A
  32%
  Non Diz
  7th Confederation Reserve Cavalry
  R/R
  L
  124%
  Mattisskogen
  R/R
  L
  56%
  Shiro III
  8th Confederation Reserve Cavalry
  G/Q
  M
  85%
  Andro
  —
  —
  [D]
  —
  9th Confederation Reserve Cavalry
  R/Q
  L
  59%
  Gallitzin
  R/Q
  M
  47%
  New Troy
  11th Confederation Reserve Cavalry
  G/Q
  L
  119%
  Oli
  —
  —
  [D]
  —
  2nd Liao Guards
  R/Q
  H
  82%
  Sian
  —
  —
  [D]
  —
  3rd Liao Guards
  G/F
  M
  79%
  Berenson
  —
  —
  [D]
  —
  4th Liao Guards
  R/R
  H
  92%
  Suzano
  —
  —
  [D]
  —
  5th Liao Guards
  G/Q
  M
  95%
  Capella
  —
  —
  [D]
  —
  6th Liao Guards
  G/Q
  M 137%
  Menkar
  G/Q
  M
  72%
  Ankaa
  Vincent's Commandos
  R/R
  M 153%
  Jonathan
  R/R
  M 128%
  Jonathan
  1st 'Sarna' Lancers
  R/F
  M
  61%
  Chamdo
  V/F
  M
  41%
  Chamdo
  2nd 'Glasgow' Lancers
  R/R
  L
  100%
  Sarna
  V/R
  L
  22%
  Sarna
  3rd 'Mira' Lancers
  R/R
  M
  86%
  Undra
  —
  —
  [D]
  —
  4th 'St. Andre' Lancers
  G/F
  A
  88%
  Small World
  —
  —
  [D]
  —
  6th 'Zion' Lancers
  R/R
  H
  68%
  Caph
  —
  —
  [D]
  —
  7th 'Asuncion' Lancers
  G/R
  M
  80%
  Asuncion
  —
  —
  [D]
  —
  9th 'Hassad' Lancers
  V/Q
  M
  91%
  Bithinia
  E/R
  M
  44%
  Chengdu
  10th 'Jasmine' Lancers
  G/R
  H
  94%
  Jasmine
  G/R
  A
  42%
  Jasmine
  CAPELLAN CONFEDERATION ARMED FORCES (CCAF)
   †(Form Bloody Sons 2830)
  ‡Renamed Lafarge’s Hussars in 2865 
  
  THE SECOND SUCCESSION WAR
  96
  DCMS DEplOyMENT
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  21st Sian Dragoons
  R/Q
  A
  58%
  Ipswich
  R/Q
  A
  36%
  Anegasaki
  22nd Sian Dragoons
  R/Q
  L
  59%
  Iknogoro
  —
  —
  [D]
  —
  23rd Sian Dragoons
  R/Q
  H 115%
  Karlstejn
  —
  —
  [D]
  —
  24th Sian Dragoons
  E/Q
  M
  67%
  Anegasaki
  —
  —
  [D]
  —
  25th Sian Dragoons
  G/Q
  H
  70%
  Anegasaki
  —
  —
  [D]
  —
  26th Sian Dragoons
  R/R
  L
  124%
  Abruzzi
  —
  —
  [D]
  —
  27th Sian Dragoons
  G/R
  L
  98%
  Victoria
  G/R
  M
  58%
  Mitchel
  1st Tikonov Lancers
  V/F
  A 104%
  Ruchbah
  —
  —
  [D]
  —
  3rd Tikonov Lancers
  E/Q
  H
  94%
  Hall
  E/Q
  H
  17%
  Hall
  6th Tikonov Lancers
  G/R
  M
  86%
  Ohrensen
  —
  —
  [D]
  —
  7th Tikonov Lancers
  R/R
  H
  84%
  Basalt
  R/R
  A
  37%
  Moravian
  8th Tikonov Lancers
  G/Q
  L
  107%
  Ventabren
  G/Q
  L
  84%
  Ventabren
  9th Tikonov Lancers
  V/Q
  L
  72%
  Yangtze
  —
  —
  [D]
  —
  10th Tikonov Lancers
  R/Q
  M
  91%
  Carver V
  R/R
  M
  16%
  Carver V
  11th Tikonov Lancers
  R/Q
  M
  49%
  Kyrkbacken
  —
  —
  [D]
  —
  13th Tikonov Lancers
  G/R
  L
  112%
  Berenson
  R/R
  L
  77%
  Berenson
  Mercenary Combat Commands (CCAF)
  Always Faithful
  R/R
  H 107%
  Ruchbah
  V/R
  H
  38%
  Ruchbah
  Always Faithful: Alpha
  R/R
  M
  75%
  Aodh
  V/R
  M
  20%
  Pell
  Always Faithful: Charlie
  V/F
  M
  92%
  Campertown
  E/F
  M
  26%
  Campertown
  Cŵn Annwn*
  E/F
  H 125%
  Raised 2825
  —
  —
  [D]
  —
  Damage Inc
  R/R
  A
  97%
  Raised 2855
  —
  —
  [D]
  —
  15th Dracon
  R/R
  M 101%
  Ingress
  R/R
  M
  52%
  Ingress
  Grave Walkers
  First
  E/R
  H 107%
  Bethonolog
  E/R
  M
  37%
  To AFFS
  Second
  R/R
  M
  84%
  Gallis
  R/R
  M
  43%
  To AFFS
  Lacadon Vengeance Legion
  R/F
  M
  72%
  Lacadon
  —
  —
  [D]
  —
  Mary’s Little LAMs*
  V/Q
  L
  146%
  Raised 2832
  G/Q
  L
  42%
  Rosendal
  Ngāi Tiuka
  R/R
  M
  68%
  Raised 2849
  —
  —
  [D]
  —
  Narhal's Raiders
  LCAF 2830-49
  To LCAF 2859
  Northwind Highlanders
  1st Kearny Highlanders
  E/Q
  M 101%
  Ilmachna
  V/R
  M
  78%
  Kyrkbacken
  2nd Kearny Highlanders
  R/R
  M
  70%
  Halloran V
  R/R
  M
  18%
  New Hessen
  3rd Kearny Highlanders
  R/R
  M 105%
  Northwind
  —
  —
  [D]
  —
  McCormack's Fusiliers
  V/R
  L
  76%
  St. Ives
  E/F
  M
  39%
  Alto
  Marion's Highlanders
  R/Q
  M
  80%
  Yunnah
  R/Q
  H
  48%
  Asuncion
  Stuart's Highlanders
  E/F
  L
  42%
  Northwind
  —
  —
  [D]
  —
  12th Star Guard
  Negelein's Gamblers
  R/R
  M
  61%
  Jonathan
  To LCAF
  Dalrymple's Heavies
  V/F
  A
  80%
  Mytilene
  To LCAF
  Paget's War Ponies§
  G/R
  H
  29%
  Bell
  To LCAF
  Swann's Cavaliers 
  G/F
  L
  [NF]
  —
  R/R
  M
  67%
  Jonzac
  4th Tau Ceti Rangers
  R/R
  H 107%
  Ruchbah
  V/R
  H
  38%
  Ruchbah
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  11th 'Paches' Lancers
  R/Q
  L
  84%
  Paches
  —
  —
  [D]
  —
  12th 'Lee' Lancers
  E/R
  M
  65%
  Genf
  V/R
  M
  33%
  Lee
  14th 'Zurich' Lancers
  E/F
  L
  52%
  Wasat
  V/F
  M
  15%
  Wasat
  15th 'Styk' Lancers
  G/F
  H
  79%
  New Stevens
  —
  —
  [D]
  —
  16th 'Valexa' Lancers
  G/R
  L
  80%
  Conwy
  —
  —
  [D]
  —
  17th 'Chengdu' Lancers 
  R/Q
  L
  68%
  Chengdu
  —
  —
  [D]
  —
  18th 'Belluevue' Lancers 
  G/Q
  H
  96%
  Belluevue
  G/R
  A
  35%
  Belluevue
  19th 'Lacadon' Lancers
  R/Q
  L
  69%
  Lacadon
  —
  —
  [D]
  —
  St. Ives Armored Cavalry
  Capellan Cuirassiers
  E/F
  H
  94%
  Raballa
  E/F
  A
  32%
  Monhegan
  1st Centauri Guards
  R/R
  M 103%
  Teng
  —
  —
  [D]
  —
  2nd Centauri Guards
  R/Q
  L
  59%
  Hadnall
  V/R
  M
  39%
  Teng
  3rd Centauri Guards
  V/R
  M 105%
  Cotocallao
  V/R
  M
  73%
  Warlock
  1st Redfield Regulars
  R/R
  L
  64%
  Bethel
  —
  —
  [D]
  —
  2nd Redfield Regulars
  G/F
  L
  70%
  Redfield
  G/F
  L
  12%
  Maladar
  St Ives Cheveau Legers
  R/R
  M
  74%
  Hurgh
  R/F
  M
  41%
  Shoreham
  1st St Ives Lancers
  E/F
  M
  85%
  Corella
  E/F
  M
  23%
  Dowles
  2nd St Ives Lancers
  V/F
  M
  94%
  Knutdor
  E/F
  H
  50%
  Safe Port
  3rd St Ives Lancers
  V/F
  L
  60%
  St. Ives
  —
  —
  [D]
  —
  4th St Ives Lancers
  G/Q
  M
  78%
  St. Ives
  —
  —
  [D]
  —
  5th St Ives Lancers
  R/R
  M
  59%
  Laong
  R/F
  M
  50%
  Laong
  6th St Ives Lancers
  R/F
  A
  89%
  Shoreham
  —
  —
  [D]
  —
  7th St Ives Lancers
  R/R
  M
  91%
  Alcyone
  —
  —
  [D]
  —
  Sharpe Rifles
  R/R
  M
  91%
  Stein's Folly
  —
  —
  [D]
  —
  6th Teng Hussars
  E/R
  M
  91%
  Haappajarvi
  —
  —
  [D]
  —
  7th Teng Hussars
  R/R
  A
  87%
  Teng
  —
  —
  [D]
  —
  3rd Sian Dragoons
  E/F
  M 117%
  Aquagea
  —
  —
  [D]
  —
  4th Sian Dragoons
  G/R
  A
  85%
  Lochmantle
  —
  —
  [D]
  —
  5th Sian Dragoons
  R/F
  M
  65%
  Aomen
  —
  —
  [D]
  —
  6th Sian Dragoons
  R/R
  H
  55%
  Smithon
  —
  —
  [D]
  —
  7th Sian Dragoons
  R/F
  M
  93%
  Itrom
  —
  —
  [D]
  —
  8th Sian Dragoons
  R/R
  M
  96%
  Rollis
  V/F
  M
  30%
  Rollis
  9th Sian Dragoons
  R/Q
  H 108%
  Katla
  —
  —
  [D]
  —
  10th Sian Dragoons
  G/R
  M
  63%
  Bacum
  —
  —
  [D]
  —
  11th Sian Dragoons
  V/R
  A
  61%
  Calpaca
  —
  —
  [D]
  —
  13th Sian Dragoons
  G/Q
  M
  65%
  Yuris
  —
  —
  [D]
  —
  14th Sian Dragoons
  R/R
  L
  96%
  Frazer
  —
  —
  [D]
  —
  15th Sian Dragoons
  R/R
  H
  69%
  Kupang
  —
  —
  [D]
  —
  16th Sian Dragoons
  G/R
  L
  119%
  Courcellete
  —
  —
  [D]
  —
  17th Sian Dragoons
  R/R
  H
  82%
  New Troy
  —
  —
  [D]
  —
  18th Sian Dragoons
  R/Q
  M
  98%
  Lesalles
  V/Q
  M
  52%
  Wallacia
  19th Sian Dragoons
  R/Q
  M
  86%
  Dalian
  R/Q
  M
  25%
  Iknogoro
  20th Sian Dragoons
  V/Q
  M
  88%
  Pella II
  —
  —
  [D]
  —
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  1st Amphigean Light Assault Group*
  R/Q
  L
  93% New Rhodes III
  V/Q
  L
  36%
  Towne
  2nd Amphigean Light Assault Group* R/Q
  L
  119% New Rhodes III
  R/Q
  M
  94%
  Al Na'ir
  3rd Amphigean Light Assault Group*
  G/Q
  M 116%
  Quentin
  G/Q
  M
  46%
  Dieron
  4th Amphigean Light Assault Group*
  G/Q
  H 115%
  New Wessex
  R/Q
  M
  44%
  Pilkhua
  5th Amphigean Light Assault Group*
  R/Q
  L
  113%
  Tybalt
  R/R
  L
  76%
  New Ivaarsen
  1st Arkab Legion
  E/R
  L
  102%
  McComb
  E/R
  L
  43%
  David
  2nd Arkab Legion
  E/R
  H 122%
  Arkab
  V/R
  H
  51%
  Arkab
  4th Arkab Legion
  V/F
  M
  81%
  Otho
  V/F
  M
  57%
  Orestes
  5th Arkab Legion
  G/R
  L
  86%
  McGehee
  —
  —
  [D]
  —
  6th Arkab Legion
  G/Q
  M
  80%
  Addicks
  R/Q
  M
  48%
  Sulafat
  7th Arkab Legion
  G/Q
  M 106%
  Deneb Kaitos
  —
  —
  [D]
  —
  1st An Ting Legion
  G/R
  M 161%
  Cassias
  —
  — [DB]
  —
  2nd An Ting Legion
  G/R
  L
  129%
  An Ting
  G/F
  L
  50%
  An Ting
  3rd An Ting Legion
  G/R
  M 152%
  Matsuida
  —
  — [DB]
  —
  4th An Ting Legion
  G/R
  M 157%
  Kaznejoy
  G/R
  M
  68%
  Kaznejoy
  5th An Ting Legion
  R/R
  M
  26%
  Oshika
  —
  — [DB]
  —
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  1st Benjamin Regulars
  R/R
  L
  85%
  Kiesen
  —
  —
  [D]
  —
  2nd Benjamin Regulars
  R/R
  L
  83%
  Trolloc Prime
  V/R
  L
  42%
  Trolloc Prime
  3rd Benjamin Regulars
  R/R
  H
  81%
  Odabasi
  R/F
  H
  47%
  Dehgolan
  4th Benjamin Regulars
  G/R
  M
  69%
  Buckminster
  G/R
  H
  50%
  Tukayyid
  5th Benjamin Regulars
  G/R
  L
  93%
  Sendai
  —
  —
  [D]
  —
  6th Benjamin Regulars
  R/R
  M
  63%
  Benjamin
  V/R
  M
  22%
  Benjamin
  8th Benjamin Regulars
  R/R
  A 102%
  Kajikazawa
  —
  —
  [D]
  —
  9th Benjamin Regulars
  E/R
  M
  56%
  Baldur
  E/R
  H
  24%
  Karbala
  10th Benjamin Regulars
  R/R
  A
  87%
  Paris
  —
  —
  [D]
  —
  11th Benjamin Regulars
  R/R
  A 116%
  Sendai
  V/R
  A
  51%
  Kingtribel
  12th Benjamin Regulars
  G/R
  L
  60%
  Vega
  —
  —
  [D]
  —
  13th Benjamin Regulars
  R/R
  L
  91%
  Maule
  V/R
  L
  63%
  Maule
  15th Benjamin Regulars
  V/F
  H
  71%
  Darius
  V/F
  A
  33%
  Grumium
  17th Benjamin Regulars
  G/R
  H
  59%
  Donenac
  G/F
  H
  35%
  Dobson
  18th Benjamin Regulars
  E/F
  H
  59%
  Donenac
  —
  —
  [D]
  —
  19th Benjamin Regulars
  G/Q
  L
  103%
  Proserpina
  —
  —
  [D]
  —
  DRACONIS COMBINE MUSTERED SOLDIERY (DCMS)
  §Raised in  2823 from survivors of the Fomorians
  
  DEplOyMENT TABlE
  97
  DCMS DEplOyMENT
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  1st Proserpina Hussars
  E/F
  H
  72%
  Paris
  V/F
  A
  31%
  Proserpina
  2nd Proserpina Hussars
  V/F
  L
  79%
  Wapakoneta
  V/F
  L
  22%
  Rochester
  3rd Proserpina Hussars
  R/F
  M
  73%
  Tripoli
  R/F
  M
  31%
  Harvest
  4th Proserpina Hussars
  E/R
  M
  71%
  Matar
  E/R
  M
  27%
  Xhosa VII
  9th Proserpina Hussars
  R/R
  L
  77%
  Santiago
  R/R
  M
  29%
  Helen
  1st Rasalhague Regulars
  E/F
  H
  65%
  Richmond
  E/R
  A
  26%
  Richmond
  2nd Rasalhague Regulars
  R/R
  M
  85%
  Heiligendreuz
  —
  —
  [D]
  —
  3rd Rasalhague Regulars
  R/R
  M
  67%
  Toffen
  —
  —
  [D]
  —
  4th Rasalhague Regulars
  R/F
  L
  84%
  Oyevaina
  R/F
  L
  58%
  Gunzburg
  5th Rasalhague Regulars
  R/R
  A
  81%
  Halesowen
  R/R
  A
  14%
  Halesowen
  6th Rasalhague Regulars
  R/F
  L
  79%
  Kufstein
  R/F
  L
  58%
  New Caledonia
  7th Rasalhague Regulars
  R/R
  H 108%
  Kirchbach
  R/R
  A
  46%
  New Caledonia
  8th Rasalhague Regulars
  R/Q
  H
  59%
  Nykvarn
  R/Q
  A
  33%
  Basiliano
  9th Rasalhague Regulars
  E/Q
  A
  96%
  Ardoz
  E/Q
  A
  29%
  Toffen
  10th Rasalhague Regulars
  R/R
  L
  71%
  Hohenems
  V/F
  M
  41%
  Hohenems
  11th Rasalhague Regulars
  R/F
  L
  74%
  Mozirje
  —
  —
  [D]
  —
  13th Rasalhague Regulars
  R/F
  H
  69%
  Liezen
  R/F
  A
  22%
  Planting
  14th Rasalhague Regulars
  R/F
  M
  72%
  Outpost
  —
  —
  [D]
  —
  15th Rasalhague Regulars
  R/Q
  L
  102%
  Radstadt
  V/Q
  M
  50%
  Radstadt
  16th Rasalhague Regulars
  R/Q
  H
  99%
  Soverzene
  —
  —
  [D]
  —
  17th Rasalhague Regulars
  V/F
  M
  87%
  Mualang
  V/R
  H
  16%
  Heiligendreuz
  18th Rasalhague Regulars
  R/R
  M 114%
  Vorarlberg
  —
  —
  [D]
  —
  19th Rasalhague Regulars
  V/R
  H
  63%
  Kiruna
  —
  —
  [D]
  —
  20th Rasalhague Regulars
  V/R
  H
  95%
  Trondheim
  V/R
  A
  15%
  Trondheim
  21st Rasalhague Regulars
  V/R
  A
  93%
  Pinnacle
  E/R
  A
  58%
  Bushmill
  22nd Rasalhague Regulars
  R/R
  M
  93%
  Lovinac
  V/R
  M
  60%
  Rasalhague
  23rd Rasalhague Regulars
  R/F
  M
  86%
  Bushmill
  —
  —
  [D]
  —
  24th Rasalhague Regulars
  R/R
  M 113%
  Liezen
  —
  —
  [D]
  —
  25th Rasalhague Regulars
  R/F
  H
  95%
  Eguilles
  R/F
  A
  20%
  Eguilles
  26th Rasalhague Regulars
  R/R
  L
  82%
  Rodigo
  R/R
  L
  48%
  Verthandi
  1st Sword of Light
  E/R
  M 145%
  Benet III
  V/F
  M
  57%
  Luthien
  2nd Sword of Light
  E/F
  H 129%
  Mara
  V/R
  H
  56%
  Robinson
  4th Sword of Light
  E/F
  M 131%
  **
  —
  —
  [D]
  —
  5th Sword of Light
  V/F
  M 112%
  Scheat
  V/F
  M
  58%
  Robinson
  7th Sword of Light
  E/F
  L
  133% Bergman's Planet E/F
  L
  72%
  Chaville
  8th Sword of Light
  V/R
  H 135%
  Stanzach
  R/R
  H
  74%
  Stanzach
  1st Sun Zhang Academy Cadre
  G/F
  L
  108%
  Luthien
  G/R
  L
  67%
  Luthien
  2nd Sun Zhang Academy Cadre
  G/F
  M 109%
  Rasalhague
  —
  —
  [D]
  —
  3rd Sun Zhang Academy Cadre
  G/F
  L
  121%
  Galedon V
  —
  —
  [D]
  —
  5th Sun Zhang Academy Cadre
  G/R
  M
  50%
  Gandy's Luck
  G/R
  H
  30%
  Gandy's Luck
  7th Sun Zhang Academy Cadre
  R/F
  M
  75%
  Lima
  —
  —
  [D]
  —
  9th Sun Zhang Academy Cadre
  R/F
  M 116%
  Latexo
  R/F
  M
  64%
  Alnadal
  11th Sun Zhang Academy Cadre
  G/F
  M
  91%
  Elidere IV
  —
  —
  [D]
  —
  12th Sun Zhang Academy Cadre
  R/F
  L
  104%
  Périgueux
  R/F
  L
  62%
  McGehee
  Mercenary Combat Commands (DCMS)
  Armored Combat Escalation Service
  R/F
  M 126%
  Raised 2828
  —
  —
  [D]
  —
  Bad Dream*
  R/Q
  M 122%
  New Wessex
  R/Q
  M
  56%
  Nirasaki
  Big Kev's Brigade
  G/F
  L
  135%
  Raised 2853
  R/Q
  L
  44%
  Lucerne
  Bolton's Rangers
  E/Q
  M 157%
  Kuzuu
  V/Q
  M
  57%
  Orestes
  Daemien's Destroyers
  R/R
  L
  91%
  Vorarlberg
  R/R
  L
  45%
  Vorarlberg
  Fuchida's Fusiliers
  R/R
  M 110%
  Tinaca
  R/R
  M
  65%
  Tinaca
  Gabhardt's Carabineers
  —
  — [NF]
  —
  R/Q
  L
  48%
  Tsukude
  Hamann's Amazons
  —
  — [NF]
  —
  R/R
  M
  30%
  Dyev
  28th Heavy Horse Regiment
  R/R
  H
  78%
  Gunzburg
  —
  —
  [D]
  —
  The Isengrim
  V/Q
  H 106%
  Raised 2861
  G/R
  M
  79%
  Cylene
  The Knightmares
  —
  — [NF]
  —
  V/Q
  L
  80%
  Al Hillah
  Levithian's Wake
  R/R
  A
  86%
  Raised 2839
  V/R
  L
  61%
  Franklin
  Lone Star Regiment
  R/R
  H
  40%
  Chaville
  R/R
  A
  27%
  Deneb Algedi
  Oosik Irregulars
  R/Q
  M
  87%
  Raised 2851
  —
  —
  [D]
  —
  Paul Bunyon Regiment
  R/R
  A 136%
  Lone Star
  —
  —
  [D]
  —
  The Red Barons*
  E/R
  H
  98%
  Raised 2855
  E/R
  M
  85%
  Ascella
  Red Eagles Battalion
  R/Q
  M
  95%
  The Edge
  V/R
  M
  21%
  The Edge
  Steel Rain
  —
  — [NF]
  —
  V/R
  A
  64%
  Fellanin II
  104th Striker Regiment
  V/Q
  H
  96%
  Gunzburg
  —
  —
  [D]
  —
  The Wylde Cards
  R/Q
  M 100%
  Raised 2859
  —
  —
  [D]
  —
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  1st Dieron Regulars
  V/F
  A
  80%
  Eltanin
  —
  —
  [D]
  —
  2nd Dieron Regulars
  R/R
  L
  113%
  Ko
  R/R
  L
  87%
  Lambrecht
  3rd Dieron Regulars
  V/R
  M
  72%
  Marlowe's Rift
  E/R
  M
  23%
  Ashio
  5th Dieron Regulars
  E/F
  M
  74%
  Al Na'ir
  —
  —
  [D]
  —
  6th Dieron Regulars
  G/Q
  L
  93%
  Nai-Stohl
  —
  —
  [D]
  —
  7th Dieron Regulars
  R/Q
  M
  94%
  David
  —
  —
  [D]
  —
  8th Dieron Regulars
  R/Q
  H 120%
  Kilbourne
  R/Q
  A
  44%
  Kaus Media
  9th Dieron Regulars
  G/Q
  M
  56%
  Skat
  R/Q
  M
  36%
  Towne
  11th Dieron Regulars
  R/R
  H
  86%
  Sadalbari
  R/R
  M
  46%
  Kaus Australis
  12th Dieron Regulars
  G/Q
  M 126%
  Atria
  G/Q
  M
  93%
  Kaus Borealis
  13th Dieron Regulars
  G/R
  L
  90%
  Dieron
  —
  —
  [D]
  —
  15th Dieron Regulars
  G/R
  L
  83%
  Hean
  G/R
  L
  60%
  Markab
  16th Dieron Regulars
  G/Q
  M
  61%
  Dieron
  R/Q
  M
  36%
  Dieron
  18th Dieron Regulars
  —
  — [NF]
  —
  G/R
  A
  28%
  Alnasi
  20th Dieron Regulars
  G/F
  M
  77%
  Sabik
  G/F
  M
  51%
  Galatia III
  21st Dieron Regulars
  G/Q
  M 109%
  Ashio
  —
  —
  [D]
  —
  22nd Dieron Regulars
  V/Q
  M
  64%
  Eltanin
  E/Q
  M
  24%
  Kuzuu
  23rd Dieron Regulars
  R/R
  H
  84%
  Kaus Australis
  —
  —
  [D]
  —
  24th Dieron Regulars
  V/R
  M
  79%
  Nashira
  V/R
  M
  33%
  Lima
  26th Dieron Regulars
  V/R
  H
  76%
  Alnasi
  —
  —
  [D]
  —
  27th Dieron Regulars
  R/Q
  M
  98%
  Yorii
  R/R
  M
  76%
  Yorii
  28th Dieron Regulars
  V/Q
  M 108%
  Aubisson
  —
  —
  [D]
  —
  29th Dieron Regulars
  R/Q
  L
  118%
  Fomalhaut
  —
  —
  [D]
  —
  30th Dieron Regulars
  G/R
  H
  99% Mallory's World
  G/R
  H
  64%
  Altair
  31st Dieron Regulars
  R/R
  L
  113%
  Lyons
  —
  —
  [D]
  —
  32nd Dieron Regulars
  R/Q
  M
  68%
  Donenac
  —
  —
  [D]
  —
  33rd Dieron Regulars
  G/Q
  H
  82%
  Yorii
  —
  —
  [D]
  —
  34th Dieron Regulars
  G/R
  A 126%
  Fomalhaut
  —
  —
  [D]
  —
  35th Dieron Regulars
  G/R
  M
  92%
  Ronel
  —
  —
  [D]
  —
  36th Dieron Regulars
  G/Q
  H
  84%
  Asta
  G/Q
  M
  18%
  Imbros III
  1st Galedon Regulars
  E/F
  H
  54%
  Medron
  —
  —
  [D]
  —
  2nd Galedon Regulars
  E/R
  M
  91%
  Arlington
  E/F
  M
  24%
  Oldsmith
  3rd Galedon Regulars
  V/F
  M
  83%
  Thestria
  —
  —
  [D]
  —
  5th Galedon Regulars
  R/F
  L
  80%
  Enif
  V/F
  M
  24%
  Enif
  6th Galedon Regulars
  V/R
  H
  91%
  Marduk
  V/R
  M
  67%
  Harrow's Sun
  8th Galedon Regulars
  R/R
  M 115% Marlowe's Rift
  V/R
  M
  63%
  Thestria
  9th Galedon Regulars
  R/Q
  M
  71%
  Deshler
  —
  — [DB]
  —
  10th Galedon Regulars
  E/Q
  A 102%
  Misery
  —
  — [DB]
  —
  11th Galedon Regulars
  V/R
  M
  65% New Samarkand
  —
  —
  [D]
  —
  12th Galedon Regulars
  R/R
  L
  75%
  Kazanka
  R/F
  L
  32%
  Weisau
  13th Galedon Regulars
  R/R
  L
  99%
  Baldur
  V/R
  M
  61%
  Baldur
  14th Galedon Regulars
  V/F
  H
  83%
  Galedon V
  R/F
  A
  27%
  Galedon V
  15th Galedon Regulars
  R/F
  A
  68%
  Oshika
  R/F
  A
  15%
  Oshika
  16th Galedon Regulars
  R/R
  L
  112%
  Cimeron
  R/R
  L
  91%
  Colia
  17th Galedon Regulars
  R/Q
  H
  71%
  New Aberdeen
  R/Q
  H
  14%
  New Aberdeen
  18th Galedon Regulars
  R/F
  M
  68%
  Bad News
  —
  —
  [D]
  —
  19th Galedon Regulars
  G/R
  L
  59%
  An Ting
  R/R
  L
  30%
  Groveld III
  20th Galedon Regulars
  R/R
  M
  78%
  Sinope
  —
  —
  [D]
  —
  21st Galedon Regulars
  R/R
  A
  57%
  Valentina
  R/R
  A
  38%
  Valentina
  22nd Galedon Regulars
  V/F
  M
  89%
  Bryceland
  —
  —
  [D]
  —
  23rd Galedon Regulars
  R/R
  L
  113% New Mendham
  R/R
  L
  60%
  Elidere IV
  24th Galedon Regulars
  V/R
  M
  71%
  Fellanin II
  E/R
  H
  43%
  Fellanin II
  27th Galedon Regulars
  R/F
  M
  98%
  Gandy's Luck
  —
  —
  [D]
  —
  30th Galedon Regulars
  R/R
  M 104%
  Harpster
  R/R
  M
  73%
  Harpster
  36th Galedon Regulars
  V/R
  M
  74%
  Wittington
  —
  —
  [D]
  —
  39th Galedon Regulars
  V/R
  M
  74%
  Cassias
  —
  —
  [D]
  —
  40th Galedon Regulars
  R/F
  M
  72%
  Irurzun
  —
  —
  [D]
  —
  2nd Pesht Regulars
  R/F
  A
  93%
  Pesht
  —
  —
  [D]
  —
  3rd Pesht Regulars
  G/F
  M
  98%
  Luthien
  G/F
  H
  62%
  Kagoshima
  4th Pesht Regulars
  G/F
  L
  74%
  Richmond
  R/R
  L
  41%
  Schwartz
  5th Pesht Regulars
  R/F
  L
  69%
  Land's End
  —
  —
  [D]
  —
  6th Pesht Regulars
  G/R
  M
  93%
  Qandahar
  G/F
  M
  39%
  Qandahar
  7th Pesht Regulars
  R/R
  M
  87%
  New Sapporo
  R/R
  M
  15%
  New Sapporo
  9th Pesht Regulars
  R/F
  L
  97%
  Bjarred
  V/F
  L
  48%
  Bjarred
  10th Pesht Regulars
  R/R
  A
  99%
  Hassi R'mel
  R/R
  A
  50%
  Hassi R'mel
  **Fourth reformed in 2840 when 8th stood down. 8th re-raised when 4th destroyed in 2849.
  
  THE SECOND SUCCESSION WAR
  98
  FWlM DEplOyMENT
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  40th Marik Militia
  R/Q
  M 102%
  Castor
  —
  —
  [D]
  —
  1st Oriente Hussars
  E/R
  L
  86%
  Corey
  E/R
  L
  19%
  Oriente
  2nd Oriente Hussars
  R/R
  M
  58%
  Shuen Wan
  R/F
  M
  49%
  Kwamashu
  3rd Oriente Hussars
  V/R
  M
  95%
  Alula Australis
  E/R
  M
  66%
  Alula Australis
  4th Oriente Hussars
  R/R
  H
  70%
  Shuen Wan
  R/R
  A
  53%
  New Delos
  5th Oriente Hussars
  R/R
  H
  71%
  Oriente
  R/R
  M
  28%
  Andurien
  6th Oriente Hussars
  R/R
  A
  74%
  Sappho
  —
  —
  [D]
  —
  7th Oriente Hussars
  R/R
  H 120%
  Wazan
  —
  —
  [D]
  —
  8th Oriente Hussars
  R/R
  M
  88%
  Fletcher
  —
  —
  [D]
  —
  9th Oriente Hussars
  G/R
  M
  72%
  Daneshmand
  —
  —
  [D]
  —
  10th Oriente Hussars
  R/R
  A
  94%
  Ramen II
  R/R
  H
  50%
  Fletcher
  11th Oriente Hussars
  G/R
  M 105%
  Bernardo
  —
  —
  [D]
  —
  1st Orloff Grenadiers
  V/R
  H
  76%
  Vanra
  E/R
  A
  48%
  Vanra
  2nd Orloff Grenadiers
  V/F
  A
  86%
  Phact
  R/F
  A
  43%
  Vanra
  3rd Orloff Grenadiers
  V/R
  M
  51%
  Ibstock
  —
  —
  [D]
  —
  4th Orloff Grenadiers
  V/R
  H
  80%
  Matheran
  V/R
  M
  25%
  Les Halles
  5th Orloff Grenadiers
  R/F
  L
  104%
  Harsefeld
  V/F
  L
  29%
  Ilmachna
  6th Orloff Grenadiers
  V/Q
  M
  74%
  Elnath
  R/R
  M
  26%
  Ramen II
  7th Orloff Grenadiers
  G/Q
  L
  95%
  Park Place
  —
  —
  [D]
  —
  8th Orloff Grenadiers
  V/Q
  M 107%
  Calloway VI
  E/R
  M
  59%
  Aodh
  9th Orloff Grenadiers
  Reform 2832
  —
  —
  [D]
  —
  10th Orloff Grenadiers
  R/Q
  M
  83%
  Kievanur
  —
  —
  [D]
  —
  Iron Guard
  R/Q
  A
  54%
  Marcus
  R/Q
  A
  26%
  Dubhe
  Steel Guards
  G/Q
  M
  99%
  Dieudonne
  R/Q
  M
  69%
  Chertan
  1st Regulan Hussars
  E/R
  A
  86%
  Alhena
  E/R
  H
  63%
  Regulus
  2nd Regulan Hussars
  V/R
  M 115%
  Epsilon
  V/R
  M
  75%
  Epsilon
  3rd Regulan Hussars
  V/R
  M
  53%
  Bondurant
  E/F
  M
  33%
  Bondurant
  4th Regulan Hussars
  V/R
  H
  70% Promised Land
  V/R
  H
  14%
  Avior
  5th Regulan Hussars
  G/F
  M 101%
  Banfora
  G/F
  M
  58%
  Viribium
  6th Regulan Hussars
  V/R
  L
  67%
  Cerillos
  E/R
  M
  14%
  Cerillos
  7th Regulan Hussars
  V/Q
  M
  89%
  Remulac
  —
  —
  [D]
  —
  8th Regulan Hussars
  G/Q
  M 126%
  Concord
  —
  —
  [D]
  —
  9th Regulan Hussars
  G/Q
  M
  85%
  Togwotee
  R/Q
  M
  47%
  Togwotee
  10th Regulan Hussars
  R/R
  L
  92%
  Cameron
  —
  —
  [D]
  —
  1st Sirian Lancers
  R/Q
  H 107%
  Sirius
  V/Q
  H
  73%
  Procyon
  2nd Sirian Lancers
  R/Q
  M
  94%
  Sirius
  V/Q
  M
  72%
  Oliver
  3rd Sirian Lancers
  R/R
  M 129%
  Procyon
  R/R
  M
  95%
  Procyon
  Helm Cuirassiers
  R/R
  A
  69%
  Oliver
  —
  —
  [D]
  —
  Home Guards
  E/F
  M
  57%
  Stewart
  V/F
  M
  22%
  Stewart
  Juggernaut
  R/R
  H
  63%
  Myrvoll
  R/R
  H
  53%
  Adhafera
  1st Tania Dragoons
  R/R
  L
  86%
  Van Diemen IV
  —
  —
  [D]
  —
  2nd Tania Dragoons
  G/R
  M 113%
  Myrvoll
  G/R
  M
  82%
  Tania Borealis
  Mercenary Combat Commands (FWLM)
  The Abased*
  V/R
  H
  83%
  Raised 2826
  V/R
  H
  53%
  McAffe
  Boudica's Wrath
  E/F
  M 113%
  Raised 2825
  —
  —
  [D]
  —
  Clinton's Cutthroats
  V/R
  H
  85%
  Hamilton
  V/R
  A
  24%
  Blue Sava
  Crater Cobras
  79th Striker
  R/R
  M
  85%
  Mosiro
  R/R
  M
  47%
  Karlstejn
  Black Cobras
  V/R
  M
  75%
  Kalmar
  E/R
  M
  52%
  Kalmar
  Dark Spirits
  V/Q
  M
  78%
  Trellisane
  V/Q
  M
  10%
  Trellisane
  Eridani Light Horse
  151st Light Horse
  R/Q
  M 102%
  Bella I
  R/Q
  M
  29%
  Bella I
  21st Striker
  R/F
  M 132%
  Malazan
  R/F
  M
  52%
  Malazan
  71st Light Horse
  R/R
  M 109%
  Rochers
  R/R
  H
  45%
  Tamarind
  Jarl's Jaegers
  R/Q
  L
  [NF]
  —
  R/Q
  L
  15%
  Irian
  Lander's Lancers
  R/R
  M
  [NF]
  —
  V/R
  M
  63%
  Alphard
  Langendorf Lancers
  R/Q
  L
  121%
  Calloway VI
  V/R
  L
  65%
  Calloway VI
  The Myrmidons
  /
  Raised 2849
  V/F
  M
  55%
  Danais
  Nathan's Irregulars
  R/Q
  H
  Forms 2837
  R/Q
  H
  71%
  Connaught
  Red Grenadiers
  —
  — [NF]
  —
  R/R
  H
  28%
  Concord
  Salicia's Defiants
  R/R
  M 125%
  Bordon
  R/R
  M
  59%
  Acubens
  Smithson's Chinese Bandits
  R/R
  M 144%
  Carbonis
  R/F
  M
  68%
  Carbonis
  Willoughby's Wildcats
  —
  — [NF]
  —
  G/Q
  L
  58%
  Castor
  Xiao's Cassions
  R/Q
  L
  64%
  Raised 2853
  R/Q
  M
  79%
  Talitha
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  1st Atrean Dragoons
  V/F
  M
  97%
  Atreus
  E/F
  M
  62%
  Atreus
  2nd Atrean Dragoons
  R/F
  L
  109%
  Devil's Rock
  —
  —
  [D]
  —
  3rd Atrean Dragoons
  V/F
  M
  97%
  Hechnar
  —
  —
  [D]
  —
  4th Atrean Dragoons
  R/F
  M
  86%
  Borka
  R/F
  M
  49%
  Borka
  5th Atrean Dragoons
  R/F
  A 113%
  Marik
  —
  —
  [D]
  —
  6th Atrean Dragoons
  R/F
  M 111%
  Paradise
  —
  —
  [D]
  —
  7th Atrean Dragoons
  R/F
  L
  93%
  Acubens
  —
  —
  [D]
  —
  8th Atrean Dragoons
  R/F
  M 104%
  Irian
  —
  —
  [D]
  —
  9th Atrean Dragoons
  R/R
  L
  75%
  Shiloh
  —
  —
  [D]
  —
  10th Atrean Dragoons
  R/F
  L
  66% Second Chance
  —
  —
  [D]
  —
  11th Atrean Dragoons
  E/F
  M 105%
  Lopez
  E/F
  M
  29%
  Lopez
  12th Atrean Dragoons
  R/F
  H 104% Alula Borealis
  R/F
  H
  77%
  Alula Borealis
  14th Atrean Dragoons
  R/F
  L
  83%
  Altoona
  —
  —
  [D]
  —
  1st Defenders of Andurien
  V/Q
  M
  65%
  El Giza
  E/Q
  H
  22%
  Andurien
  2nd Defenders of Andurien
  V/Q
  M
  58%
  Thurrock
  —
  —
  [D]
  —
  3rd Defenders of Andurien
  R/Q
  A
  89%
  Mosiro
  R/Q
  H
  62%
  Dalian
  4th Defenders of Andurien
  G/Q
  L
  96%
  Villanueva
  G/R
  L
  24%
  Cursa
  5th Defenders of Andurien
  V/Q
  L
  119%
  Fagerholm
  E/Q
  L
  65%
  Sappho
  6th Defenders of Andurien
  G/Q
  L
  116%
  Tengil
  G/R
  L
  42%
  Katla
  1st Brigade
  E/F
  H
  91%
  Kwamashu
  V/F
  A
  57%
  Irian
  2nd Brigade
  V/R
  L
  81%
  Fletcher
  V/R
  L
  20%
  Ipswich
  3rd Brigade
  V/R
  M
  74%
  Lukla
  E/R
  H
  53%
  Lukla
  4th Brigade
  R/R
  M
  91%
  Blue Sava
  R/F
  M
  51%
  Oriente
  Ducal Guards
  E/R
  M
  55%
  Nam Dinh
  V/R
  M
  48%
  Nam Dinh
  1st FW Guards
  E/F
  A 119%
  Galisteo
  V/F
  A
  91%
  Galisteo
  2nd FW Guards
  E/F
  M 132%
  El Giza
  E/F
  M
  77%
  Aquagea
  3rd FW Guards
  R/F
  M 140%
  Stettin
  R/R
  M
  75%
  Stettin
  4th FW Guards
  V/F
  H 145% Promised Land
  —
  —
  [D]
  —
  5th FW Guards
  E/F
  H 125%
  McAffe
  —
  —
  [D]
  —
  6th FW Guards
  V/F
  M 122%
  Amity
  R/F
  M
  84%
  Alhena
  Marik Guard
  E/F
  L
  69%
  Marik
  E/R
  M
  38%
  Marik
  1st Marik Militia
  V/F
  L
  86%
  Tamarind
  E/F
  L
  52%
  Tamarind
  2nd Marik Militia
  G/F
  M
  85%
  Dalcour
  G/F
  M
  33%
  Circinus
  3rd Marik Militia
  G/F
  L
  98%
  Graham IV
  R/F
  M
  52%
  Andurien
  5th Marik Militia
  R/F
  M
  97%
  Wing
  R/F
  M
  67%
  Wing
  6th Marik Militia
  V/F
  L
  75%
  Shui-pào
  E/F
  L
  27%
  Shui-pào
  8th Marik Militia
  R/F
  M
  94%
  Hassad
  R/F
  M
  62%
  Hassad
  9th Marik Militia
  R/R
  A
  73%
  Cranston
  R/R
  H
  47%
  Cranston
  10th Marik Militia
  R/R
  H 109%
  Eleusis
  R/F
  M
  53%
  Eleusis
  11th Marik Militia
  R/Q
  M
  66%
  Lesnovo
  —
  —
  [D]
  —
  12th Marik Militia
  G/R
  M 118%
  Cerillos
  —
  —
  [D]
  —
  13th Marik Militia
  Reforms 2838
  R/R
  A
  27%
  Acubens
  14th Marik Militia
  R/F
  A
  87%
  Griffith
  R/F
  A
  56%
  Griffith
  15th Marik Militia
  V/F
  H
  99%
  Savannah
  V/F
  H
  28%
  Van Diemen IV
  16th Marik Militia
  G/R
  H
  83%
  Danais
  —
  —
  [D]
  —
  18th Marik Militia
  G/R
  M
  66%
  Xanthe III
  G/F
  M
  28%
  Claybrooke
  19th Marik Militia
  R/F
  M
  82%
  Callison
  —
  —
  [D]
  —
  20th Marik Militia
  R/R
  M
  67%
  Graham IV
  V/R
  M
  17%
  Graham IV
  22nd Marik Militia
  R/F
  A
  95%
  Castor
  —
  —
  [D]
  —
  23rd Marik Militia
  Reforms 2835
  R/R
  H
  34%
  Marik
  24th Marik Militia
  G/R
  M 116%
  Andurien
  —
  —
  [D]
  —
  25th Marik Militia
  R/R
  H
  98%
  Megrez
  R/R
  A
  42%
  Megrez
  26th Marik Militia
  R/R
  M 110%
  Thermopolis
  R/R
  M
  78%
  Cascade
  27th Marik Militia
  G/R
  M
  52%
  Hednesford
  G/R
  M
  12%
  Hednesford
  28th Marik Militia
  G/R
  M
  69%
  Marik
  —
  —
  [D]
  —
  30th Marik Militia
  R/R
  M
  95%
  Ilion
  R/R
  M
  65%
  Pollux
  31st Marik Militia
  G/Q
  M
  95%
  Dixie
  G/R
  H
  65%
  Devil's Rock
  32nd Marik Militia
  G/R
  L
  108%
  Colfax
  G/R
  M
  44%
  Colfax
  33rd Marik Militia
  G/Q
  M
  59%
  Cavanaugh II
  G/Q
  M
  25%
  Cavanaugh II
  35th Marik Militia
  G/Q
  M
  86%
  Tsinghai
  R/Q
  H
  44%
  Tsinghai
  36th Marik Militia
  G/Q
  H 104%
  Vanra
  G/Q
  M
  39%
  Hassad
  37th Marik Militia
  G/Q
  A 102%
  Callison
  R/R
  H
  79%
  Callison
  38th Marik Militia
  G/Q
  M
  77%
  Kristiandsund
  R/R
  M
  37%
  Kristiandsund
  39th Marik Militia
  G/Q
  A 104%
  Old Kentucky
  R/Q
  A
  66%
  Old Kentucky
  FREE WORLDS LEAGUE MILITARY (FWLM)
  
  DEplOyMENT TABlE
  99
  lCAF DEplOyMENT
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  17th Lyran Guards
  R/R
  M
  66%
  Kerman
  —
  —
  [D]
  —
  18th Lyran Guards
  E/R
  M
  92%
  Rigil Kentarus
  —
  —
  [D]
  —
  19th Lyran Guards
  R/Q
  A
  76%
  Wyatt
  R/Q
  H
  33%
  Wyatt
  20th Lyran Guards
  V/Q
  M
  92%
  Here
  —
  —
  [D]
  —
  21st Lyran Guards
  G/R
  H 101%
  Somerset
  —
  —
  [D]
  —
  23rd Lyran Guards
  E/R
  A 103%
  Zosma
  —
  —
  [D]
  —
  24th Lyran Guards
  R/R
  H
  58%
  Valabhi
  R/R
  A
  26%
  Valabhi
  26th Lyran Guards
  V/R
  M
  79%
  Tylarzka
  E/R
  M
  18%
  Furillo
  29th Lyran Guards
  G/R
  A
  91%
  New India
  G/R
  A
  63%
  New India
  30th Lyran Guards
  R/R
  A
  73%
  Skandia
  R/R
  H
  11%
  Skandia
  32nd Lyran Guards
  R/R
  M
  83%
  Kreller
  R/R
  M
  37%
  Shiloh
  33rd Lyran Guards
  R/F
  M
  65%
  Najha
  —
  —
  [D]
  —
  35th Lyran Guards
  R/R
  M 108%
  Son Hoa
  R/R
  M
  78%
  Son Hoa
  36th Lyran Guards
  G/R
  M
  91%
  Loric
  G/R
  M
  37%
  Fatima
  40th Lyran Guards
  R/R
  M
  97%
  Alekseyevka
  —
  —
  [D]
  —
  41st Lyran Guards
  R/R
  M
  90%
  Tamar
  R/R
  M
  66%
  Tamar
  43rd Lyran Guards
  G/R
  L
  98%
  Shardayne
  —
  —
  [D]
  —
  44th Lyran Guards
  E/R
  H
  94%
  Tamar
  —
  —
  [D]
  —
  45th Lyran Guards
  R/F
  M 131%
  Alarion
  —
  —
  [D]
  —
  53rd Lyran Guards
  G/R
  L
  120%
  Hinckley
  G/R
  L
  97%
  Alarion
  54th Lyran Guards
  Rebuilt 2829
  G/R
  A
  55%
  Marcus
  1st Lyran Regulars
  V/R
  H
  98%
  Glenlivet
  V/R
  H
  39%
  Glenlivet
  2nd Lyran Regulars
  V/R
  M
  76%
  Caldrea
  —
  —
  [D]
  —
  3rd Lyran Regulars
  V/Q
  M 103%
  Apollo
  V/Q
  M
  53%
  Apollo
  4th Lyran Regulars
  R/Q
  A
  69%
  Elume
  R/Q
  A
  39%
  Moore
  5th Lyran Regulars
  R/Q
  A 109%
  Timbuktu
  Defected
  6th Lyran Regulars
  G/R
  A 101%
  Arc-Royal
  Defected
  7th Lyran Regulars
  G/R
  L
  117%
  Inarcs
  R/F
  L
  90%
  Inarcs
  8th Lyran Regulars
  R/Q
  A
  86%
  Loburg
  V/Q
  A
  13%
  Timbiqui
  9th Lyran Regulars
  R/Q
  H
  92%
  Zdice
  R/R
  A
  70%
  Zdice
  10th Lyran Regulars
  G/R
  A
  65%
  Firenze
  G/R
  A
  23%
  Amity
  11th Lyran Regulars
  R/Q
  H
  84%
  Harvest
  V/Q
  H
  41%
  Thannhausen
  12th Lyran Regulars
  R/R
  M
  81%
  Gypsum
  R/R
  M
  10%
  Abramkovo
  13th Lyran Regulars
  R/Q
  M 109%
  Aigle
  R/R
  M
  78%
  Borden
  14th Lyran Regulars
  G/Q
  M 114%
  Timbiqui
  —
  —
  [D]
  —
  15th Lyran Regulars
  G/Q
  A 104%
  Kandis
  G/Q
  A
  55%
  Kandis
  16th Lyran Regulars
  R/Q
  H 102% Vulture's Nest
  R/Q
  H
  33%
  New Hope
  17th Lyran Regulars
  G/R
  M
  87%
  Dijonne
  —
  —
  [D]
  —
  18th Lyran Regulars
  R/F
  M
  96%
  Zdice
  —
  —
  [D]
  —
  19th Lyran Regulars
  G/F
  M
  90%
  Konstance
  —
  —
  [D]
  —
  20th Lyran Regulars
  G/R
  M 113%
  Gienah
  —
  —
  [D]
  —
  21st Lyran Regulars
  G/R
  M 109%
  Loburg
  G/R
  M
  33%
  Meacham
  22nd Lyran Regulars
  G/R
  M 120%
  Verthandi
  —
  —
  [D]
  —
  23rd Lyran Regulars
  G/R
  M
  [NF]
  —
  —
  —
  [D]
  —
  1st Odessa Regulars
  G/R
  A
  69%
  Satalice
  G/R
  A
  40%
  Satalice
  2nd Odessa Regulars
  R/R
  M
  74%
  Annunziata
  R/R
  M
  53%
  Annunziata
  1st Royal Guards
  E/F
  A 102%
  Tharkad
  E/F
  A
  65%
  Tharkad
  2nd Royal Guards
  E/F
  H
  97%
  Tharkad
  V/F
  A
  39%
  Tharkad
  3rd Royal Guards
  E/F
  A
  88%
  Donegal
  E/F
  A
  13%
  Lyons
  4th Royal Guards
  E/F
  H 101%
  Coventry
  —
  —
  [D]
  —
  1st Sakhalin Regulars
  R/Q
  M
  96%
  Dove
  V/R
  M
  22%
  Dalkeith
  2nd Sakhalin Regulars
  R/Q
  M
  79%
  Sakhalin
  V/Q
  M
  19%
  Sakhalin
  1st Skye Rangers
  V/R
  M
  77%
  Shionoha
  —
  —
  [D]
  —
  2nd Skye Rangers
  V/Q
  A
  78%
  Alkalurops
  E/Q
  H
  22%
  Skye
  3rd Skye Rangers
  R/Q
  H
  83%
  Skye
  —
  —
  [D]
  —
  4th Skye Rangers
  R/Q
  M 117%
  Baxter
  R/Q
  M
  88%
  Eltanin
  5th Skye Rangers
  E/R
  A
  88%
  Accrington
  —
  —
  [D]
  —
  8th Skye Rangers
  R/Q
  H 120%
  Kessel
  —
  —
  [D]
  —
  9th Skye Rangers
  V/R
  H
  87%
  Gacrux
  —
  —
  [D]
  —
  10th Skye Rangers
  R/F
  M
  25%
  Skye
  —
  —
  [D]
  —
  14th Skye Rangers
  R/R
  M
  85%
  Muphrid
  —
  —
  [D]
  —
  15th Skye Rangers
  G/R
  H
  88%
  Dromini VI
  —
  —
  [D]
  —
  16th Skye Rangers
  V/Q
  H
  54%
  Wyatt
  —
  —
  [D]
  —
  17th Skye Rangers
  V/R
  H 105%
  New Hope
  V/R
  H
  80%
  Summer
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  1st Arcturan Guards
  E/R
  H
  92%
  Icar
  E/R
  A
  43%
  Icar
  3rd Arcturan Guards
  E/F
  A
  84%
  Tamar
  E/F
  A
  34%
  Vantaa
  4th Arcturan Guards
  V/R
  A 100%
  Elba
  —
  —
  [D]
  —
  5th Arcturan Guards
  R/R
  H
  83%
  Suk II
  —
  —
  [D]
  —
  6th Arcturan Guards
  R/Q
  M
  98%
  Starshine
  —
  —
  [D]
  —
  7th Arcturan Guards
  E/R
  A 107%
  Numki
  —
  —
  [D]
  —
  8th Arcturan Guards
  E/F
  M
  86%
  Weingarten
  —
  —
  [D]
  —
  9th Arcturan Guards
  R/R
  H
  68%
  Arcturus
  —
  —
  [D]
  —
  10th Arcturan Guards
  E/R
  H 102%
  Tharkad
  E/R
  A
  74%
  Coventry
  11th Arcturan Guards
  R/R
  A
  53%
  Poulsbo
  V/R
  H
  27%
  Poulsbo
  12th Arcturan Guards
  V/R
  M
  90%
  Utrecht
  —
  —
  [D]
  —
  13th Arcturan Guards
  E/R
  A
  76%
  Thannhausen
  E/R
  A
  33%
  Kobe
  14th Arcturan Guards
  G/R
  A
  75%
  Kamenz
  R/R
  H
  10%
  Kamenz
  15th Arcturan Guards
  G/F
  L
  114%
  Karston
  G/F
  L
  74%
  Karston
  16th Arcturan Guards
  V/R
  A
  61%
  Poulsbo
  —
  —
  [D]
  —
  17th Arcturan Guards
  V/R
  H 102%
  Camlann
  E/F
  A
  52%
  Caldrea
  18th Arcturan Guards
  G/F
  M
  96%
  Rubigen
  G/F
  H
  20%
  Altenmarkt
  19th Arcturan Guards
  R/R
  A
  80%
  Al Jafr
  R/R
  A
  22%
  Dixie
  20th Arcturan Guards
  G/R
  M
  99%
  Ford
  G/F
  M
  35%
  Ford
  21st Arcturan Guards
  G/F
  A 103%
  Borghese
  —
  —
  [D]
  —
  22nd Arcturan Guards
  G/F
  H
  63%
  Timbiqui
  —
  —
  [D]
  —
  23rd Arcturan Guards
  G/R
  M 100%
  Cebalrai
  R/F
  M
  65%
  Cebalrai
  24th Arcturan Guards
  G/Q
  L
  90%
  Lambrecht
  G/R
  M
  35%
  Atria
  25th Arcturan Guards
  G/Q
  H
  92%
  Moore
  G/Q
  H
  71%
  Moore
  1st Donegal Guards
  E/F
  H
  79%
  Donegal
  —
  —
  [D]
  —
  2nd Donegal Guards
  V/F
  M 109%
  Barcelona
  V/F
  M
  34%
  Csesztreg
  3rd Donegal Guards
  E/R
  A
  78%
  Ridderkerk
  E/R
  A
  22%
  Pencader
  4th Donegal Guards
  R/F
  H
  88%
  Sudeten
  V/F
  A
  49%
  Skokie
  5th Donegal Guards
  R/Q
  M
  61%
  Giausar
  R/R
  M
  37%
  Giausar
  6th Donegal Guards
  R/R
  H
  66%
  Camlann
  V/R
  M
  11%
  Camlann
  7th Donegal Guards
  G/R
  M
  96%
  Chara
  G/R
  H
  31%
  Chara
  8th Donegal Guards
  R/R
  A
  87%
  Port Moseby
  R/F
  A
  27%
  Buckminster
  9th Donegal Guards
  G/Q
  A
  54%
  Aquileia
  —
  —
  [D]
  —
  10th Donegal Guards
  E/F
  L
  65%
  Thorin
  E/F
  L
  38%
  Thorin
  11th Donegal Guards
  R/R
  M 115%
  Senftenberg
  V/R
  H
  80%
  Loric
  12th Donegal Guards
  R/Q
  M 114%
  Summer
  V/R
  M
  69%
  Ko
  13th Donegal Guards
  G/R
  M
  67%
  Donegal
  G/R
  M
  17%
  Donegal
  14th Donegal Guards
  R/Q
  H
  96%
  Launam
  R/R
  A
  73%
  Launam
  15th Donegal Guards
  G/Q
  M
  77% Dar-es-Salaam
  —
  —
  [D]
  —
  16th Donegal Guards
  G/Q
  H
  88%
  Catroxx
  G/Q
  M
  67%
  Penobscot
  17th Donegal Guards
  V/F
  M
  61%
  Trell I
  V/F
  M
  23%
  Trell I
  18th Donegal Guards
  G/Q
  H
  96%
  Shionoha
  G/Q
  H
  24%
  Shionoha
  19th Donegal Guards
  G/R
  A
  78%
  Bolan
  G/R
  A
  15%
  Ueda
  20th Donegal Guards
  R/Q
  L
  102%
  Memmingen
  V/Q
  L
  78%
  Memmingen
  1st Donegal Regulars
  G/R
  A 116%
  Nestor
  R/F
  H
  94%
  Nestor
  2nd Donegal Regulars
  G/Q
  M 107%
  Bolan
  G/Q
  M
  63%
  Bolan
  4th Hesperus Guards
  R/Q
  M
  76%
  Hesperus II
  —
  —
  [D]
  —
  6th Hesperus Guards
  R/R
  A
  80%
  Hesperus II
  R/R
  A
  33%
  Hesperus II
  9th Hesperus Guards
  E/Q
  L
  117%
  Hesperus II
  —
  —
  [D]
  —
  11th Hesperus Guards
  E/R
  M 103%
  Hesperus II
  —
  —
  [D]
  —
  1st Lyran Guards
  R/R
  M
  76%
  Nusakan
  —
  —
  [D]
  —
  3rd Lyran Guards
  R/F
  M 113%
  Sulafat
  R/F
  H
  63%
  Hesperus II
  4th Lyran Guards
  R/R
  M 112% New Caledonia
  R/R
  M
  69%
  Hesperus II
  6th Lyran Guards
  R/Q
  M
  93%
  Skondia
  R/Q
  M
  19%
  Skondia
  7th Lyran Guards
  R/R
  A
  63%
  Arc-Royal
  —
  —
  [D]
  —
  8th Lyran Guards
  R/R
  M
  76%
  Koniz
  —
  —
  [D]
  —
  9th Lyran Guards
  V/R
  M
  97%
  Kowloon
  —
  —
  [D]
  —
  10th Lyran Guards
  V/R
  H
  94%
  Tharkad
  E/R
  A
  35%
  Ramsau
  11th Lyran Guards
  G/R
  M
  93%
  Pressby
  G/R
  M
  65%
  Utrecht
  12th Lyran Guards
  V/R
  M
  89%
  Abramkovo
  —
  —
  [D]
  —
  13th Lyran Guards
  G/R
  M 128%
  Gypsum
  —
  —
  [D]
  —
  14th Lyran Guards
  G/R
  H 106%
  Denebola
  G/R
  A
  37%
  Denebola
  15th Lyran Guards
  G/R
  H
  68%
  New Earth
  G/R
  A
  27%
  New Earth
  16th Lyran Guards
  V/R
  M
  70%
  Shahr Kord
  —
  —
  [D]
  —
  LYRAN COMMONWEALTH ARMED FORCES (LCAF)
  
  THE SECOND SUCCESSION WAR
  100
  PERIPHERy DEPlOymENT
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  Magistracy of Canopus
  1st Canopian Fusiliers
  R/F
  M 115%
  Luxani
  R/F
  H
  56%
  Luxani
  2nd Canopian Fusiliers
  G/R
  M
  75%
  Booker
  G/F
  M
  47%
  Booker
  3rd Canopian Fusiliers
  G/Q
  M
  58%
  Tarol IV
  R/Q
  M
  28%
  Tarol IV
  1st Canopian Light Horse
  V/R
  M
  73%
  Hastur
  V/R
  M
  29%
  Hastur
  2nd Canopian Light Horse
  R/F
  L
  77%
  Schmitt
  R/F
  L
  49%
  Schmitt
  Kossandra’s Volunteers
  G/R
  M
  88%
  Brixtana
  G/R
  M
  49%
  Brixtana
  1st Canopian Cuirassiers
  V/R
  M
  84%
  Canopus IV
  V/F
  H
  27%
  Canopus IV
  Raventhir's Iron Hand
  E/R
  H
  78%
  Canopus IV
  E/F
  A
  37%
  Canopus IV
  Mercenary Combat Commands (MAF)
  King's Wild Cards
  R/Q
  L
  56%
  Luxen
  R/Q
  L
  34%
  Luxen
  Outworlds Alliance
  Alliance Grenadiers
  E/R
  M
  77%
  Lushann
  E/R
  M
  36%
  Lushann
  Alpheratz Guards
  E/R
  M
  78%
  Alpheratz
  E/R
  M
  37%
  Alpheratz
  1st Baliggora Defenders
  G/Q
  L
  80%
  Baliggora
  —
  —
  [D]
  —
  1st Ramora Guards
  R/Q
  M
  91%
  Ramora
  —
  —
  [D]
  —
  Mercenary Combat Commands (AMC)
  Grim Determination
  E/R
  M
  90%
  Cerberus
  E/R
  H
  38%
  Cerberus
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  20th Skye Rangers
  G/F
  H
  79%
  Rahne
  G/R
  M
  15%
  Rahne
  21st Skye Rangers
  R/Q
  H 107%
  Skondia
  —
  —
  [D]
  —
  22nd Skye Rangers
  R/F
  A 102%
  Kannon
  V/F
  A
  47%
  Kannon
  25th Skye Rangers
  V/F
  A
  80%
  Uhuru
  —
  —
  [D]
  —
  Stealths*
  G/R
  M 138%
  Chandler
  —
  — [DB]
  —
  23rd York Regulars
  G/F
  M
  89%
  Basiliano
  G/F
  H
  62%
  Sakhalin
  27th York Regulars
  E/F
  M
  72% New Caledonia
  —
  —
  [D]
  —
  31st York Regulars
  R/Q
  A
  65%
  Lancaster
  —
  —
  [D]
  —
  Mercenary Combat Commands (LCAF)
  Antares Scorpions*
  V/R
  H 133%
  Raised 2844
  R/R
  H
  70%
  Kessel
  Bastards Battalion*
  —
  — [NF]
  —
  R/Q
  H
  37%
  Rigil Kentarus
  Beck's Battalion*
  V/R
  L
  [NF]
  —
  V/R
  L
  47%
  Vega
  Dismal Disinherited¶
  E/Q
  L
  130%
  Rochelle
  E/R
  L
  61%
  Rochelle
  Filthy Lucre 
  R/Q
  H
  95%
  Tamar
  R/R
  M
  38%
  Alexandria
  Final Reckoning
  —
  — [NF]
  —
  G/R
  M
  71%
  Aubisson
  Freeman's Fanatics
  R/R
  L
  94%
  Planting
  R/R
  L
  25%
  Zosma
  12th Heavy Assault Regiment
  V/F
  A
  68%
  Zollikofen
  R/F
  A
  38%
  Zollikofen
  MAJOR PERIPHERY STATES
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  Illician Lancers
  21st Rangers
  V/R
  L
  62%
  Alkes
  E/R
  L
  39%
  Alkes
  4th Rangers
  R/R
  M
  92%
  Gniezno
  R/F
  H
  50%
  Gniezno
  59th Strike
  R/R
  A
  91%
  Zaniah
  V/R
  H
  70%
  Zaniah
  9th Rangers
  V/R
  M
  63%
  Kalidasa
  E/F
  M
  14%
  Skye
  The Last Cowboys
  G/Q
  H 105%
  Raised 2833
  E/Q
  M
  28%
  Sabik
  Murphy's Law
  V/Q
  H 145%
  Raised 2850
  R/Q
  H
  38%
  Uhuru
  Narhal's Raiders
  E/Q
  H 111%
  Sudeten
  E/Q
  H
  50%
  Bolan
  Raymond's Redcoats
  R/Q
  M 123%
  Langhorne
  /
  35%
  Morningside
  12th Star Guard††
  Negelein's Gamblers
  R/R
  M
  61%
  Hired 2841
  R/R
  M
  15%
  Savannah
  Dalrymple's Heavies
  V/F
  A
  80%
  Hired 2841
  V/F
  A
  21%
  Remulac
  Paget's War Ponies
  G/R
  H
  29%
  Hired 2841
  G/R
  H
  77%
  Dieudonne
  The RattFraggs
  R/R
  M 100%
  Raised 2845
  R/R
  M
  34%
  ‡‡
  Lescouflair's Landsknechts
  R/R
  L
  78%
  Raised 2846
  —
  —
  [D]
  —
  Rippen's Grenadiers
  G/Q
  M 102%
  Raised 2850
  R/Q
  M
  50%
  Bordon
  Dundagell's Ironmen
  G/R
  H 100%
  Raised 2854
  R/R
  H
  82%
  Nathan
  Tamar Pikemen
  R/R
  H
  92%
  Raised 2843
  —
  —
  [D]
  —
  (2830)
  (2864)
  Combat Command
  Ex/Lo Wt.
  Str.
  Post
  Ex/Lo Wt.
  Str.
  Post
  Taurian Concordat
  Concordat Commandos
  R/F
  H
  88%
  Samantha
  V/F
  A
  25%
  Samantha
  Concordat Cuirassiers
  E/R
  A
  79%
  Amber Grove
  V/R
  A
  36%
  Amber Grove
  Concordat Jaegers
  R/R
  M 102%
  Brinton
  R/R
  M
  64% New Vandenburg
  Hyades Light Infantry
  R/R
  M
  75%
  Pinard
  R/R
  M
  51%
  Pinard
  Pleiades Hussars
  E/F
  M
  84%
  Sterope
  E/F
  M
  18%
  Sterope
  Red Chasseurs
  R/F
  H 106% Rockwellawan
  R/F
  A
  70%
  Rockwellawan
  Taurian Guard
  E/R
  H
  71%
  Taurus
  V/F
  M
  16%
  Taurus
  Taurian Velites
  E/F
  M 107%
  Mithron
  E/F
  M
  53%
  Mithron
  Mercenary Combat Commands (TDF)
  Black Band Legion
  R/Q
  H
  74%
  Brinton
  R/Q
  H
  43% New Vandenburg
  Blackhearts
  E/R
  M
  77%
  Sterope
  V/R
  M
  57%
  Sterope
  Cardinal Sins
  V/R
  M
  94%
  Dumassas
  E/R
  M
  32%
  Dumassas
  Periphery Independents
  Black Warriors
  E/Q
  M
  55%
  Circinus
  —
  —
  [D]
  —
  ¶Formed from the 8th and 9th Andurien Hussars in 2822
  ††Hired by the Draconis Combine in 2858; Broke contract in 2861 and returned to Lyran Commonwealth employ
  ‡‡Broke contract and left  the 12th Star Guards in 2860 (cited lack of payment)
  
  101
   
  THE SECOND SUCCESSION WAR
  
  THE SECOND SUCCESSION WAR
  102
  CREATING SCENARIOS
  RULES ANNEX
  The following rules allow the complexities of the Second 
  Succession War to be simulated in regular campaign play. These 
  rules are intended for use with all levels of BattleTech as detailed 
  in Total Warfare (TW), TechManual (TM), Tactical Operations (TO), 
  Strategic Operations (SO), A Time of War (AToW), Alpha Strike (AS), 
  Alpha Strike Companion (ASC), Interstellar Operations (IO), and 
  Campaign Operations (CO).
  Creating Second Succession War Scenarios, when used in 
  conjunction with the Creating Scenarios rules presented in 
  Total Warfare (see p. 256, TW) or the campaign creation rules 
  in Campaign Operations, allows for the quick generation of 
  BattleTech scenarios and forces for pick-up games set during 
  this conflict. 
  The Technical Readout section provides descriptions and 
  game information for several common BattleMechs seen on the 
  battlefields of the Second Succession War.
  SPECIAL CASE RULES
  The Second Succession War heralded the death of many 
  advanced technologies in both the civilian and military sectors. 
  The Weapons and Equipment Extinction Table below notes the 
  equipment which fell out of use around the time of the Second 
  Succession War. For detailed information on technological 
  items and their dates of extinction, see the Universal Technology 
  Advancement Table (pp. 32-63, IO). Players creating forces for this 
  era should note that the Early Succession Wars saw widespread 
  deployment of the following era-unique units and equipment 
  featured in Interstellar Operations:
  • 
  Land-Air BattleMechs (pp. 105-115) 
  • 
  Thermobaric Weapons (pp. 165-166)
  • 
  Weapons of Mass Destruction (pp. 166-168)
  • 
  Binary Laser (see p. 319, TO)
  Additionally, players may find that The Early Succession Wars 
  Sub-Era rules (see p. 19, IO) add another layer of immersion into 
  this tumultuous time.
  CREATING SECOND 
  SUCCESSION WAR SCENARIOS
  The following rules allow gamemasters and players to 
  generate scenarios set in the Early Succession Wars era, with an 
  emphasis on the Second Succession War.
  BEFORE YOU START
  The Early Succession Wars era encompasses a wide variety 
  of battles and campaigns, and the following pages present a 
  basic framework for generating forces and unit abilities. With 
  these, gamemasters and players can create their own battles 
  based on those described in the previous chapters.
  WEAPONS AND  
  EQUIPMENT 
  EXTINCTION TABLE
  Weapons*
  Extinction
  Arrow IV Artillery Missile
  2830
  Extended-Range (ER) PPC
  2860
  Gauss Rifle
  2865
  LB 10-X AC
  2840
  ’Mech Mortars
  2819
  Narc Missile Beacon
  2795
  Rifle (Cannon, All Sizes)
  ~2825
  Single-Shot (OS) Missile Launchers
  2800
  Streak Short-Range Missiles (2)
  2845
  Equipment
  Extinction
  Active Probe (Beagle)
  2835
  Anti-Missile System
  2835
  Artemis IV Fire-Control System
  2855
  Chameleon Light Polarization Shield (LPS)
  2790
  ECM Suite (Guardian)
  2845
  TAG
  2835
  Construction Components
  Extinction
  Cockpit Command Console
  ~2850
  Double Heat Sinks
  2865
  Endo-Steel Structure
  2850
  Extralight (XL) Fusion
  2865
  Ferro-Fibrous/Ferro-Aluminum Armor
  2810
  MASC
  2795
  Vehicular Jump Jets
  2840
  Munitions
  Extinction
  Flare LRMs
  2790
  Follow-the-Leader LRMs
  ~2770
  Fragmentation Missiles
  2790
  Laser-Guided (LG) Bombs
  2800
  Swarm LRMs
  2833
  TAG Pod
  2835
  Thunder (FASCAM) Bombs
  ~2850
  Thunder LRMs
  2840
  *NOTE: ER Large Lasers and Pulse Lasers saw continued production and use well into the 
  Third Succession War.
  
  RUlES ANNEX
  103
  ASSIGNING ’MECHS AND vEHIClES 
  Statistics for most of these units may be found in Technical 
  Readouts 3039, 3050 Upgrade, 3057 Revised Edition, 3075, Record 
  Sheets: Operation Klondike, and the Experimental Technical 
  Readout: Primitives series, as well as in this book.
  Assigning ’Mechs and Vehicles
  After determining the weight classes of the combat units 
  in each force (see p. 265, TW), use the appropriate Random Unit 
  Assignment Table (pp. 107-113) to determine the specific designs 
  to be used.
  When determining the BattleMechs to be fielded by a Great 
  House or Periphery force, first decide whether the scenario will 
  involve a combat command unique to that faction’s armed 
  forces. If so, roll 2D6, apply the modifier shown in the Die 
  Roll Modifiers By Combat Command portion of each faction’s 
  Random Assignment Table (pp. 107-113), then consult the 
  appropriate weight class column.
  If using vehicles, aerospace fighters and/or DropShips, 
  simply roll on the corresponding faction columns of the Vehicle 
  and Aerospace tables.
  Assigning Pilots
  Once the players have determined the ’Mechs and other 
  battlefield units they will use, they should assign pilots to each 
  using the Random Experience Level Table and the Random 
  Skills Table (Expanded) (see p. 273, TW).
  If playing an Elite force, the controlling player should add 
  a +4 modifier to the Random Experience Rating roll and a +2 
  modifier to the Random Skill Rating roll. If playing a Veteran 
  force, add +2 to the Random Experience Rating Roll and +1 to 
  the Random Skill Rating Roll. If playing a Regular force, apply 
  no modifiers, and if playing a Green force, apply a –2 modifier 
  to the Random Experience Rating Roll and –1 modifier to the 
  Random Skill Rating Roll. 
  Assigning ’Mechs and Vehicles in A Time of War
  The Random Unit Assignment Table can also be used to 
  assign the starting ’Mech or Vehicle for A Time of War characters 
  created in the Early Succession War era, rather than the Random 
  Assignment Tables in AToW (see pp. 130-135, AToW). Base the 
  character’s equipment rating on their current regiment (or the 
  regiment in which the character last served).
  If the character never served with a Great House, Periphery 
  or mercenary force, assume they have an equipment rating of C. 
  Increase the rating by one level for every two of the following that 
  the character possesses: Property, Title, Connections, Leadership 
  Skill level of 7+, or a Tour of Duty Life Module (only one Tour of 
  Duty Module counts toward this total). Decrease the rating by 
  one level for every two of the following they possess: negative-TP 
  Reputation (any level), negative-TP Wealth (any level), negative-TP 
  Extra Income (any level), Bloodmark (any level), or use of the Ne’er-
  Do-Well Life Module during character generation. The character’s 
  final equipment rating cannot be increased above A or below C.
  Gamemasters and players should use the historical 
  information in those chapters to create a general framework 
  for any battles or campaigns, and then use these rules as well 
  as common sense to generate the specifics. Prior to the start of 
  any games or campaigns, all players should agree on the setup 
  and any special rules that will be included.
  Finally, remember the two “prime directives” of playing 
  BattleTech: 
  1. 
  1. HAVE FUN 
  2. 
  2. DON’T LET YOURSELF GET SO CAUGHT UP IN THE 
  RULES THAT YOU STOP HAVING FUN
  GENERAL RULES
  Except as outlined below, gamemasters and players 
  designing scenarios and campaigns set during the Early 
  Succession War era should follow the rules for creating scenarios 
  presented in Total Warfare.
  RANDOM ASSIGNMENT TABLES
  The Random Unit Assignment Tables in this section should 
  be used instead of those provided in Total Warfare and A Time 
  of War (pp. 267-271, TW; pp. 130-135, AToW) to generate era-
  specific unit choices. The Random Unit Assignment Tables in 
  this book are designed specifically for the composition of Early 
  Succession War-era forces.
  RECORD SHEET
  SOURCE TABLE
  Abbr.
  Source
  3039 
  Record Sheets: 3039 Unabridged
  3050U-C 
  Record Sheets: 3050 Upgrade,  
  Clan and Star League
  3058U-C 
  Record Sheets: 3058 Upgrade,  
  Clan and Star League
  3075u-AW Record Sheets: 3075 Unabridged—Age of War
  3085u-PP 
  Record Sheets 3085: Project Phoenix
  OK 
  Record Sheets: Operation Klondike
  HistRW 
  Historical: Reunification War
  JSBD
  Jihad Secrets: The Blake Documents
  3057R 
  Technical Readout: 3057 Revised
  XTRPrim1 
  Experimental Technical Readout: Primitives vol. 1
  XTRPrim2 
  Experimental Technical Readout: Primitives vol. 2
  XTRPrim3 
  Experimental Technical Readout: Primitives vol. 3
  XTRPrim4 
  Experimental Technical Readout: Primitives vol. 4
  XTRRetro 
  Experimental Technical Readout: RetroTech
  
  THE SECOND SUCCESSION WAR
  104
  REpAIRS & CUSTOMIzATION
  Players and gamemasters should take these factors into 
  account and modify the rules below in accordance when 
  creating and playing out their own campaigns during the 
  Second Succession War. 
  Repairs will not be a concern during most stand-alone 
  battles. During campaign play, players and gamemasters will 
  need to know the availability of replacement weapons and 
  equipment, as well as the techs and repair facilities they can 
  call upon. Use the following guidelines, in conjunction with the 
  Maintenance, Repair, Salvage and Customization rules (see pp. 
  166-199, SO) to determine each force’s repair abilities.
  For each individual combat unit and vehicle, roll 2D6 on 
  the Random Quality Table below. Apply a modifier based on the 
  combat command’s Random Assignment Table modifier (see RAT 
  Die Roll Modifiers By Combat Command Table, p. 106); for example, 
  the Liao Guards apply a +1 modifer, and the Atrean Dragoons 
  apply a +3 modifier. This will provide the quality level of the 
  unit to be repaired. Next, determine the technician’s Experience 
  Rating by rolling on the Random Experience Rating Table (TW, 
  p. 273—see Support Personnel Experience Table, SO, p. 168 for 
  the actual Skill Ratings, once again applying any skill bonuses 
  applicable to the unit). Finally, follow the Obtaining Replacement 
  Parts rules (see p. 178, SO) to determine if replacement parts are 
  available through the supply chain, or must be scavenged or 
  fabricated. If replacement parts can be found, follow the rules for 
  Repairs and Replacements (see p. 181, SO).
  Customization
  Numerous customized combat vehicles and ’Mechs were 
  used by the various Great Houses during the Second Succession 
  War—either those retooled on the production lines en masse, 
  produced as field kits, or developed on the battlefield. While 
  fewer factory-customized units remained 
  operational, wide-scale patchwork 
  repairs were the norm, resulting in 
  numerous “field-customized” units 
  in most regiments. 
  If players wish to introduce 
  an additional level of excitement 
  and randomness into their games, 
  they may use the following 
  rules in conjunction with the 
  Customization guidelines (see p. 
  188, SO). 
  The modifiers listed below are 
  drawn from the Die Roll Modifiers By 
  Combat Command portion of each 
  faction’s Random Assignment Table 
  (see pp. 107-113), as appropriate. 
  For example, a player’s force is 
  part of House Kurita’s Proserpina 
  Hussars. Reviewing the Die Roll 
  Modifiers By Combat Command 
  Repairs
  By the time of the Second Succession War, the combatant 
  nations had exhausted their strategic reserves and no longer 
  had a nearly limitless logistical train to draw upon. While 
  the Great Houses developed a chain of suppliers to provide 
  ammunition, spare parts and other consumables, there were 
  limits to the quantity of supplies available, and how quickly they 
  could be delivered. Whenever possible, combat commands 
  salvaged and scavenged what they could from the battlefields, 
  or even turned to local factories and tradesmen to manufacture 
  or modify parts to keep their ’Mechs, tanks, fighters and other 
  vehicles operating. On the other hand, most units possessed a 
  highly-skilled technical pool that had learned to work under less 
  than ideal conditions, with each company typically assigned its 
  own technical team and additional teams standing by at the 
  regimental level to assist with battle repairs.
  The best maintenance facilities available to most commands 
  were still on their DropShips, which, except in rare instances, 
  were typically far removed from the battlefield. As a result, most 
  techs used portable field repair gantries—of which there were 
  limited numbers, typically only a handful per battalion—to 
  meet their unit’s most urgent maintenance and repair needs. 
  That is, unless their regimental commander authorized the 
  movement of their DropShips closer to the action.
  Of course, that was easier said than done. The typical ’Mech 
  and aerospace fighter transport has little additional space for 
  carrying replacement parts, let alone for the support personnel 
  (cooks, administrators, logisticians, radio operators, military 
  police and others) needed to keep a combat command running. 
  One or more additional DropShips, typically cargo ships or troop 
  carriers, often maintained and housed those support personnel. 
  Using a DropShip to deliver maintenance and repair supplies 
  meant identifying and loading 
  the right parts, and then getting 
  them to the right place. DropShips 
  can take off and relocate, but 
  which should go? If one or more 
  DropShips relocate, what happens 
  to the field base set up around 
  them? Moreover, a suitable landing 
  zone may not be available close 
  by—there are few hard-packed 
  surfaces in most mountain, jungle 
  and arctic landscapes capable of 
  supporting a landing DropShip and 
  allowing it to take off again.
  On the other hand, successful 
  campaigns driving deep into enemy 
  territory may be able to benefit from 
  repurposed enemy factories, with 
  the quality of those key facilities 
  increasing as fighting reaches the 
  opposing nation’s core worlds.
  RANDOM  
  QUALITY TABLE
  2D6 Roll
  ’Mech/Tank/Fighter/ 
  DropShip/ Vehicle Quality
  Less than 3
  A
  4-5
  B
  6-8
  C
  9-10
  D
  11-12
  E
  13+
  F
  Random Quality Roll Modifiers
  Use combat command RAT modifier (see RAT Die Roll 
  Modifiers By Combat Command Table, p. 106). For example, 
  Liao Guards apply +1 and Atrean Dragoons apply a +3.
  
  RUlES ANNEX
  105
  pRE-EXISTING DAMAGE
  +3 Modifier:  All battalion commanders may make any 
  number of Class A or Class B Refits (see p. 188, SO) to their 
  ’Mechs/fighters/vehicles. 
  +4 Modifier: All regimental commanders and higher may 
  make any number of Class A, B and/or C Refits (see p. 188, SO) 
  to their ’Mechs/fighters/vehicles.
  Note: These refits may only be made to the commander’s 
  primary battlefield unit (the unit he or she was initially assigned). 
  Replacement and captured units cannot be refit “automatically” 
  in this way during the course of a campaign—though one 
  MechWarrior can pilot another’s customized unit if the situation 
  warrants, such as on a temporary basis, or if permanently 
  assigned to that unit after the death or incapacitation of its 
  previous MechWarrior). 
  Table for the Draconis Combine, the player notes a +2 modifier, 
  which means they apply all of the rules listed below for a +2 
  modifier when customizing their units.
  +0-1 Modifier: No customization is allowed.
  +2 Modifier: All company commanders may make minor 
  customizations to their ’Mechs/fighters/vehicles. They may 
  replace one major weapon or piece of equipment (massing five 
  tons or more and/or occupying three critical slots or more), or 
  up to five lesser pieces of equipment (massing no more than ten 
  tons total) with equipment of the same or a different class (yet 
  massing the same amount and occupying the same or fewer 
  critical spaces). This replacement may be a Class A or Class B 
  Refit (see p. 188, SO), and all new equipment must be placed in 
  critical slots vacated by the replaced equipment.
  PRE-EXISTING DAMAGE TABLE
  2D6
  TOTAL WARFARE
  ALPHA STRIKE/BATTLEFORCE*
  SBF/ACS
  11-12
  No pre-existing damage.
  No pre-existing damage.
  No pre-existing damage.
  7-10 
  Light 
  Damage
  This unit receives 1 point of damage 
  for every 5 tons of mass, distributed 
  randomly in 5-point (or fraction 
  thereof) groups. Do not roll critical 
  hits, even if internal structure is 
  damaged.
  This unit receives 1 point of armor 
  damage; if it has no armor, this point 
  of damage is transferred to structure. 
  Ignore this damage if it would destroy 
  the unit by eliminating the last of its 
  structure.
  This Unit subtracts 5% of 
  its armor (round down); if it 
  has no armor, this damage is 
  transferred to structure. Ignore 
  this damage if it would destroy 
  the unit by eliminating the last 
  of its structure.
  3-6 
  Moderate 
  Damage
  This unit receives 3 points of damage 
  for every 5 tons of mass, distributed 
  randomly in 5-point (or fraction 
  thereof) groups. Determine one 
  critical hit to a random location, 
  as well as any possible critical hits 
  suffered from internal structure 
  damage. Disregard any hits that 
  would immobilize or destroy the 
  unit, including cockpit/crew killed 
  hits, ammunition hits, and destroyed 
  motive systems/engines and gyros.
  This unit receives 2 points of armor 
  damage; if it has no armor, these 
  points of damage are transferred to 
  structure. Ignore any damage that 
  would destroy the unit by eliminating 
  the last point of its structure. Determine 
  one critical hit, as well as any possible 
  critical hits suffered from structure 
  damage. Disregard any hits that would 
  immobilize or destroy the unit, including 
  crew killed hits, ammo hits, second 
  engine hits and Unit Destroyed hits).
  This Unit subtracts 10% of 
  its armor (round down); if it 
  has no armor, this damage 
  is transferred to structure. 
  Ignore the last of the damage 
  that would destroy the Unit 
  by eliminating the last of its 
  structure. Determine one 
  critical hit, disregarding the 
  Unit Destroyed result.
  1-2 
  Severe 
  Damage
  This unit receives 1 points of damage 
  for every 1 ton of mass, distributed 
  randomly in 5-point (or fraction 
  thereof) groups. Determine three 
  critical hits, each to a random 
  location, as well as any possible 
  critical hits suffered from internal 
  structure damage. Disregard any hits 
  that would immobilize or destroy the 
  unit, including cockpit/crew killed 
  hits, ammunition hits, and destroyed 
  motive systems/engines and gyros).
  This unit receives 3 points of armor 
  damage and 1 structure damage; if it 
  has no armor, these points of damage 
  are transferred to structure. Ignore 
  any damage that would destroy the 
  unit by eliminating the last point of its 
  structure. Determine two critical hits, as 
  well as any possible critical hits suffered 
  from structure damage. Disregard any 
  hits that would immobilize or destroy 
  the unit, including crew killed hits, 
  ammo hits, second engine hits and Unit 
  Destroyed hits).
  This Unit subtracts 20% 
  of its armor and 5% of its 
  structure (round down); if it 
  has no armor, this damage is 
  transferred to structure. Ignore 
  any damage that would destroy 
  the Unit by eliminating the last 
  of its structure. Determine two 
  critical hits, disregarding the 
  Unit Destroyed result).
  *For BattleForce, apply all the rules on the table to each Element of a Unit.
  
  THE SECOND SUCCESSION WAR
  106
  DOWNGRADES
  Downgrades
  Any non-infantry unit, including ’Mechs, vehicles, fighters, 
  and exoskeletons, that features any Tech Rating E technologies 
  as part of their original design must check for downgrades 
  prior to the start of a Second Succession War scenario. To do 
  this, the controlling player rolls 2D6, and applies to the result 
  all appropriate modifiers from the Second Succession War Era 
  Downgrades Table below based on the date of the scenario, the 
  force’s affiliation, and its Skill Rating. If the modified roll result is 7 
  or higher, the unit does not have to be downgraded—although 
  players may still opt to downgrade it. On a modified result of 6 
  or less, the unit is considered to be using extinct equipment and 
  must be downgraded with equivalent non-extinct technologies. 
  If no equivalent downgraded technologies exist for the 
  item or items the unit must sacrifice, alternate replacement 
  items of any kind may be substituted, as long as the combined 
  weight and critical space requirements of these replacements 
  are equal to or less than those of the original items. If the 
  extinct technology is an entire unit type—such as power armor 
  suits after 2766—the unit must be deleted from the player’s 
  force and replaced with a unit of a lesser type. (DropShips 
  or JumpShips, for example, would replace WarShips, while 
  conventional infantry would replace power armor infantry.) 
  Downgrade rules do not apply to ComStar forces.
  Universal Technology Advancement Table: For a more 
  detailed determination of whether an item is available at the 
  time of a given scenario, consult the Universal Technology 
  Advancement Table (see pp. 35-63, IO).
  Pre-Existing Damage 
  The Second Succession War accelerated the losses already 
  suffered by the nations of the Inner Sphere. After decades of near-
  constant warfare, significant shortfalls in spare parts, replacement 
  personnel and equipment adversely affected each faction’s ability 
  to keep their ’Mechs and vehicles in operational order. 
  Unless otherwise indicated, units begin a scenario with 
  pre-existing damage. First, roll 2D6 for each individual combat 
  command with elements in the battle. Modify this roll by +1 
  for every two years that the combat command’s forces have 
  been fighting the war (to a maximum of +6). On a result of 8 
  or greater, pre-existing damage is possible for that regiment’s 
  units. Roll 2D6 for each combat unit in the regiment (’Mech, 
  vehicle, conventional or aerospace fighter) and apply the 
  appropriate result from the Pre-Existing Damage Table below to 
  determine what damage, if any, each suffers.
  Units that receive pre-existing damage suffer the indicated 
  amount of damage and critical hits; the locations affected and 
  any critical hits are randomly determined. For BattleMechs, use 
  the Front/Back column to determine the locations of all damage. 
  For aerospace fighters and conventional aircraft, use the Above/
  Below column. For conventional combat vehicles, determine the 
  location of any damage by first rolling a direction of attack using 
  the BattleMech Facing After a Fall Table (see p. 68, TW) before 
  rolling the hit location of any damage. Reroll any critical damage 
  that would destroy a unit or reduce its mobility to 0. If the second 
  result also destroys or immobilizes the unit, disregard both results 
  and apply an additional 5 points of damage to a random location.
  There is also a chance that any units with pre-existing 
  damage which employ ammunition-based weapons may not 
  carry a full combat load. Roll 1D6 for each combat unit that 
  uses ammunition. On a result of 1-2, the unit has a full load of 
  ammunition; on a 3-4, the unit has only half its ammunition load 
  for each weapon (rounding up); on a 5, the unit has only 1D6 
  rounds of ammunition for each weapon; on a 6, the unit has no 
  ammunition at all. 
  Finally, specialized ammunition has become rare. Any time 
  specialized ammunition is requested (including LB-X cluster 
  and Artemis missile ammunition), roll 1D6. On a result of 1-2, 
  the ammunition is available; on any other result, the specialized 
  ammunition is unavailable.
  Campaign Play: Players and gamemasters embarking on a 
  Second Succession War campaign should first generate all the 
  units available to each force taking part in the campaign. They 
  can then apply any pre-existing damage to the various units, 
  as appropriate. This will be the condition in which each unit 
  starts campaign play. Once the pre-existing damage is applied, 
  no further rolls for such damage need be made through the 
  end of the campaign. However, any reinforcements that are 
  later received must roll for pre-existing damage if their parent 
  combat command initially rolled 8 or higher at the beginning 
  of the campaign. All units must then accomplish regular 
  maintenance, as well as repair battle damage, as appropriate.
  SECOND SUCCESSION WAR 
  ERA DOWNGRADES TABLE
  Base TN to avoid downgrade: 7
  Condition
  Modifier
  Scenario Date 
  2830-2841
  –2
  2841-2851
  –3
  2851-2864
  –4
  Force Affiliation 
  Major IS Power 
  +0 
  Minor IS Power 
  –1 
  Major Periphery Power 
  –1 
  Minor Periphery Power 
  –2 
  Mercenary/Pirate 
  –2 
  Force Skill Rating 
  Elite 
  +2 
  Veteran 
  +1 
  Green 
  –1
  
  RUlES ANNEX
  107
  RAT MODIFIERS
  RAT DIE ROLL MODIFIERS BY COMBAT COMMAND TABLE
  Mod.
  Capellan 
  Confederation
  Draconis Combine
  Federated Suns
  Free Worlds League
  Lyran 
  Commonwealth
  +4
  Capellan Hussars
  Sword of Light
  Davion Brigade of Guards, 
  Avalon Hussars (1st–20th)
  Fusiliers of Oriente, 
  Orloff Grenadiers
  Royal Guard
  +3
  St. Ives Armored Cavalry
  Galedon Regulars
  Avalon Hussars (22nd–41st), 
  Dragon Lords
  Atrean Dragoons,  
  Free Worlds Guards
  Donegal Guards, 
  Odessa Regulars
  +2
  Chesterton Reserves, 
  Andurien Hussars
  Proserpina Hussars
  Arcadian Cuirassiers, 
  Robinson Chevaliers, Syrtis 
  Fusiliers, Tancredi Loyalists
  Marik Guard,  
  Regulan Hussars
  Arcturan Guards, 
  Skye Rangers, 
  Stealths
  +1
  Liao Guards, Liao 
  Lancers, Sian Dragoons, 
  Tikonov Lancers
  Dieron Regulars, Sun 
  Zhang Academy Cadre, 
  Rasalhague Regulars, 
  Arkab Legion
  Argyle Lancers, Ceti Hussars, 
  Crucis March Militia
  Sirian Lancers,  
  Stewart Dragoons
  Lyran Guards, 
  Sakhalin Regulars
  +0
  Capellan Reserves, 
  Confederation  Reserve 
  Cavalry, Liao Reserves
  Benjamin Regulars,  
  Pesht Regulars
  Capellan March Militia, 
  Draconis March Militia, 
  Panzer Brigade
  Marik Militia,  
  Oriente Hussars, 
  Defenders of Andurien
  Hesperus Guards, 
  Lyran Regulars,  
  York Regulars
  Die Roll Modifiers For Dropships:
  +4
  Fleet
  Fleet
  Dept. of the Line,  
  Dept. of Naval Assault
  FWLN Fleet
  Fleet
  +3
  —
  —
  Dept. of Naval Defense
  —
  —
  +2
  —
  —
  —
  Provincial Navy Fleet
  —
  +1
  —
  —
  —
  FWLN Transport
  —
  +0
  Transport
  Transport
  Dept. of Naval Transport
  Provincial Navy Transport
  Transport
  Mod.
  Magistracy of Canopus
  Outworlds Alliance
  Taurian Concordat
  +2
  Magistracy Royal Guards,  
  Chasseurs a Cheval
  Alpheratz Guards,  
  Alliance Grenadiers
  Concordat Commandos,  
  Taurian Guard, Taurian Velites
  +1
  Canopian Fusiliers
  Ramora Guards
  Concordat Cuirassiers,  
  Hyades Light Infantry, Pleiades Hussars,
  +0
  Kossandra’s Volunteers 
  Baliggora Defenders
  Concordat Jeagers, Red Chasseurs
  Die Roll Modifiers For Dropships (All Periphery):
  +2
  Fleet
  +0
  Transport
  
  THE SECOND SUCCESSION WAR
  108
  BATTlEMECH RATS
  RANDOM UNIT ASSIGNMENT TABLE: BATTLEMECHS
  CAPELLAN CONFEDERATION
  Roll
  Light BattleMechs
  Medium BattleMechs
  Heavy BattleMechs
  Assault BattleMechs
  2
  STG-3R Stinger [20] (3039)
  SCP-1N Scorpion [55] (3039)
  CPLT-C1 Catapult [60] (3039)
  STC-2C Striker [80] (3058U-C)
  3
  LCT-1V Locust [20] (3039)
  BJ-1 Blackjack [45] (3039)
  KSC-3I Koschei [65] (3075)
  BNC-3E Banshee [95] (3039)
  4
  FLC-4N Falcon [30] (3039)
  WTH-1 Whitworth [40] (3039)
  GHR-5H Grasshopper [70] (3039)
  GOL-1H Goliath [80] (3039)
  5
  FRB-2E Firebee [35] (3075)
  HOP-4C Hoplite [55] (3050U-I)
  CRD-3R Crusader [65] (3039)
  AWS-8Q Awesome [80] (3039)
  6
  THE-N Thorn [20] (3050U-C)
  VL-2T Vulcan [40] (3039)
  ARC-2R Archer [70] (3039)
  LGB-0W Longbow [85] (3039)
  7
  WSP-1L Wasp [20] (3039)
  SHD-2H Shadow Hawk [55] (3039)
  TDR-5S Thunderbolt [65] (3039)
  VTR-9B Victor [80] (3039)
  8
  MON-67 Mongoose [25] (3039)
  HBK-4G Hunchback [50] (3039)
  CHP-1N Champion [60] (3050U-C) †
  STK-3F Stalker [85] (3039)
  9
  FS9-H Firestarter [35] (3039)
  VND-1R Vindicator [45] (3039)
  MAD-3R Marauder [75] (3039)
  THG-10E Thug [80] (3050U-C)
  10
  NTK-2Q Night Hawk [35] (3058U-C)
  WVR-6R Wolverine [55] (3039)
  GLT-3N Guillotine [70] (3050U-C) ‡
  BLR-1G BattleMaster [85] (3039)
  11
  OTT-7J Ostscout [35] (3039)
  GRF-1N Griffin [55] (3039)
  LNC25-01 Lancelot [60] (3050U-C)
  HGN-732 Highlander [90] (3050U-C)
  12
  SDR-5V Spider [30] (3039)
  DV-6M Dervish [55] (3039)
  CRD-2R Crusader [65] (3075)
  LGB-7Q Longbow [85] (3058U-I)
  13
  MON-66 Mongoose [25] (3050U-C)
  WVE-5N Wyvern [45] (3050U-C)
  WHM-6Rb Warhammer [70] (3075)
  PLG-3Z Pillager [100] (3058U-C)
  14
  FFL-3A Firefly [30] (Klondike)*
  KTO-19 Kintaro [55] (3050U-C)*
  MAD-1R Marauder [75] (3075)
  THG-11E Thug [80] (3050U-C)
  15
  MCY-99 Mercury [20] (3050U-C)
  PXH-2 Phoenix Hawk [45] (3085-PP)
  KSC-4L Koschei [65] (3075)
  CP-10-Z Cyclops [90] (3039)
  16
  HSR-200-D Hussar [30] (3050U-C)*
  LNX-9Q Lynx [55] (3058U-C)*
  BL-6-KNT Black Knight [75] (3050U-C)
  KGC-000 King Crab [100] (3050U-C)
  DRACONIS COMBINE
  Roll
  Light BattleMechs
  Medium BattleMechs
  Heavy BattleMechs
  Assault BattleMechs
  2
  STG-3G Stinger [20] (3039)
  SCP-1N Scorpion [55] (3039)
  OTL-4D Ostsol [60] (3039)
  CGR-1A1 Charger [80] (3039)
  3
  LCT-1V Locust [20] (3039)
  SHD-2K Shadow Hawk [55] (3039)
  TDR-5S Thunderbolt [65] (3039)
  GOL-1H Goliath [80] (3039)
  4
  THE-N Thorn [20] (3050U-C)
  BJ-1 Blackjack [45] (3039)
  QKD-4G Quickdraw [60] (3039)
  BNC-3E Banshee [95] (3039)
  5
  FLC-4N Falcon [30] (3039)
  HOP-4C Hoplite [55] (3050U-I)
  DRG-1N Dragon [60] (3039)
  STK-3F Stalker [85] (3039)
  6
  WSP-1A Wasp [20] (3039)
  VL-2T Vulcan [40] (3039)
  ARC-2K Archer [70] (3039)
  VTR-9B Victor [80] (3039)
  7
  JR7-D Jenner [35] (3039)
  WTH-1 Whitworth [40] (3039)
  LNC25-01 Lancelot [60] (3050U-C)
  AWS-8Q Awesome [80] (3039)
  8
  PNT-9R Panther [35] (3039)
  SHD-2H Shadow Hawk [55] (3039)
  WHM-6K Warhammer [70] (3039)
  LGB-0W Longbow [85] (3039)
  9
  MON-67 Mongoose [25] (3039)
  HBK-4G Hunchback [50] (3039)
  MAD-3R Marauder [75] (3039)
  BLR-1G BattleMaster [85] (3039)
  10
  NTK-2Q Night Hawk [35] (3058U-C)
  WVR-6R Wolverine [55] (3039)
  CRD-3R Crusader [65] (3039)
  THG-11E Thug [80] (3050U-C)
  11
  FS9-H Firestarter [35] (3039)
  GRF-1N Griffin [55] (3039)
  CHP-1N2 Champion [60] (3050U-C)
  LGB-7Q Longbow [85] (3058U-I)
  12
  OTT-7J Ostscout [35] (3039)
  DV-6M Dervish [55] (3039)
  GLT-3N Guillotine [70] (3050U-C)
  AS7-D Atlas [100] (3039)
  13
  SDR-5V Spider [30] (3039)
  WVE-5N Wyvern [45] (3050U-C)
  CRD-2R Crusader [65] (3075)
  PLG-3Z Pillager [100] (3058U-C)
  14
  MON-66 Mongoose [25] (3050U-C)*
  PXH-1Kk Phoenix Hawk [45] (ER2750) (3039)*
  MAD-1R Marauder [75] (3075)
  CP-10-Z Cyclops [90] (3039)
  15
  FFL-3A Firefly [30] (Klondike)
  KTO-19 Kintaro [55] (3050U-C)
  WHM-6Rk Warhammer [70] (ER2750) (3039)
  STK-3Fk Stalker [85] (ER2750) (3039)
  16
  MCY-99 Mercury [20] (3050U-C)*
  LNX-9Q Lynx [55] (3058U-C)*
  BL-6-KNT Black Knight [75] (3050U-C)
  KGC-000 King Crab [100] (3050U-C)
  FEDERATED SUNS
  Roll
  Light BattleMechs
  Medium BattleMechs
  Heavy BattleMechs
  Assault BattleMechs
  2
  HER-1S Hermes [30] (3050U-C)
  SCP-1N Scorpion [55] (3039)
  BKX-7K Battleaxe [70] (3075)
  STC-2C Striker [80] (3058U-C)
  3
  WSP-1D Wasp [20] (3039)
  SHD-2D Shadow Hawk [55] (3039)
  TDR-5S Thunderbolt [65] (3039)
  GOL-1H Goliath [80] (3039)
  4
  STG-3R Stinger [20] (3039)
  HOP-4C Hoplite [55] (3050U-I)
  RFL-3N Rifleman [60] (3039)
  BNC-3E Banshee [95] (3039)
  5
  THE-N Thorn [20] (3050U-C)
  BJ-1 Blackjack [45] (3039)
  OTL-4D Ostsol [60] (3039)
  AWS-8Q Awesome [80] (3039)
  6
  LCT-1M Locust [20] (3039)
  VL-2T Vulcan [40] (3039)
  CRD-3R Crusader [65] (3039)
  LGB-0W Longbow [85] (3039)
  7
  WSP-1A Wasp [20] (3039)
  DV-6M Dervish [55] (3039)
  ARC-2R Archer [70] (3039)
  VTR-9B Victor [80] (3039)
  8
  VLK-QA Valkyrie [30] (3039)
  HBK-4G Hunchback [50] (3039)
  MAD-3D Marauder [75] (3039)
  STK-3F Stalker [85] (3039)
  9
  MON-67 Mongoose [25] (3039)
  STN-3L Sentinel [40] (3050U-C) 
  WHM-6D Warhammer [70] (3039)
  THG-11E Thug [80] (3050U-C)
  10
  NTK-2Q Night Hawk [35] (3058U-C)
  WVR-6R Wolverine [55] (3039)
  GLT-3N Guillotine [70] (3050U-C)
  LGB-7Q Longbow [85] (3058U-I)
  11
  FS9-H Firestarter [35] (3039)
  GRF-1N Griffin [55] (3039) 
  CRD-2R Crusader [65] (3075)
  HGN-732 Highlander [90] (3050U-C)
  12
  OTT-7J Ostscout [35] (3039)
  PXH-2 Phoenix Hawk [45] (3085-PP)
  CTS-6Y Cestus [65] (3058U-C)
  AS7-D Atlas [100] (3039)
  13
  SDR-5V Spider [30] (3039)
  KTO-19 Kintaro [55] (3050U-C)
  MAD-1R Marauder [75] (3075)
  PLG-3Z Pillager [100] (3058U-C)
  14
  FFL-3A Firefly [30] (Klondike)*
  WVE-5N Wyvern [45] (3050U-C)*
  WHM-6Rb Warhammer [70] (3075)
  CP-10-Z Cyclops [90] (3039)
  15
  MON-66 Mongoose [25] (3050U-C)
  DV-6Md Dervish [55] (ER2750) (3039)
  TDR-5Sd Thunderbolt [65] (ER2750) (3039) BLR-1Gd BattleMaster [85] (ER2750) (3039)
  16
  HSR-200-D Hussar [30] (3050U-C)*
  LNX-9Q Lynx [55] (3058U-C)*
  BL-6-KNT Black Knight [75] (3050U-C)
  KGC-000 King Crab [100] (3050U-C)
  * Player may choose the Land-Air BattleMech of the appropriate weight (STG-A5 or PHX-HK2) instead of the rolled result.  
  † Player may choose the TDR-5LS Thunderbolt instead of the rolled result. ‡ Player may choose the TDR-5L Thunderbolt instead of the rolled result.
  
  RUlES ANNEX
  109
  BATTlEMECH RATS
  RANDOM UNIT ASSIGNMENT TABLE: BATTLEMECHS
  FREE WORLDS LEAGUE
  Roll
  Light BattleMechs
  Medium BattleMechs
  Heavy BattleMechs
  Assault BattleMechs
  2
  HER-1S Hermes [30] (3050U-C)
  HOP-4C Hoplite [55] (3050U-I)
  OTL-4D Ostsol [60] (3039)
  STC-2C Striker [80] (3058U-C)
  3
  STG-3R Stinger [20] (3039)
  ICR-1S Icarus II [40] (3075)
  GLT-4L Guillotine [70] (3039)
  BNC-3E Banshee [95] (3039)
  4
  LCT-1V Locust [20] (3039)
  VL-2T Vulcan [40] (3039)
  QKD-4G Quickdraw [60] (3039)
  GOL-1H Goliath [80] (3039)
  5
  FLC-4N Falcon [30] (3039)
  PXH-1 Phoenix Hawk [45] (3039)
  TDR-5S Thunderbolt [65] (3039)
  LGB-7Q Longbow [85] (3058U-I)
  6
  THE-N Thorn [20] (3050U-C)
  HER-2S Hermes II [40] (3039)
  MAD-3R Marauder [75] (3039)
  AWS-8Q Awesome [80] (3039)
  7
  WSP-1A Wasp [20] (3039)
  WVR-6M Wolverine [55] (3039)
  ON1-K Orion [70] (3039)
  STK-3F Stalker [85] (3039)
  8
  MON-67 Mongoose [25] (3039)
  HBK-4G Hunchback [50] (3039)
  ARC-2R Archer [70] (3039)
  THG-10E Thug [80] (3050U-C)
  9
  NTK-2Q Night Hawk [35] (3058U-C)
  TBT-5N Trebuchet [50] (3039)
  CHP-1N Champion [60] (3050U-C)
  LGB-0W Longbow [85] (3039)
  10
  SDR-5V Spider [30] (3039)
  SHD-2H Shadow Hawk [55] (3039)
  GLT-3N Guillotine [70] (3050U-C)
  BLR-1G BattleMaster [85] (3039)
  11
  FS9-H Firestarter [35] (3039)
  GRF-1N Griffin [55] (3039)
  BL-7-KNT Black Knight [75] (3039)
  HGN-732 Highlander [90] (3050U-C)
  12
  OTT-7J Ostscout [35] (3039)
  DV-6M Dervish [55] (3039)
  LNC25-01 Lancelot [60] (3050U-C)
  AS7-D Atlas [100] (3039)
  13
  MON-66 Mongoose [25] (3050U-C)
  PXH-2 Phoenix Hawk [45] (3085-PP)
  CRD-2R Crusader [65] (3075)
  THG-11E Thug [80] (3050U-C)
  14
  FFL-3A Firefly [30] (Klondike)*
  WVE-5N Wyvern [45] (3050U-C)*
  MAD-1R Marauder [75] (3075)
  PLG-3Z Pillager [100] (3058U-C)
  15
  MCY-99 Mercury [20] (3050U-C)
  KTO-19 Kintaro [55] (3050U-C)
  WHM-6Rb Warhammer [70] (3075)
  CP-10-Z Cyclops [90] (3039)
  16
  HSR-200-D Hussar [30] (3050U-C)*
  LNX-9Q Lynx [55] (3058U-C)*
  BL-6-KNT Black Knight [75] (3050U-C)
  KGC-000 King Crab [100] (3050U-C)
  LYRAN COMMONWEALTH
  Roll
  Light BattleMechs
  Medium BattleMechs
  Heavy BattleMechs
  Assault BattleMechs
  2
  STG-3R Stinger [20] (3039)
  SCP-1N Scorpion [55] (3039)
  WHM-6R Warhammer [70] (3039)
  STC-2S Striker [80] (3058U-C)
  3
  LCT-1S Locust [20] (3039)
  GRF-1S Griffin [55] (3039)
  OTL-4D Ostsol [60] (3039)
  GOL-1H Goliath [80] (3039)
  4
  WSP-1A Wasp [20] (3039)
  WTH-1 Whitworth [40] (3039)
  ON1-K Orion [70] (3039)
  VTR-9B Victor [80] (3039)
  5
  FLC-4N Falcon [30] (3039)
  SHD-2H Shadow Hawk [55] (3039)
  TDR-5S Thunderbolt [65] (3039)
  BNC-3E Banshee [95] (3039)
  6
  THE-N Thorn [20] (3050U-C)
  VL-2T Vulcan [40] (3039)
  CRD-3R Crusader [65] (3039)
  AWS-8Q Awesome [80] (3039)
  7
  COM-2D Commando [25] (3039)
  WVR-6R Wolverine [55] (3039)
  ARC-2R Archer [70] (3039)
  STK-3F Stalker [85] (3039)
  8
  NTK-2Q Night Hawk [35] (3058U-C)
  HBK-4G Hunchback [50] (3039)
  MAD-3R Marauder [75] (3039)
  ZEU-5S Zeus [80] (3039)
  9
  MON-67 Mongoose [25] (3039)
  STN-3L Sentinel [40] (3050U-C)
  FLS-7K Flashman [75] (3039)
  LGB-0W Longbow [85] (3039)
  10
  FS9-H Firestarter [35] (3039)
  GRF-1N Griffin [55] (3039)
  GLT-3N Guillotine [70] (3050U-C)
  BWP-3A Ymir [90] (3075)
  11
  OTT-7J Ostscout [35] (3039)
  DV-6M Dervish [55] (3039)
  CHP-1N Champion [60] (3050U-C)
  AS7-D Atlas [100] (3039)
  12
  SDR-5V Spider [30] (3039)
  LNX-9Q Lynx [55] (3058U-C)
  CRD-2R Crusader [65] (3075)
  HGN-732 Highlander [90] (3050U-C)
  13
  MON-66 Mongoose [25] (3050U-C)
  PXH-2 Phoenix Hawk [45] (3085-PP)
  MAD-1R Marauder [75] (3075)
  BLR-1Gc BattleMaster [85] (3075)
  14
  FFL-3A Firefly [30] (Klondike)*
  KTO-19 Kintaro [55] (3050U-C)*
  WHM-6Rb Warhammer [70] (3075)
  PLG-3Z Pillager [100] (3058U-C)
  15
  MCY-99 Mercury [20] (3050U-C)
  STY-3C Starslayer [50] (3058U-C)
  FLS-8K Flashman [75] (3050U-C)
  CP-10-Z Cyclops [90] (3039)
  16
  HSR-200-D Hussar [30] (3050U-C)*
  WVE-5N Wyvern [45] (3050U-C)*
  BL-6-KNT Black Knight [75] (3050U-C)
  KGC-000 King Crab [100] (3050U-C)
  MAJOR PERIPHERY STATES
  Roll
  Light BattleMechs
  Medium BattleMechs
  Heavy BattleMechs
  Assault BattleMechs
  2
  FS9-K Firestarter [35] (3039)
  ICR-1S Icarus II [40] (3075)
  CPLT-C1 Catapult [60] (3039)
  CGR-1A1 Charger [80] (3039)
  3
  LCT-1E Locust [20] (3039)
  SCP-1N Scorpion [55] (3039)
  OTL-4D Ostsol [60] (3039)
  STC-2C Striker [80] (3058U-C)
  4
  HER-1S Hermes [30] (3050U-C)
  HOP-4C Hoplite [55] (3050U-I)
  RFL-3N Rifleman [60] (3039)
  AWS-8Q Awesome [80] (3039)
  5
  FLC-4N Falcon [30] (3039)
  BJ-1 Blackjack [45] (3039)
  TDR-5S Thunderbolt [65] (3039)
  VTR-9B Victor [80] (3039)
  6
  STG-3R Stinger [20] (3039) 
  WTH-1 Whitworth [40] (3039)
  ON1-K Orion [70] (3039)
  LGB-0W Longbow [85] (3039)
  7
  WSP-1A Wasp [20] (3039)
  SHD-2H Shadow Hawk [55] (3039)
  ARC-2R Archer [70] (3039)
  STK-3F Stalker [85] (3039)
  8
  LCT-1V Locust [20] (3039)
  HBK-4G Hunchback [50] (3039)
  CRD-3R Crusader [65] (3039)
  LGB-7Q Longbow [85] (3058U-I)
  9
  FS9-H Firestarter [35] (3039)
  WVR-6R Wolverine [55] (3039)
  OSR-2C Ostroc [60] (3039)
  BNC-3E Banshee [95] (3039)
  10
  STG-3G Stinger [20] (3039)
  GRF-1N Griffin [55] (3039)
  WHM-6R Warhammer [70] (3039)
  BLR-1G BattleMaster [85] (3039)
  11
  THE-N Thorn [20] (3050U-C)
  DV-6M Dervish [55] (3039)
  MAD-3R Marauder [75] (3039)
  MSK-8B Mackie [100] (3075)
  12
  OTT-7J Ostscout [35] (3039)
  WVE-5N Wyvern [45] (3050U-C)
  CHP-1N Champion [60] (3050U-C)
  RMP-2G Rampage [85] (ISP2)
  13
  FFL-3A Firefly [30] (Klondike)
  PXH-2 Phoenix Hawk [45] (3085-PP)
  GLT-3N Guillotine [70] (3050U-C)
  THG-11E Thug [80] (3050U-C)
  14
  NTK-2Q Night Hawk [35] (3058U-C)
  KTO-19 Kintaro [55] (3050U-C)
  CRD-2R Crusader [65] (3075)
  HGN-732 Highlander [90] (3050U-C)
  * Player may choose the Land-Air BattleMech of the appropriate weight (STG-A5 or PHX-HK2) instead of the rolled result.
  
  THE SECOND SUCCESSION WAR
  110
  AEROSpACE RATS
  RANDOM UNIT ASSIGNMENT TABLE: AEROSPACE
  CAPELLAN CONFEDERATION
  Roll
  Light Fighters
  Medium Fighters
  Heavy Fighters
  DropShips
  2
  TR-7 Thrush [25] (3039)
  TR-9 Transit** [50] (3039)
  TRB-D36 Thunderbird [100] (3075)
  Colossus (2660) (3075)
  3
  F-10 Cheetah [25] (3039)
  HCT-213D Hellcat [60] (3075)
  EGL-R6 Eagle [75] (3075)
  Leopard (2537) (3057R)
  4
  SB-27 Sabre [25] (3075)
  LTN-G15 Lightning [50] (3075)
  STU-K5 Stuka [100] (3039)
  Black Eagle (2453) (XTR:Prim2)
  5
  THK-43 Tomahawk [45] (3050U-C)
  SL-25 Samurai [50] (3039)
  CHP-W5 Chippewa [90] (3039)
  Fury (2638) (3057R)
  6
  TR-5 Thrush* [25] (3039)
  GTHA-100 Gotha [60] (3050U-C)
  EGL-R9 Eagle [75] (3075)
  Confederate (2703) (3057R)
  7
  F-10 Cheetah [25] (3039)
  TR-9 Transit** [50] (3039)
  CHP-W5 Chippewa [90] (3039)
  Gazelle (2351) (3057R)
  8
  RGU-133E Rogue [40] (3050U-C)
  HCT-213 Hellcat [60] (3075)
  EGL-R6 Eagle [75] (3075)
  Dictator (2600) (3075)
  9
  TRN-3T Trident [20] (3050U-C)
  HCT-213S Hellcat [60] (3075)
  TRB-D36 Thunderbird [100] (3075)
  Triumph (2593) (3057R)
  10
  THK-53 Tomahawk [45] (3050U-C)
  GTHA-500 Gotha [60] (3050U-C)
  HMR-HD Hammerhead [75] (3050U-C)
  Leopard CV (2581) (3057R)
  11
  RGU-133F Rogue [40] (3050U-C)
  F-90 Stingray [60] (3039)
  CHP-W7 Chippewa [90] (3039)
  Union (2708) (3057R)
  12
  RGU-133L Rogue [40] (3050U-C)
  IRN-SD1 Ironsides [65] (3050U-C)
  AHB-443 Ahab [90] (3050U-C)
  Overlord (2762) (3057R)
  13
  THK-63 Tomahawk [45] (3050U-C)
  F-90 Stingray [60] (3039)
  HMR-HE Hammerhead [75] (3050U-C)
  Achilles (2582) (3057R)
  14
  ZRO-114 Zero [35] (3050U-C)
  GTHA-500 Gotha [60] (3050U-C)
  STU-K5 Stuka [100] (3039)
  Intruder (2655) (3057R)
  15
  F-10 Cheetah [25] (3039)
  IRN-SD2 Ironsides [65] (3050U-C)
  CHP-W7 Chippewa [90] (3039)
  Titan (2647) (3057R)
  16
  RGU-133Eb Rogue [40] (3050U-C)
  HCT-214 Hellcat II [50] (3050U-C)
  TRB-D46 Thunderbird [100] (3075)
  Vengeance (2682) (3057R) 
  *TR-5 Thrush uses ferro-aluminum armor. Identical to TR-7 with 1 additional armor point per wing
  **TR-9 Transit uses ferro-aluminum armor. Identical to TR-10 with 2 additional armor points aft and 15 AC ammo
  DRACONIS COMBINE
  Roll
  Light Fighters
  Medium Fighters
  Heavy Fighters
  DropShips
  2
  SPR-H5 Sparrowhawk [30] (3039)
  HCT-213 Hellcat [60] (3075)
  EGL-R6 Eagle [75] (3075)
  Gazelle (2351) (3057R)
  3
  THK-43 Tomahawk [45] (3050U-C)
  LTN-G15 Lightning [50] (3075)
  TRB-D36 Thunderbird [100] (3075)
  Vulture (2312) (3075)
  4
  SWF-606 Swift [25] (3050U-C)
  HCT-213R Hellcat [60] (3075)
  EGL-R6 Eagle [75] (3075)
  Leopard (2537) (3057R)
  5
  F-10 Cheetah [25] (3039)
  LCF-R15 Lucifer [65] (3039)
  HMR-HD Hammerhead [75] (3050U-C)
  Lion (2595) (3057R)
  6
  TRN-3T Trident [20] (3050U-C)
  SL-25 Samurai [50] (3039)
  SL-15 Slayer [80] (3039)
  Dictator (2600) (3075)
  7
  S-2B Star Dagger* [30] (XTR:Retro)
  SL-17 Shilone [65] (3039)
  RPR-100 Rapier [85] (3050U-C)
  Triumph (2595) (3057R)
  8
  RGU-133E Rogue [40] (3050U-C)
  HCT-213 Hellcat [60] (3075)
  SL-15 Slayer [80] (3039)
  Leopard CV (2581) (3057R)
  9
  SB-27 Sabre [25] (3075)
  LTN-G15 Lightning [50] (3075)
  TRB-D36 Thunderbird [100] (3075)
  Achilles (2582) (3057R)
  10
  SPD-502 Spad [30] (3050U-C)
  SL-25 Samurai [50] (3039)
  RPR-100 Rapier [85] (3050U-C)
  Intruder (2655) (3057R)
  11
  SL-21 Sholagar [35] (3039)
  HCT-213D Hellcat [60] (3075)
  SL-15 Slayer [80] (3039)
  Achilles (2582) (3057R)
  12
  SWF-606 Swift [25] (3050U-C)
  IRN-SD1 Ironsides [65] (3050U-C)
  STU-K5 Stuka [100] (3039)
  Leopard CV (2581) (3057R)
  13
  SB-27b Sabre [25] (Klondike)
  SL-26 Samurai [50] (3039)
  HMR-HD Hammerhead [75] (3050U-C)
  Achilles (2582) (3057R)
  14
  ZRO-114 Zero [35] (3050U-C)
  F-90 Stingray [60] (3039)
  AHB-443 Ahab [90] (3050U-C)
  Intruder (2655) (3057R)
  15
  THK-63 Tomahawk [45] (3050U-C)
  HCT-213B Hellcat II [50] (3050U-C)
  RPR-100 Rapier [85] (3050U-C)
  Leopard CV (2581) (3057R)
  16
  RGU-133L Rogue [40] (3050U-C)
  LTN-G15b Lightning [50] (Klondike)
  HMR-HDb Hammerhead [75] (3075)
  Model 96 “Elephant” (2600) (3075)
  * Use S-2 Star Dagger with standard components. Replace engine with 240 rating. Replace small laser with medium laser.  Armor layout is 34/22/18.
  FEDERATED SUNS
  Roll
  Light Fighters
  Medium Fighters
  Heavy Fighters
  DropShips
  2
  SPR-H5 Sparrowhawk [30] (3039)
  HCT-213 Hellcat [60] (3075)
  EGL-R10 Eagle [75] (3075)
  Fortress (2613) (3057R)
  3
  THK-43 Tomahawk [45] (3050U-C)
  LTN-G15 Lightning [50] (3075)
  EGL-R9 Eagle [75] (3075)
  Confederate (2703) (3057R)
  4
  SB-27 Sabre [25] (3075)
  HCT-213R Hellcat [60] (3075)
  AHB-443 Ahab [90] (3050U-C)
  Colossus (2660) (3075)
  5
  CNT-1D Centurion [30] (3075)
  HCT-213S Hellcat [60] (3075)
  EGL-R6 Eagle [75] (3075)
  Vampire (2715) (3075)
  6
  SB-27 Sabre [25] (3075)
  SL-25 Samurai [50] (3039)
  HMR-HD Hammerhead [75] (3050U-C)
  Leopard (2537) (3057R)
  7
  CNT-1D Centurion [30] (3075)
  HCT-213 Hellcat [60] (3075)
  STU-K5 Stuka [100] (3039)
  Lion (2595) (3057R)
  8
  TRN-3T Trident [20] (3050U-C)
  LTN-G15 Lightning [50] (3075)
  EGL-R6 Eagle [75] (3075)
  Dictator (2600) (3075)
  9
  F-10 Cheetah [25] (3039)
  HCT-213D Hellcat [60] (3075)
  TRB-D36 Thunderbird [100] (3075)
  Union (2708) (3057R)
  10
  RGU-133E Rogue [40] (3050U-C)
  HCT-213B Hellcat II [50] (3050U-C)
  CHP-W5 Chippewa [90] (3039)
  Leopard CV (2581) (3057R)
  11
  THK-63 Tomahawk [45] (3050U-C)
  IRN-SD1 Ironsides [65] (3050U-C)
  STU-K5 Stuka [100] (3039)
  Triumph (2593) (3057R)
  12
  THK-63 Tomahawk [45] (3050U-C)
  HCT-214 Hellcat II [50] (3050U-C)
  HMR-HE Hammerhead [75] (3050U-C)
  Overlord (2762) (3057R)
  13
  RGU-133L Rogue [40] (3050U-C)
  GTHA-500 Gotha [60] (3050U-C)
  RPR-100 Rapier [85] (3050U-C)
  Intruder (2655) (3057R)
  14
  ZRO-114 Zero [35] (3050U-C)
  SL-26 Samurai [50] (3039)
  TRB-D46 Thunderbird [100] (3075)
  Achilles (2582) (3057R)
  15
  SWF-606 Swift [25] (3050U-C)
  F-90 Stingray [60] (3039)
  AHB-443 Ahab [90] (3050U-C)
  Vengeance (2682) (3057R)
  16
  SPD-502 Spad [30] (3050U-C)
  IRN-SD2 Ironsides [65] (3050U-C)
  CHP-W5b Chippewa [90] (Klondike)
  Titan (2647) (3057R)
  
  RUlES ANNEX
  111
  AEROSpACE RATS
  RANDOM UNIT ASSIGNMENT TABLE: AEROSPACE
  FREE WORLDS LEAGUE
  Roll
  Light Fighters
  Medium Fighters
  Heavy Fighters
  DropShips
  2
  THK-43 Tomahawk [45] (3050U-C)
  LTN-G15 Lightning [50] (3075)
  EGL-R6 Eagle [75] (3075)
  Leopard (2537) (3057R)
  3
  SWF-606 Swift [25] (3050U-C)
  HCT-213D Hellcat [60] (3075)
  TRB-D36 Thunderbird [100] (3075)
  Fury (2638) (3057R)
  4
  F-10 Cheetah [25] (3039)
  SL-25 Samurai [50] (3039)
  F-100 Riever [100] (3039)
  Gazelle (2351) (3057R)
  5
  SB-27 Sabre [25] (3075)
  GTHA-300 Gotha [60] (3050U-C)
  EGL-R10 Eagle [75] (3075)
  Black Eagle (2453) (XTR:Prim2)
  6
  THK-53 Tomahawk [45] (3050U-C)
  LTN-G15 Lightning [50] (3075)
  HMR-HD Hammerhead [75] (3050U-C)
  Dictator (2600) (3075)
  7
  F-10 Cheetah [25] (3039)
  GTHA-100 Gotha [60] (3050U-C)
  EGL-R6 Eagle [75] (3075) 
  Leopard CV (2581) (3057R)
  8
  SPR-H5 Sparrowhawk [30] (3039)
  HCT-213 Hellcat [60] (3075)
  CHP-W5 Chippewa [90] (3039)
  Triumph (2595) (3057R)
  9
  TRN-3T Trident [20] (3050U-C)
  GTHA-500 Gotha [60] (3050U-C)
  STU-K5 Stuka [100] (3039)
  Union (2708) (3057R)
  10
  RGU-133E Rogue [40] (3050U-C)
  F-90 Stingray [60] (3039)
  EGL-R9 Eagle [75] (3075)
  Lion (2595) (3057R)
  11
  THK-63 Tomahawk [45] (3050U-C)
  IRN-SD1 Ironsides [65] (3050U-C)
  AHB-443 Ahab [90] (3050U-C)
  Intruder (2655) (3057R)
  12
  ZRO-114 Zero [35] (3050U-C)
  HCT-213B Hellcat II [50] (3050U-C)
  CHP-W7 Chippewa [90] (3039)
  Vengeance (2682) (3057R)
  13
  F-10 Cheetah [25] (3039)
  GTHA-500 Gotha [60] (3050U-C)
  HMR-HE Hammerhead [75] (3050U-C)
  Achilles (2582) (3057R)
  14
  THK-63 Tomahawk [45] (3050U-C)
  IRN-SD2 Ironsides [65] (3050U-C)
  RPR-100 Rapier [85] (3050U-C)
  Intruder (2655) (3057R)
  15
  SWF-606 Swift [25] (3050U-C)
  HCT-214 Hellcat II [50] (3050U-C)
  EGL-R6b Eagle [75] (Klondike)
  Titan (2647) (3057R)
  16
  RGU-133L Rogue [40] (3050U-C)
  GTHA-500 Gotha [60] (3075)
  TRB-D46 Thunderbird [100] (3075)
  Model 96 “Elephant” (2600) (3075)
  LYRAN COMMONWEALTH
  Roll
  Light Fighters
  Medium Fighters
  Heavy Fighters
  DropShips
  2
  SB-27 Sabre [25] (3075)
  LCF-R15 Lucifer [65] (3039)
  TFN-3M Typhoon [90] (3075)
  Gazelle (2351) (3057R)
  3
  SYD-21 Seydlitz [20] (3039)
  LTN-G15 Lightning [50] (3075)
  CHP-W5 Chippewa [90] (3039)
  Lion (2595) (3057R)
  4
  THK-43 Tomahawk [45] (3050U-C)
  SL-25 Samurai [50] (3039)
  TFN-2A Typhoon [90] (3075)
  Dictator (2600) (3075)
  5
  SB-27 Sabre [25] (3075)
  LTN-G15 Lightning [50] (3075)
  EGL-R6 Eagle [75] (3075)
  Leopard (2537) (3057R)
  6
  CNT-1D Centurion [30] (3075)
  LCF-R15 Lucifer [65] (3039)
  CHP-W5 Chippewa [90] (3039)
  Fortress (2613) (3057R)
  7
  SYD-21 Seydlitz [20] (3039)
  HCT-213 Hellcat [60] (3075)
  TRB-D36 Thunderbird [100] (3075)
  Leopard CV (2581) (3057R)
  8
  SPR-H5 Sparrowhawk [30] (3039)
  LCF-R15 Lucifer [65] (3039)
  HMR-HD Hammerhead [75] (3050U-C)
  Union (2708) (3057R)
  9
  SYD-21 Seydlitz [20] (3039)
  HCT-213D Hellcat [60] (3075)
  CHP-W7 Chippewa [90] (3039)
  Intruder (2655) (3057R)
  10
  THK-53 Tomahawk [45] (3050U-C)
  HCT-213B Hellcat II [50] (3050U-C)
  AHB-443 Ahab [90] (3050U-C)
  Fortress (2613) (3057R)
  11
  F-10 Cheetah [25] (3039)
  GTHA-500 Gotha [60] (3050U-C)
  RPR-100 Rapier [85] (3050U-C)
  Leopard CV (2581) (3057R)
  12
  THK-63 Tomahawk [45] (3050U-C)
  IRN-SD1 Ironsides [65] (3050U-C)
  TRB-D46 Thunderbird [100] (3075)
  Achilles (2582) (3057R)
  13
  ZRO-114 Zero [35] (3050U-C)
  F-90 Stingray [60] (3039)
  RPR-101 Rapier [85] (3050U-C)
  Titan (2647) (3057R)
  14
  RGU-133E Rogue [40] (3050U-C)
  SL-26 Samurai [50] (3039)
  CHP-W7 Chippewa [90] (3039)
  Intruder (2655) (3057R)
  15
  THK-63 Tomahawk [45] (3050U-C)
  HCT-214 Hellcat II [50] (3050U-C)
  RPR-101 Rapier [85] (3075)
  Model 96 “Elephant” (2600) (3075)
  16
  RGU-133P Rogue [40] (3050U-C)
  LCF-R15 Lucifer [65] (3039)
  TFN-3M Typhoon [90] (3075)
  Gazelle (2351) (3057R)
  MAJOR PERIPHERY STATES
  Roll
  Light Fighters
  Medium Fighters
  Heavy Fighters
  DropShips
  2
  THK-43 Tomahawk [45] (3050U-C)
  HCT-213 Hellcat [60] (3075)
  STU-K5 Stuka [100] (3039)
  Czar (2462) (XTR:Prim3)
  3
  TRN-3T Trident [20] (3050U-C)
  LTN-G15 Lightning [50] (3075)
  EGL-R6 Eagle [75] (3075)
  see Periphery States sub-table
  4
  see Periphery States sub-table
  see Periphery States sub-table
  see Periphery States sub-table
  Vulture (2312) (3075)
  5
  SB-27 Sabre [25] (3075)
  GTHA-100 Gotha [60] (3050U-C)
  CHP-W5 Chippewa [90] (3039)
  Gazelle (2531) (3057R)
  6
  CNT-1D Centurion [30] (3075)
  LTN-G15 Lightning [50] (3075)
  EGL-R6 Eagle [75] (3075)
  Dictator (2600) (3075)
  7
  see Periphery States sub-table
  see Periphery States sub-table
  see Periphery States sub-table
  see Periphery States sub-table
  8
  SB-27 Sabre [25] (3075)
  HCT-213 Hellcat [60] (3075)
  TRB-D36 Thunderbird [100] (3075)
  Trojan (2720) (JS:BD)
  9
  RGU-133E Rogue [40] (3050U-C)
  GTHA-300 Gotha [60] (3050U-C)
  HMR-HD Hammerhead [75] (3050U-C)
  Triumph (2593) (3057R)
  10
  THK-43 Tomahawk [45] (3050U-C)
  HCT-213B Hellcat II [50] (3050U-C)
  VLC-5N Vulcan [80] (3075)
  Leopard (2537) (3057R)
  11
  see Periphery States sub-table
  see Periphery States sub-table
  see Periphery States sub-table
  see Periphery States sub-table
  12
  THK-53 Tomahawk [45] (3050U-C)
  HCT-213B Hellcat II [50] (3050U-C)
  EGL-R6 Eagle [75] (3075)
  DroST IIb (2443) (XTR:Prim4)
  13
  SB-27 Sabre [25] (3075)
  GTHA-500 Gotha [60] (3050U-C)
  STU-K5 Stuka [100] (3039)
  Leopard CV (2581) (3057R)
  14
  see Periphery States sub-table
  see Periphery States sub-table
  see Periphery States sub-table
  see Periphery States sub-table
  
  THE SECOND SUCCESSION WAR
  112
  vEHIClE RATS
  
  RUlES ANNEX
  113
  vEHIClE RATS
  TECHNICAL READOUT
  The re-imagined depictions on the following 
  pages showcase a few of the now-ubiquitous 
  BattleMechs seen on the battlefields of the Second 
  Succession War. The dates at right outline when 
  each of these variants became available.
  [EDITORIAL NOTE]: In assembling the 
  following technical readout (TRO), which 
  showcases a selection of the most prominent 
  BattleMechs available across the Inner Sphere, I 
  made a conscious editorial decision. 
  This document specifically covers the Second 
  Succession War. As a result, it is appropriate that 
  this technical readout focuses on BattleMech 
  variants that debuted during those thirty-five 
  years of conflict. For example, the last entry covers 
  the eighty-five-ton BattleMaster, but details only 
  the BLR-1D variant, which began to appear on 
  battlefields late in the war. 
  Nevertheless, variants such as the 1D were not 
  the most prevalent version of that ’Mech during 
  that age. As such, I chose to provide visuals of the 
  model that would be the most recognizable across 
  all realms. In the instance of the BattleMaster, the 
  variant pictured is the venerable BLR-1G, which 
  fought in great numbers and under every banner 
  during the Second Succession War. 
  —Paladin Constance McGuire, Geneva, Terra, 3150
  RANDOM UNIT ASSIGNMENT TABLE: AEROSPACE
  PERIPHERY STATES SUB-TABLE
  Roll
  Light Fighters
  Medium Fighters
  Heavy Fighters
  DropShips
  Magistracy of Canopus
  4
  RGU-133L Rogue [40] (3050U-C)
  LTN-G15 Lightning [50] (3075)
  EGL-R10 Eagle [75] (3075)
  DroST IIb (2443) (XTR:Prim4)
  7
  F-10 Cheetah [25] (3039)
  LTN-G15 Lightning [50] (3075)
  EGL-R6 Eagle [75] (3075)
  Lion (2595) (3057R)
  11
  MM-1 Dragonfly [40] (Hist:RW)
  GTHA-300 Gotha [60] (3050U-C)
  TRB-D36 Thunderbird [100] (3075)
  Black Eagle (2453) (XTR:Prim2)
  14
  MM-2 Dragonfly [40] (Hist:RW)
  F-90 Stingray [60] (3039)
  EGL-R9 Eagle [75] (3075)
  Leopard (2537) (3057R)
  Outworlds Alliance
  4
  CNT-1D Centurion [30] (3075)
  HCT-213D Hellcat [60] (3075)
  SL-15 Slayer [80] (3039)
  Leopard CV (2581) (3057R)
  7
  SYD-21 Seydlitz [20] (3039)
  SL-25 Samurai [50] (3039)
  SL-15 Slayer [80] (3039)
  Leopard CV (2581) (3057R)
  11
  SPR-H5 Sparrowhawk [30] (3039)
  HCT-213S Hellcat [60] (3075)
  VLC-6N Vulcan [80] (3075)
  Trojan (2720) (JS:BD)
  14
  RGU-133L Rogue [40] (3050U-C)
  SL-26 Samurai [50] (3039)
  TRB-D46 Thunderbird [100] (3075)
  Titan (2647) (3057R)
  Taurian Concordat
  4
  TR-5 Thrush [25] (3039)
  LCF-R15 Lucifer [65] (3039)
  SL-15 Slayer [80] (3039)
  DroST IIb (2443) (XTR:Prim4)
  7
  SYD-21 Seydlitz [20] (3039)
  LCF-R15 Lucifer [65] (3039)
  CHP-W5 Chippewa [90] (3039) 
  Lion (2595) (3057R)
  11
  SB-27 Sabre [25] (3075)
  LTN-G15 Lightning [50] (3075)
  VLC-6N Vulcan [80] (3075)
  Black Eagle (2453) (XTR:Prim2)
  14
  RGU-133F Rogue [40] (3050U-C)
  LTN-G15 Lightning [50] (3075)
  VLC-6N Vulcan [80] (3075)
  Trojan (2720) (JS:BD)
  RANDOM UNIT ASSIGNMENT TABLE: VEHICLES (ALL)
  Roll
  Light Vehicles
  Medium Vehicles
  Heavy Vehicles
  Assault Vehicles
  2
  Beagle Hover Scout [15] (3050U-C)
  Tiger Tank T-12 [55] (Hist:RW)
  SRM Carrier [60] (3039)
  Alacorn Tank Mk III [95] (3058U-C)
  3
  Tracked APC (LRM) [10] (3039)
  Condor Hovertank [50] (3039)
  Merkava Heavy Tank Mk VIII [75] (3075u-AW)
  Alacorn Tank Mk IV [95] (3058U-C)
  4
  Packrat LPRV PKR-T5 [20] (3039)
  Maxim Hover Transport [50] (3039)
  Gallant Urban Assault Tank [70] (Hist:RW)
  Fury Tank II [80] (3050U-C)
  5
  Hover APC (SRM) [10] (3039)
  Goblin Tank [45] (3039)
  Thumper Artillery Vehicle [60] (3075u-AW)
  Mobile Long Tom [95] (3039)
  6
  Heavy Wheeled APC [25] (3060u)
  LTV-4 Hover Tank [50] (XTR:Prim2)
  LRM Carrier [60] (3039)
  Rhino Tank (MG) [80] (3050U-C)
  7
  Galleon Tank GAL-100 [30] (3058U-I)
  Prowler Multi-Terrain Vehicle [55] (3085)
  Bulldog Tank [60] (3039)
  Puma Tank PAT-005 [95] (3050U-C)
  8
  J. Edgar Hovertank [25] (3039)
  Turhan UCV [50] (3075u-AW)
  Burke Tank [75] (3050U-C)
  Rhino Tank [80] (3050U-C)
  9
  Cyrano Gunship [30] (3050U-C)
  Zephyr Hovertank [40] (3050U-C)
  Manticore Tank [60] (3039)
  Puma Tank PAT-005 [95] (3050U-C)
  10
  Ripper VTOL [10] (3050U-C)
  Maxim Hover Transport [50] (3039)
  Magi ISV [75] (3050U-C)
  Fury Tank II [80] (3050U-C)
  11
  Chevalier Tank [35] (3060u)
  Kanga Hovertank [50] (3050U-C)
  Von Luckner Tank VNL-K65N [75] (3075u-AW)
  Puma Tank PAT-005 [95] (3050U-C)
  12
  Beagle Hover Scout [15] (3050U-C)
  Chaparral Artillery Tank [50] (3050U-C)
  Marksman Artillery Vehicle [65] (3050U-C)
  Rhino Tank (ML) [80] (3050U-C)
  13
  Lightning Attack Hovercraft [35] (3050U-C)
  Goblin Tank (SRM) [45] (3039)
  Demon Tank [60] (3050U-C)
  Alacorn Tank Mk VI [95] (3058U-C)
  14
  Gabriel Recon Hovercraft [5] (3050U-C)
  Condor Hovertank [50] (3039)
  Von Luckner Tank (Star League) [75] (OK)
  Fury Tank II [80] (3050U-C)
  15
  Maultier Hover APC [15] (3058U-C)
  Thor Artillery Vehicle [55] (3050U-C)
  Marksman Artillery Vehicle [65] (3050U-C)
  Mobile Long Tom [95] (3039)
  16
  Packrat LPRV PKR-T5 [20] (3039)
  Chaparral Artillery Tank [50] (3050U-C)
  Thumper Artillery Vehicle [60] (3075u-AW)
  Rhino Tank (Royal) [80] (3050U-C)
  TRO Timeline
  2823: Thunderbolt TDR-5L 
  2857: Griffin GRF-1S
  2850: Thunderbolt TDR-5LS
  ~2845: BattleMaster BLR-1D
  
  THE SECOND SUCCESSION WAR
  114
  GRF-1S GRIFFIN
  he was thrown into an ad hoc cavalry unit and sent to relieve 
  Kelenfold, becoming one of the last to arrive to aid the defense. 
  The battle for Kelenfold had already ground on for five months 
  when the new Griffins arrived, but they proved decisive. The 
  invading Combine troops were unprepared for what they knew 
  as common fire support ’Mechs to charge into close combat. The 
  maneuverable Griffins swarmed the Combine Warhammers and 
  Awesomes. Losses were terribly high as neither side gave quarter 
  to the other, but Leutnant Schroeder was among the few who 
  survived to see the Combine troops retreat from the ruined world. 
  He eventually returned to the Eighth as a changed man, haunted 
  by the horrors of war on Kelenfold.
  Griffins are popular among mercenaries due to the ease of 
  obtaining replacement parts. In the Second Succession War, one 
  such group arose which utilized Griffins exclusively: The War Griffins 
  Mercenary Cadre. The BattleMech company sold its services to 
  House Davion in 2842, and were among the forces that landed 
  on Bryceland to drive out the Combine occupation. They grew 
  overconfident after taking part in that successful operation and 
  began to accept higher-paying contracts for much more hazardous 
  missions. Even so, their record of success continued until their recon 
  raid on Robinson in 2858 incorrectly identified the enemy positions 
  and strengths. The follow-up assault was a complete failure, and 
  the War Griffins were among the mercenary recon forces who took 
  the blame. With House Davion no longer willing to hire the War 
  Griffins, they sought employment elsewhere, and ended up in the 
  Lyran Commonwealth fighting against Combine forces once again. 
  However, now they found themselves on the defensive as the 
  Marathon Offensive drove onward, and were among the defenders 
  on Kreller. The invasion caught the War Griffins unprepared, as they 
  had been hired for a cadre contract to train the planetary militia. 
  That militia and most of the Griffins met their fate at the hands 
  of the Combine invaders. The surviving mercenaries escaped the 
  conquest, but were once again unemployed. They headed for the 
  Coreward Periphery and eventually hired on with Hendrik Grimm to 
  help him carve out what later became the Oberon Confederation. 
  The War Griffins were an independent company of the First Oberon 
  Guards until 3049, when the pirate kingdom was conquered by the 
  invading Clans.
  NOTABLE MECHWARRIORS
  Kommandant Clancy Widmark: Clancy Widmark was known 
  for his recklessness; instead of staying in formation with his Griffin, 
  he always abandoned his comrades in favor of direct confrontation 
  with the nearest enemy. When Widmark’s family purchased his 
  promotion to kommandant, his superiors expected him to adjust 
  his behavior to a more suitable doctrine. However, he believed he 
  was promoted not because of his family’s fortune but because of 
  his particular tactics. Even worse, his troops, Third Battalion of the 
  Seventh Lyran Regulars, began to emulate him and quickly became 
  the least-disciplined formation in the entire Regulars brigade. 
  However, despite the distaste of his superior officers, Widmark’s 
  tactics continued to succeed—less a mark of tactical acumen than 
  of degraded troop quality among the Commonwealth’s enemies.
  The Griffin was a favorite fire support ’Mech of the Star League, 
  and the Royal Divisions fielded a superior variant during the last 
  few decades of the League’s existence. However, the production 
  model was seen far more often throughout the Inner Sphere, 
  and Griffins were common in all five House armies. The wanton 
  destruction of the Succession Wars soon ended the manufacture 
  of Griffin variants for all but House Steiner; the Commonwealth’s 
  preferred variant began production in 2857 and was the only non-
  standard Griffin fielded for generations. 
   
  CAPABILITIES
  The Griffin was long known for its PPC and long-range missile 
  combination, and House Steiner’s debut of their 1S variant late in the 
  Second Succession War caught their enemies by surprise. Massed 
  formations of Steiner Griffins charging into enemy commands 
  became a common sight in the later days of the Second Succession 
  War and early into the Third. Instead of outmaneuvering enemy 
  BattleMechs with superior speed and mobility, this new Griffin 
  excelled at close combat, as a smaller long-range punch was offset 
  by greater close-in firepower. The added heat load was partially 
  accommodated by additional heat sinks, though MechWarriors 
  were still wary to moderate their fire.
  BATTLE HISTORY
  Leutnant Gerhard Schroeder was a lance commander in the 
  Eighth Donegal Guards when the Combine’s Marathon Offensive 
  began. He was quickly shot out of his Archer in the successful 
  defense of Port Moseby, and languished for more than two 
  years before being assigned a new ’Mech. Instead of receiving 
  another heavy ’Mech, Schroeder was disappointed to learn he 
  would pilot a Griffin. Matters were worsened by the new variant’s 
  combat specialty. Instead of returning to a fire support role, 
  GRF-1S GRIFFIN
  Mass: 55 tons
  Chassis: Earthwerks GRF
  Power Plant: CoreTek 275
  Cruising Speed: 54 kph
  Maximum Speed: 86 kph
  Jump Jets: Rawlings 55
   
  Jump Capacity: 150 meters
  Armor: Starshield A
  Armament:
   
  1 Defiance B3L Large Laser
   
  2 Defiance B3M Medium Lasers
   
  1 Coventry Five-Tube Missile System
  Manufacturer: Defiance Industries
   
  Primary Factory: Hesperus II
  Communications System: Neil 6000
  Targeting & Tracking System: Octagon Tartrac,  
   
  System C
  
  115
  GRF-1S GRIFFIN
  TECHNICAl READOUT
  GRIFFIN
  Technology Base: Inner Sphere (Standard)
  Tonnage: 55
  Battle Value: 1,253
  Equipment 
   
  Mass
  Internal Structure: 
   
  5.5
  Engine:  
  275 
  15.5
   
  Walking MP:  
  5
   
  Running MP:  
  8
   
  Jumping MP:  
  5
  Heat Sinks:  
  16 
  6
  Gyro: 
   
  3
  Cockpit: 
   
  3
  Armor Factor:  
  152 
  9.5
   
   
  Internal Structure Armor Value
  Head 
  3 
  9
  Center Torso 
  18 
  20
  Center Torso (rear) 
   
  7
  R/L Torso 
  13 
  20
  R/L Torso (rear) 
   
  6
  R/L Arm 
  9 
  14
  R/L Leg 
  13 
  18
  WEAPONS AND AMMO 
    
   
  Location Critical 
  Tonnage
  Large Laser 
  RA 
  2 
  5
  2 Medium Lasers 
  RA 
  2 
  2
  Ammo (LRM) 24 
  RT 
  1 
  1
  LRM 5 
  LT 
  1 
  2
  2 Jump Jets 
  RT 
  2 
  1
  Jump Jet 
  CT 
  1 
  .5
  2 Jump Jets 
  LT 
  2 
  1
  Notes
  Features the following Design Quirks: Battlefists, 
  Jettison-Capable Weapon (Large Laser),  
  Protected Actuators
  Unit Type 
  Role 
  TP SZ 
  MV 
  TMM S/M/L OV A/S PV 
  Special
  Griffin GRF-1S 
  Skirmisher BM 2 
  10”j 
  2 
  2/2/0* 1 
  5/5 
  30 
  IF0*
  
  THE SECOND SUCCESSION WAR
  116
  TDR-5l/5lS THUNDERBOlT
  DEPLOYMENT
  “Thunderbolts and Lightnings,” “Thunderbolts shook the ground,” 
  and “Lancer fought Lancer” are common descriptions of the battle 
  of Chesterton in 2828. Thunderbolts of the Seventh Tikonov Lancers 
  charged toward Chesterton City when the Lightnings of the Fourth 
  Crucis Lancers caught them in the open. The ’Mechs’ heavy armor 
  allowed them to weather the storm, but their return fire did little 
  to dissuade the aerial assaults. The ground attack faltered as entire 
  companies of Thunderbolts sought cover—and then the Crucis 
  Lancers’ counterattack began in earnest. Davion Thunderbolts met Liao 
  Thunderbolts in Chesterton’s “Great War Storm.” After chemical weapons 
  drove conventional forces from the field, Thunderbolts from both 
  sides, paint and insignias sloughing off amid the hostile chemicals, 
  crashed together in brutal melee combat once their ammunition 
  was expended. The Capellan -5L outmatched the Davion -5S, and the 
  Crucis Lancers were on the verge of breaking when the Davion Assault 
  Guards reached Chesterton to relieve the defenders. The Capellans 
  were forced to retreat, but the value of the new Thunderbolt variant 
  had been proven.
  La Guerra de Queso is the mocking name given to the aftermath 
  of a pirate raid on Illiushin in 2847. The raiders apparently possessed 
  poor intelligence on their target; instead of the war materiel they 
  expected to obtain from a heavily-guarded facility in the gently rolling 
  hills of Pasteur, they found only vast quantities of cheese aging on 
  endless racks. The world’s defenders were closing in, so the pirates 
  grabbed what they could and fled, passing right by the camouflaged 
  Vandenberg Mechanized Industries factory on their way. The raiders’ 
  Thunderbolts easily carried off huge sacks of cheese with powerful 
  fists more accustomed to crushing cockpits. The so-called Maestros de 
  Queso pirates inflicted considerable damage to the powerful industry, 
  which retaliated by halting all exports. Other Periphery pirate groups 
  responded by hunting down the thieves and exterminating them. 
  The last TDR-5L known to operate in the Periphery was destroyed in 
  the final battle with the Maestros de Queso ten months later; some 
  say the MechWarrior allowed himself to be killed simply to escape the 
  humiliation of the botched raid.
  NOTABLE UNITS
  Captain Antoinette “Firebrand” Lafarge: Captain Antoinette 
  Lafarge was the eldest of Major Onfroi Lafarge’s six daughters, all 
  of whom served in the Seventh Andurien Hussars. Antoinette rose 
  to the rank of captain after the Sixth Battle of Andurien, during 
  which she commanded a lance of Thunderbolts in Third Company 
  of Lafarge’s Hussars. She single-handedly saved the company after 
  Captain Sadi “Catspaw” La Fontaine was killed by the newly-arrived 
  Third Marik Militia. Antoinette rallied the panicking MechWarriors 
  of the other two lances—her own never breaking thanks to her iron 
  will—and the company prevented an enemy breakthrough of the 
  battalion’s lines. She was awarded the Liao Sunburst of Gallantry 
  and continued to command the company until succeeding her 
  father as battalion commander.
  The Thunderbolt stormed onto the battlefields of the Inner Sphere 
  in 2491, but the primitive technology of that first variant was soon 
  supplanted by more advanced fare. The Earthwerks factory on Tikonov 
  quickly reached maximum capacity, and though manufacturing 
  expanded beyond the Capellan borders into Free Worlds League and 
  Lyran Commonwealth space, the Thunderbolt was always regarded as 
  a Confederation ’Mech. The CCAF relied heavily upon the tough, hard-
  hitting Thunderbolt as the lynchpin of its assault forces. The early years 
  of the Second Succession War delivered the so-called “Lost Thunderbolt” 
  to the battlefield, a variant that did not survive the war but made a 
  significant impact during its short lifetime.
   
  CAPABILITIES
  The exigencies of war forced Earthwerks to alter the ’Mech 
  from its Star League specifications; the TDR-5L replaced the -5Sb’s 
  ER PPC with an ER large laser in 2823. Destruction of key factories in 
  the Second Succession War forced the Capellans to issue field refit 
  kits that downgraded damaged Thunderbolts, whose sophisticated 
  components could no longer be constructed, in an effort to maintain 
  an effective fighting force. These kits modified Thunderbolts into a 
  variant eventually formalized as the TDR-5LS. By 2850, the Earthwerks 
  factory on Tikonov was building the -5LS exclusively, and the TDR-5L 
  was lost to history. MechWarriors grumbled about the -5LS’s inaccurate 
  missiles and heat management concerns. These complaints which were 
  echoed by MechWarriors in the latter half of the thirtieth century, when 
  advanced lasers and Streak missiles disappeared from the Inner Sphere, 
  and the -5LS joined the -5L on the scrapheap of history.
  TDR-5L/5LS THUNDERBOLT
  Mass: 65 tons
  Chassis: Earthwerks TDR
  Power Plant: Magna 260
  Cruising Speed: 43 kph
  Maximum Speed: 64 kph
  Jump Jets: None
   
  Jump Capacity: None
  Armor: Ryerson 150
  Armament:
   
  1 Diverse Optics Sunbeam  
   
   
  Extended-Range Large Laser
   
  3 Diverse Optics Type 18 Medium Lasers
   
  2 Starflash Plus Small Pulse Lasers 
  5L variant
   
  1 Delta Dart Long Range Missile 15 Rack  
   
   
  with Artemis IV FCS
   
  1 Hovertec Streak SRM-2 Pod
  5LS variant
   
  1 Delta Dart Long Range Missile 15 Rack
   
  1 Bical Short Range Missile Twin-Rack
  Manufacturer: Earthwerks Ltd.
   
  Primary Factory: Tikonov
  Communications System: Neil 8000
  Targeting & Tracking System: RCA Instatrac Mark X
  
  RULES ANNEX
  117
  TDR-5L/5LS ThUNDERboLT
  THUNDERBOLT
  Technology Base: Inner Sphere (Standard)
  Tonnage: 65
  Battle Value (5L): 1,546
  Battle Value (5LS): 1,305
  Equipment 
   
  Mass
  Internal Structure: 
   
  6.5
  Engine:  
  275 
  13.5
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks (5L):  
  13 [26] 
  3
  Heat Sinks (5LS):  
  15 
  5
  Gyro: 
   
  3
  Cockpit: 
   
  3
  Armor Factor: 
  208 
  13
   
   
  Internal Structure Armor Value
  Head 
  3 
  9
  Center Torso 
  21 
  30
  Center Torso (rear) 
   
  11
  R/L Torso 
  15 
  24
  R/L Torso (rear) 
   
  6
  R/L Arm 
  10 
  20
  R/L Leg 
  15 
  29
  R/L Arm 
  9 
  16
  R/L Leg 
  13 
  16
  WEAPONS AND AMMO 
  Both Variants 
  Location Critical 
  Tonnage
  ER Large Laser 
  RA 
  2 
  5
  LRM 15 
  RT 
  3 
  7
  Ammo (LRM) 16 
  RT 
  2 
  2
  2 Small Pulse Lasers LA 
  2 
  2
  3 Medium Lasers 
  LT 
  3 
  3
  5L Variant 
  Location Critical 
  Tonnage
  Artemis IV 
  RT 
  1 
  1
  Streak SRM 2 
  RT 
  1 
  1.5
  Ammo (Streak) 50 
  RT 
  1 
  1
  CASE 
  RT 
  1 
  .5
  5LS Variants 
  Location Critical 
  Tonnage
  SRM 2 
  RT 
  1 
  1
  Ammo (SRM) 50 
  RT 
  1 
  1
  Notes
  Features the following Design Quirk: Multi-Trac, 
  Rugged (2)
  Unit Type 
  Role 
  TP SZ 
  MV 
  TMM S/M/L OV A/S PV 
  Special
  Thunderbolt TDR-5L 
  Brawler BM 3 
  8” 
  2 
  4/4/2 0 
  7/5 
  39 
  CASE, IF1
  Thunderbolt TDR-5LS 
  Brawler BM 3 
  8” 
  2 
  2/2/2 2 
  7/5 
  34 
  IF1
  
  THE SECOND SUCCESSION WAR
  118
  BLR-1D BATTLEMASTER
  in tightly-packed urban areas—a practice discouraged by its 
  paired machine guns. The Davion modification also did away with 
  the rear-firing medium lasers, but few BattleMaster MechWarriors 
  complained about their removal, preferring to fight what’s in front 
  of them.
  DEPLOYMENT
  The Second Avalon Hussars faced a crash rebuilding phase due 
  to losses they absorbed on the Capellan front in the early years of 
  the Second Succession War. Individual companies were assembled 
  and sent off to train before rejoining the regiment. On one such 
  training mission, Captain Arnold Simpson was leading his company 
  on maneuvers when he detected unknown raiders. A company 
  of Gryff’s Hussars soon slashed through the Second, taking down 
  three of Simpson’s green MechWarriors in the first pass. Simpson 
  rallied the remaining MechWarriors to his side as he stood firm 
  against the oncoming assault. The disaster worsened, as the 
  Capellans easily identified and destroyed the slow, inexperienced 
  Avalon Hussars. In the end, only Simpson remained standing. 
  Gryff’s Hussars withdrew in complete victory, Simpson being too 
  slow to pursue after failing to save his command. Simpson was 
  court-martialed and demoted; only the exigencies of war kept him 
  in the active military.
  A nearly comical obliteration of an unnamed pirate band 
  occurred in 2845. Colonel Andrew Stephens of the Third Davion 
  Guards was interviewing cadets at the Kilbourne Academy to 
  replace losses among the Third’s conventional forces. The pirate 
  band chose that moment to attempt a raid of the academy’s assets. 
  Stephens mounted his BattleMaster and led his lance onto the field, 
  exhorting the cadets to prove their worth to the Third by keeping 
  up with him. The next four hours were filled with tank platoons 
  and infantry companies either driving the raiders into the assault 
  ’Mechs, or destroying those fleeing the ’Mech lance. Stephens filled 
  every gap in the Third’s roster that day, thanks to the impressive 
  combat performance of the Kilbourne graduates. His BattleMaster 
  was hardly scratched, the raiders being too overwhelmed by the 
  robust defense to mount any measureable assault.
  NOTABLE UNITS
  Leftenant-Colonel Zolanda Dugan: Colonel Dugan rose to 
  command Fourth Battalion of the Davion Assault Guards in 2860, 
  and held the right flank of the Guards’ advance as they assaulted 
  St. Ives in 2861. The Red Lancers guarding Chancellor Dainmar 
  Liao mounted a powerful and determined counterattack, selling 
  their lives dearly to stall the Davion advance. As a lance of Lancers 
  closed on the Guards’ commander, Colonel Melissa Davion, it was 
  Dugan who reacted first. She led her battalion command lance 
  in a frightening cavalry charge of assault ’Mechs. She was killed 
  in the exchange, but took two of the Red Lancers with her. She 
  posthumously received the Federated Suns Star, the Limp Sword 
  Flag, and the Federated Suns Medal of Honor for her sacrifice. 
  Her headless BattleMaster was repaired and modified to the -1D 
  standard, and was piloted in the Third Succession War by her niece, 
  Zara Dugan.
  The BattleMaster is counted among the most successful 
  assault BattleMechs ever built. Hollis Industries set out to construct 
  the “largest and most powerful ’Mech ever fielded by the Star 
  League.” Even though the Hollis factories were destroyed in the 
  First Succession War, the quality of their most famous BattleMech 
  enabled it to stand the test of time. While some later ’Mechs 
  were larger and mounted more weaponry, the BattleMaster was 
  renowned for its ability to survive combat against any enemy 
  BattleMech. Few MechWarriors were foolish enough to engage a 
  BattleMaster in a head-on fight. Eventually other factories began 
  to build Battlemasters, but incredible numbers of the Hollis 
  originals remained in service for centuries. As House Davion had 
  no production capacity for BattleMasters, technicians had to find 
  ways to increase the longevity of those still in operation. The 
  Davion-specific 1D variant began to appear late in the Second 
  Succession War, as badly-damaged ’Mechs were repaired and 
  returned to the battlefield. It was so well-regarded that nearly all 
  BattleMasters in the Federated Suns were modified to the new 
  specifications, making them commonplace by the start of the 
  Third Succession War.
   
  CAPABILITIES
  The BattleMaster’s heavy arsenal is built around its laser array. 
  Some might argue that the PPC is the ’Mech’s primary weapon, but 
  that weapon is merely used while it closes distance. At close range, 
  the BattleMaster is truly fearsome, as lasers blast enemy targets 
  with pinpoint accuracy. A tremendous slab of armor covers the 
  BattleMaster head to toe, rendering it nearly impervious to enemy 
  fire of all types. The Davion variant’s removal of the SRM rack allows 
  the mounting of even more armor and heat sinks, increasing the 
  ’Mech’s already famous combat endurance. Because the ’Mech is 
  slow, infantry have been known to attempt to swarm BattleMasters 
  BLR-1D BATTLEMASTER
  Mass: 85 tons
  Chassis: Hollis Mark X
  Power Plant: VOX 340
  Cruising Speed: 43 kph
  Maximum Speed: 64 kph
  Jump Jets: None
   
  Jump Capacity: None
  Armor: StarGuard IV
  Armament:
   
  1 Donal PPC
   
  4 Martell Medium Lasers
   
  2 SperryBrowning Machine Guns
  Manufacturer: field modification
   
  Primary Factory: N/A
  Communications System: HartfordCo COM 4000
  Targeting & Tracking System: HartfordCo XKZ 1
  
  RUlES ANNEX
  119
  BlR-1D BATTlEMASTER
  BATTLEMASTER
  Technology Base: Inner Sphere (Standard)
  Tonnage: 85
  Battle Value: 1,522
  Equipment 
   
  Mass
  Internal Structure: 
   
  8.5
  Engine:  
  340 
  27
   
  Walking MP:  
  4
   
  Running MP:  
  6
   
  Jumping MP:  
  0
  Heat Sinks:  
  24 
  14
  Gyro: 
   
  4
  Cockpit: 
   
  3
  Armor Factor: 
  248 
  15.5
   
   
  Internal Structure Armor Value
  Head 
  3 
  9
  Center Torso 
  27 
  40
  Center Torso (rear) 
   
  11
  R/L Torso 
  18 
  28
  R/L Torso (rear) 
   
  8
  R/L Arm 
  14 
  27
  R/L Leg 
  18 
  31
  WEAPONS AND AMMO 
  2D Variant 
  Location Critical 
  Tonnage
  PPC 
  RA 
  3 
  7
  2 Medium Lasers 
  RT 
  2 
  2
  2 Medium Lasers 
  LT 
  2 
  2
  Ammo (MG) 200 
  LT 
  1 
  1
  2 Machine Guns 
  LA 
  2 
  1
  Notes
  Features the following Design Quirk: Command 
  ’Mech, Jettison-Capable Weapon (PPC), Weak 
  Head Armor (1)
  Unit Type 
  Role 
  TP SZ 
  MV 
  TMM S/M/L OV A/S PV 
  Special
  BattleMaster BLR-1D 
  Brawler BM 4 
  8 
  1 
  4/3/1 0 
  9/7 
  42 
  —
  
  THE SECOND SUCCESSION WAR
  120
  ISW: GAME SETUp
  Faction Abilities and Flaws
  Consult the Faction Starting Abilities (2830) Table to determine 
  any special Abilities with which a Faction begins play. Entries in 
  italics indicate new or modified abilities, and are detailed in the 
  Intelligence Operations or the Technology and Research sections.
  STARTING SETUP
  The following tables provide the starting data and 
  values for ISW play during the Second Succession War. 
  INNER SPHERE AT WAR 
  (EXPANSION)
  The following rules allow simulation of the Second Succession 
  War in an Inner Sphere at War (ISW) game (see pp. 344-368, IO). 
  These rules expand upon—or in some cases, completely replace—
  those from Interstellar Operations. 
  Game Setup provides the playable Factions’ abilities and flaws, 
  while Starting Setup provides their starting Resource Points along 
  with world and force data. 
  GAME SETUP
  Setup the Map
  A PDF file of the 2830 Interstellar Hex map is available from the 
  Downloads section of bg.BattleTech.com.
  Choose Factions
  The Player Factions (2830) Table lists the common Factions 
  available in 2830, the year the Second Succession War began. 
  Players are strongly encouraged to choose only those Factions that 
  border each other, and to choose to command one of the Great 
  Houses. Smaller Periphery Factions and other minor powers are not 
  generally suitable for play during the Second Succession War; they 
  are only listed here for use in localized border conflicts. Mercenary 
  forces are never considered Factions unto themselves; they are 
  controlled only by the player Factions currently employing them, 
  or by the gamemaster when unemployed.
  PLAYER FACTIONS (2830)
  Inner Sphere
  Capellan Confederation
  Draconis Combine
  Federated Suns
  Free Worlds League
  Lyran Commonwealth
  Periphery
  Magistracy of Canopus 
  Outworlds Alliance
  Taurian Concordat
  FACTION STARTING 
  ABILITIES (2830)
  Inner Sphere
  Capellan Confederation 
  Closed State, Poison Pill,  
  State Run, Superior Black Ops
  Draconis Combine 
  Fanatical Offense, Fanatical Defense,  
  State Run, Superior Black Ops
  Federated Suns 
  Decentralized State, Open State,  
  Superior Counterintelligence 
  Free Worlds League 
  Decentralized State, Inferior Black Ops,  
  Inferior Counterintelligence,  
  Merchant King, Parliamentary Chaos, 
  Supply Problems 
  Lyran Commonwealth 
  Flawed Doctrine, Merchant King,  
  Superior Black Ops,  
  Superior Counterintelligence 
  Periphery
  Magistracy of Canopus: 
  Merchant Kings, Poison Pill,  
  Superior Black Ops 
  Taurian Concordat: 
  Dug In, Fanatical Defense,  
  Inferior Black Ops, Poison Pill, 
  Production Issues: BattleMechs
  Outworlds Alliance: 
  Decentralized State,  
  Flawed Doctrine, Production 
  Specialist: Aerospace, Unsteady
  WORLD VALUES  
  TABLE (2830)
  World Type
  RP Value*
  National capital (e.g. Luthien)
  120
  Regional capital (e.g. Robinson)
  60
  Hyper Industrial world (e.g. Terra)
  96
  Major industrial world (e.g. Hesperus)
  60
  Minor industrial world (e.g. New Earth)
  36
  Other world (e.g. Lancaster)
  3
  *Values are cumulative, so a National Capital that is also a Major Industrial 
  World will generate 180RP
  FACTION STARTING RESOUCES  (2830)
  Inner Sphere
  # of Planets
  Starting RP/RP per turn*
  Capellan Confederation
  409
  1760
  Draconis Combine
  463
  1690
  Federated Suns
  514
  1880
  Free Worlds League
  379
  1725
  Lyran Commonwealth
  574
  2000
  Periphery
  # of Planets
  Starting RP/RP per turn*
  Magistracy of Canopus
  65
  220
  Taurian Concordat
  74
  350
  Outworlds Alliance
  105
  278
  *Does not include modifiers for Faction Abilities/Flaws
  
  RUlES ANNEX
  121
  ISW: GAME SETUp
  Starting Military
  ISW campaigns set during the Second Succession 
  War use the Combat Commands listed in the Second 
  Succession War Deployment Tables (pp. 94-100). Each 
  Combat Command’s Experience and Loyalty are noted in 
  the Exp/Loy column. All listed Combat Commands begin 
  Second Succession War campaign play with attendant 
  Jumpships. Each Combat Command is placed in the 
  Interstellar Hex containing the planet listed in the Post 
  (2830) column. 
  If a Combat Command has an [NF] (Not Founded) 
  notation in its Strength (2830) column, then the Faction 
  does not begin play with that Command as it does not 
  yet exist. All new commands after 2830 are created 
  during gameplay in the Military Development Phase 
  (see p. 122). The Faction is under 
  no obligation to create these 
  “future” Combat Commands, 
  nor is the Faction limited 
  to these named Combat 
  Commands when creating 
  new Commands.
  To convert ISW Combat 
  Commands for use in the 
  Abstract Combat System, as 
  well as Strategic BattleForce, 
  BattleForce, Alpha Strike and 
  Total Warfare, see Converting 
  ISW Combat Commands to 
  Other Systems, p. 122.
  Starting 
  Mercenary 
  Assets: Each Faction begins 
  play with the mercenary 
  Combat Commands detailed 
  in the Second Succession 
  War 
  Deployment 
  Tables 
  (pp. 
  94-100), 
  which 
  are 
  counted as “already hired” 
  by those Factions. Combat 
  Commands 
  listed 
  as 
  Uncontracted 
  Mercenaries 
  at the beginning of play are 
  considered “free agents”; see 
  Uncontracted Mercenaries (p. 
  352, IO). Mercenary Combat 
  Commands are converted to 
  ACS play in the same fashion as 
  Faction Combat Commands; 
  see Converting ISW Combat 
  Commands to Other Systems, 
  p. 122.
  MAJOR FACTORY WORLDS TABLE (2830)
  CAPELLAN CONFEDERATION
  World
  Factories
  Type
  Ares
  3(2)
  Major
  Axton
  1
  Minor
  Betelgeuse
  3
  Major
  Capella 
  3(2)
  Major
  Corey
  2
  Minor
  Grand Base
  2
  Minor
  Indicass
  2
  Major
  Nanking
  2
  Minor
  Sarna
  1(1)
  Minor
  Shiro III
  1
  Minor
  Sian
  2
  Major
  St. Ives
  3
  Major
  Styk
  2
  Minor
  Tikonov
  6
  Hyper
  Total:
  35(5)
  DRACONIS COMBINE
  World
  Factories
  Type
  Al Na'ir
  1
  Minor
  Alshain
  4
  Major
  Altair
  1(1)
  Minor
  Avon
  0(1)
  Other
  Chatham
  3(2)
  Minor
  Dieron
  1(1)
  Minor
  Dover 
  1(1)
  Minor
  Irece
  2
  Minor
  Jarett
  1
  Minor
  Kajikazawa
  0
  Other
  Luthien
  8(1)
  Hyper
  New Oslo 
  3
  Major
  New Samarkand
  2
  Minor
  Oldsmith
  4
  Major
  Proserpina
  3
  Major
  Satalice
  2
  Minor
  Schuyler
  1(1)
  Minor
  Spittal
  1 
  Minor
  Total:
  38(8)
  FEDERATED SUNS
  World
  Factories
  Type
  Belladonna
  1
  Minor
  Crofton
  2
  Minor
  Delavan
  0(2)
  Other
  Galax
  0(2)
  Other
  Michaelsondale
  1
  Minor
  Kathil
  5
  Major
  Kirklin
  1
  Minor
  Layover
  2(1)
  Minor
  Marduk
  2
  Minor
  New Avalon
  8
  Hyper
  New Syrtis
  3
  Major
  New Valencia
  2
  Minor
  Panpour
  3(1)
  Major
  Robinson
  2
  Minor
  Salem
  2
  Minor
  Talon
  3
  Major
  Total:
  37(6)
  FREE WORLDS LEAGUE
  World
  Factories
  Type
  Amity
  1
  Minor
  Andurien
  1
  Minor
  Asuncion
  1
  Minor
  Atreus
  0(2)
  Other
  Bernado
  1
  Minor
  Calloway
  2
  Minor
  Clipperton
  0(2)
  Other
  Dalton
  0(1)
  Other
  Emris IV
  3
  Major
  Gibson
  1(1)
  Minor
  Irian
  5
  Hyper
  Kalidasa
  3
  Major
  Kendall
  4
  Major
  Keystone
  4
  Major
  Loyalty
  1(2)
  Minor
  Marik
  2
  Minor
  Oliver
  2
  Minor
  Savannah
  2
  Minor
  Stewart
  3
  Major
  Tamarind
  0(1)
  Other
  Tematagi
  1
  Minor
  Thermopolis
  3
  Major
  Wallis
  2
  Minor
  Westover
  2
  Minor
  Total:
  44(10)
  LYRAN COMMONWEALTH
  World
  Factories
  Type
  Alarion 
  1(3)
  Minor
  Arc-Royal
  1
  Minor
  Arcturus
  2
  Minor
  Carlisle 
  2
  Minor
  Coventry 
  4
  Major
  Donegal
  2
  Minor
  Furillo
  2
  Minor
  Gibbs
  2(1)
  Minor
  Gienah 
  2
  Minor
  Hesperus II
  7(1)
  Hyper
  Inarcs
  1
  Minor
  Loburg
  2
  Minor
  Loxley
  1
  Minor
  New Earth
  3
  Major
  Pandora
  3
  Major
  Skye
  4(2)
  Major
  Son Hoa
  2
  Minor
  Sudeten 
  4
  Major
  Tamar
  1
  Minor
  Tharkad
  5(1)
  Hyper
  Twycross
  2
  Minor
  Total:
  51(8)
  PERIPHERY
  World
  Factories
  Type
  Magistracy of Canopus
  Canopus IV
  2
  Minor
  Dunianshire
  2(1)
  Minor
  Total:
  4(1)
  Outworlds Alliance
  Alpheratz
  1
  Minor
  Mitchella
  1 
  Minor
  Ramora
  1
  Minor
  Total:
  3 (0)
  Taurian Concordat
  lliushin
  1(1)
  Minor
  McLeod's Land
  1
  Minor
  New Vandenburg
  2
  Minor
  Perdition
  2
  Major
  Pinard
  2
  Minor
  Sterope
  1(1)
  Minor
  Taurus
  2(1)
  Minor
  Total:
  11(3)
  FACTION CAPITAL WORLDS (2830)
  Inner Sphere
  National
  Regional
  Capellan Confederation
  Sian
  Tikonov, Sarna, Capella, St. Ives, Calseraigne
  Draconis Combine
  Luthien
  Rasalhague, Galedon V, Pesht, Benjamin, Dieron
  Federated Suns
  New Avalon
  New Syrtis, Robinson
  Free Worlds League
  Atreus
  Stewart, Regulus, Oriente, Andurien
  Lyran Commonwealth
  Tharkad
  Donegal, Skye, Tamar
  Periphery
  National
  Regional
  Magistracy of Canopus
  Canopus IV
  Luxen, Ballad II
  Taurian Concordat
  Taurus
  Brinton, Perdition, Dumassas
  Outworlds Alliance
  Alpheratz
  Baliggora, Ramora, Cerberus
  
  THE SECOND SUCCESSION WAR
  122
  MIlITARy DEvElOpMENT pHASE
  Yoguchi wants to raise a new Sword of Light Combat Command 
  on his National Capital of Luthien. He wants it to consist of a single 
  medium ’Mech regiment, two light Aerospace wings, one light Armor 
  regiment, and one infantry regiment. The total cost for this is 54 RP. 
  While he would like this unit to have a higher Experience Rating, the 
  highest quality permitted is Regular, which doubles the cost to 108 
  RP. Yoguchi insists that the new Combat Command must possess 
  a Fanatical Loyalty rating, and the resulting 2.0 modifier brings the 
  total to 216 RP. Finally, he intends for this force to be very active, and 
  invests in attendant JumpShips, which brings the total cost for the new 
  Combat Command to 432 RP.
  CONVERTING ISW COMBAT 
  COMMANDS TO OTHER 
  SYSTEMS
  The following rules detail how to convert ISW Combat 
  Commands into playable units in the Abstract Combat System, 
  Strategic BattleForce, BattleForce, Total Warfare and Alpha Strike.
  Converting ISW Combat Commands to ACS Formations, 
  Combat Units and Combat Teams: Combat in ISW requires taking 
  Combat Commands—either from a detailed army list or created 
  during ISW game play—and converting them into ACS forces.
  Converting ACS Combat Teams to SBF Formations and 
  Units: ISW campaigns can be expanded by narrowing the scope by 
  “zooming in” and transferring ACS forces to SBF game play.
  Converting SBF Units to BattleForce, Alpha Strike 
  and Total Warfare Elements: Players can drill down even 
  farther by taking their ISW campaigns to familiar tactical 
  levels in which every Element is represented.
  CONVERTING ISW COMBAT 
  COMMANDS TO ACS FORMATIONS, 
  COMBAT UNITS AND TEAMS
  Abstract Combat System Formations
  The first step in converting Combat Commands 
  to Abstract Combat System play is to select the Combat 
  Command to be converted. This Combat Command is the 
  equivalent of the ACS Formation. Place all Aerospace wings 
  into an Aerospace Formation and the rest of the components 
  into a Ground Formation (see Type, p. 305, IO). To determine 
  the Formation’s Combat Units, the Combat Command needs 
  to be broken up into its constituent components. If using a 
  Combat Command from a detailed army list (such as those 
  found in the Second Succession War Deployment Tables, pp. 
  MILITARY DEVELOPMENT PHASE
  Creating Combat Commands
  The following rules modify and supersede those found under 
  Military Development Phase (p. 353, IO) by introducing Weight 
  ratings to a Combat Command’s constituent Formations. 
  To create a new Combat Command, a player must first 
  determine its composition. Each new Combat Command must 
  have 1 ’Mech regiment (and can have no more than 1 ’Mech 
  regiment), but beyond that, its additional attendant Units need 
  not follow the standard for that Faction. The new Command’s 
  exact composition and Weight dictates its cost. The cost is 
  modified based on the Experience Rating (Green or Regular) 
  of the Command and its Loyalty Rating (Questionable, Reliable 
  or Fanatical). This cost is doubled if the Command will have 
  attendant JumpShips, which has an effect on the transportation 
  cost for the unit (see Movement, p. 358, IO). Once this total cost is 
  subtracted from the Faction’s remaining Resource Points, the new 
  unit can begin its existence on any world within its Faction except 
  an ‘Other’ world. It is available for immediate use, including for 
  combat and transportation.
  Mercenary Combat Commands may not be created by the 
  player Factions using these rules. The gamemaster may, at their 
  own option, decide to create or introduce new mercenary Combat 
  Commands if desired. These forces follow the basic ISW rules.
  NEW COMBAT COMMAND COST TABLE
  Cost (RP) by Weight
  Combat Formation
  Light
  Medium
  Heavy
  Assault
  BattleMech Regiment*
  16
  24
  30
  40
  Aerospace Wing
  8
  12
  15
  24
  Armor Regiment
  8
  12
  15
  24
  Infantry Regiment
  6
  6
  6
  6
  Artillery Battery
  5
  5
  5
  5
  *No more than 1 per Combat Command
  Experience
  Mod.
  Wet Behind the 
  Ears (0 XP)
  x0.5
  Really Green (5 XP)
  x0.75
  Green (9 XP)
  x1
  Regular (13 XP)
  x2
  Loyalty
  Mod.
  Questionable
  x1
  Reliable
  x1.5
  Fanatical
  x2
  Attendant 
  JumpShips
  Mod.
  None
  x1
  Assigned
  x2
  COMBAT COMMAND COST MODIFIERS**
  **Apply the appropriate modifier one at a time 
  to the total cost of the Combat Command
  STANDARD COMBAT COMMAND
   COMPOSITIONS (2830)
  Inner Sphere
  ’Mech 
  Regiment
  Aerospace 
  Wings
  Armor 
  Regiments
  Infantry 
  Regiments
  Artillery 
  Battalions
  Capellan Confederation
  1
  2
  3
  5
  2
  Draconis Combine
  1
  3
  3
  5
  1
  Federated Suns
  1
  2
  3
  5
  1
  Free Worlds League
  1
  2
  3
  8
  1
  Lyran Commonwealth 
  1
  2
  5
  7
  1
  Periphery
  Magistracy of Canopus 
  1
  2
  3
  5
  1
  Outworlds Alliance
  1
  10
  4
  7
  1
  Taurian Concordat 
  1
  2
  3
  5
  1
  Mercenaries
  1
  1
  1
  1
  1
  
  RUlES ANNEX
  123
  CONvERTING ISW TO ACS
  The Combat Unit’s Skill Rating is equal to the Combat 
  Command’s Skill Rating. To determine the Combat Unit’s Tactics 
  and Morale values, follow Steps 3G through 3H under Create 
  ACS Combat Units (see p. 330, IO). If a final PV is required by the 
  gamemaster, it is determined by multiplying it by the skill value 
  modifier. A Unit with a skill value of 4 does not modify its PV.
  Less Experienced Units: For each point that the Unit’s Skill 
  value is higher than 4, multiply the Unit’s PV by 1 – (0.1 per Skill value 
  above 4). Round normally; a Unit’s highest possible Skill value is 7.
  More Experienced Units: For each point that the Unit’s Skill 
  value is lower than 4, multiply the Unit’s PV by 1 + (0.2 per Skill 
  value below 4). Round normally; the minimum PV increase is 1 
  point per point of Skill value improvement. A Unit’s lowest possible 
  Skill value is 0.
  Yoguchi is converting his First Sword of Light for ACS play. 
  Looking at the Draconis Combine row of the Standard Combat 
  Command Compositions Table (see p. 122), Yoguchi finds he has 
  an ACS Ground Formation containing 1 ’Mech regiment, 3 armor 
  regiments, 5 infantry regiments, 1 artillery battery and an ACS 
  Aerospace Formation containing 3 aerospace wings. The Combat 
  Command’s Experience Rating is Elite, thus the Formation’s Skill 
  Rating (for both the Ground and Aerospace Formations) is 2. The 
  Formations’ Move, Tactics and Morale Values will be determined 
  after the Combat Units are assigned.
  Yoguchi’s ’Mech and armor regiments need to be broken 
  down further into battalions before they can be assigned Combat 
  Unit stats. Yoguchi consults the Random Battalion Composition 
  Table (see p. 123) and rolls 1D6 for his ’Mech regiment. He gets a 4, 
  and since the First Sword of Light’s Weight is Medium, that means 
  its ’Mech regiment is comprised of a light, a medium and a heavy 
  battalion (Combat Units). Since the First Sword of Light is listed 
  at 145% Strength, another medium battalion is added (as it is 
  the same Weight as the Combat Command). Yoguchi rolls again 
  for each of his armor regiments and records the results. For his 
  aerospace wings, he rolls 1D6 for each, resulting in a 3, 6 and a 1. 
  The first and third wings are recorded as medium (the same as the 
  parent Combat Command), but since he rolled a 6 for the second 
  wing, he can choose its Weight, and decides on a light wing. 
  Yoguchi’s infantry regiments and artillery battery do not need any 
  further breakdown or Weight designations. All Combat Units are 
  assigned a Skill Rating of 2 (the same as their Formations).
  With all his Combat Units recorded, Yoguchi can now assign 
  a stat block to each. Looking at the Draconis Combine ISW 
  Combat Command Conversion Tables (p. 148), and the Combat 
  Units sub-table, he finds each of his Combat Units and assigns 
  stats to them. His first Combat Unit is his light ’Mech battalion; he 
  finds that entry on the table and records the unit’s stats as Size 1, 
  Move 7, TMM 5, ARM 24, Short 9, Medium 9, Long 0, RCN special 
  ability, PV 75. If Toyama (the gamemaster) needs the final PVs for 
  any reason, Yoguchi will have to calculate them—in the case of 
  his light ’Mech battalion, it is PV 105 (75 x 1.4).
  Next Yoguchi determines Tactics and Morale values for each 
  Combat Unit. For his light ’Mech battalion, the Tactics value is 1 
  (10, – 7 for Move, – 2 for Skill) and the Morale value is 5 (3 + 2 for 
  Skill Rating). The medium ’Mech battalion’s Morale Triggers are 
  18, 12 and 6 (ARM of 24 at 75%, 50% and 25%).
  With stats for all his Combat Units determined, Yoguchi 
  can calculate the parent Formation’s Movement, Tactics and 
  Morale values (using the rules found in Create ACS Formations, 
  94-100), use the Standard Combat Command Compositions Table (p. 
  122) to break up the BattleMech, Aerospace and conventional forces 
  within the Combat Command. If the Combat Command was created 
  during gameplay (see Creating Combat Commands, p. 122), then the 
  component forces have already been determined.
  The Formation’s Skill Rating is equal to the Combat Command’s 
  Experience Value (see Experience Skill Value Table, p. 328, IO). To 
  determine the Formation’s Movement, Tactics and Morale values, 
  follow Steps 4C through 4E under Create ACS Formations (see p. 
  330, IO) after creating its component Combat Units (see Determine 
  ACS Combat Units, below).
  Determine ACS Combat Units
  In order to assign stat blocks to Combat Units, their individual 
  Weight stats must be derived. 
  BattleMech and Armor regiments: BattleMech and armor 
  regiments need to be broken down further into their component 
  battalions. Roll 1d6 and consult the Random Battalion Composition 
  Table below, cross-referencing the roll result with the Weight of the 
  overall Combat Command (or the Weight of the regiment if it was 
  created during gameplay, see Creating Combat Commands, p. 122). 
  The result provides the Weights of the component battalions. Note 
  each battalion as a separate Combat Unit. If a Combat Command is 
  listed at something other than 100%, you may subtract one ’Mech 
  battalion (Combat Unit) for every full 33% less than 100%, or add 
  one extra battalion (with a Weight equal to that of the Combat 
  Command) for each full 33% over 100%.
  Aerospace wings: For each Aerospace wing, roll 1d6; on a 
  result of 6, the player may choose the Weight; on a result of 1-5, the 
  Weight is equal to the Combat Command Weight. If the Combat 
  Command was created during gameplay (see Creating Combat 
  Commands, p. 122), then the Weight of each wing will have already 
  been determined. Note each wing as a separate Combat Unit.
  Infantry regiments and artillery batteries: Note each 
  infantry regiment and each artillery battery as a separate Combat 
  Unit. These units do not use a Weight statistic.
  Once each Combat Unit is noted and its Weight has been 
  derived, stat blocks can be assigned. For each Combat Unit, locate 
  the ISW Combat Command Conversion Tables for the appropriate 
  faction (pp. 147-152) and consult the ACS Combat Unit sub-
  table. Using the type and Weight of the Combat Unit, find the 
  corresponding row and use the listed stats for the Combat Unit.
    RANDOM BATTALION 
  COMPOSITION TABLE
  Roll
  Light
  Medium
  Heavy
  Assault
  1
  3 light
  1 light,  
  2 medium
  1 medium,  
  2 heavy
  1 heavy,  
  2 assault
  2-3
  3 light
  3 medium
  1 medium,  
  1 heavy, 1 assault
  1 heavy,  
  2 assault
  4-5
  2 light,  
  1 medium
  1 light,  
  1 medium, 1 heavy
  3 heavy
  3 assault
  6
  2 light,  
  1 medium
  2 medium,  
  1 heavy
  2 heavy, 1 assault
  3 assault
  
  THE SECOND SUCCESSION WAR
  124
  CONvERTING ACS TO SBF
  than 4, multiply the Unit’s PV by 1 + (0.2 per Skill value below 4). 
  Round normally; the minimum PV increase is 1 point per point of 
  Skill value improvement. A Unit’s lowest possible Skill value is 0.
  Michael is converting a Second Ceti Hussars heavy ’Mech 
  company from ACS for use as a Formation in Strategic BattleForce. 
  He uses the same stats as in ACS, except for the base PV (he uses 
  the PV in parenthesis instead, 123 in this case). The SBF Formation 
  has a Skill Rating of 4 (Regular), and so would not have to adjust 
  PV due to skill). The Formation’s Tactics is 5 (10 – 5 for Move and 
  – 0 for Skill) and Morale is 7 (3 + 4 for Skill Rating). Michael fills in 
  the top box of the Strategic BattleForce Formation Record Sheet 
  (see p. 382, IO) with the stat block.
  Determine SBF Units
  After the stat block for each Formation is finalized, its component 
  Units can be determined as well. Each Formation stat block listed in 
  the ISW Combat Command Conversion Tables (see pp. 147-152) lists 
  the Weights of its constituent Units in the “Composition” column. For 
  each Unit listed in the composition column, consult the SBF Unit sub-
  table and use the corresponding stat block.
  The Unit’s Skill Rating is equal to the Formation’s Skill Rating. 
  The Unit’s PV does not need to be modified for skill as the 
  Formation’s final PV has already been determined above.
  Optional—Random Skill Ratings: If players wish to 
  add more variety to the Experience/Skill Ratings of their SBF 
  Formations and Units, they may roll randomly for their Unit 
  Ratings. Roll 1D6 for each Unit, based on the Experience Rating 
  of the Combat Command; the result on the Random Skills 
  Table below is the Unit’s Skill Rating. Once new Skill Ratings for 
  the Formation’s Units are determined, average them together 
  (rounding normally) and apply that Skill Rating to the Formation. 
  The Formation’s PV may need to be recalculated from its initial PV 
  (see Determine SBF Formations, at left).
  Next, Michael needs stat blocks for the lances (Units) 
  that make up his Second Ceti Hussars heavy ’Mech company 
  (Formation). He checks the “components” column for a heavy 
  ’Mech company on the Federated Suns ISW Combat Command 
  Conversion Tables (see p. 149), and sees that it is comprised of 1 
  medium ’Mech lance and 2 heavy ’Mech lances. Michael creates 
  an entry for each Unit. He uses the stats of the medium and heavy 
  ’Mech lances from the SBF Unit sub-table. While Michael can 
  simply apply a Skill Rating of 4 (Regular) to each of these lances 
  p. 330, IO). For the Ground Formation, the Move value is equal 
  to its slowest Combat Unit, which is the artillery battery with a 3. 
  Tactics is a 5 (10, – 3 for Move, – 2 for Skill). Morale is 5 (3 + 2 for 
  Skill Rating). The Aerospace Formation values are calculated the 
  same way, which results in a Move of 6, Tactics 2 and Morale of 5.
  Determine ACS Combat Teams
  After the stat block for each Combat Unit is entered, its 
  component Combat Teams can be determined. Each Combat Unit 
  stat block listed in the ISW Combat Command Conversion Tables 
  (see pp. 147-152) includes a “Composition” column which lists the 
  Weights of its constituent Combat Teams. For each Combat Team 
  listed in the composition column, consult the ACS Combat Team/
  SBF Formation sub-table and use the corresponding stat block.
  The Combat Team’s Skill Rating is equal to the Combat 
  Command’s Skill Rating. The Combat Team’s PV does not need to 
  be modified for skill, as the Combat Unit’s final PV has already been 
  determined above.
  In order to use his medium ’Mech battalion Combat Unit in 
  ACS play, Yoguchi needs to create stat blocks for its constituent 
  Combat Teams (companies). He checks the “components” column 
  for the light ’Mech battalion on the Draconis Combine ISW 
  Combat Command Conversion Tables (see p. 148), and sees that 
  it is comprised of 3 light ’Mech companies. Yoguchi notes the 3 
  Combat Teams on this Combat Unit’s record sheet (see p. 383, IO). 
  For their stat blocks, he copies the entry from the medium ’Mech 
  company row of the Combat Team sub-table—Size 1, Move 7, 
  Jump 2, TMM 3, ARM 8, Short 3, Medium 3, Long 0, RCN special 
  ability, PV 25. The Skill Rating for each Combat Team is 2.
  CONVERTING ACS COMBAT TEAMS TO 
  SBF FORMATIONS AND UNITS
  Determine SBF Formations
  Converting forces to Strategic BattleForce gameplay from ACS is 
  a simple process. Each converted Combat Team directly corresponds 
  to an SBF formation and uses the stats as-is from ACS, with the 
  exception of PV and the addition of Tactics and Morale values. To 
  determine the Formation’s Tactics and Morale values, follow Steps 
  2H through 2I under Create SBF Formations or ACS Combat Teams 
  (see p. 329, IO). The initial Formation PV is listed in the ACS Combat 
  Team/SBF Formation sub-tables (see pp. 147-152) in parenthesis. 
  If a final PV is required 
  by the gamemaster, it is 
  determined by multiplying 
  it by the Skill value modifier. 
  A Unit with a Skill value of 4 
  does not modify its PV.
  Less 
  Experienced 
  Units: For each point that 
  the Unit’s Skill value is 
  higher than 4, multiply the 
  Unit’s PV by 1 – (0.1 per 
  Skill value above 4). Round 
  normally; a Unit’s highest 
  possible Skill value is 7.
  More 
  Experienced 
  Units: For each point that 
  the Unit’s Skill value is lower 
  RANDOM SKILLS TABLE
  1D6 
   (Wet Behind 
  the Ears)
  1D6 
   (Really Green)
  1D6 
   (Green)
  1D6 
   (Regular)
  1D6 
   (Veteran)
  1D6 
   (Elite)
  1D6 
   (Heroic)
  1D6 
   (Legendary)
  Skill 
  Rating
  1-3
  1
  0
  —
  —
  —
  —
  —
  7
  4-5
  2-3
  1
  —
  —
  —
  —
  —
  6
  6
  4-5
  2-3
  —
  —
  —
  —
  —
  5
  —
  6
  4-6
  1-4
  —
  —
  —
  —
  4
  —
  —
  —
  5-6
  1-4
  1-2
  1
  —
  3
  —
  —
  —
  —
  5-6
  3-4
  2-3
  1-2
  2
  —
  —
  —
  —
  —
  5-6
  4-5
  3-4
  1
  —
  —
  —
  —
  —
  —
  6
  5-6
  0
  
  RUlES ANNEX
  125
  CONvERTING SBF TO TW/AS/BF
  Battle Value (BV): Note that Battle Value is not used in these 
  conversions. BV is used for balancing forces in Total Warfare scenarios, 
  and while PV is similarly used for BattleForce scale and above, 
  balancing forces in an ISW campaign is only achieved through the 
  supervision of the gamemaster. PV is used in these conversion rules 
  as a means to keep consistency between the different scales of play.
  Laurelli is converting an SBF Unit for use in a Total Warfare-scale 
  scenario. She feels more comfortable rolling the dice and seeing 
  what she gets, as opposed to fiddling around with PVs. She wishes to 
  field a Veteran Capellan assault ’Mech lance from Lothar’s Fusiliers, 
  so she begins by rolling 1D6 on the Lance Weight Composition Table 
  (p. 265, TW), resulting in a 5. Cross-referenced with the assault lance 
  sub-table, she finds she has 1 heavy and 3 assault ’Mechs in the 
  lance. For each ’Mech, she rolls 2D6 (since the Fusiliers are Chesterton 
  Reserves, the RAT Die Roll Modifiers By Combat Command Table 
  adds a +2 modifier), and consults the appropriate weight class table 
  on the Capellan Confederation Random Unit Assignment Table. The 
  rolls yield her a ARC-2R Archer, HGN-732 Highlander, STK-3F Stalker 
  and LGB-7Q Longbow.
  Laurelli can assign each ’Mech a Veteran Skill Rating (Gunnery 
  3/Piloting 4) and complete the process, or she can roll randomly 
  for the skills as well. She decides she would rather have variety and 
  rolls 1D6 for each on the Random Skills Table—Expanded (see p. 
  273, TW) against the Veteran column, and garners a 2, 3, 1, and 4. 
  The Archer and Highlander receive a 4 Gunnery/5 Piloting and the 
  Stalker and Longbow receive a 3 Gunnery/4 Piloting.
  Elizabeth has an SBF Unit—a Lyran Regulars heavy ’Mech 
  lance with a Regular experience rating—that she wishes to convert 
  into Alpha Strike Elements. She decides to use the PV method to 
  choose her Elements, so she multiplies the Unit’s PV of 47 by 4 for 
  a total of 188 PV as her limit. She chooses a MAD-1R Marauder 
  (37 PV), WHM-6Rb Warhammer (38 PV), FLS-8K Flashman (37 PV) 
  and a BL-6-KNT Black Knight (39 PV) for a total PV of 148. She still 
  has PV to spend, allowing her to assign all the Elements a Veteran 
  Skill Rating (3)—just one Rating away from the original Regular 
  Rating—for a new PV total of 181, just shy of the allowable PV total.
  CONVERTING BACK FROM 
  BATTLEFORCE, ALPHA STRIKE AND 
  TOTAL WARFARE TO SBF AND ACS
  At the strategic scales of SBF and ACS, players will find lot of 
  simplicity and homogeny in the stat blocks. However, once forces 
  are converted to the tactical scales of BF, AS and TW, a whole world 
  of detail unfolds. If the gamemaster agrees, players may use the SBF 
  and ACS conversion rules found in Interstellar Operations (pp. 326-
  339) to bring any forces converted down to the tactical scale during 
  the campaign back “upward” to SBF and ACS scale. 
  Charles is pleased with how his Second Fusiliers of Oriente 
  have performed in the battles they’ve fought in the Total Warfare 
  scenarios of Operation BLACKSMITH, and feels that ’Mech-for-
  ’Mech and tank-for-tank, the Fusiliers are an interesting Combat 
  Command. He would like to convert this Total Warfare force back 
  into SBF and ACS scale, replacing their default stat blocks as 
  shown in the ISW Combat Command Conversion Tables. He asks 
  the gamemaster, Toyama, for permission to do so; Toyama denies 
  his request, and places the Free Worlds League under interdiction 
  in a fit of pique.
  (the same Rating as the parent Formation), he decides he wants 
  to mix things up a bit. He rolls a 6, 5 and a 3, so one medium and 
  one heavy lance are assigned a 3 (Veteran) Skill Rating and one 
  heavy lance retains the 4 Skill Rating. A side effect of these results 
  is that the Unit’s parent Formation, the heavy ’Mech company, is 
  also upgraded to a Veteran Experience Rating with a Skill Rating 
  of 3, and Tactics and Morale for the Formation are each lowered 
  by 1. 
  CONVERTING SBF UNITS TO 
  BATTLEFORCE, ALPHA STRIKE AND 
  TOTAL WARFARE ELEMENTS
  Players may wish to zoom in on their campaign even further, 
  to BattleForce, Alpha Strike or Total Warfare levels. There are two 
  methods to do so: randomly or by using Point Values (PV). All 
  players must agree which method to use before the beginning of 
  the BF-, AS- or TW-scale game.
  Random Method
  The random method makes use of the Random Unit 
  Assignment Tables contained in this book (see pp. 107-113) or any 
  era-appropriate RATs for the campaign, as well as several tables 
  from Total Warfare. First, note the Weight of the SBF Unit (lance) 
  to be converted, and roll 1D6 on the Lance Weight Composition 
  Table (see p. 265, TW) to determine the composition of the lance. 
  Next, for each Element, roll on the appropriate Faction Random 
  Assignment Table’s sub-table for the corresponding weight class 
  (including any applicable Combat Command modifiers). 
  Skill Ratings: Once all Elements are chosen, Skill Ratings 
  need to be assigned. For Elements to be used in Total Warfare 
  games, roll 1D6 twice on the Random Skills Table—Expanded 
  (see p. 273, TW) for each Element, cross-referencing the Unit’s 
  Experience Rating in order to determine the Element’s Gunnery 
  and Piloting Skills. Wet Behind the Ears-rated Elements subtract 
  2 from each roll, and Really Green Elements subtract 1 from each 
  roll. Heroic Elements add 1 to each roll and Legendary Elements 
  add 2. Elements to be used in BattleForce or Alpha Strike play roll 
  1D6 only once and consult the Random Skills Table (see p. 124). 
  Repeat for every SBF Unit being converted.
  PV Method
  This method allows the most flexibility for players to fine-
  tune their Force as they see fit. First, determine the SBF Unit’s PV 
  and multiply by 4. This is the total PV allowed for the lance in TW/
  AS/BF scale. The player may choose any Element of appropriate 
  type and Era, as long as the standard number of Elements does 
  not exceed the limit per Unit (typically four per lance) and the 
  total PV is not exceeded. 
  Skill Ratings: Each Element may have any Skill Rating assigned, 
  as long as it is within one step in either direction of the SBF Unit’s 
  Skill Rating; For example, an Element from a Regular-rated SBF 
  Unit can be Green, Regular or Veteran. The PV for each Element 
  must be modified by its Experience Rating (see Adjusting for Skill, 
  p. 24, AS), and the combined PV of all the Elements still cannot 
  the total PV allowed for the lance. If the Elements are being used 
  for Total Warfare play, once the Experience Ratings are finalized, 
  assign the Elements the average Gunnery and Piloting ratings for 
  that Experience Rating (e.g., a Veteran-rated MechWarrior would be 
  assigned a 3 Gunnery and 4 Piloting).
  
  THE SECOND SUCCESSION WAR
  126
  ISW: TECHNOlOGy & RESEARCH
  TECHNOLOGY AND RESEARCH 
  (INNER SPHERE AT WAR)
  The Technology and Research rules are an optional addition 
  to Inner Sphere at War games. A central theme in BattleTech is 
  the loss and resurgence of technology. These rules simulate the 
  effect of the waning technology of the Succession Wars era on 
  gameplay, as well as introduce the ability to research new or lost 
  tech that may allow the Great Houses to claw their way out of 
  the abyss and into a new renaissance.
  Technology is not a static factor in the BattleTech universe. 
  Times of conflict often see considerable investment in applicable 
  technologies, represented in these rules by four Technology 
  Types of Battle, Communications, Interstellar Transportation and 
  Industry, abbreviated as BattleTech, ComTech, TransporTech, 
  and IndustryTech respectively. The more Resource Points (RP) 
  a player spends on technology, the more benefits their faction 
  will gain from it.
  ADDITIONS TO FACTION  
  ABILITIES AND FLAWS
  The following rules outline changes to faction Abilities, and 
  introduce the Technology and Research Ability to those already 
  listed on the Sample Faction Starting Abilities Table (see p. 346, 
  IO). Second Succession War Abilities and Flaws (2830) are listed 
  on p. 120.
  Brightest Minds (1): The Faction excels in scientific 
  research, usually through the promotion of academic 
  institutes and military think-tanks. Additionally, multiply the 
  cost to purchase Development Points (DPs) by .9, rounding 
  up (see Economics and Logistics Phase: Research Technology, 
  at right).
  Closed State (0): The Faction firmly believes in big brother 
  watching everything its citizens do. The oppressive regime 
  makes it much harder to infiltrate the Faction, at the cost of 
  stifling its own research. Additionally, multiply the RP cost of 
  DPs by 1.25, rounding up (see Economics and Logistics Phase: 
  Research Technology, below). 
  State Run (1): Multiply the RP cost of DPs by 1.1, rounding up 
  (see Economics and Logistics Phase: Research Technology, below). 
  SETUP: STARTING TECHNOLOGY
  A Faction’s initial rating in each of the four Technology 
  Types is determined by consulting the Starting Technology 
  Ratings Table below for the appropriate era of game play. 
  Colin is controlling House Kurita in a 3025-based game. 
  Accordingly he starts the game with BattleTech rating of 3, a 
  ComTech rating of 1 (over-reliance on ComStar has a price), a 
  TransporTech rating of 1, and an IndustryTech rating of 3.
  ECONOMICS AND LOGISTICS PHASE: 
  CALCULATING RESOURCE POINTS
  The amount of RP a Faction produces each Turn is modified 
  by its IndustryTech rating (see the Technology Effects Table, 
  p. 128). Add the Faction’s IndustryTech modifier to any other 
  applicable modifiers before multiplying the Faction’s base RP 
  by the final modifier. 
  ECONOMICS AND LOGISTICS PHASE: 
  RESEARCH TECHNOLOGY
  The Technology and Research rules add a new step during 
  the Economics and Logistics Phase (see p. 350, IO), between the 
  Infrastructure step and the Supply step. 
  Raising a Faction’s rating in any of the four Technology 
  Types is a slow and expensive process, but one that may reap 
  immense rewards in the long run. The Faction must purchase 
  sufficient Development Points (DP) to advance a particular 
  Technology Type, and each must be researched and tracked 
  separately. The effectiveness of research is also dependent on 
  the era the game is set in (see Alternate 
  Eras, p. 14, IO). Consult the Research Cost 
  Table (p. 127) to determine how many 
  RPs are required to grant a Development 
  Point to a particular Faction. 
  Improving a Faction’s rating in each 
  Technology Type also becomes more 
  expensive as the rating itself increases. 
  The number of DP required to move from 
  one rating to the next is shown on the 
  Development Targets Table (p. 127).
  DP invested in each Technology Type 
  must be recorded separately. Once RP are 
  spent on DP, they cannot be converted 
  back into RP. No more than 15 percent 
  of the Faction’s Resource Points may be 
  spent on DP each turn.
  STARTING TECHNOLOGY RATINGS TABLE
  BattleTech / ComTech / TransporTech / IndustryTech
  Inner Sphere
  2786
  2830
  3025
  Capellan Confederation
  4/5/6/8
  3/3/3/4
  3/1/1/3
  Draconis Combine
  4/5/6/8
  3/3/3/4
  3/1/1/3
  Federated Suns
  4/5/6/8
  3/3/3/4
  3/3/1/3
  Free Worlds League
  4/6/6/8
  3/3/3/4
  3/1/1/3
  Lyran Commonwealth
  4/5/6/8
  3/3/3/4
  3/3/1/3
  BattleTech / ComTech / TransporTech / IndustryTech
  Periphery
  2786
  2830
  3025
  Magistracy of Canopus
  2/2/4/3
  2/0/1/2
  2/2/1/1
  Outworlds Alliance
  2/2/4/3
  2/0/1/2
  2/2/1/1
  Taurian Concordat
  2/2/4/3
  2/0/1/2
  2/2/1/1
  
  RUlES ANNEX
  127
  RESEARCH TECHNOlOGy
  If Colin had rolled a 2 on his first attempt to advance, 
  the DP pool for his BattleTech Type would have fallen by 25 
  percent to 86DP. Colin would have had to invest another 29DP 
  to bring his BattleTech Type back to 115DP before he could 
  make another attempt to improve its rating.
  Factions with an economic treaty (see Economic Treaties, p. 
  354, IO) may aid each other’s research efforts. Each Development 
  Point invested in a Technology Type by one member of the alliance 
  bestows a 0.25 DP investment in the same Technology Type for 
  their partner. The maximum benefit for the partner is 5 DP per turn, 
  equating to an investment of 20 DP by their ally. Additionally, if one 
  Faction has a Technology Type at least 1 rating higher than one of 
  its allies, it may spend Development Points from that Technology 
  Type DP pool to increase the same Technology Type DP pool of 
  its ally. Each 3 DP spent in this manner gains the partner a 1d6 DP 
  increase in the relevant Technology Type.
  The Lyran Commonwealth and the Federated Suns have 
  an Economic Alliance. The Suns’ ComTech rating is 5 while 
  that of the Commonwealth is 3, so the First Prince decides to 
  spend Development Points to bolster his ally’s technology. The 
  Federated Suns sets aside 9 DP to aid the Lyrans. For each 3DP 
  spent, the Lyran player rolls 1d6, getting a 3, 4, and 1, for a 
  total increase of 8 DP in the Lyran’s ComTech DP pool.
  Successful Espionage Operations or Sabotage Operations 
  efforts (p. 136 and p. 139, respectively) may bolster a Faction’s 
  Technology Type rating, while a successful sabotage effort may 
  cause a reduction.
  When a Faction has accumulated sufficient DP in a 
  Technology Type to reach the next rating, the player may make 
  an attempt to increase its rating in that Type. A Faction can only 
  increase its rating in one Technology Type per turn. Each rating 
  must be successfully achieved in order, regardless of how many 
  DP are accumulated for that Technology Type.
  To make the attempt, the player rolls 2D6 against a Target 
  Number (TN) of 8. If the roll is successful, the Faction advances 
  to the new rating. If the roll fails, the Faction may make another 
  attempt in a subsequent turn by investing 10 more DP. The player 
  makes another roll, with a −1 TN modifier. If the roll fails again, the 
  player may repeat the 10 DP investment once per turn, gaining an 
  additional −1 TN modifier for every 10 DPs that have been invested 
  in this way. If the player rolls a 2 at any time, subtract 25 percent of 
  the Development Points (rounding up) invested in the Technology 
  Type; this represents a major setback, disastrous experiment, loss 
  of data, or similar calamity. The player will need to invest additional 
  DPs to re-attain the target for the rating they want to achieve.
  When a Faction succeeds in improving its rating in a 
  Technology Type, the number of DP invested in that Type is reset 
  to 0. Excess DP beyond the target for that rating do not carry over.
  Colin wants to improve the DCMS’ equipment, so he 
  intends to research BattleTech. His current BattleTech rating is 
  3, so Colin will need to invest 115DP before he can attempt to 
  improve that Technology Type rating. At 10RP=1DP, this will 
  require spending 1150RP over several turns. 
  Once he accumulates 115DP, Colin rolls 2D6 against 
  a TN of 8. Unfortunately, he rolls 6—no breakthrough this 
  turn. During the next turn, he spends 100RP to obtain 10DP, 
  and invests it to make another roll with a −1 TN modifier. He 
  rolls a 7, which is successful thanks to the modifier. House 
  Kurita achieves a BattleTech rating of 4; the DP pool for the 
  BattleTech Type is reset to 0.
  RESEARCH COSTS TABLE
  ERA
  AoW
  SL
  ESW
  LSW
  CI
  J
  ER
  LR
  DA
  Costs per  1  
  Development Point
  10 RP 
  5 RP
   7 RP
  10 RP
  8 RP
  6 RP
  6 RP
  6 RP
  3 RP
  DEVELOPMENT TARGETS TABLE
  To Increase From:
  0 to 1
  1 to 2
  2 to 3
  3 to 4
  4 to 5
  5 to 6
  6 to 7
  7 to 8
  8 to 9
  9 to 10
  DP Required
  50DP
  50 DP
  75 DP
  115 DP
  170 DP
  255 DP
  380DP
  570 DP
  855 DP
  1280 DP
  
  THE SECOND SUCCESSION WAR
  128
  RESEARCH TECHNOlOGy
  TransporTech: A Faction’s TransporTech rating determines 
  its capability to build JumpShips, WarShips, capital weapons, 
  and even the massive Castles Brian. A Faction’s ability to move 
  around an ISW Hex Map is affected by its TransporTech rating.
  IndustryTech: A Faction’s IndustryTech rating allows it to 
  better utilize its resources are utilized, imparting a multiplier to 
  the RP a Faction produces every turn (see Economics and Logistics 
  Phase: Calculating Resource Points, p. 126). If using the ISW Interstellar 
  Communications rules (see p. 143), the multipliers stack together.
  Maximum Technology
  Regardless of the amount of research poured into a 
  technology, circumstances sometimes limit the advancements 
  that can be achieved. Refer to the Maximum Technology Table 
  to determine the maximum rating for each Technology Type 
  that can be achieved in a given era. 
  Tech Rating Effects
  To determine the effect of a Faction’s current rating in 
  each Technology Type, consult the Technology Effects Table. 
  A Faction gains all bonuses for ratings equal to or less than 
  its current rating in each Technology Type. (An exception 
  is IndustryTech, where only the highest bonus applies. For 
  example, a Faction with an IndustryTech rating of 7 multiplies 
  the RP production of each world they control by 1.8). Bonuses 
  take effect immediately upon achieving each rating; likewise, if 
  a Faction’s rating in any Technology Type is reduced, the loss of 
  any bonuses also takes effect immediately.
  BattleTech: A Faction’s BattleTech rating determines the 
  Unit Types it may produce, as well as the maximum Tech Rating 
  of those Units.
   y
  Note: If using the rules for Converting ISW Combat 
  Commands To ACS Formations, Combat Units And Teams 
  or Converting ACS Combat Teams To SBF Formations And 
  Units (p. 122 and p. 124 respectively), for each BattleTech 
  Rating raised during gameplay, each Unit, Combat Team, 
  and so on may either raise its Armor value by 2, or its 
  Short/Medium/Long Range Damage value by 1.
  ComTech: A Faction’s ComTech rating reflects its ability to 
  send and receive interstellar messages. The ComTech Rating in 
  these rules directly correspond to the ComTech rating in the ISW 
  Interstellar Communications rules (see p. 143), 
  TECHNOLOGY EFFECTS TABLE
  Rating
  BattleTech
  ComTech
  TransporTech†
  IndustryTech
  0
  Can only build A-rated units
  N/A
  May only build Primitive 
  JumpShips (2 MP per turn)
  0.4 RP modifier
  1
  May build B-rated units
  N/A
  May build standard JumpShips  
  (4 MP per turn)
  0.6 RP modifier
  2
  May build C-rated units
  N/A
  N/A
  0.8 RP modifier
  3
  May build D-rated units;  
  LAMs cost 3x
  Can use First 
  Generation FAX2
  N/A
  1.0 RP modifier
  4
  LAMs at standard cost
  N/A
  May build Capital Grade Weapons
  1.2 RP modifier
  5
  May build E-rated units
  N/A
  May build WarShips  
  under 750,000 tons
  1.4 RP modifier
  6
  May build Battle Armor
  Can use Second 
  Generation FAX2
  May build Castles Brian
  1.6 RP modifier
  7
  May build Omni units
  N/A
  May build all WarShips
  1.8 RP modifier
  8
  May build F-rated units at 3x cost
  N/A
  May build Lithium Fusion Units
  2.0 RP modifier
  9
  May build F-rated units  
  at standard cost
  May build own HPGs
  6 MP per turn  
  (partial Lithium Fusion fleet)
  2.2 RP Modifier
  10
  All costs reduced by half
  May establish  
  real-time HPG net*
  8 MP per turn  
  (Lithium Fusion standard)
  2.4 RP modifier
  * Factions with a real-time HPG net increase the effective Leadership Ratings of all commanders by 1.
  MAXIMUM TECHNOLOGY RATINGS
  BT / CT / TT / IT
  2786
  2830
  3025
  Inner Sphere
  5/5/9/8
  5/5/6/6
  4/4/4/4    
  Periphery
  5/5/9/8
  4/4/3/4
  3/3/4/4
  
  RUlES ANNEX
  129
  INTEllIGENCE OpERATIONS
  perform the missions no one can admit to, often earning the 
  label “state-sponsored terrorists.” These units are tracked and 
  moved individually.
  ADDITIONS TO FACTION  
  ABILITIES AND FLAWS
  The following rules outline changes to the Faction Abilities, 
  and introduce new Counterintelligence Abilities. Second 
  Succession War Abilities and Flaws (2830) are listed on p. 120.
  Closed State: This Faction firmly believes in monitoring its 
  own citizenry and crushing all signs of dissent. The oppressive 
  regime makes it harder for the Faction’s warriors to desert. 
  Apply a +2 Target Number (TN) modifier for any rolls this Faction 
  makes when checking for desertion (see p. 365, IO), but also 
  apply a –1 TN modifier for Morale checks in combat (see Abstract 
  Combat System, pp. 317-318, IO). Apply a +1 TN modifier for any 
  Intelligence Operations rolls made against this Faction. 
  INTELLIGENCE OPERATIONS 
  (INNER SPHERE AT WAR)
  Intelligence Operations are a set of optional rules for Inner 
  Sphere at War (ISW). Knowing an enemy’s capabilities is as important 
  as being aware of your own. This reality makes spies central to any 
  strategic game, though using them in ISW requires either a neutral 
  gamemaster (GM) or considerable mutual player trust. 
  The majority of Intelligence Operations are conducted 
  by a Faction’s bureaucratic spy networks—the Combine’s 
  ISF, the Magistracy of Canopus’ MIM and others. These are 
  not represented by units in ISW. Rather, like the military 
  bureaucracies supporting combat commands, they require the 
  expenditure of RP in order to function. 
  An exception to this are special forces units—The 
  Federated Suns’ Rabid Foxes, the Lyran Commonwealth’s Loki, 
  or the Special Task Forces of the Taurian Concordat. These units 
  
  THE SECOND SUCCESSION WAR
  130
  STARTING INTEllIGENCE 
  Superior Counterintelligence: The Faction excels at 
  finding and rooting out spies and foreign agents. Apply a +1 
  TN modifier to any Foreign Intelligence rolls made against this 
  Faction (see Resolving Intelligence Operations, p. 131).
  Superior Foreign Intelligence: The Faction has well-
  trained assets who excel at fitting in wherever they are. Apply 
  a –1 TN modifier for any Foreign Intelligence rolls this Faction 
  makes (see Resolving Intelligence Operations, p. 131). 
  STARTING SETUP:  
  STARTING INTELLIGENCE
  After setting up their Faction’s starting economies and 
  militaries (see Starting Setup, pp. 347-350, IO), players set up 
  their starting intelligence. The following table outlines the 
  number of Special Operations teams with which each Faction 
  begins the game. Each Faction is also allocated a limited 
  number of promotions which can be used to enhance some of 
  their starting Special Operations teams. 
  All Special Operations teams start as Regular units. The 
  Faction may promote the indicated number of their units 
  to a higher Experience Rating. A single promotion raises a 
  Special Operations team one Experience Rating (e.g. Regular to 
  Veteran). A Special Operations Team’s Experience Rating affects 
  the Target Number of Special Operations rolls they participate 
  in (see Special Operations Team Modifier Table, p. 131)
  Rules for creating additional Special Operations teams 
  are detailed in Military Development Phase: Creating Special 
  Operations Teams (p. 131). Rules for using Special Operations 
  teams are given under Special Operations, p. 138.
  ORDER WRITING PHASE
  Intelligence Operations are chosen and Resource Points 
  (RP) spent during the Order Writing Phase and given to 
  the GM for resolution during the Intelligence 
  Operations Phase (see p. 131).
  Choosing Intelligence Operations
  Every Order Writing phase, each 
  player chooses which Operations they 
  wish to play and the amount of RP they 
  are devoting to each Operation, and 
  then give those orders to the GM to 
  resolve for the turn. Unless stated in the 
  Operation’s description, Operations of 
  any type may be chosen multiple times, 
  but only once per asset/target per turn. 
  For example, Espionage: Troop Location 
  (p. 136) may be used multiple times for 
  the turn, but only once against “First 
  Davion Guards.” The amount of Foreign 
  and Counterintelligence Operations (see 
  pp. 136 and 142, respectively) that may 
  Inferior Black Ops: This Faction lacks an effective training 
  program for the special operatives who take on the dirtiest deeds. 
  Apply a +1 TN modifier for any actions this Faction’s forces make 
  when operating under Counter-Insurgency, Guerrilla Warfare, 
  and Go to Ground orders (see Military Phase, p. 354, IO).  Apply a 
  +1 TN modifier for any Special Operations rolls the Faction makes 
  (see Resolving Intelligence Operations, p. 131). 
  Inferior Counterintelligence: The Faction’s counter-
  espionage efforts are fatally flawed in some way. Apply a –1 
  TN modifier for any Foreign Intelligence rolls made against this 
  Faction (see Resolving Intelligence Operations, p. 131). 
  Inferior Foreign Intelligence: The Faction’s ability to 
  conduct intelligence operations on foreign soil is lacking. Apply 
  a +1 TN modifier for any Foreign Intelligence rolls this Faction 
  makes (see Resolving Intelligence Operations, p. 131). 
  Open State: This Faction has an open and free government, 
  which promotes civil liberties and a right to choose. This leads 
  to a happier state, applying a –1 Morale modifier in combat 
  (see Morale, Abstract Combat System, p. 317, IO), but also makes 
  the Faction easier to infiltrate and subvert (represented as a 
  +1 modifier to all actions taken while engaged in Pacification 
  operations, see p. 354, IO), and a –1 modifier to all Foreign 
  Intelligence operations taken against that Faction (see Resolving 
  Intelligence Operations, p. 131).
  Superior Black Ops: This Faction benefits from a highly 
  motivated, well-equipped, and well-trained special operatives 
  program that supports its dirtiest deeds. Apply a –1 target 
  number modifier for any actions this Faction’s forces make 
  when operating under Counter-Insurgency, Guerrilla Warfare, 
  and Go to Ground orders (see p. 354, IO). Apply a –1 TN modifier 
  for any Special Operations rolls the Faction makes (see Resolving 
  Intelligence Operations, p. 131. 
  STARTING INTELLIGENCE TABLE
  Inner Sphere
  Special Ops 
  Teams*
  Promotions 
  (2786 & 2830)
  Promotions 
  (3025)
  Capellan Confederation
  2
  1
  1
  Draconis Combine
  2
  2
  1
  Federated Suns
  2
  1
  1
  Free Worlds League
  2
  1
  0
  Lyran Commonwealth
  2
  1
  1
  Periphery
  Special Ops 
  Teams*
  Promotions 
  (2786 & 2830)
  Promotions 
  (3025)
  Magistracy of Canopus
  1
  0
  1
  Outworlds Alliance
  1
  0
  0
  Taurian Concordat
  1
  1
  0
  *Applicable to games starting in 2786, 2830, and 3025.
  
  RUlES ANNEX
  131
  RESOlvING INTEllIGENCE OpERATIONS
  MILITARY DEVELOPMENT PHASE: 
  CREATING SPECIAL OPERATIONS TEAMS
  The following rules outline additions to the Military 
  Development phase (p. 353, IO). Factions may choose to build 
  additional Special Operations teams, but may never have more 
  than three times the number of Special Operations teams it 
  started with (see Starting Intelligence Table, p. 130). 
  A Special Operations team costs 5 RP to build, and enters the 
  game at any of the player’s Regional or National Capitals. Newly 
  created Special Operations teams have an Experience Rating of 
  Very Green; this cannot be changed by additional expenditure.
  Upgrading Special Operations Teams
  Special Operations teams are amongst the best trained 
  forces in any Faction’s military, but training can only achieve so 
  much—practical experience is the harshest but most effective 
  teacher. Accordingly, a Special Operations team can only gain 
  experience in the following ways:
   y
  Very Green: Becomes Green after surviving one 
  successful Special Operation.
   y
  Green: Becomes Regular after surviving two successful 
  Special Operations while at Green Experience Rating, 
  including at least one Black Op.
   y
  Regular: Become Veteran after surviving four successful 
  Special Operations while at Regular Experience Rating, 
  including at least two Black Ops.
  INTELLIGENCE  
  OPERATIONS PHASE
  Intelligence Operations adds a new phase during ISW play, 
  after the Military Development Phase (p. 353, IO) but before 
  the Diplomacy Phase (p. 354, IO). Intelligence Operations are 
  divided into three different classes: 
   y
  Foreign Intelligence: Discovering what the other 
  Factions are up to, or influencing what they know about 
  what your Faction is doing.
   y
  Special Operations: Actively changing either your 
  own Faction or another Faction through the use of 
  subterfuge and dirty tricks. 
   y
  Counterintelligence Operations: Protecting your own 
  nation from harm, either foreign or domestic.
  RESOLVING INTELLIGENCE OPERATIONS
  Foreign Intelligence and Special Operations are resolved 
  by with rolls based on a base Target Number (TN) chosen based 
  on resources spent on the specific operation, as shown on the 
  Foreign Intelligence Operations RP Cost Table (p. 136) and Special 
  Operations RP Cost Table (p. 138). Faction starting abilities, specific 
  modifiers for operations, and applicable Counterintelligence 
  Operations further modify the final Target Number. 
  be run per turn is only limited by the RP the player is willing 
  and able to expend. The number of Special Operations (see p. 
  138) that may be run per turn is further limited by the amount 
  of Special Operations Teams the Faction has available (see 
  Starting Setup: Starting Intelligence, p. 130).
  Each Operation cost a variable amount of RP. The final RP 
  cost for Foreign Intelligence or Special Operations is arrived at 
  by referencing the appropriate Operation RP Cost Table (pp. 136 
  and 138, respectively) and choosing the desired Target Number 
  and cross-referencing the Operation’s Difficulty Number. Final 
  RP cost for Counterintelligence Operations is arrived at by 
  referencing the appropriate Operation RP Cost Table (p. 142, 
  respectively) and choosing the desired TN Modifier.
  After choosing all a Faction’s Operations (and choosing TNs 
  and totaling RP costs), the Operations information should be 
  handed to the GM for resolution. After all Factions have turned 
  in their Operations for the turn, the GM resolves them all during 
  the Intelligence Operations phase (see Intelligence Operations 
  Phase, at right).
  SPECIAL OPERATIONS 
  TEAM MODIFIER TABLE
  Experience
  TN modifier
  Very Green
  +2 
  Green
  +1
  Regular
  0
  Veteran
  -1
  
  THE SECOND SUCCESSION WAR
  132
  from Major to Minor for three turns,” or “You receive a report 
  that the 14th Lyran Guard is being moved to the League border 
  world of Alula Australis.” 
  If the Defender Aware result is “Yes,” then the source of 
  the information is revealed. For example, “Davion saboteurs 
  led riots causing New Samarkand’s industrial output to drop 
  from Major to Minor for three turns,” or “Lyran agents provided 
  information that the 14th Lyran Guard is being moved up 
  towards Alula Australis.” 
  Note that sometimes even a marginally successful operation 
  can result in the defender being aware of its perpetrator. This  
  is intentional.
  Outcome: The Outcome column lists modifications to 
  the operation which the GM will be required to enact. Some 
  imagination may be required when translating the operational 
  outcome into information for the defending player. 
  The Faction conducting an intelligence operation is 
  considered the attacker, while the targeted Faction is the 
  defender. To resolve the operation, the gamemaster rolls 2D6 
  against the TN; the amount by which the roll succeeds or 
  fails becomes the positive or negative Margin of Success 
  (MoS), respectively. The MoS is referenced on the appropriate 
  Operation Outcome Table to determine the final results. 
  Additional Outcomes
  In addition to the success or failure of an intelligence 
  operation, additional outcomes may be applied by the 
  GM when resolving them, as shown on the Operation  
  Outcome Table.
  Defender Aware: If the Defender Aware result is “No,” then 
  the GM simply informs the defender of any outcomes which 
  will be reflected in their subsequent turns—for example, “New 
  Samarkand suffered riots which reduced its industrial output 
  OPERATIONAL OUTCOME: ESPIONAGE OPERATIONS*
  MoS
  Defender 
  aware?
  Outcome
  -7
  Yes
  Attacker receives false information, and defender gets a –4 TN modifier for one Propaganda operation next turn.
  -6
  Yes
  Attacker receives false information.
  -5
  No
  Attacker receives no information.
  -4
  Yes
  Attacker receives no information, and defender gets a –2 TN modifier on one Turn Agent operation against the attacker 
  next turn.
  -3
  Yes
  Attacker receives 25% accurate information and 75% inaccurate information.
  -2
  No
  Operation aborted prematurely. The attacker receives a refund of 33% of RP spent on the operation 
  (rounding down).
  -1
  Yes
  Attacker receives 50% accurate information and 50% inaccurate information.
  0
  No
  Attacker receives 50% accurate information and 50% inaccurate information.
  1
  Yes
  Attacker receives 75% accurate information and 25% inaccurate information, but defender receives –2 
  TN modifier on one Turn Agent operation made against the attacker next turn.
  2
  No
  Attacker receives 75% accurate information and 25% inaccurate information.
  3
  No
  Attacker receives 100% accurate information.
  4
  No
  Attacker receives 100% accurate information, and gets –2 TN modifier on one Turn Agent operation 
  made against the defender next turn.
  5
  No
  Attacker receives 75% accurate information, 25% inaccurate information, and gets a –3 TN modifier on 
  any Propaganda operation made next turn.
  6
  No
  Attacker receives 100% accurate information, and gets a –3 TN modifier on any one Espionage or 
  Sabotage operation next turn.
  7+
  No
  Attacker receives 100% accurate information, and gains a –5 TN modifier on any one Special Operation 
  made against the defender next turn.
  *pp. 136-137
  RESOlvING INTEllIGENCE OpERATIONS
  
  RUlES ANNEX
  133
  Notes for the GM: Managing Intelligence Operations
  The Intelligence Operations rules have been written with 
  the assumption that they will be managed by a GM—it would 
  be somewhat difficult for a player to implement an “Attacker 
  receives inaccurate information” result against themselves! As 
  a result, all Intelligence Operation die rolls should be resolved 
  by the GM.
  The GM should make sure that any results—whether 
  from the player’s own operations, or any information received 
  as the result of operations against the player—are not 
  presented with any connections to which player issued the 
  intelligence operations orders. The GM should simply list 
  results, preferably in random order, to ensure the player 
  cannot easily pick disinformation out from valid information, 
  or link particular information to the success or failure of one 
  of their intelligence operations.
  Colin, the Combine player, attempts an Espionage: Troop 
  Location operation against Brian’s 14th Lyran Guards. After 
  applying all modifiers, the operation has a final TN of 6. Colin 
  rolls a 3. The MoS is -3.
  As this is an Espionage operation, the outcomes of this 
  operation are:
  a. 
  The GM does not inform Colin of the specific outcome. 
  Instead, the GM randomly decides that Colin receives 
  an accurate unit strength, but inaccurate location, 
  current damage levels, and order details. 
  b. 
  Brian, the Lyran player, is told that Combine agents 
  are trying to locate the 14th Lyran Guards.
  Note that, from what the GM has told them, neither 
  Brian nor Colin can assess whether these are accurate or 
  inaccurate statements. Like real-world intelligence analysts, 
  they will need to integrate these reports with direct combat 
  interactions and diplomatic information to build a view of the 
  intelligence landscape.
  OPERATIONAL OUTCOME: PROPAGANDA  OPERATIONS*
  MoS
  Defender 
  aware?
  Outcome
  -7
  Yes
  Defender receives true information, and gets a –4 TN modifier for one Propaganda operation next turn.
  -6
  Yes
  Defender receives true information.
  -5
  No
  Defender receives no information, and gets a –2 TN modifier for one Turn Agent operation against the attacker next turn.
  -4
  Yes
  Defender receives no information.
  -3
  Yes
  Defender receives 50% of the intended inaccurate information and 50% accurate information.
  -2
  No
  Defender receives 50% of the intended inaccurate information and 50% accurate information.
  -1
  Yes
  Defender receives 50% of the intended inaccurate information and 50% accurate information.
  -0
  No
  Operation aborted prematurely. The attacker receives a refund of 33% of RP spent on the operation 
  (rounding down).
  1
  Yes
  Defender receives 75% of the intended inaccurate information and 25% accurate information, but the 
  defender receives a –2 TN modifier on one Turn Agent operation made against the attacker next turn.
  2
  No
  Defender receives 75% of the intended inaccurate information and 25% accurate information.
  3
  No
  Defender receives 100% of the intended inaccurate information
  4
  No
  Defender receives 100% of the intended inaccurate information, and the attacker gets a –2 TN modifier 
  on one Turn Agent operation made against the defender next turn.
  5
  No
  Defender receives 75% of the intended inaccurate information, 25% accurate information, and the 
  attacker gets a –3 TN modifier on any Propaganda operation made next turn.
  6
  No
  Defender receives 100% of the intended inaccurate information, and the attacker gets a –3 TN modifier 
  on any one Espionage or Sabotage operation next turn.
  7+
  No
  Defender receives 100% of the intended inaccurate information, and the attacker gets a –5 TN modifier 
  on any one Special Operation made against the defender next turn.
  *pp. 137-138
  RESOlvING INTEllIGENCE OpERATIONS
  
  THE SECOND SUCCESSION WAR
  134
  OPERATIONAL OUTCOME: SABOTAGE OPERATIONS*
  MoS
  Defender 
  aware?
  Outcome
  -7
  Yes
  Operation fails, and the defender gets a –4 TN modifier for one Propaganda operation next turn.
  -6
  Yes
  Operation fails, and the defender gets a –2 TN modifier on one Turn Agent operation against the attacker next turn.
  -5
  Yes
  Operation fails.
  -4
  No
  Operation fails.
  -3
  Yes
  Operation is a partial success. The operation has 25% of the normal impact, and defender gets a –2 TN modifier for one 
  Propaganda operation next round.
  -2
  No
  Operation aborted prematurely. The attacker receives a refund of 33% of RP spent on the operation 
  (rounding down).
  -1
  Yes
  Operation is a partial success. The operation has 50% of the normal impact.
  -0
  No
  Operation is a partial success. The operation has 75% of the normal impact. 
  1
  Yes
  Operation succeeds, but the collateral damage is unacceptable. The operation has 100% of its usual 
  impact, but the defender receives a –2 TN modifier on one Propaganda operation made against the 
  attacker next turn.
  2
  No
  Operation succeeds, and has 100% of its normal impact.
  3
  No
  Operation succeeds, and has 125% of its normal impact.
  4
  No
  Operation succeeds, and can be blamed on the defender’s own operatives. The operation has 125% 
  of its normal impact, and the attacker gets a –2 TN modifier on any one Turn Agent operation made 
  against the defender next turn.
  5
  No
  Operation succeeds, and has 100% of its normal impact. The attacker gets a –3 TN modifier on any one 
  Propaganda operation made against the defender next turn.
  6
  No
  The operation succeeds, and causes major disruption to the defending Faction. The operation has 
  150% of its normal impact, and the attacker gets a –3 TN modifier on any one Espionage or Sabotage 
  operation made against the defender next turn.
  7+
  No
  The operation succeeds, and in the process exposes workings of another intelligence operation. The 
  operation has 200% of its normal impact, and the attacker gets both a –3 TN modifier on any one 
  Special Operation made next turn against any opposing Faction other than the defender, and a –5 TN 
  modifier on any one Propaganda operation made against the defender.
  *pp. 139-140
  RESOlvING INTEllIGENCE OpERATIONS
  
  RUlES ANNEX
  135
  OPERATIONAL OUTCOME: BLACK OPS OPERATIONS*
  MoS
  Defender 
  aware?
  Outcome
  -7
  Yes
  Operation fails, exposing the inner workings of the attacker’s intelligence service. The defender gets one free Agent in 
  Place, a –3 TN modifier on any Mole Hunt in the next game turn, a –3 TN modifier on any Propaganda action against the 
  attacker, and a –3 TN modifier on any Foreign Disinformation operation concerning the attacking Faction.
  -6
  Yes
  Operation fails, and the defender gets both a –3 TN modifier for one Propaganda operation and –3 for one Turn Agent 
  operation next turn.
  -5
  No
  Operation fails, and the defender gets a –4 TN modifier for one Propaganda operation next turn.
  -4
  No
  Operation fails, and the defender gets a –2 TN modifier on one Turn Agent operation against the attacker next turn.
  -3
  Yes
  Operation fails.
  -2
  Yes
  -1
  No
  Operation fails.
  -0
  No
  Operation aborted prematurely. The attacker receives a refund of 33% of RP spent on the operation 
  (rounding down).
  1
  Yes
  Operation is a success, but only because additional resources had to be committed to solve unforeseen 
  problems. The attacker suffers a +1 TN modifier on all intelligence operations in subsequent turns until 
  they pay 30 RP to make good on losses from this operation.
  2
  No
  Operation fails, but lays solid groundwork. The attacker gets a –3 TN modifier on one identical Special 
  Operation on same target next round.
  3
  No
  Operation succeeds, but collateral damage is unacceptable. The defender receives a –2 TN modifier on 
  one Propaganda operation made against the attacker next turn.
  4
  No
  Operation succeeds.
  5
  No
  Operation succeeds.
  6
  No
  Operation succeeds, and can be blamed on the defender’s own operatives. The attacker gets a –2 TN 
  modifier on one Turn Agent operation made against the defender next turn.
  7+
  No
  Operation succeeds. The attacker gets a –3 TN modifier on any Propaganda operation made next turn, 
  and a free Agent In Place against the defender.
  *pp. 140-141
  RESOlvING INTEllIGENCE OpERATIONS
  
  THE SECOND SUCCESSION WAR
  136
  ESpIONAGE OpERATIONS
  Espionage: Troop Location
  Goal: Determine the location and strength of a specific, 
  non-WarShip unit.
  Countered By: Military Operations Security for the named 
  unit; Planetary Forces Security for the hex the named unit is in.
  Knowing specifically where an enemy’s troops are can 
  play a vital part in deducing their future actions. Sudden 
  movements of elite units to one area of the front can indicate 
  a coming offensive; similarly, rotation of veteran defenders off 
  the line might point to a vulnerability in the enemy’s defenses. 
  If successful, the Faction gains knowledge of where a specific 
  military unit (other than a WarShip) is located.
  Difficulty Rating: 1, unless the specific unit is smaller than 
  a regiment (IS) or Cluster (Clan), in which case the Difficulty 
  Rating is 2.
  Espionage: System Reconnaissance
  Goal: Obtain sufficient astrogation information to allow 
  accurate calculation of Pirate Jump Points in a system. Note: 
  requires the use of the optional Pirate Points rule (p. 358, IO).
  Countered By: Planetary Forces Security.
  While comprehensively defending a system’s Zenith 
  or Nadir Jump Points is not feasible, the distance involved 
  in traveling to planets in most systems from those points 
  imposes considerable disadvantages on any invading force. 
  Use of Pirate Points (see p. 358, IO) provides significant tactical 
  advantages. A successful System Reconnaissance operation 
  allows accurate calculations to be performed and enables the 
  use of Pirate Points. If successful, add a +1 modifier to the GM’s 
  roll to determine the successful use of pirate jump points in that 
  system for the next 6 game turns.
  Difficulty Rating: 2
  FOREIGN INTELLIGENCE OPERATIONS
  Foreign intelligence is a discipline in which a wide range of 
  resources—data analysis, monitoring, even agents in place—
  are utilized to gain a clearer picture of opposing Factions’ 
  forces, movements, intentions and capabilities. Foreign 
  Intelligence Operations can be broken down into Espionage 
  and Propaganda. All foreign intelligence operations have an 
  Difficulty Rating that represents the operation’s difficulty and is 
  used to determine its RP cost and Target Number.
  There are several foreign intelligence operation types, 
  each aimed at obtaining information. A Faction chooses the 
  TN for the operation by cross-referencing the desired TN with 
  the operation’s Difficulty Rating on the Foreign Intelligence 
  Operations RP Cost Table, and spending the indicated RP.
  Note: All Factions with the Superior Foreign Intelligence 
  Operations ability (see Faction Abilities, p. 130) gain a –1 TN 
  modifier on all Espionage and Propaganda operation rolls. All 
  Factions with the Inferior Foreign Intelligence Operations flaw gain 
  a +1 TN modifier on all Espionage and Propaganda operation rolls.
  Details of how Foreign Intelligence Operations are 
  resolved are provided under Resolving Active Intelligence 
  Operations, p. 131.
  Terrence, the Marik player, is attempting to identify forces 
  belonging to the Marian Hegemony on Interstellar Map hex 
  3308. This is an Espionage: Planetary Forces operation, with an 
  Difficulty Rating of 1. A baseline TN of 8 will cost 1 RP. If Terrence 
  wants to obtain a TN of 6 for the operation, he needs to spend 
  9 RP. If Terrence wished to perform a Mole Hunt, an Foreign 
  Intelligence operation with an Difficulty Rating of 6, with the 
  same TN of 6, the total cost of the operation would be 29 RP.
   
  Espionage Operations
  Espionage is the art of obtaining and manipulating 
  information. This can be obtaining information other Factions 
  don’t want you to possess, or even ensuring the opposition’s 
  knowledge of your force that they’d rather you didn’t know. This 
  is one of the most common uses of intelligence resources located 
  inside hostile Factions. Espionage can also rely on extensive data 
  mining and data analysis to reveal desired information. 
  Espionage: Planetary Forces
  Goal: Determine the military forces and supply units 
  stationed in the targeted hex.
  Countered By:  Planetary Forces Security for the targeted hex.
  Using any means necessary, the intelligence services of the 
  attacking Faction will attempt to discover as much information 
  as possible on the units stationed in the targeted hex. The 
  quality of information gathered will vary based on the degree 
  of success or failure.
  Difficulty Rating: 1 
  FOREIGN 
  INTELLIGENCE 
  OPERATIONS  
  RP COST TABLE
  Operation Difficulty Rating
  TN
  1
  2
  3
  4
  5
  6
  8
  1 
  2
  3
  4
  5
  6
  7
  4
  7
  10
  13
  16
  19
  6
  9
  13
  17
  21
  25
  29
  5
  17
  22
  27
  32
  37
  42
  4
  29
  35
  41
  47
  53
  59
  3
  46
  53
  60
  67
  74
  81
  
  RUlES ANNEX
  137
  pROpAGANDA OpERATIONS
  allegiances of the two “phantom” agents revealed—indicating 
  one from the Federated Suns, and another purportedly from 
  the Free Worlds League.
  Espionage: Technology 
  Goal: Obtain the secrets of specific designs, components or 
  technology belonging to another Faction.
  Countered By: Technology Security
  TN Modified By: Subtract the attacking Faction’s Tech 
  Rating from the target’s Tech Rating, and apply this as a modifier 
  to the TN.
  One of the simplest ways to achieve a particular 
  technological feat is to obtain the information from someone 
  who already knows how to do it. A successful operation 
  provides a technology boost for the attacking Faction (see 
  Technology and Research, p. 126).
  The attacking player must pick which Technology Type 
  is being targeted (BattleTech, ComTech, TransporTech, or 
  IndustryTech). 
  A successful operation grants the attacking player a 
  number of DPs in that Technology Type equal to the difference 
  between the defender’s rating and attacker’s rating + 2 x 2D6.
  Difficulty Rating: IndustryTech and TransporTech 4; 
  BattleTech 5; ComTech 6.
  Terrence, in command of the Taurian Hegemony, wishes to 
  conduct espionage of the Federated Suns’ ComTech. His starting 
  ComTech rating (2) is subtracted from his target’s ComTech rating 
  (3) netting a +1 (3 – 2 = 1) modifier to his Intelligence Operations 
  TN. Terrence succeeds in an Espionage: Technology operation, 
  and compares the difference between his starting ComTech 
  rating (2) and that of his target (3), and adds 2 for a final result of 
  3. He then rolls 2D6, getting a 7, and multiplies this by 3. Terrence 
  obtains a boost of 21 DP to his ComTech research pool.
  Propaganda Operations
  Propaganda is the art of convincing other Factions to 
  believe something the player wants them to believe. The 
  best propaganda consists of real facts designed to lead the 
  opposition to a particular conclusion. These facts may be about 
  a player’s own Faction, or about other Factions.
  When performing a propaganda operation (foreign or 
  domestic), a player must select an operation type to represent 
  the disinformation to be sent to the Faction targeted by the 
  operation. Unlike other Foreign Intelligence operations, there 
  is no specific Counterintelligence Operation for propaganda.
  “Truth is stranger than fiction” rule: A player undertaking 
  a propaganda operation may choose to make a truthful 
  espionage report to their target. The attacker may present the 
  results of a successful Espionage action against another Faction 
  from the previous game turn, or current information about 
  their forces and dispositions in the current turn. Sometimes the 
  complete truth can be the most convincing falsehood.
  Espionage: Military Operations
  Goal: Determine the operational orders for a specific unit 
  or group of units in the same Interstellar Map hex.
  Countered By: Military Operations Security for the named 
  unit; Planetary Forces Security for the hex the named unit is in.
  The Faction launching the operation wishes to learn the 
  orders for a specific unit or a group of units stationed within 
  a hex. The degree of success of the operation (see Resolving 
  Intelligence Operations, p. 131) determines the accuracy of 
  information obtained.
  Difficulty Rating: 3
  Espionage: Scout Industry
  Goal: Determine the level of industry in the targeted hex.
  Countered By: Domestic Security; Planetary Forces 
  Security for the targeted hex.
  The Faction launching the operation seeks to determine 
  the level of industrial output of the target hex. As much of 
  this information can be passively gathered through analysis of 
  non-classified information—interstellar shipping news, local 
  resource purchases, employment rates, etc.—this is a relatively 
  simple espionage operation.
  Difficulty Rating: 1
  Espionage: Mole Hunt
  Goal: To scrutinize the operations, personnel and security 
  of one’s own intelligence services, in the hope of identifying any 
  hostile Agents in Place (see Turn Agents, p. 140).
  Countered By: None.
  If successful, the attacking Faction identifies and neutralizes 
  a number of Agents in Place controlled by other players. If the 
  “Enemy Aware” result of this operation is “No,” then the Faction 
  controlling each neutralized Agent in Place will also be identified.
  Difficulty Rating: 6
  GM Note: If a Mole Hunt operation is successful, the GM 
  rolls 1D6 to indicate the number of Agents in Place identified. 
  These are randomly selected from all Agents in Place (of any 
  Faction) currently present in the intelligence organization of 
  the Faction undertaking the Mole Hunt. If the result of the roll 
  indicates more Agents in Place are found than are present in the 
  Faction’s intelligence service, the GM should report the number 
  rolled. The GM should randomly assign Faction allegiances to 
  these “phantom” Agents in Place.
  Planning to increase internal security before preparing 
  for a final invasion of the Lyran Commonwealth, the Draconis 
  Combine player, Colin, attempts to purge his intelligence 
  service of foreign Agents in Place. His operation is successful. 
  John, the GM, rolls 1d6 and gets a 5. As it happens, there are 
  only three Agents in Place in the Combine at this time—two 
  Lyran, and one under the control of the Free Words League. 
  These are revealed. In addition, John randomly determines the 
  
  THE SECOND SUCCESSION WAR
  138
  pROpAGANDA OpERATIONS
   y
  The attacker is the Marian Hegemony
   y
  The defender is House Marik
   y
  The misinformation type is “Planetary Forces.”
  The Hegemony plans to let the League “discover” that 
  a key border world is protected only by a second-rate militia 
  unit at 55 percent strength—rather than an elite cohort with 
  significant conventional support at 100 percent strength.
  SPECIAL OPERATIONS
  Special Operations are a euphemism for “actions that 
  would be unacceptable if we acknowledged we did them”; 
  small, highly skilled teams crossing the galaxy applying deadly 
  force in the right place.
  Special Operations fall into two classes, Sabotage and 
  Black Ops.
  Any mission listed as a Special Operation requires at 
  least one Special Operations unit to be sent; if the operation 
  fails, the Special Operations may be lost. To acquire Special 
  Operations troops, see Military Development Phase: Creating 
  Special Operations Teams, p. 131. 
  Special Operations units are given Movement orders in the 
  Orders to Combat Commands phase (p. 358, IO), and move at 
  the time as Combat Commands. It costs 1 RP per Interstellar Hex 
  to move a Special Operations team, to a maximum of 4 hexes 
  per turn. After determining the outcome of a mission involving 
  a Special Operations unit, roll a D6. If the mission succeeded, the 
  unit is destroyed on a result of 1-2. If the mission failed, the unit 
  is destroyed on a result of 1-4.
  There are several Special Operation types, each aimed 
  at causing constructive mayhem. All Special Operations have 
  a Difficulty Rating that represents the operation’s difficulty 
  and is used to determine the RP cost and Target Number. A 
  Faction chooses the TN for the operation by cross-referencing 
  the desired TN with the operation’s Difficulty Rating on the 
  Foreign Intelligence Operations RP Cost Table, and spending 
  the indicated RP.
  Disseminate Foreign Disinformation
  Goal: Convince a neighbor that a third party is doing 
  or planning something they may not actually be doing or 
  planning.
  The Faction launching the operation (the “attacker”) decides
   y
  Which Faction will be targeted by the operation (the 
  “defender”);
   y
  What type of false espionage report the defender will 
  receive, if the operation is successful;
   y
  The Faction the false intelligence will appear to originate 
  with (“subject”);
   y
  The false intelligence to be passed to the defender if the 
  operation is successful.
  The attacker may make up any information desired to be 
  passed to the defender, as long as it is appropriate for the type 
  of espionage action selected.
  Difficulty Rating: 5
   William, commanding the Capellan Confederation, 
  wants to create tension between House Davion and House 
  Kurita. William orders a Disseminate Foreign Disinformation 
  operation to help achieve this goal.
   y
  The attacker is the Capellan Confederation
   y
  The defender is House Davion
   y
  The subject is House Kurita
   y
  The misinformation type is “Military Operations.”
  William plans to let House Davion “discover” that House 
  Kurita is moving three “Chain Gang” battalions closer to the 
  border with House Davion.
  Disseminate Domestic Disinformation
  Goal: Convince a neighbor that your Faction is doing or 
  planning something you may not actually be doing or planning.
  A successful operation results in the targeted Faction 
  receiving a false intelligence report about the Faction 
  undertaking the operation. The Faction launching the operation 
  (the “attacker”) decides:
   y
  Who the target ( the “defender”) of the operation will be;
   y
  What type of false espionage report the defender will 
  receive, if the operation is successful;
   y
  The false intelligence to be passed to the defender if the 
  operation is successful.
  The attacker may make up any information desired to be 
  passed to the defender, as long as it is appropriate for the type 
  of Espionage action selected.
  Difficulty Rating: 4
  The Marian Hegemony wants to conceal troop 
  movements from the Free Worlds League. Josh, the Hegemony 
  player, orders a domestic disinformation operation.
  SPECIAL OPERATIONS  
  RP COST TABLE
  Operation Difficulty Rating
  TN
  1
  2
  3
  4
  5
  6
  8
  2
  3
  5
  6
  8
  10
  7
  9
  12
  18
  21
  27
  33
  6
  19
  23
  31
  35
  43
  51
  5
  35
  40
  50
  55
  65
  75
  4
  59
  65
  77
  83
  95
  107
  3
  93
  100
     114
  121
  135
  149
  
  RUlES ANNEX
  139
  SABOTAGE OpERATIONS
  Sabotage Industry
  Goal: To damage production facilities on an Industrial world. 
  Countered By: Factory Security
  TN Modified By: –2 if a successful Espionage: Scout 
  Industry operation was conducted in the previous turn.
  The Special Operations unit uses misinformation, local 
  pawns, hired goons, and even active attacks to disrupt 
  production on an Industrial world. Note that only Minor, Major 
  or Hyper Industrial worlds can be targeted with this operation. If 
  a targeted world loses this status before the operation is carried 
  out, resolve the operation normally, but only apply negative 
  results affecting the attacker.
  A successful operation means the targeted Industrial 
  world’s output is reduced by one level (Hyper to Major, Major 
  to Minor, Minor to Other) for a number of turns equal to the 
  Margin of Success (MoS) of the operation. Note that the world 
  is not actually reduced in status; only the RP it generates is 
  reduced. At the end of that period, the world’s output returns 
  to its appropriate level, unless the world is affected by military 
  Raid or Conquest in the meantime (see pp. 359-361 and pp. 362-
  363, IO, respectively).
  Difficulty Rating: 4
  Terrence, commanding the Free Worlds League, attempts 
  to sabotage one of the Draconis Combine’s Minor Industrial 
  worlds, New Samarkand. He sends a Special Operations team 
  to launch the operation, and pays the RP cost to receive a 
  TN of 7. The gamemaster rolls a 9—the operation succeeds 
  with a MoS of 2. The SAFE team succeeds in reducing New 
  Samarkand’s output to that of an Other world (2 RP) for 2 turns.
  Sabotage Operations 
  Sabotage is the dark side of combat actions. Rather 
  than attacking enemy soldiers, this operation attacks the 
  infrastructure supporting those soldiers. Some call it “hitting 
  them where they ain’t.” Some call it dishonorable. But all 
  Factions know that small actions can have disproportionately 
  large effects if someone gets hurt in the right way. 
  Sabotage Communications
  Goal: To hinder an opponent’s combat effectiveness 
  through the destruction or distraction of their communications 
  systems.
  Countered By: Planetary Forces Security; Domestic Security
  TN Modified By: –2 if a successful Espionage: Planetary 
  Forces operation was conducted in the previous turn.
  The Special Operations unit uses any and all means 
  necessary to disrupt a hostile communication system and 
  reduce the enemy’s combat effectiveness, including the 
  destruction of transmitters, setting up jamming devices, and 
  flooding the frequencies with false orders and information. 
  A successful result will result in a +1 TN modifier to any ACS 
  or SBF rolls made by enemy forces (or –1 TN modifier against 
  them, if appropriate) in the target interstellar hex for the next 
  turn. In Total Warfare, BattleForce or Alpha Strike games, apply the 
  effects of a Communications Disruption (CO p. 84 and ASC p. 46)
  Difficulty Rating: 1
  
  THE SECOND SUCCESSION WAR
  140
  SABOTAGE OpERATIONS
   y
  “Long game”: The Agent in Place provides a –1 
  modifier to the TN of any one intelligence operation 
  of the attacker’s choice, once per turn. If used in 
  this manner, the Agent in Place is eliminated if the 
  operation yields an “Defender Aware” result of Yes (see 
  Resolving Intelligence Operations, p. 131), as their cover 
  has been blown.
  The number of Agents in Place must be tracked, and they 
  are not required to be used during a given turn. Multiple Long- 
  and Short-Game Agents in Place may be used on the same 
  operation, as their total modifiers are cumulative. Long Game 
  agents may not be converted into Short Game agents—the 
  canny secret agent will reject orders which would lead to their 
  certain exposure.
  Optional Rule for Turn Agent Operations: The GM, if 
  one is being used, should roll 2D6 each time a Turn Agent 
  operation succeeds. On a roll of 10+, the Agent in Place notifies 
  the defending Faction about the foreign contact, and agrees 
  to triple-cross the attacking Faction. The GM will report the 
  operation to the attacker as successful. However, all negative 
  modifiers which would normally be applied from the use of that 
  Agent in Place are instead applied as positive modifiers. 
  If this Agent in Place would be expended, the defending 
  Faction can choose to allow the triple agent to survive and carry 
  on in future game turns. Alternatively, the defender can choose 
  to have the agent expended. 
  Difficulty Rating: 3
  Joel, the Federated Suns player, is setting the stage for 
  a sabotage attempt on forces belonging to William, the 
  Capellan player. Joel pays 31 RP for a Turn Agent operation 
  with a TN of 6. The operation is successful. However the GM 
  secretly rolls 2D6, getting an 11. He later informs William that 
  Joel has attempted to plant an Agent in Place, but the agent 
  has agreed to be a triple agent.
  Several turns later, Joel performs his sabotage operation. 
  He intends to use his Agent in Place in the short game mode, 
  for a –3 modifier to the TN. Instead, the triple-crosser provides 
  a +3 modifier to the operation’s TN. The operation fails.
  William chooses to leave the triple-cross agent in place. 
  Joel would be foolish not to notice the agent’s unprecedented 
  survival, but William is hopeful that in the heat of the moment, 
  Joel might just decide to risk using the agent once again.
  Sabotage Transport
  Goal: To hinder another Faction’s ability to move forces 
  between star systems.
  Countered By: Transport Security
  TN Modified By: –2 if a successful Espionage: Planetary 
  Forces operation was conducted in the previous turn.
  The attacking player must specify an Interstellar Hex under 
  the control of another Faction. If successful, the sabotage 
  operation prevents the target Faction’s forces moving to or 
  from that hex in the current turn. Any movement by means 
  of a Command Circuit (see p.358, IO) cannot pass through the 
  affected hex; stop the unit being moved at its last planned 
  movement prior to entering the affected hex.
  Difficulty Rating: 2
  Sabotage: Research (Active Operation)
  Goal: To destructively interfere with another Faction’s 
  research programs and/or facilities.
  Countered By: Technology Security
  TN Modified By: −2 if a successful Espionage: Technology 
  (see p. 137) operation was conducted on the target Technology 
  Type in the previous turn.
  The attacking player must pick which Technology Type 
  (BattleTech, ComTech, TransporTech, or IndustryTech) is being 
  sabotaged. 
  A successful operation reduces the number of Development 
  Points invested in the target Technology Type by 25 percent 
  (see Technology and Research, p. 126). 
  Difficulty Rating: BattleTech 3; IndustryTech and 
  TransporTech 4; ComTech 5.
  Turn Agent
  Goal: To subvert a member of the opposition’s intelligence 
  forces to work against that Faction.
  Countered By: Domestic Security
  The attacking player uses some combination of 
  inducements, threats, honey traps, blackmail, seduction and 
  blackmail to entice one of the defender’s intelligence agents to 
  switch loyalties.
  A successful operation results one of the defender’s agents 
  working for the attacker as an Agent in Place. The attacker may 
  choose to exploit their Agent in Place in subsequent turns in 
  either of two ways:
   y
  “Short game”: The Agent in Place provides a one-time 
  –3 modifier to the TN of any one intelligence operation 
  of the attacker’s choice made in the next turn. If used in 
  this manner, the Agent in Place is expended, regardless 
  of the success or failure of the operation.
  
  RUlES ANNEX
  141
  BlACk OpS
  Infiltrate Fortification
  Goal: To insert a Special Operations team into an enemy 
  fortification (see p. 353, IO), so that the security of the fortification 
  can be compromised at a later time.
  Countered By: Domestic Security
  Additional TN Modifiers: +1 per defending combat 
  command in the target hex. +2 per successful Terrorism 
  operation conducted by any Faction in the target hex during 
  the previous 5 turns; –2 if a successful Espionage: Planetary 
  Forces operation was completed in the previous turn.
  If the operation is successful, the Special Operations Team 
  becomes a “sleeper cell” within the fortification. The sleeper cell 
  may not move or be used as a Special Operations Team while it 
  is a “sleeper cell.” In any following turn, the player may request 
  a second Special Operations roll (modified as above, with an 
  additional –2). If successful, the cell “wakes” and allows any 
  units attacking the fortification to enter it that turn, removing 
  all fortification bonuses from the defending player.
  Difficulty Rating: 4
  Sabotage Fortification
  Goal: To insert weapons of mass destruction (atomic, 
  biological or chemical) into an enemy fortification. 
  Countered By: Domestic Security; Planetary Forces Security
  Additional Modifiers: +1 per defending Combat 
  Command in the target hex. +3 per successful Terrorism 
  operation conducted by any Faction in the target hex during the 
  previous 5 turns. –2 if a successful Espionage: Planetary Forces 
  operation was completed in the previous turn.
  If the operation is successful:
   y
  Any standard fortification targeted by the operation  
  is destroyed.
   y
  Capital and Brian fortifications (see p. 353, IO) are 
  reduced by one level. If reduced below level 1, the 
  Capital or Brian fortification is destroyed. 
  Difficulty Rating: 6
  Joel, the Federated Suns player, wishes to assault the 
  Combine holding of Dieron. However, Dieron is home to a 
  Level 5 Castle Brian fortification, rendering forces inside it 
  immune to orbital bombardment—a key component of the 
  Suns’ attack plan. 
  A successful Sabotage Fortification operation will 
  reduce the Castle Brian to Level 4, and enable the Suns’ 
  WarShips to conduct preliminary bombardment before 
  ground forces began the planetary assault.
  Black Ops
  There are some missions that intelligence operatives never 
  talk about, the ones that cross the line from legal, legitimate 
  targets, into those that are morally unacceptable. And yet, all 
  Factions find themselves sending operatives across that line 
  again and again. Because while black ops are ugly, sometimes 
  they’re more effective—and less expensive—than dropping a 
  regiment on someone.
  Terrorism
  Goal: To promote fear and panic among a rival Faction’s 
  citizenry.
  Countered By: Domestic Security
  TN Modified By: –2 if a successful Espionage: Planetary 
  Forces operation was conducted in the previous turn.
  If the terrorism operation is successful, the production of 
  a planet and its elements are reduced by 25 percent for four 
  game turns. 
  A successful operation means the targeted world’s 
  industrial output is reduced by 50 percent for a number of 
  turns equal to the MoS of the operation. Note that the world 
  is not actually reduced in status; only the RP it generates is 
  reduced. If multiple successful Terrorism actions take place 
  concurrently, add together the number of turns for which 
  output will be reduced, and apply the total. At the end of those 
  turns, the world’s industrial output returns to its appropriate 
  level, unless the world is affected by military Raid or Conquest 
  in the meantime (see pp. 359-362, IO)
  Difficulty Rating: 3
  Incite Revolt
  Goal: To halt the production of a planet and any elements 
  therein.
  Countered By: Domestic Security
  Additional TN Modifiers: +1 per defending combat 
  command in the interstellar hex. –1 per successful Terrorism 
  operation conducted by any Faction in the target hex during 
  the previous 5 turns. +4 if the world is a Regional Capital. Note: 
  Incite Revolt may not be carried out on a National Capital.
  If the attacking team is successful, an uprising will occur 
  on the planet. The planet will cease producing RP, and any 
  bonuses provided by hex elements will be inapplicable. If 
  the combat commands defending the world are pushed 
  out of the system within the next turn, the planet will 
  become independent. If there are no defenders in the hex, 
  the defending Faction has 3 turns to retake the planet before 
  the hex becomes independent. Independent planets may 
  be captured by forces belonging to opposing players, as per 
  Military Conquest (pp. 362-363, IO).
  Difficulty Rating: 6
  
  THE SECOND SUCCESSION WAR
  142
  COUNTERINTEllIGENCE OpERATIONS
  Planetary Forces Security
  Counters: Espionage: Planetary Forces, Sabotage: Infiltrate 
  Fortification, Sabotage Fortification, System Reconnaissance
  This operation can be used to protect the identity, location 
  and number of forces in a given region of space. Each Planetary 
  Forces Security operation protects ten contiguous hexes on the 
  Interstellar Map . 
  Domestic Security
  Counters: Espionage: Planetary Forces, Incite Revolt, 
  Terrorism, Infiltrate Fortification, Sabotage Fortification.
  This operation can be used to maintain law, order, social 
  control and correct thought in a given region of space. Each 
  Domestic Security operation protects ten contiguous hexes on 
  the Interstellar Map.
   
  Fearing an outbreak of terrorism on the Capellan regional 
  capital Tikonov, William decides to spend 4 RP on Domesticc 
  Security safeguarding it. Doing so gives William a +2 TN 
  modifier against any of the listed activities on Tikonov, and 
  any other 9 worlds in its area. He also suspects Federated 
  Suns agents will attempt to sabotage the production lines on 
  Victoria, and assigns 1 RP for Factory Security to guard them, 
  giving him a +1 TN modifier against any sabotage attempts 
  on that Major Industrial world.
  Technology Security
  Counters:  Espionage: Technology, Sabotage: Research.
  This operation protects all of a Faction’s research into 
  a particular Technology Type (BattleTech, IndustryTech, 
  ComTech and TransporTech) from espionage or sabotage. Each 
  Technology Type must be protected by a separate Technology 
  Security operation. 
  COUNTERINTELLIGENCE OPERATIONS
  Counterintelligence Operations protect some aspect of 
  a Faction’s infrastructure, leadership or military from foreign 
  intelligence efforts, sabotage or assassinations. There are several 
  types of Counterintelligence Operations and each must be 
  purchased separately for each asset that is to be protected. The 
  effects of an operation last for one turn unless otherwise noted. 
  Counterintelligence Operations will modify the TN of an 
  attacker’s Foreign Intelligence or Special Operations roll for an 
  operation targeting the protected person, place or structure. 
  A Faction chooses the modifier their Counterintelligence 
  Operation will impose by cross-referencing the desired modifier 
  on the Counterintelligence Operations RP Cost Table and 
  spending the indicated RP.
  Factory Security
  Counters: Sabotage: Industry
  Manufacturing sites are often “soft” targets for enemy 
  agents. Factory Security protects the industrial output of any 
  one industrial world (Minor, Major, or Hyper). 
  Transport Security
  Counters: Sabotage: Transport
  JumpShips are the heart and blood of all Factions. Without 
  them, the Faction’s industry, military and politics would grind 
  to a halt. This operation protects the Faction’s interstellar 
  transports. 
  One Transport Security operation protects ten contiguous 
  hexes on the Interstellar Map (see p. 344, IO).
  Military Operations Security
  Counters: Espionage: Military Operations, Espionage: 
  Troop Locations
  Securing military operations prevents an opposing 
  Faction from discovering what a player’s military will be doing. 
  A successful operation prevents an opposing nation from 
  knowing where offensive actions will take place. 
  This operation protects all of a Faction’s offensive orders. 
  COUNTERINTELLIGENCE  
  OPERATIONS  
  RP COST TABLE
  Modifier
  RP Cost
  +1
  1
  +2
  4
  +3
  9
  +4
  16
  +5
  25
  +6
  36
  
  RUlES ANNEX
  143
  INTERSTEllAR COMMUNICATIONS
  INTERSTELLAR 
  COMMUNICATIONS  
  (INNER SPHERE AT WAR)
  COMMUNICATIONS TECHNOLOGY
  Interstellar communication is vital to the efficient 
  functioning of even the smallest interstellar state. Knowing 
  what has to be where and when is paramount for commerce, 
  manufacturing, resupply, and morale—let alone for the 
  intricate tasks associated with military actions, whether 
  in defense or offense. In addition, key intelligence on 
  other interstellar powers must be routed via swift and  
  reliable communications.
  The absence of interstellar communication makes 
  everything harder, though it is still possible to make do with 
  “pony express” JumpShip command chains, “false front” 
  companies in other states and so on. 
  These rules assume that any orders given by a Successor 
  or Periphery state are sent via an established HPG network 
  (operated by ComStar, or possibly the Word of Blake in some 
  eras). However, this assumption puts the Factions at the mercy 
  of their interstellar service provider (ISP), whose personnel get 
  to see the orders sent by the Factions; in extreme cases, the ISP 
  can obstruct the sending of messages. An ISP’s HPG network 
  cannot be captured.
  ComTech effects on ISW game play
  ComStar’s ubiquitous presence in the Inner Sphere is 
  treated as the status quo by all Successor. ComStar delivers a 
  ComTech rating 7 service to their customers. For descriptive 
  purposes, the Effects of ComTech Table (p. 144) indicates 
  the impacts on Factions (Great House and Periphery state 
  alike), based on the ComTech rating available to them. In the 
  absence of an agreement with an ISP, the Faction defaults 
  to its starting ComTech rating (see Starting ComTech Rating 
  Table, p. 144).
  Orders (IO, p. 354) sent by a Faction with ComTech ratings 
  of 0-2 arrive two turns after they are sent; with a ComTech 
  rating of 3-5 orders arrive the next turn; and with a ComTech 
  rating of 6 orders orders arrive on the same turn sent. However, 
  coordination is hampered. To reflect this drawback, any combat 
  involving forces from more than one world (see Uncoordinated 
  Attacks, p. 362, IO), should reduce the combatant forces’ 
  Uncoordinated Values by 1 (to a minimum of 1).
  Factions with a ComTech rating of 7 (the default rating of 
  ComStar as ISP) or higher, send orders as normal.
  
  THE SECOND SUCCESSION WAR
  144
  INTERDICTION
  Triggering Interdiction
  ComStar historically used its mastery of interstellar 
  communications as a “last argument of kings”—a heavy club 
  used to balance the Great Houses against each other, and to 
  break any House which showed signs of seeking independence 
  from ComStar’s “enlightened” assistance. 
  An ISP (such as ComStar or the Word of Blake) may interdict 
  a Faction when it becomes too successful, when the neutrality 
  of the ISP is compromised, or as the GM sees fit.
  During the End Phase, the GM must make a roll to determine 
  whether a Faction is interdicted by its ISP if any of the following 
  events occurred during that turn:
   y
  The Faction captured a Regional or National capital.
   y
  The Faction captured a Major or Hyper industrial world.
   y
  The Faction captured a total of 10 worlds* during  
  that turn.
   y
  The Faction captured 15 or more worlds* during the 
  past 3 turns.
   y
  The Faction occupied any one world controlled by  
  its ISP.
   y
  Any actions in associated smaller-scale games (ACS, SBF, 
  BF, TW, AS, AToW) that the GM believes would call for an 
  interdiction.
  *From a single Faction. Only count worlds the capturing 
  Faction did not control at the beginning of the game.
  The GM rolls 2D6 for each of the listed events the Faction 
  achieved during that turn. On a roll of 8 or more, the Faction is 
  interdicted during the next Order Writing Phase.
  Duration of Interdictions
  A Faction remains under interdiction until it mollifies the 
  ISP it has offended. A Faction can attempt to lift the interdiction 
  by performing one or more of the following:
   y
  Offering the ISP a gift of 100 RP. The Faction may make 
  more than one such offering per turn; each gift earns 
  separate rolls to lift the interdiction.
  If a Faction is reduced to 7 or fewer Interstellar Hexes in 
  diameter, treat is as if its ComTech was 2 ratings greater. For 
  example, a Faction with 7 or less Interstellar Hexes with a 
  ComTech rating of 1 uses the effects of a ComTech rating of 3).
  If a Faction is reduced to 3 or fewer Interstellar Hexes in 
  diameter, treat is as if its ComTech was 3 ratings greater. For 
  example, a Faction with 3 or less Interstellar Hexes with a 
  ComTech rating of 1 uses the effects of a ComTech rating of 4).
  INTERDICTION
  An ISP may choose to interdict an individual world (one 
  Interstellar Hex), a region or regions within a Faction (any 
  number of Interstellar Hexes within a Faction) or even an 
  entire Faction for infractions of the ISP’s neutrality or other 
  offenses against them, their protectorates or other clients. An 
  interdiction withdraws that Faction’s right to use the ISP’s HPG 
  network until reparations are made to the ISP. If an interdiction 
  Is triggered, it takes effect in the Order Writing Phase after 
  triggering roll is made. 
  Interdictions have the following effects:
   y
  Orders to units in interdicted areas must be sent by 
  “Pony Express” or FAX (see Other Communication 
  Methods, p. 145).
   y
  Other impacts as outlined in the Effects of ComTech 
  Table (see below).
  EFFECTS OF  
  COMTECH TABLE
  ComTech 
  rating
  RP 
  multiplier
  Transport 
  multiplier
  Espionage  
  TN modifiers
  0
  -.35
  1.35
  +7
  1
  -.3
  1.3
  +6
  2
  -.25
  1.25
  +5
  3*
  -.2
  1.2
  +4
  4
  -.15
  1.15
  +3
  5
  -.1
  1.1
  +2
  6†
  -.05
  1.05
  +1
  7‡
  +0
  1
  0
  8
  +.05
  .95
  -1
  9§
  +.1
  .9
  -2
  10¶
  +.15
  .85
  -3
  *Equivalent to first generation Black Box/FAX machine network (see Fax Communications, 
  p. 146)
  †Equivalent to second generation Black Box/FAX machine network (see Fax 
  Communications, p. 146)
  ‡Default rating of service for a Faction with an ISP
  §Capable of building own HPG network
  ¶Capable of maintaining real-time HPG networks
  STARTING  
  COMTECH TABLE
  Inner Sphere
  2786
  2830
  3025
  Capellan Confederation
  5
  3
  1
  Draconis Combine
  5
  3
  1
  Federated Suns
  5
  3
  3
  Free Worlds League
  5
  3
  1
  Lyran Commonwealth
  5
  3
  3
  All Periphery States
  2
  2
  2
  
  RUlES ANNEX
  145
  OTHER COMMUNICATION METHODS
  OTHER  
  COMMUNICATION METHODS
  ComStar’s HPG network is not the only means of sending 
  orders, but it is the most efficient. Alternative methods are 
  expensive and inconvenient.
  “Pony Express”
  In a so-called “Pony Express” arrangement, DropShips and 
  JumpShips “physically” carry orders to a Force. This costs 2 RP 
  per Interstellar Hex that the message has to cross. The end 
  point is the Interstellar Hex containing the Force being sent the 
  order. The starting point of the message is either one of two 
  possibilities:
   y
  If the player’s Faction is interdicted, the starting 
  point is the Interstellar Hex containing a national or 
  Regional Capital.
   y
  If the player is sending orders to a Force within a 
  Faction (or smaller area) that is currently interdicted, the 
  starting point is the nearest non-interdicted Interstellar 
  Hex to the target Force
  Such messages move 4 interstellar hexes per turn, arriving 
  in the next turn at minimum.
  As a result of a miscommunication involving an assault 
  DropShip, an HPG relay and a gunner with an itchy trigger finger, 
  a Draconis Combine unit assaulting the Lyran Commonwealth 
  finds itself interdicted. To receive orders, a Pony Express must 
  be used for the last leg of the communication, costing 2 RP 
  (from the adjacent non-interdicted hex to the interdicted hex). 
  As the Pony Express route is less than 4 interstellar hexes, the 
  orders written this turn arrive and are acted on next turn. 
  Evidence later comes to light that the “HPG accident” was 
  in fact ordered by the DCMS high command, and ComStar 
  extends their interdict to cover the entire Draconis Combine. 
  Issuing orders becomes a much more involved process; units 
  12 interstellar hexes from the capital will have to wait 3 turns 
  for orders to arrive—one additional turn per 4 interstellar 
  hexes distant (or portion thereof), making the waging of 
  interstellar war an exercise in planning and prediction until 
  the interdiction is lifted.
  Standing Orders
  Another option is to give a Force orders in advance. Any 
  number of orders may be given in advance, but the Force 
  will carry them out even if the situation has changed unless 
  told otherwise. As with all orders, Standing Orders may  
  be conditional.
   y
  If the interdiction was the result of the capture of a 
  capital or industrial world, returning the world to its 
  original Faction (note: the Faction is not required to 
  return the world “undamaged”). All of the Faction’s 
  forces must leave the captured world before the 
  attempt to lift the interdict is made.
   y
  Returning 10 captured worlds to their original owners. 
  All 10 worlds returned must be able to trace supply 
  to existing worlds controlled by that player. All of 
  the invading Faction’s forces must leave the captured 
  worlds before the attempt to lift the interdict is made.
  During the End Phase, the GM rolls a 2D6 for each separate 
  act of appeasement that was performed. On a result of 8 or 
  more, the ISP accepts reparations and lifts the interdiction. An 
  interdiction will not be lifted as long as a Faction occupies any 
  worlds belonging to their ISP.
  Alex, playing the Taurian Concordat in 3025, has 
  a starting ComTech rating of 2 as shown on the Starting 
  ComTech Rating Table. However, Alex starts the game with 
  a default agreement with ComStar to provide interstellar 
  communications. This means Alex has access to ComTech 
  rating 7 communications. As a result, there is no impact on his 
  economic output, transport costs, or intelligence operations.
  Following Alex’s conquest of New Avalon, the GM rolls to 
  determine whether he will suffer an interdiction for his unlikely 
  success. The GM rolls a 10; ComStar declares and Interdiction 
  on the Taurian Concord. Alex is now operating under his 
  native ComTech rating of 2, and has no alternative ISP to 
  make an agreement with. As of the next game turn:
   y
  Loss of trading data means the Concordat’s RP production 
  multiplier is reduced by .25 
   y
  All transport operations are less efficiently organized, and 
  cost 1.25 times more RP to perform
   y
  All Foreign Intelligence and Special Operations are nearly 
  crippled by the loss of interstellar communication, and 
  receive +5 modifiers to their TNs.
  These modifiers apply while ComStar’s interdiction of the 
  Concordat remains in place.
  Desperate to lift the interdiction before his warlike forces 
  suffer too many ill effects, he offers ComStar 100 RP as a gift. 
  During the End Phase, the GM rolls 2D6 and gets a 6—ComStar 
  is not easily placated by cheap Taurian educational toys!
  During the next turn, Alex grits his teeth and issues orders 
  to withdraw his forces from New Avalon. He also offers another 
  100 RP as a gift. During the End Phase, the GM rolls 2D6 twice, 
  once for each act of contrition. The first result is 7, the second 
  is a 9. ComStar begrudgingly accepts Alex’s protestations of 
  good faith, and lifts the interdict. Note that, had the first roll 
  succeeded, Alex would still have spent the 100 RP offering.
  
  THE SECOND SUCCESSION WAR
  146
  OTHER COMMUNICATION METHODS
  Additionally, the non-directional nature of the FAX makes 
  it less secure than the HPG. Any time a Faction employs FAX 
  technology during the Order Writing Phase, the GM rolls 1D6. 
  The result is the number of modifier points that each other 
  Faction may use to modify any Target Number for rolls that 
  directly oppose the FAX-using Faction. The modifier may be 
  positive or negative, for any roll within ISW or ACS. Any number 
  of modifier points can be used on a single roll, but once a point 
  is spent, it is no longer available.
  Both the Federated Suns and Draconis Combine are 
  capable of using first-generation Black Boxes (ComTech 3).  
  The Federated Suns is currently under interdiction, and 
  is using its Black Boxes. The Combine remains part of 
  ComStar’s HPG network. During the Order Writing Phase, 
  the GM rolls 1D6. A result of 4 gives the Draconis Combine 
  player a pool of 4 points they can use to improve their 
  own TNs for rolls against the Federated Suns, or to make 
  the Suns player’s TNs worse. The Combine player cannot 
  apply these modifiers to combat or other situations not 
  involving Federated Suns forces; for instance, they cannot 
  be applied to intelligence operations against the Capellan 
  Confederation, nor can they be applied to military actions 
  against the Lyran Commonwealth.
  Mary, controlling the Magistracy of Canopus, issues 
  Standing Orders at the start of the game to all her of troops 
  to Defend unless outnumbered by three-to-one, in which 
  case units must withdraw to the nearest friendly world. When 
  the Magistry of Canopus is interdicted, all MAF units will 
  continue to Defend unless grossly outnumbered. However, 
  as the withdrawal orders are for the “nearest friendly world” 
  Mary will not be able to control where such units move.
  FAX Communications (Black Boxes)
  While the HPG became the default method of interstellar 
  communication in the twenty-seventh century, it wasn’t the 
  only system developed. Though superseded by the HPG, the 
  portable system that came to be known as the “FAX” or “Black 
  Box” was used as an alternative for a short period in the early 
  Star League before coming to prominence four centuries later 
  during the Fourth Succession War and other conflicts of the 
  thirty-first century.
  Orders sent by first generation FAX can reach their intended 
  target the following turn, while second generation Fax can 
  reach their target during the same turn they are sent. However, 
  the slight delay in receiving such orders (compared to an HPG) 
  hampers coordination. To reflect this drawback, any combat 
  involving forces from more than one world (see Uncoordinated 
  Attacks, p. 362, IO) in which at least one force received orders via 
  FAX, should reduce the combatant forces’ Uncoordinated Values 
  by 1 (to a minimum of 1).
  
  147
  CONvERSION TABlES
  RUlES ANNEX
  ISW COMBAT COMMAND CONVERSION TABLE: 
  CAPELLAN CONFEDERATION (2830)
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size
  Move
  Transport 
  MP
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  7
  NA
  5
  27
  9
  9
  0
  —
  84
  RCN
  3LM
  Medium Mech
  2
  6
  NA
  4
  34
  10
  10
  5
  —
  105
  1HM2MM
  Heavy Mech
  3
  5
  NA
  3
  41
  12
  12
  8
  —
  124
  1AM1HM1MM
  Assault Mech
  3
  5
  NA
  3
  45
  13
  13
  10
  —
  133
  1AM2HM
  Light Vehicle
  1
  8
  NA
  3
  21
  6
  6
  0
  —
  60
  IT45,RCN
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  24
  9
  6
  3
  —
  69
  IT57
  3MV
  Heavy Vehicle
  3
  6
  NA
  2
  30
  12
  12
  6
  —
  90
  IT33
  3HV
  Assault Vehicle
  3
  5
  NA
  2
  32
  14
  14
  9
  —
  98
  IT24
  1AV2HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art (SP)
  Light Aerospace
  1
  6
  NA
  3
  19
  4
  4
  1
  0
  45
  BOMB3, FUEL18
  1MA2LA
  Medium Aerospace
  2
  6
  NA
  2
  21
  6
  6
  3
  0
  55
  BOMB4, FUEL18
  1HA1MA1LA
  Heavy Aerospace
  3
  6
  NA
  2
  23
  8
  8
  5
  0
  65
  BOMB5, FUEL20
  2HA1MA
  DropShips
  2
  4
  NA
  1
  36
  12
  12
  9
  0
  81
  AT24,IT36,MT120,VT132 3 DS
  Infantry Regiment
  1
  1
  6
  1
  18
  6
  3
  0
  —
  48
  CAR54,IT54
  3MI
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV 
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  28 (84)
  RCN
  3L
  Medium Mech
  2
  6
  NA
  2
  2
  10
  3
  3
  1
  —
  32 (96)
  1L2M
  Heavy Mech
  3
  5
  NA
  1
  2
  14
  4
  4
  3
  —
  41 (122)
  1M2H
  Assault Mech
  4
  4
  NA
  1
  1
  17
  5
  5
  4
  —
  51 (153)
  3A
  Light Vehicle
  1
  8
  NA
  NA
  3
  7
  2
  2
  0
  —
  20 (60)
  IT15,RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  8
  3
  2
  1
  —
  23 (70)
  IT19
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  10
  4
  3
  2
  —
  30 (89)
  IT11
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  12
  5
  5
  3
  —
  38 (114)
  FLK1,IT2
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art (SP)
  Light Aerospace
  1
  9
  NA
  NA
  3
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL18
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  19 (57)
  BOMB1, FUEL22
  3 MA
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  2
  0
  23 (69)
  BOMB2, FUEL20
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  12
  4
  4
  3
  0
  27 (80)
  AT8,IT12,MT40,VT44
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  28
  RCN
  Medium Mech
  2
  6
  NA
  2
  2
  11
  3
  3
  1
  —
  34
  Heavy Mech
  3
  4
  NA
  1
  1
  15
  4
  4
  3
  —
  44
  IF1
  Assault Mech
  4
  4
  NA
  1
  1
  17
  5
  5
  3
  —
  51
  IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  7
  2
  2
  0
  —
  20
  IT5,RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  9
  3
  2
  1
  —
  25
  IF1,IT7
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  11
  4
  4
  2
  —
  32
  IF1,IT2
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  13
  5
  5
  3
  —
  41
  FLK1/0,IF2
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  9
  NA
  NA
  3
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL18
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  19
  BOMB1, FUEL22
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  2
  0
  23
  BOMB2, FUEL20
  DropShip
  2
  4
  NA
  NA
  1
  9
  2|1|1
  2|1|1
  1|1|0
  0
  20
  AT2, IT3, MT10, VT11
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  
  148
  CONvERSION TABlES
  THE SECOND SUCCESSION WAR
  ISW COMBAT COMMAND CONVERSION TABLE: 
  DRACONIS COMBINE  (2830)
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size
  Move
  Transport 
  MP
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  7
  NA
  5
  24
  9
  9
  0
  —
  75
  RCN
  3LM
  Medium Mech
  2
  5
  NA
  3
  36
  9
  9
  6
  —
  105
  3MM
  Heavy Mech
  3
  4
  NA
  1
  42
  12
  12
  9
  —
  120
  3HM
  Assault Mech
  4
  4
  NA
  1
  48
  12
  14
  9
  —
  134
  2AM1HM
  Light Vehicle
  1
  8
  NA
  3
  21
  6
  6
  0
  —
  60
  IT45, RCN
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  24
  9
  6
  3
  —
  69
  IT57
  3MV
  Heavy Vehicle
  3
  6
  NA
  2
  30
  12
  12
  6
  —
  90
  IT33
  3HV
  Assault Vehicle
  3
  5
  NA
  2
  32
  13
  13
  7
  —
  98
  IT24
  1AV2HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art
  Light Aerospace
  1
  6
  NA
  3
  19
  5
  4
  1
  0
  44
  BOMB3, FUEL18
  1MA2LA
  Medium Aerospace
  2
  6
  NA
  3
  21
  7
  6
  3
  0
  53
  BOMB4, FUEL18
  1HA1MA1LA
  Heavy Aerospace
  3
  6
  NA
  2
  25
  9
  8
  5
  0
  62
  BOMB5, FUEL24
  2HA1MA
  DropShips
  2
  5
  NA
  2
  39
  12
  12
  9
  0
  96
  AT24,IT48,MT48,VT84
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV 
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  7
  NA
  2
  3
  8
  3
  3
  0
  —
  25 (75)
  RCN
  3L
  Medium Mech
  2
  5
  NA
  1
  2
  12
  3
  3
  2
  —
  34 (103)
  1H1M1L
  Heavy Mech
  3
  4
  NA
  0
  1
  14
  4
  4
  3
  —
  40 (120)
  1M2H
  Assault Mech
  4
  4
  NA
  0
  1
  17
  4
  5
  3
  —
  47 (140)
  2A1H
  Light Vehicle
  1
  8
  NA
  NA
  3
  7
  2
  2
  0
  —
  20 (60)
  IT15,RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  8
  3
  2
  1
  —
  23 (70)
  IT19
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  10
  4
  3
  2
  —
  30 (89)
  IT11
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  12
  5
  5
  3
  —
  38 (114)
  FLK1,IT2
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art
  Light Aerospace
  1
  10
  NA
  NA
  4
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL18
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  3
  2
  1
  0
  18 (54)
  BOMB1, FUEL24
  3 MA
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  2
  0
  22 (66)
  BOMB2, FUEL27
  3 HA
  DropShips
  2
  5
  NA
  NA
  2
  13
  4
  4
  3
  0
  32 (96)
  AT8,IT16,MT16,VT28
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  25
  RCN
  Medium Mech
  2
  5
  NA
  1
  2
  12
  3
  3
  2
  —
  36
  Heavy Mech
  3
  4
  NA
  0
  1
  15
  4
  4
  3
  —
  42
  IF1
  Assault Mech
  4
  4
  NA
  0
  1
  18
  4
  5
  3
  —
  49
  IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  7
  2
  2
  0
  —
  20
  IT5,RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  9
  3
  2
  1
  —
  25
  IF1,IT7
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  11
  4
  4
  2
  —
  32
  IF1,IT2
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  13
  5
  5
  3
  —
  41
  FLK1/0,IF2
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  10
  NA
  NA
  4
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL18
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  3
  2
  1
  0
  18
  BOMB1, FUEL24
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  2
  0
  22
  BOMB2, FUEL27
  DropShip
  2
  5
  NA
  NA
  2
  10
  1|1|2
  2|1|2
  1|1|0
  0
  24
  AT2, IT4, MT4, VT7
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  
  149
  CONvERSION TABlES
  RUlES ANNEX
  ISW COMBAT COMMAND CONVERSION TABLE: 
  FEDERATED SUNS (2830)
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size
  Move
  Transport 
  MP
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  7
  NA
  5
  30
  9
  9
  1
  —
  89
  RCN
  1MM2LM
  Medium Mech
  2
  6
  NA
  4
  36
  9
  9
  3
  —
  105
  3MM
  Heavy Mech
  3
  5
  NA
  3
  43
  12
  12
  7
  —
  127
  1AM1HM1MM
  Assault Mech
  3
  5
  NA
  3
  45
  13
  13
  9
  —
  134
  1AM2HM
  Light Vehicle
  1
  8
  NA
  3
  21
  6
  6
  0
  —
  60
  IT45,RCN
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  24
  9
  6
  3
  —
  69
  IT57
  3MV
  Heavy Vehicle
  3
  6
  NA
  2
  30
  12
  9
  6
  —
  90
  IT33
  3HV
  Assault Vehicle
  3
  5
  NA
  2
  32
  13
  13
  7
  —
  98
  IT24
  1AV2HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art (SP)
  Light Aerospace
  1
  9
  NA
  3
  18
  3
  3
  0
  0
  39
  BOMB3, FUEL18
  3LA
  Medium Aerospace
  2
  6
  NA
  2
  21
  6
  6
  3
  0
  57
  BOMB3, FUEL22
  3MA
  Heavy Aerospace
  3
  6
  NA
  2
  27
  9
  9
  6
  0
  69
  BOMB6, FUEL21
  3HA
  DropShips
  2
  4
  NA
  1
  36
  12
  12
  9
  0
  75
  AT24,IT60,MT144,VT108
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV 
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  27 (81)
  RCN
  3L
  Medium Mech
  2
  6
  NA
  2
  2
  12
  3
  3
  1
  —
  35 (105)
  1H1M1L
  Heavy Mech
  3
  5
  NA
  1
  2
  14
  4
  4
  3
  —
  42 (123)
  1M2H
  Assault Mech
  4
  4
  NA
  1
  1
  17
  5
  5
  3
  —
  50 (151)
  2A1H
  Light Vehicle
  1
  8
  NA
  NA
  3
  7
  2
  2
  0
  —
  20 (60)
  IT15,RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  8
  3
  2
  1
  —
  23 (70)
  IT19
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  10
  4
  3
  2
  —
  30 (89)
  IT11
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  12
  5
  5
  3
  —
  38 (114)
  FLK1,IT2
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art (SP)
  Light Aerospace
  1
  9
  NA
  NA
  3
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL18
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  19 (57)
  BOMB1, FUEL22
  3 MA
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  9
  3
  3
  2
  0
  23 (69)
  BOMB2, FUEL21
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  12
  4
  4
  3
  0
  25(76)
  AT8,IT20,MT48,VT36
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  27
  RCN
  Medium Mech
  2
  6
  NA
  2
  2
  11
  3
  3
  1
  —
  33
  Heavy Mech
  3
  4
  NA
  1
  1
  15
  4
  4
  3
  —
  45
  IF1
  Assault Mech
  4
  4
  NA
  1
  1
  18
  5
  5
  3
  —
  53
  IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  7
  2
  2
  0
  —
  20
  IT5,RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  9
  3
  2
  1
  —
  25
  IF1,IT7
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  11
  4
  4
  2
  —
  32
  IF1,IT2
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  13
  5
  5
  3
  —
  41
  FLK1/0,IF2
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  9
  NA
  NA
  3
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL18
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  19
  BOMB1, FUEL22
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  9
  3
  3
  2
  0
  23
  BOMB2, FUEL21
  DropShip
  2
  4
  NA
  NA
  1
  9
  2|1|1
  2|1|1
  1|1|0
  0
  19
  AT2, IT5, MT12, VT9
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  
  150
  CONvERSION TABlES
  THE SECOND SUCCESSION WAR
  ISW COMBAT COMMAND CONVERSION TABLE:  
  FREE WORLDS LEAGUE (2830)
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size
  Move
  Transport 
  MP
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  7
  NA
  5
  29
  9
  9
  1
  —
  88
  RCN
  1MM2LM
  Medium Mech
  2
  6
  NA
  4
  33
  9
  9
  3
  —
  96
  3MM
  Heavy Mech
  3
  5
  NA
  2
  43
  11
  11
  5
  —
  124
  2HM1MM
  Assault Mech
  3
  5
  NA
  2
  44
  12
  12
  5
  —
  127
  1AM1HM1MM
  Light Vehicle
  1
  8
  NA
  3
  21
  6
  6
  0
  —
  60
  IT45,RCN
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  24
  9
  6
  3
  —
  69
  IT57
  3MV
  Heavy Vehicle
  3
  6
  NA
  2
  30
  12
  9
  6
  —
  90
  IT33
  3HV
  Assault Vehicle
  4
  5
  NA
  2
  34
  14
  13
  8
  —
  106
  IT15
  2AV1HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art (SP)
  Light Aerospace
  1
  6
  NA
  2
  19
  5
  5
  2
  0
  45
  BOMB3, FUEL18
  1MA2LA
  Medium Aerospace
  2
  6
  NA
  2
  20
  7
  7
  4
  0
  51
  BOMB3, FUEL18
  2MA1LA
  Heavy Aerospace
  3
  6
  NA
  2
  23
  9
  9
  6
  0
  65
  BOMB5, FUEL20
  2HA1MA
  DropShips
  2
  4
  NA
  1
  39
  12
  12
  9
  0
  75
  AT60,IT48,MT84,VT108
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV 
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  27 (81)
  RCN
  3L
  Medium Mech
  2
  6
  NA
  2
  2
  11
  3
  3
  1
  —
  32 (95)
  1L2M
  Heavy Mech
  3
  4
  NA
  1
  1
  16
  4
  4
  2
  —
  46 (137)
  1A2H
  Assault Mech
  3
  4
  NA
  1
  1
  17
  5
  5
  2
  —
  49 (147)
  3A
  Light Vehicle
  1
  8
  NA
  NA
  3
  7
  2
  2
  0
  —
  20 (60)
  IT15,RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  8
  3
  2
  1
  —
  23 (70)
  IT19
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  10
  4
  3
  2
  —
  30 (89)
  IT11
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  12
  5
  5
  3
  —
  38 (114)
  FLK1,IT2
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art (SP)
  Light Aerospace
  1
  9
  NA
  NA
  3
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL18
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  3
  3
  2
  0
  19 (57)
  BOMB1, FUEL22
  3 MA
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  2
  0
  23 (69)
  BOMB2, FUEL20
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  13
  4
  4
  3
  0
  25 (76)
  AT20,IT16,MT28,VT36
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  27
  RCN
  Medium Mech
  2
  6
  NA
  2
  2
  12
  3
  3
  1
  —
  34
  Heavy Mech
  3
  4
  NA
  1
  1
  15
  4
  4
  2
  —
  44
  IF1
  Assault Mech
  3
  4
  NA
  1
  1
  17
  5
  5
  2
  —
  49
  IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  7
  2
  2
  0
  —
  20
  IT5,RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  9
  3
  2
  1
  —
  25
  IF1,IT7
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  11
  4
  4
  2
  —
  32
  IF1,IT2
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  13
  5
  5
  3
  —
  41
  FLK1/0,IF2
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  9
  NA
  NA
  3
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL18
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  3
  3
  2
  0
  19
  BOMB1, FUEL22
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  2
  0
  23
  BOMB2, FUEL20
  DropShip
  2
  4
  NA
  NA
  1
  10
  2|1|2
  2|1|2
  1|1|1
  0
  19
  AT5, IT4, MT7, VT9
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  
  151
  CONvERSION TABlES
  RUlES ANNEX
  ISW COMBAT COMMAND CONVERSION TABLE:  
  LYRAN COMMONWEALTH (2830)
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size
  Move
  Transport 
  MP
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  7
  NA
  5
  27
  9
  9
  0
  —
  84
  RCN
  3LM
  Medium Mech
  2
  6
  NA
  4
  36
  10
  10
  5
  —
  111
  1HM2MM
  Heavy Mech
  3
  5
  NA
  3
  46
  12
  13
  9
  —
  137
  1AM2HM
  Assault Mech
  4
  4
  NA
  1
  54
  12
  15
  9
  —
  153
  3AM
  Light Vehicle
  1
  8
  NA
  3
  22
  7
  6
  1
  —
  63
  IT49,RCN
  1MV2LV
  Medium Vehicle
  2
  7
  NA
  3
  26
  10
  7
  4
  —
  76
  IT49
  1HV2MV
  Heavy Vehicle
  3
  5
  NA
  2
  32
  13
  11
  7
  —
  98
  IT24
  1AV2HV
  Assault Vehicle
  4
  4
  NA
  1
  36
  15
  15
  9
  —
  114
  IT6
  3AV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art (SP)
  Light Aerospace
  1
  10
  NA
  4
  18
  3
  3
  0
  0
  39
  BOMB3, FUEL17
  3LA
  Medium Aerospace
  2
  6
  NA
  2
  21
  6
  6
  3
  0
  57
  BOMB3, FUEL21
  3MA
  Heavy Aerospace
  3
  6
  NA
  2
  24
  9
  9
  6
  0
  72
  BOMB6, FUEL20
  3HA
  DropShips
  2
  4
  NA
  1
  39
  12
  12
  9
  0
  87
  AT36,IT60,MT72,VT36
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV 
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  28 (84)
  RCN
  3L
  Medium Mech
  2
  6
  NA
  2
  2
  11
  3
  3
  1
  —
  34 (102)
  3MM
  Heavy Mech
  3
  5
  NA
  1
  2
  14
  4
  4
  3
  —
  43 (128)
  1M2H
  Assault Mech
  4
  4
  NA
  0
  1
  18
  4
  5
  3
  —
  51 (153)
  2A1H
  Light Vehicle
  1
  8
  NA
  NA
  3
  7
  2
  2
  0
  —
  20 (60)
  IT15,RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  8
  3
  2
  1
  —
  23 (70)
  IT19
  1L2M
  Heavy Vehicle
  3
  6
  NA
  NA
  2
  10
  4
  3
  2
  —
  30 (89)
  IT11
  1M2H
  Assault Vehicle
  4
  4
  NA
  NA
  1
  12
  5
  5
  3
  —
  38 (114)
  FLK1,IT2
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art (SP)
  Light Aerospace
  1
  10
  NA
  NA
  4
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL17
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  19 (57)
  BOMB1, FUEL21
  3 MA
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  2
  0
  24 (72)
  BOMB2, FUEL20
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  13
  4
  4
  3
  0
  29 (88)
  AT12,IT20,MT24,VT12
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Light Mech
  1
  7
  NA
  2
  3
  9
  3
  3
  0
  —
  28
  RCN
  Medium Mech
  2
  6
  NA
  2
  2
  11
  3
  3
  1
  —
  34
  Heavy Mech
  3
  4
  NA
  1
  1
  16
  4
  4
  3
  —
  47
  IF1
  Assault Mech
  4
  4
  NA
  0
  1
  19
  4
  5
  3
  —
  53
  IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  7
  2
  2
  0
  —
  20
  IT5,RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  9
  3
  2
  1
  —
  25
  IF1,IT7
  Heavy Vehicle
  3
  5t
  NA
  NA
  2
  11
  4
  4
  2
  —
  32
  IF1,IT2
  Assault Vehicle
  4
  4t
  NA
  NA
  1
  13
  5
  5
  3
  —
  41
  FLK1/0,IF2
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  10
  NA
  NA
  4
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL17
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  19
  BOMB1, FUEL21
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  2
  0
  24
  BOMB2, FUEL20
  DropShip
  2
  4
  NA
  NA
  1
  10
  2|1|1
  2|1|2
  1|1|0
  0
  22
  AT3, IT5, MT6, VT3
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  
  152
  CONvERSION TABlES
  THE SECOND SUCCESSION WAR
  ISW COMBAT COMMAND CONVERSION TABLE: 
  PERIPHERY (2830)
  ACS COMBAT UNIT CONVERSION TABLE
  Battalion
  Size
  Move
  Transport 
  MP
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Composition
  Light Mech
  1
  7
  NA
  5
  24
  6
  6
  0
  —
  78
  RCN
  3LM
  Medium Mech
  2
  6
  NA
  4
  30
  6
  6
  3
  —
  93
  3MM
  Heavy Mech
  3
  5
  NA
  3
  42
  9
  9
  9
  —
  123
  3HM
  Assault Mech
  3
  5
  NA
  3
  44
  11
  11
  9
  —
  130
  1AM2HM
  Light Vehicle
  1
  8
  NA
  3
  21
  6
  6
  0
  —
  57
  IT45,RCN
  3LV
  Medium Vehicle
  2
  7
  NA
  3
  24
  6
  6
  3
  —
  69
  IT57
  3MV
  Heavy Vehicle
  3
  6
  NA
  2
  28
  8
  8
  5
  —
  81
  IT41
  2HV1MV
  Assault Vehicle
  3
  4
  NA
  1
  32
  11
  11
  7
  —
  95
  IT24
  1AV2HV
  Artillery
  2
  3
  NA
  1
  30
  3
  0
  0
  —
  99
  ART-S12
  3 Art (SP)
  Light Aerospace
  1
  6
  NA
  2
  19
  4
  4
  1
  0
  45
  BOMB3, FUEL19
  1MA2LA
  Medium Aerospace
  2
  6
  NA
  2
  20
  5
  5
  2
  0
  51
  BOMB3, FUEL19
  2MA1LA
  Heavy Aerospace
  2
  6
  NA
  2
  22
  7
  7
  3
  0
  60
  BOMB4, FUEL23
  1HA2MA
  DropShips
  2
  4
  NA
  1
  33
  12
  12
  9
  0
  75
  AT12,IT36,MT60,VT108
  3 DS
  Infantry Regiment
  1
  1f
  6w
  3
  18
  6
  3
  0
  —
  48
  CAR54, IT54
  3 Inf
  ACS COMBAT TEAM/SBF FORMATION CONVERSION TABLE
  Company
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV 
  (PV SBF)
  Special
  Composition
  Light Mech
  1
  7
  NA
  2
  3
  8
  2
  2
  0
  —
  26 (78)
  RCN
  3L
  Medium Mech
  2
  6
  NA
  2
  2
  10
  2
  2
  1
  —
  31 (94)
  2M1L
  Heavy Mech
  3
  5
  NA
  1
  2
  14
  3
  3
  3
  —
  41 (122)
  2H1M
  Assault Mech
  4
  4
  NA
  0
  1
  16
  5
  5
  3
  —
  48 (144)
  2A1H
  Light Vehicle
  1
  8
  NA
  NA
  3
  7
  2
  2
  0
  —
  19 (57)
  IT15,RCN
  3L
  Medium Vehicle
  2
  7
  NA
  NA
  3
  8
  2
  2
  1
  —
  23 (69)
  IT19
  1L2M
  Heavy Vehicle
  3
  5
  NA
  NA
  2
  10
  3
  3
  2
  —
  29 (87)
  IT11
  1M2H
  Assault Vehicle
  4
  3
  NA
  NA
  1
  12
  5
  5
  3
  —
  37 (111)
  FLK1,IT2
  1H2A
  Artillery
  2
  3
  NA
  NA
  1
  10
  1
  0
  0
  --
  33 (99)
  ART-S4
  3 Art (SP)
  Light Aerospace
  1
  10
  NA
  NA
  4
  6
  1
  1
  0
  0
  13 (39)
  BOMB1, FUEL19
  3 LA
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  19 (57)
  BOMB1, FUEL23
  3 MA
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  1
  0
  22 (66)
  BOMB2, FUEL23
  3 HA
  DropShips
  2
  4
  NA
  NA
  1
  11
  4
  4
  3
  0
  25 (76)
  AT4,IT12,MT20,VT36
  4 DS
  Infantry Battalion
  1
  1f
  6w
  0
  2
  6
  2
  1
  0
  —
  16 (47)
  CAR18, IT18
  2 Inf, 3 Transport
  SBF UNIT CONVERSION TABLE
  Lance
  Size
  Move
  Transport 
  MP
  Jump
  TMM
  ARM
  Short
  Medium
  Long
  E (Aero)
  PV
  Special
  Light Mech
  1
  7
  NA
  2
  3
  8
  2
  2
  0
  —
  26
  RCN
  Medium Mech
  2
  6
  NA
  2
  2
  11
  2
  2
  1
  —
  34
  Heavy Mech
  3
  4
  NA
  0
  1
  15
  4
  4
  3
  —
  44
  IF1
  Assault Mech
  4
  4
  NA
  0
  1
  17
  5
  5
  3
  —
  50
  IF1
  Light Vehicle
  1
  8h
  NA
  NA
  3
  7
  2
  2
  0
  —
  19
  IT5,RCN
  Medium Vehicle
  2
  7w
  NA
  NA
  3
  9
  2
  2
  1
  —
  25
  IT7
  Heavy Vehicle
  3
  4t
  NA
  NA
  1
  10
  4
  4
  2
  —
  31
  IF1,IT2
  Assault Vehicle
  4
  3t
  NA
  NA
  1
  13
  5
  5
  3
  —
  40
  FLK1/0,IF1
  Artillery
  2
  3t
  NA
  NA
  1
  10
  1
  0
  0
  --
  33
  ART-S4
  Light Aerospace
  1
  9
  NA
  NA
  3
  6
  1
  1
  0
  0
  13
  BOMB1, FUEL19
  Medium Aerospace
  2
  6
  NA
  NA
  2
  7
  2
  2
  1
  0
  19
  BOMB1, FUEL23
  Heavy Aerospace
  3
  6
  NA
  NA
  2
  8
  3
  3
  1
  0
  22
  BOMB2, FUEL23
  DropShip
  2
  4
  NA
  NA
  1
  8
  2|1|1
  2|1|1
  1|1|0
  0
  19
  AT1, IT3, MT5, VT9
  Infantry Company
  1
  1f
  NA
  0
  1
  3
  2
  1
  0
  —
  7
  CAR9
  Infantry Transport Lance
  1
  6w
  NA
  0
  2
  4
  1
  0
  0
  —
  11
  IT6
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Battletech - Second Succession War [2017] {CAT35236}.pdf