TEXT: TM
  TM
  A DARK AGE plot souRcEbooKs compAnion
  
  BATTLETECH
  TM
  TM
  35TP008
  ®
  ®
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  DeepDelvers Inc. MInIng sIte XA12 (AkA cAMp kerwIn)
  OutsIDe JAlOnJIn, vegA
  prefecture I, the republIc Of the sphere
  30 nOveMber 3133
  The Legionnaire fell. Curls of oily smoke, remnants of a gutted gyro-
  scope, trailed from a jagged hole over its heart. Matthias Vidar felt no joy 
  in that.
  “This is the Colonel. Stand down. Remember your oaths.” Matthias Vidar 
  knew his voice was full of desperation and tinged with regret, which 
  probably did little to help his case. But he had to try. He was sick of killing 
  his own men.
  A roar engulfed his cockpit as a loyal Balac screamed past, its heavy 
  machine gun spewing out round after round of hot metal. The pilot was 
  a natural, juking and weaving between the massive mounds of tailings 
  left over from the mining operations. It didn’t seem to matter to the pilot 
  that his VTOL was taking fire from all directions. In a flash, the Balac was 
  through the chaos, banking around for a second pass.
  Matthias stood on the crest of a small hill some twenty or thirty meters 
  from the main entrance to the Kerwin mines. His Hellstar was nearly intact, 
  with just minor armor damage incurred during the initial mad rush to 
  safety when the conflict had begun. If it hadn’t been for his self-appointed 
  bodyguards, it would have ended right then and there. Now he stood 
  apart from the heart of the battle, defending himself whenever one of the 
  traitors got too close and trying in vain to reason with his former troops 
  when he had an opening.
  “Please,” he broadcast again. “You are soldiers of The Republic. You have 
  a duty to your nation, to this world and to me. Stand down!” But he knew 
  in his heart this time would be just as futile as all the rest.
  “Colonel, they’re not going to listen.” That was Singh, the pilot of the 
  Shockwave standing to his left. It had been Singh who had saved him when 
  Major Yannic started this fight. Singh and the two warriors at his back.
  “But I still have to try, Jared.”
  “Yes, Colonel.”
  Singh was a good kid. Hopefully he’d survive this mess.
  Matthias turned his attention back to the battlefield. It was nearly im-
  possible to tell anymore who was on which side. He easily picked out Per 
  Yannic’s Battlemaster and watched as the Major triumphantly punched his 
  metal fist through the cockpit of a one-armed Ghost. The lighter ‘Mech’s 
  limbs jerked as the pilot inside was crushed into paste.
  Over by the water tower, a Yasha was in pursuit of the Balac he had 
  spotted earlier. It was a graceful—if deadly—ballet that the two aircraft 
  danced, with neither pilot able to get the upper hand. Any other time he 
  might be tempted to simply sit back and watch the display of aerial skill.
  To his right, he saw four Purifiers tearing their way past the armor on 
  the leg of a Blade and slicing their lasers into the myomers inside. Ham-
  strung, the ‘Mech faltered to one side and crashed to the ground. Three 
  of the battle armored infantry leapt away before it struck, but the falling 
  Blade reached out and slapped at the fourth, sending it spinning hard 
  into a nearby outcropping.
  Every one of the dead or dying was a Republic warrior, a member of 
  Vega’s planetary militia.
  Dead ahead two Bellonas charged towards Matthias’ vantage point. He 
  sighed at the waste of it all and steadied his Hellstar to meet the oncom-
  ing hovertanks. He watched as they drew nearer, meters counting down 
  in his HUD. Matthias had no desire to kill more of his people and knew he 
  had to give the crews every opportunity to change their minds and their 
  course before he opened fire.
  “Remember, lads, we just want to cripple those tanks. Only use deadly 
  force if absolutely necessary.” Two voices signaled their acknowledge-
  ment: Singh and Doslic. Matthias had just a second to recall that Herndon, 
  in the Victor, had seared his throat inhaling toxic fumes when a close call 
  with a PPC vaporized his cockpit canopy. He took the man’s confident 
  step forward as recognition of the colonel’s command. And then the Bel-
  lonas were upon them.
  Proximity alarms blared from his cockpit speakers. Matthias slapped 
  the controls to shut them off so he could concentrate. The Bellonas were 
  fast, much faster than his Hellstar. One broke left, skirting the edge of their 
  four-man formation in an attempt to flank them. Singh in his Shockwave 
  lashed out with both his large laser and the autocannon perched on his 
  right shoulder. The autocannon’s high-speed projectiles chewed up the 
  dirt behind the swift hovertank, missing its target by mere centimeters. The 
  laser struck dead center on the Bellona’s LRM rack. Flames burst from the 
  missile launcher as the tank skewed sideways and the driver tried to regain 
  control. Just when it looked like he might succeed, a harsh series of explo-
  sions rippled across the spine of the tank. The LRM munitions did the rest 
  of the work. Soon, the hovertank was nothing more than a shattered hulk 
  tumbling across the field as it expended the last of its momentum.
  The second Bellona tried to speed between his Hellstar and Bartol 
  Doslic’s Jupiter. Matthias hesitated, knowing he could not fire upon the 
  tank without risking hitting his comrade. Doslic, a giant peasant of a 
  man with a joyous laugh and a friendly nature, lashed out at the Bellona 
  with his ‘Mech’s left foot. A terrible crunch echoed in Matthias’ cockpit as 
  forty-five tons of metal slammed into the appendage at over one hun-
  dred kilometers per hour. Neither machine did well in the collision. The 
  Bellona spun end over end through the air, its cockpit and entire front 
  end crushed beyond belief. Doslic’s Jupiter stumbled backwards as the 
  sudden sheering off of its foot unbalanced the massive assault-class Bat-
  tleMech. Matthias cringed as the ‘Mech crashed to the ground, its head 
  slamming into a large boulder. The Jupiter lay still.
  “Bart!” Singh’s Shockwave loped over to his fallen comrade and clumsily 
  knelt beside the damaged ‘Mech.
  Matthias swallowed past a lump in his throat as he waited for news of 
  Doslic’s survival. Out of nowhere, a chill crept down his spine, as if some 
  great shadow had passed over his soul. He heard a voice come over his 
  comms, rough and scarred and torn from the devastated remains of a 
  human throat.
  “I’m sorry, Colonel.”
  Chaos Reigns
  1
  
  CREDITS
  Project Development: Ben H. Rome
  BattleTech Line Developer: Herb A. Beas II
  Writing: Patrick Wynne
  Production Staff
   
  Cover Design and Layout: Ray Arrastia
   
  Evolved faction Logos Design: Jason Vargas
   
  Maps and Unit Logos: Ray Arrastia
   
  Record Sheets: Johannes Heidler
  Factchecking/Playtesting: Michael Koning, Mike 
  Miller, Darrell Myers, Aaron Pollyea, Jan Prowell, Craig 
  Reed, Jeff Skidmore and Elliotte Want III; the Master 
  Unit List team: Joshua Franklin, William Gauthier, Keith 
  Hann, Johannes Heidler, Daniel Isberner, Chris Marti, 
  Luke Robertson, Chris Smith and Chris Wheeler.
  Special thanks from the author: To Ben, for letting 
  me do another one of these and being very loose on 
  deadlines. To Mike Miller, Aaron Pollyea, Chris Wheeler, 
  Luke Robertson and Johannes Heidler for their extra 
  help in smoothing out some of the rougher edges. To 
  the Gramercy Gang, for making my life so frustrating 
  interesting.
  For more information about the various conflicts on 
  Vega, see the novel Trial By Chaos, by J. Steven York.
  NOTE!
  The last four pages of this PDF are sized for 11” x 17” paper. Please keep 
  this in mind when printing out the document.
  W
  elcome to Dark Age Turning Points: Vega, a campaign book designed to give players the opportunity to fight in one of the land-
  mark conflicts of the Inner Sphere’s tumultuous history. 
  The general information contained in the Atlas and Combatants sections gives players the tools needed to fight an infinite 
  number of engagements on Vega, while the Track section gives details on some of the larger and more pivotal battles of the planetary 
  struggle. The Track sections can be used with stand-alone games set in the Dark Age.
  The Atlas section presents a global view followed by some quick facts about Vega. Included in this section you will find terrain tables 
  broken into various categories. These tables can be used as a random chart to determine the maps used in the tracks, or simply as a 
  guide to give you ideas of the types of terrain found on the world. This section also contains a list of various additional terrain types, 
  environment, and other rules that can be used to enhance your game experience. All players should agree whether or not to use any or 
  all of these features before play begins.
  The Combatants section gives details on the units who participated in the conflict and can be used by players who wish to add 
  authenticity to their game. While the units who actually participated in the battles are noted, in most cases the numbers on each side are 
  left undetermined. This allows the players to pursue the tracks with different forces as they wish. The rough ratio of forces on each side is 
  provided as a guideline. Players should feel free to balance the forces in each track as they see fit, whether by battle value, tonnage, total 
  number of ’Mechs, or whatever else suits them.
  The Tracks section presents several key battles that occurred on the world, though they are not the only ones. Players wishing to 
  incorporate these tracks into their Chaos Campaign campaigns should use the Warchest Points (WP) listed in the brackets. Optional 
  points are awarded only if the group achieves at least one Objective while using the listed option. Objective points are cumulative as 
  they are achieved, unless otherwise noted.
  The Annex section contains seven official Record Sheets. First is the Atlas of Lord Jedra Kean, de facto ruler of Vega before the coming 
  of the Ghost Bears. Next is the Pack Hunter of Galaxy Commander Isis Bekker of the Ghost Bears’ Omega Galaxy. Also included are two 
  IndustrialMechs: the RCL-4 Dig Lord and a variant Dig Lord modified for combat. 
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  2
  
  ATLAS
  3
  f o r s a i r
  N o r t h  N a N t u r o
  s o u t h  N a N t u r o
  Plain of 
  Vewers
  Great Desert of tears
  Gondolan
  Rahat
  Weymouth 
  (ruins)
  Emly
  Nihriya
  De Zerber
  Cochus
  Halo
  Roccer
  Qaterrani
  Al Aldurban
  Fargo City
  Northgate
  Prigione
  Port 
  Marien
  Yuzhnata 
  Porta
  Nasew
  Nabshah 
  Oasis
  Eagle’s  
  Vantage
  Chelmsford 
  (ruins)
  Kucha  
  Oasis
  Felicity  
  Oasis
  Niall’s  
  Oasis
  Gros Chien
  Neucason 
  (ruins)
  New 
  Egypt
  Pyramids
  Mahmatlar
  Meron 
   (ruins)
  Roarke’s 
  Landing 
  (ruins)
  Peterstown 
  (ruins)
  Bit Karim 
  (ruins)
  N i l o s 
  o c e a N
  BanDli 
  wastes
  s o
  u t
  h e
  r n  
  e D
  G e  r
  a n G
  e
  t r e B a s
  o
  n  
  M
  o
  u
  n
  t
  a
  i
  n
  s
  4
  VEGA
  Governor: Vincent Florala
  Star Type (Recharge Time): A0V (161 hours)
  Position in System: 7 (of 8)
  Time to Jump Point: 51.51 days
  Number of Satellites: None (asteroid ring)
  Surface Gravity: 0.98
  Atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 45° C (Arid)
  Surface Water: 21 percent
  Recharging Station: Nadir
  HPG Class Type: A (Non-functional)
  Highest Native Life: None
  Population: 2,997,000,000
  Socio-Industrial Levels: A-C-B-C-B
  
  ATLAS
  Vega
  Long an important world in the Draconis Combine, Vega became the victim of the 
  constant warfare that reigned throughout the Succession Wars period. As a result of nu-
  merous raids and assaults, the planet is dotted with many ruined cities and devastated 
  factory complexes. Despite the presence of great mineral and metallurgical resources, 
  Vega has decreased in importance since the days when it was celebrated as the world 
  where the first Star League was born. As a nod to its place in history, Devlin Stone chose 
  Vega as the capital of Prefecture I during the early days of The Republic.
  Though traditionally divided into three continents, the landmasses appear 
  from space to form one almost continuous body. The shallow Nilos Ocean barely 
  deserves the name, appearing more as a large river system that keeps the edges 
  of the continents supplied with plentiful fresh water while leaving the interiors as 
  unforgiving deserts. The capital, Neucason, was one of the few major port cities; 
  most of the remaining settlements on the planet are devoted to mining or industry.
  Vega is a dry and hot world, with an average temperature at the equator far 
  above the comfort levels of most people. Because the planet lacks significant 
  axial tilt, however, the poles are covered by small icecaps and are quite a bit less 
  intolerable; the Trebason Mountains at the southern pole even provide some good 
  downhill skiing year-round.
  While all the worlds of The Republic have suffered in the wake of the Blackout, Vega’s 
  troubles began even before then. Rampant speculation and a fear of Lyran market 
  manipulation led to a massive bank collapse in October 3131. Evidence discovered 
  years later revealed that subtle undermining of the planet’s economy by agents of the 
  Draconis Combine also contributed to this devastating collapse, which plunged many 
  Vegans into severe financial ruin. With help from the planetary government the econo-
  my was taking its first steps towards a slow and painful recovery when the HPG network 
  crashed in August 3132. Vega was one of the first HPGs to go dark on Gray Monday and 
  technicians were hopeful of restoring service quickly. The real tragedy came mere days 
  later when an explosives-laden fighter from the local garrison purposefully slammed 
  into the government complex in Neucason, wiping out the HPG station and nearly the 
  entire bureaucracy in a matter of seconds. By the time the dust cleared, Governor Olivia 
  Vron was dead and Legate Francis Nguyen, out of the city on an inspection tour of New 
  Egypt, had declared martial law. With Lord Governor Paskal Graczyk and Prefect Mei 
  Otamura on Terra and the loss of communications, Vega found itself fallen from its posi-
  tion as a Prefectural capital into a state of near lawlessness.
  Mapsheets
  The following tables represent the categories of terrain that can be found on the 
  battlefields of Vega. Players may either select a map from the appropriate table or 
  randomly determine which map to use, unless otherwise specified by the scenario. 
  MS = Map Set, MSC = Map Set Compilation, BT = Classic BattleTech Introductory Box Set.
  OPTIONAL RuLES
  If all players agree, the following particular effects from Tactical Operations (TO) 
  may be used to add specific Vega aspects to the battles played out. 
  Vega MaPSHeeTS TaBLe
  1D6 Result
  Map
  1
  Desert Hills (MSC1)
  2
  Desert Mountain #1 (MSC1)
  3
  Deep Canyon #2 (MSC2)
  4
  Desert Sinkhole #1 (MSC1)
  5
  City Ruins (MSC1)
  6
  Open Terrain #2 (MSC2)
  1D6 Result
  Map
  1
  Open Terrain #2 (MSC2)
  2
  River Valley (MSC1)
  3
  River Delta/Drainage Basin #1 (MSC1)
  4
  Woodland (MSC2)
  5
  Rolling Hills #1 (MSC1)
  6
  Wide River (MSC2)
  1D6 Result
  Map
  1
  BattleTech (MSC1)
  2
  Desert Sinkhole #2 (MSC1)
  3
  Rolling Hills #1 (MSC1)
  4
  Open Terrain #1 (MSC2)
  5
  Box Canyon (MSC2)
  6
  Rolling Hills #2 (MSC1)
   
  SouTH NaNTuro
  ForSair
  NorTH NaNTuro
  Base Terrain Types
  Gravel Piles (see p. 30, TO)
  Rubble (Ultra) (see p. 39, TO)
  Sand (see p. 39, TO)
  Sheer Cliffs (see p. 39, TO)
  Terrain Modifications and Conditions
  Fire (see p. 43, TO)
  Rails (see p. 51, TO)
  Electromagnetic Interference (see p. 55, TO)
  Weather Conditions
  Moonless Night (see p. 58, TO)
  Tornado (see p. 61, TO)
  Wind (see p. 61, TO)
  Blowing Sand (see p. 62, TO)
  Extreme Temperatures (see p. 62, TO)
  5
  
  The VeGA CAMPAIGn
  Legate Nguyen was now the sole maintainer of law and order on the 
  planet and took his job very seriously. Many opportunists had seized 
  upon Vega’s misfortune and began exploiting their neighbors. Nguyen 
  still held the loyalty of most of his troops, though it soon became clear 
  that local pressures and individual ambitions would chip away at the 
  solidarity of the militia. Already, a number of strong rivals to the Legate’s 
  influence were springing up in the farther provinces.
  The arrival of a detachment from the Dragon’s Fury in March 3133 was 
  a wakeup call that the troubles the planet was experiencing would not 
  remain local for long. Though the militia was showing the strains of fac-
  tionalization, the garrison at the port city of Rahat pulled itself together 
  to oppose the invaders and, though outclassed by the elite warriors of 
  the Amaterasu, were able to stall the Fury advance long enough to con-
  vince the commander to abandon the effort. Nguyen seized upon their 
  victory and held up the Rahat garrison as an example of how Vega could 
  still be saved.
  But the Legate would never get a chance to salvage his world. In No-
  vember 3133, elements of the Third New Samarkand Regulars landed 
  near the temporary capital city of Nasew. The Third was a vanguard force 
  for the Draconis Combine’s planned conquest of Vega. Fortunately for 
  the Vegan defenders, a catastrophic failure in the lift systems of a Regu-
  lars’ DropShip cost them over half of their full strength before they even 
  made planetfall and the invaders were easily routed. Unfortunately, a 
  lucky shot from a Regulars ‘Mech in the brief exchange took out Legate 
  Nguyen, leaving the militia victorious but leaderless.
  Almost immediately after the retreat of the Combine forces, the Vegan 
  militia shattered. Desertions became commonplace across the planet as 
  every soldier looked out for themselves first. Legate Nguyen’s second-
  in-command Colonel Matthias Vidar tried in vain to hold them together 
  but three assassination attempts in as many weeks convinced him he 
  was fighting a lost cause and his death in a massive internecine battle 
  at Jalonjin put the final nail in the militia’s coffin. The age of the Warlords 
  had begun.
  Not every so-called Warlord was former militia. Many were ruthless 
  criminals or influential businessmen who had managed to gather about 
  themselves a significant military presence. As they staked out their claims 
  on the continents of Vega, the Warlords clashed repeatedly. Power was 
  soon concentrated in the hands of roughly a dozen Warlords, each with 
  their own territory, power base, and rivalries.
  By 3135 most of the fighting between Warlords had quieted down. 
  Power on Vega had congealed into the hands of a few lesser Warlords 
  and one major player who styled himself Lord of the planet. Jedra Kean, 
  a former militia soldier turned criminal leader, had bribed, tricked, 
  schemed and bullied his way to the top. With the death of rival Warlord 
  Alan Cunningham of Nabshah Oasis, Kean was top dog and aimed to stay 
  that way. Beginning with lawyers and non-cooperative military veterans, 
  Kean and his fellow surviving Warlords instituted a wholesale “cleansing” 
  of the planet. Hundreds of thousands of intellectuals were rounded up 
  and murdered, and eventually even managerial and technical services 
  personnel were included in the purges. These “Warlord Massacres” fur-
  ther undercut Vega’s ability to pull itself out of the hole it had fallen into. 
  Roving gangs of desperate citizens patrolled the streets of Nasew and 
  the larger cities in search of food and medical supplies, while smaller 
  settlements were simply abandoned or emptied as a result of the purges. 
  The situation on Forsair and South Nanturo wasn’t as dire as it was on 
  North Nanturo, but conditions there were still far below where they had 
  been during the planet’s tenure as a Prefecture capital.
  The end to this dark chapter in Vega’s history came at the hands of 
  Clan Ghost Bear, which sent three Galaxies into Prefecture I with the 
  goal of stabilizing the region. Omega Galaxy, long considered a less 
  than honorable part of the Bear touman, was assigned to Cebalrai and 
  Vega. Though they encountered difficulties in landing at the spaceport in 
  Nasew, the Raging Bears soon found themselves aided by a native Vegan 
  resistance force. With the Bears’ arrival, the power of the Warlords was 
  broken once and for all: Lord Jedra Kean fell in combat against Galaxy 
  Commander Isis Bekker.
  A year passed with Omega Galaxy providing a guiding hand to the 
  reborn government. Though many of the people were wary or even out-
  right hostile to the Clanners, Galaxy Commander Bekker and her people 
  persevered and began to slowly integrate into Vegan society. All the 
  while, agents of the Draconis Combine, which had appeared to abandon 
  its efforts to conquer the planet years earlier, worked behind the scenes 
  to keep the recovery effort from succeeding. Unbeknownst to all but his 
  closest allies at the time, Jedra Kean had been the recipient of covert 
  Combine aid with the promise that he would support their eventual 
  conquest. The arrival of the Ghost Bears disrupted this plan and time 
  now had to be spent on demonizing the Clan occupiers in the public eye 
  while sneaking military forces onto the planet. These forces were to be 
  the harbinger of a larger assault, which finally came in late 3136 when 
  the Forty-fourth Benjamin Regulars set down in the mountains outside 
  of Nasew.
  The Bear forces, struggling internally to deal with a resurgence of the 
  Freeminders, a radical social movement among the Clan’s lower castes, 
  and still not fully accepted by the people of Vega, found themselves 
  facing overwhelming odds without much hope of victory. Once more, 
  however, they were saved by Vegans. As part of a covert mission to se-
  cure allies, an agent of the wealthy industrialist Jacob Bannson had come 
  to Vega in possession of secret files proving that the Draconis Combine 
  had been behind many of the woes Vega had faced since the crash of the 
  HPG network. The release of these files, including video evidence of the 
  conspiracy, pushed the Vegans into accepting their Clan allies and fight-
  ing back against the Combine invaders. Bannson’s hiring of the Twelfth 
  Vegan Rangers mercenary outfit to join the defense of the planet helped 
  turn the tide and the Combine was once more sent packing.
  Now united as the newly declared Vega Protectorate, the Bears and 
  the Vegans renewed their efforts to restore the planet. One final time 
  the Draconis Combine attempted to conquer Vega, sending the Fifth 
  Sword of Light along with the hastily refit survivors of the Forty-fourth 
  Benjamin Regulars to try the defenders while they were still consolidat-
  ing their new alliance. The two Combine units landed south of the capital 
  city and began a march intended to lead straight into the heart of the 
  Protectorate’s infant government. However, Galaxy Commander Bekker 
  had called back most of the Omega units on Cebalrai and offered the 
  Vegan Rangers a permanent home. Their strength, plus that of a more 
  confident and better equipped Vega Regulars, was enough to prevent 
  the invaders from achieving their goals. The Protectorate, an experiment 
  in integrating Clan and Inner Sphere societies to an even greater degree 
  than the Rasalhague Dominion, survived its birthing pains and Vega’s 
  recovery was in good hands.
  The Vega Campaign
  6
  
  RAnDoM ASSIGnMenT TABLeS
  Random assignmenT  
  Tables: Vega, 3133-3137
  The Random Assignment Tables are meant to be used by players 
  wishing to determine their forces randomly, or help them determine the 
  likely equipment used by each side during the struggle for Vega. Players 
  are not required to use these tables, especially when using player-group 
  units. To randomly assign pilot quality, see the appropriate tables in Total 
  Warfare (see p. 273, TW)
  7
  raNdoM aSSigNMeNT TaBLe:
  BaTTLeMeCHS
  LigHT ’MeCHS
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  2
  Koshi
  lct-5W locust
  pack Hunter
  3
  pack Hunter 3
  sDR-9Kc Venom
  crimson Hawk 2
  4
  RVn-4l Raven
  morrigan
  bear cub
  5
  pnt-10K2 panther
  pnt-13K panther
  locust iic 3
  6
  mlR-b2 mjolnir
  Kbo-7b Kabuto
  Fire moth
  7
  ocelot 3
  JR7-c2 Jenner
  bear cub 2
  8
  lct-6m locust
  nX-90 nyx
  Hankyu b
  9
  stG-5t stinger
  RtX1-oG Raptor
  Koshi
  10
  V4-lnt-J3 Valiant
  sDR-7Kc spider
  peregrine
  11
  sDR-8R spider
  WGt-2lAWc3 Wight
  uller
  12
  blD-Xl blade
  mon-86 mongoose
  Hellion
  MediuM ’MeCHS
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  2
  tRm-1n targe
  bsn-4K bishamon
  ursus
  3
  pXH-7K phoenix Hawk
  sKW-4G shockwave
  Dragonfly
  4
  tFt-A9 thunder Fox
  black Hawk
  Great Wyrm 2
  5
  lGn-2D legionnaire
  tsn-c3 tessen
  Arctic Wolf ii
  6
  EnF-6ma Enforcer iii
  tFt-c3 thunder Fox
  black Hawk
  7
  Hct-7s Hatchetman
  pXH-7K phoenix Hawk
  Dasher ii
  8
  black Hawk
  WVR-9K Wolverine
  ursus ii
  9
  cn9-D5 centurion
  sHD-3K shadow Hawk
  shadow Hawk iic 8
  10
  GRF-4R Griffin
  Kim-3c Komodo
  Kuma
  11
  Gst-11 Ghost
  scp-10m scorpion
  sun cobra
  12
  sKW-2F shockwave
  Dmo-5K Daimyo
  Goshawk ii
  HeaVY ’MeCHS
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  2
  Glt-7-0 Gallant
  osR-4K ostroc
  Grizzly
  3
  tDR-10sE thunderbolt
  cplt-c5A catapult
  Arcas
  4
  cplt-c5A catapult
  nJt-2 ninja-to
  nova cat
  5
  Ryoken ii 2
  WHm-8K Warhammer
  Ryoken ii
  6
  tundra Wolf
  nDA-2Kc no-Dachi
  Vulture
  7
  RFl-7X Rifleman
  DRG-7Kc Grand Dragon
  Karhu prime
  8
  ARc-9W Archer
  GHR-7K Grasshopper
  thor
  9
  Vulture H
  tDR-10m thunderbolt
  Karhu b
  10
  pRF-1R prefect
  mDG-1Ar Rakshasa
  Rifleman iic 8
  11
  mnl-3l mangonel
  DRG-5nr Dragon
  Guillotine iic
  12
  bl-12-Knt black Knight
  RFl-8X Rifleman
  cauldron-born E
  aSSauLT ’MeCHS
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  2
  ZEu-9t Zeus
  blR-K4 battlemaster
  thunder stallion
  3
  bnc-8s banshee
  lGb-8V longbow
  masakari D
  4
  Hellstar 3
  AKu-2Xc Akuma
  Kingfisher F
  5
  As7-K3 Atlas
  tsH-8s taisho
  bruin
  6
  Jupiter 3
  oR-2i orochi
  marauder iic 5
  7
  pKp-1b peacekeeper
  Htm-28tr Hatamoto-chi
  Kodiak
  8
  VtR-10l Victor
  nG-c3Ar naginata
  Gladiator p
  9
  Gun-2ERD Gunslinger
  As7-K2 Atlas
  Daishi c
  10
  ti-2p titan ii
  Warhammer iic 8
  man o' War H
  11
  blR-2G Warlord
  AWs-10Km Awesome
  phoenix Hawk iic 5
  12
  AWs-9Q Awesome
  mad cat mk ii
  Warhammer iic 3
  raNdoM aSSigNMeNT TaBLe:
  VeHiCLeS aNd iNFaNTrY
  LigHT VeHiCLeS
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  1
  beagle hover scout
  Yasha
  Donar
  2
  pegasus scout hover tank
  J. Edgar Hovertank
  skulker
  3
  saxon Apc
  pegasus
  odin
  4
  Donar assault helicopter
  scorpion
  Zorya
  5
  Aeron strike Vtol
  cavalry
  svantovit
  6
  Fox Armored car
  saracen
  Asshur
  MediuM VeHiCLeS
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  1
  Giggins Apc
  Drillson
  Hetzer
  2
  bellona hover tank
  Hetzer
  Ares
  3
  Demon medium tank
  Hiryo
  Hachiman
  4
  Ranger A.F.V.
  maxim
  tyr
  5
  condor heavy hover tank
  myrmidon
  Ku
  6
  prowler multi-terrain vehicle
  condor
  maxim
  HeaVY VeHiCLeS
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  1
  brutus assault tank
  Zhukov
  shoden
  2
  Winston combat vehicle
  patton
  oro
  3
  Kinnol mbt
  tokugawa
  pike
  4
  marsden ii mbt
  bulldog
  ishtar
  5
  Demon tank
  brutus
  Athena
  6
  lRm carrier
  manticore
  tokugawa
  aSSauLT VeHiCLeS
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  1
  Alacorn heavy tank
  Alacorn
  morrigu
  2
  behemoth ii heavy tank
  schrek
  puma
  3
  m1 marksman mbt
  ontos
  mars
  4
  Di morgan assault tank
  Heavy lRm carrier
  Demolisher
  5
  partisan air defense tank
  schiltron
  Huitzilopochtli
  6
  JEs ii strategic missile carrier
  behemoth
  mars
  iNFaNTrY
  2D6
  REsult
  REPuBlIC 
  OF tHE sPHERE
  DRACOnIs  
  COMBInE
  ClAn  
  GHOst BEAR
  1
  motorized
  Foot
  Elemental b.A.
  2
  Foot
  Kanazuchi b.A.
  Rogue bear b.A.
  3
  Hauberk b.A.
  Jump
  Golem b.A.
  4
  infiltrator mk ii b.A.
  Kage b.A.
  Foot
  5
  Jump
  motorized
  Foot
  6
  Angerona b.A.
  Raiden b.A.
  Rogue bear b.A.
  
  CoMBATAnTS
  CombaTanTs
  This section lists the combat units active in the Vega campaign. The 
  Experience Level indicates which column to roll on using the Random 
  Skills Table (see p. 273, TW) for the combatants. 
  RAT shows which Random Assignment Table (see p. XX) to roll units 
  from if randomly determining a force. To build a unit (if not using a 
  player-defined unit from a campaign), follow the Unit Generation rules 
  in Total Warfare (see p. 264, TW). 
  Unit Abilities are special game rules that apply to that unit in combat. 
  Keep in mind these rules are optional and all players should agree to 
  their use before gameplay begins. 
  Draconis Combine
  Amaterasu (Dragon’s Fury)
  CO: Tai-sa Ngaire McAllister
  Average Experience: Elite
  RAT: Republic of the Sphere, Draconis Combine, IndustrialMechs
  unit Abilities: Prior to the HPG Blackout, 
  the Amaterasu was one of the top indepen-
  dent units in the Republic Armed Forces. When 
  randomly determining pilot skills, apply a +2 
  modifier to the roll. As honorable as they are 
  skilled, the warriors of the Amaterasu believe 
  in mercy for their enemies and will never at-
  tack a crippled or retreating foe who has not 
  attacked them first. Their fondness for one-on-
  one duels grants them a +2 bonus for To-hit 
  rolls when they concentrate their attacks on a single opponent for more 
  than two consecutive turns.
  Notes: Given Vega’s importance to the Draconis Combine in centuries 
  past, Katana Tormark attempted to reclaim the world in the name of the 
  Dragon as a means of showing her value to the Coordinator. Dispatch-
  ing a force from her Amaterasu regiment, Tormark expected the Vega 
  Militia to be demoralized and ineffective in the wake of the continuing 
  economic crisis and the HPG blackout. Unfortunately for the Dragon’s 
  Fury, the Militia had little trouble defending their world. After a definitive 
  defeat, Tai-i McAllister was allowed to retreat from Vega with her life, if 
  not her pride, intact.
  Third New Samarkand Regulars
  CO: Tai-sa Furio Saavedra
  Average Experience: Regular
  RAT: Draconis Combine
  unit Abilities: Nicknamed “The Favored of 
  the Gods”, the warriors of this regiment are 
  known for their wildly varying luck in battle. 
  Up to 4 times per game, the player controlling 
  the Third can choose to automatically succeed 
  at any roll using the pilot’s Gunnery or Piloting 
  Skill (considered to have hit the target number 
  exactly). However, for each such success used, 
  the opposing player can declare any other 
  Gunnery or Piloting Skill roll to automatically fail (considered to be 1 
  below the target number). The decision to automatically succeed or fail 
  must be made before the roll is thrown.
  Notes: Since their creation, the Third Regulars have experienced mo-
  ments of extreme good luck coupled with horrifically unlucky tragedies. 
  The current CO is the eleventh the unit has had in less than fifty years and 
  rose to his position after his predecessor died from an allergic reaction 
  to cleaning agents used in his cockpit. Their luck was hardly any better in 
  late 3133 when they attempted to raid Vega and lost an entire DropShip 
  in a failed landing operation. But as the survivors retreated, one Panther 
  pilot scored a lucky shot that took out Legate Francis Nguyen and did far 
  more damage to Vega than any mere raid could have done.
  Forty-fourth Benjamin Regulars
  CO: Tai-sa Kenta Fukuyama
  Average Experience: Regular
  RAT: Draconis Combine
  unit Abilities: The Forty-fourth has mas-
  tered the ability of holding back and taking the 
  measure of an opponent before committing 
  themselves to battle. They automatically give up 
  Initiative in the first three Turns of any scenario 
  (considered a loss by 1) but then gain +1 to their 
  Initiative roll in Turn 4, +2 in Turn 5 and +3 in Turn 
  6 and beyond. Starting on Turn 4, they may also 
  use the Overrun Combat special ability.
  Notes: Newly created in the post-Jihad 
  years, the Forty-fourth has proven themselves in many battles against 
  the Dragon’s foes. Their experiences against the Ghost Bears during the 
  Second Dominion War made them the perfect unit for the sneak attack 
  on Vega launched in late 3136. Though the ground had been prepared 
  by Combine agents and agitators amongst the populace, the Regulars 
  found themselves facing not only Clan troops but also angry natives and 
  the Twelfth Vegan Rangers. Faced with more opponents than they had 
  anticipated, the Forty-fourth was forced to retreat offworld, leaving behind 
  nearly half of their troops in their rush.
  Fifth Sword of Light
  CO: Tai-sa Robert Rees
  Average Experience: Veteran
  RAT: Draconis Combine
  unit Abilities: For the entirety of his twelve-
  year command of the Fifth, Tai-sa Rees has 
  insisted that all of his MechWarriors regularly 
  train with a variety of tai-chi masters, yoga 
  instructors, kinesiologists and transcendental 
  meditationists in order to hone their physical 
  and mental capabilities beyond those of the 
  average pilot. This training gives each Mech-
  Warrior in the unit the benefits of the Natural 
  Grace special ability (see p. 224, AToW).
  Notes: In the years since the Jihad, the once-unnotable Fifth Sword of 
  Light has become one of the most reliable workhorse units in the DCMS. 
  When Dieron fell to the Combine with little effort in late 3136, several of the 
  units slated for that campaign were rerouted to other worlds of The Republic. 
  The Fifth drew assignment to probe the defenses of the newly declared Vega 
  Protectorate. Together with surviving elements of the Forty-fourth Benjamin 
  Regulars, the Fifth discovered to their chagrin that the Ghost Bears and their 
  new allies were more than a match for the regiments of the Combine and 
  they retreated offworld having failed to achieve any solid victory.
  8
  raNdoM aSSigNMeNT TaBLe:
  iNduSTriaLMeCHS
  iNduSTriaLMeCHS
  2D6
  REsult
  2
  HYn-4A Hyena salvagemech
  3
  sKu-181 sokuryou surveymech
  4
  D-m3D-3 Diomede constructionmech
  5
  patron loadermech
  6
  Dig lord moD
  7
  Rcl-4 Dig lord miningmech
  8
  Am-pRm-RH7 Rock Hound prospectormech
  9
  Wi-Dm Demolitionmech
  10
  pm6 peacemaker policemech
  11
  FWl-3R Fwltur salvagemech
  12
  JAW-66b Jabberwocky Engineermech
  
  CoMBATAnTS
  Vega
  Vega Republic Standing Guard (Planetary Militia)
  CO: Legate Francis Nguyen
  Average Experience: Regular
  RAT: Republic of the Sphere
  unit Abilities: Mostly consisting of 
  Vegan natives, the Planetary Militia 
  knows the land incredibly well. If a sce-
  nario allows it, they may use Hidden 
  Units rules to deploy up to three quar-
  ters of their units on the battlefields 
  of Vega. They also gain a +2 bonus for 
  detecting hidden units when fighting 
  on their homeworld. Unfortunately, the unit cohesion in the Militia is less 
  than perfect and they suffer a -1 penalty to all Initiative rolls. If a scenario 
  calls for a designated commanding unit and that unit is subsequently 
  crippled or destroyed during combat, the Militia suffers an additional -1 
  penalty to Initiative rolls for the next four Turns as the remaining officers 
  reestablish control.
  Notes: With Vega’s position as the capital of Prefecture I and the out-
  wardly cordial relationship between The Republic of the Sphere and the 
  Draconis Combine, the Planetary Militia was allowed to become compla-
  cent in their duties. Though Legate Nguyen, appointed to his position in 
  3129, tried his best to whip the Militia back into shape, they maintained 
  a mostly relaxed attitude. The economic disaster on Vega in 3131 and the 
  twin catastrophes of the collapse of the HPG network and the destruction 
  of the planetary government made many within the Militia take notice 
  and begin planning for an uncertain future where those with the abil-
  ity to take what they wanted would come out on top. Legate Nguyen’s 
  efforts to hold together his troops in the face of increasing chaos were 
  doomed to failure and his death during the abortive Combine invasion 
  of 3133 broke the final link in the unit cohesion of the Militia.
  Vegan Warlords
  CO: various
  Average Experience: Regular
  RAT: Republic of the Sphere, IndustrialMechs
  unit Abilities: Each Warlord’s force has different unit abilities. See 
  descriptions in individual Tracks.
  Notes: When Legate Nguyen was killed, the remaining officers in 
  the Planetary Militia began to make power plays to elevate themselves 
  to command of the planet. Nearly every officer of Lieutenant’s rank or 
  higher self-declared as the true successor to the Legate and surrounded 
  him or herself with troops whose loyalties were bought through bribery, 
  coercion, promises of grudges settled, etc. Soon, over two dozen so-
  called Warlords were carving out their own domains across the planet 
  and they were joined by unscrupulous businessmen, organized crime 
  leaders and even some flat-out street thugs, all of whom managed to 
  gain the services of small to medium-sized Militia leftovers. Eventually, 
  two years of constant fighting saw their ranks winnowed down until a 
  mere seven surviving major Warlords ruled the planet under the overall 
  control of Lord Jedra Kean.
  First Vega Regulars
  CO: Colonel Jakab Simonyi
  Average Experience: Green
  RAT: IndustrialMechs
  unit Abilities: Many of the members of the First 
  Regulars have spent most of their lives piloting 
  various kinds of IndustrialMechs. They receive a +2 
  bonus to all Piloting Skill Rolls as a result of this ex-
  perience. The men and women of the Vega Regulars 
  are extremely devoted to making their homeworld 
  safe and rebuilding it from the horrors of the last 
  few years. When fighting as the Defender in actions on Vega, they are im-
  mune to Forced Withdrawal and receive a +2 bonus to all Initiative rolls.
  Notes: Not all of the fighting forces on Vega worked for the Warlords. 
  When Clan Ghost Bear arrived, they found themselves assisted by a 
  ragtag group of resisters who used any equipment they could get their 
  hands on. After the death of the last Warlords, these resistance fighters 
  were organized by the Bears into a new Vegan military force who were 
  trained by and operated alongside the Clan warriors. Though still armed 
  only with modified IndustrialMechs, the First Vega Regulars proved them-
  selves time and again and their bravery was a key catalyst in inspiring the 
  Bears to create the Vega Protectorate. The Regulars were upgraded to full 
  BattleMechs with salvage from the final two failed Combine invasions.
  Twelfth Vegan Rangers
  CO: General Della al-Nahib
  Average Experience: Elite
  RAT: Republic of the Sphere
  unit Abilities: The Rangers receive a +1 Initiative 
  bonus regardless of terrain type and may torso twist 
  at any time, including between shots during the 
  Weapon Attack Phase. Per standard rules, Ranger 
  ‘Mechs may only make one torso twist per turn. 
  The Rangers can utilize the Opportunity Fire and 
  Opportunity Fire: Firing on the Move rules with all 
  modifiers for these attacks reduced by 1. In addition, 
  they can torso twist or rotate a turret while perform-
  ing such attacks.
  Notes: Cut down in size during the horrors of the Jihad, the 12th Vegan 
  Rangers remained at little over a reinforced regiment in size during the 
  years of Stone’s peace. They were hired by Jacob Bannson in late 3136 
  and sent to Vega—their spiritual, if not historical, homeworld—to help 
  defend the world against Combine predation. With the creation of the 
  Vega Protectorate, the Rangers were offered and accepted a permanent 
  home base and a mutual defense pact by the Protectorate government.
  Clan Ghost Bear
  Omega Galaxy (“The Raging Bears”)
  CO: Galaxy Commander Isis Bekker
  Average Experience: Veteran
  RAT: Clan Ghost Bear
  unit Abilities: Omega Galaxy need never 
  follow Clan honor when facing Inner Sphere 
  opponents. Any special unit ability the oppo-
  nent possesses because they are fighting the 
  Clans is negated. An Inner Sphere opponent 
  may never Force the Initiative against Omega. 
  The Raging Bears are considered tainted by 
  other Clan units and any Clan force which 
  includes Omega receives a -2 penalty to its 
  Initiative rolls.
  Notes: The rise of a traditionalist Khan in the Dominion almost led to 
  the dissolution of Omega Galaxy, which was viewed by many as so tainted 
  that Abjuration would be the best solution. Omega was saved through the 
  efforts of Isis Bekker and the fortuitous collapse of The Republic. When the 
  Ghost Bears decided to send three Galaxies to stabilize selected planets 
  in Prefecture I, Bekker used all of her political connections and bidding 
  prowess to ensure that her Raging Bears were among those chosen for 
  the mission. Split between Vega and Cebalrai, Omega Galaxy soon found 
  a way to embrace their tainted nature to create a new melding of Clan and 
  Inner Sphere as an example to their brethren in the Dominion.
  9
  
  TRACkS
  10
  Dragonet
  SITuATION
  Rahat
  Vega, The Republic of the Sphere
  06 March 3133
  Seven months after the fall of the HPG network, The Republic is riven with factional strife. Katana Tormark set her sights on Vega, 
  rationalizing that if she could conquer this once-important world of the Draconis Combine she could demonstrate her loyalty to the 
  Dragon once and for all. To this end, she dispatched a detachment from her Amaterasu regiment to seize Vega from the chaos engulfing 
  it. Eschewing a direct attack on the main militia positions, Tai-i McAllister landed her forces at the southern delta port of Rahat to establish 
  a beachhead from which to conquer the rest of the planet. The small but scrappy garrison there had little time to prepare their defenses 
  before the invaders arrived.
  GAME SETuP
  Recommended Terrain: Wetlands or Coastal (see p. 263, TW) or 
  South Nanturo.
  Place 4 maps in a 2x2 configuration. The Attacker chooses one 
  edge as his or her home edge and the Defender’s home edge is the 
  opposite. In the center of the map, halfway between the Attacker 
  and Defender home edges, the Defender should place a series of 
  two-hex structures in a line from one side of the map to the other. 
  There should be at least three hexes between each structure. These 
  structures are 1 level tall and have a CF of 15.
  Attacker
  Recommended Forces: Amaterasu
  The Attacker is 125% of the Defender’s forces. If determining 
  forces randomly, at least 1 of every 3 Dragon’s Fury BattleMech 
  units should be an IndustrialMech.
  The Attacker’s forces enter the map from the Attacker’s home 
  edge on Turn 1.
  Defender
  Recommended Forces: Vega Planetary Militia
  The Defender sets up his or her forces first, placing all units be-
  hind the row of defensive structures.
  WARCHEST
  Track Cost: 100 WP
  Optional Bonuses:
  [+75] Shooting Gallery: Use the Bracing and Careful Aim rules 
  (see p. 84, TO).
  [+100] Wet Season: This time of year, the delta regions of South 
  Nanturo turn into fertile swampy areas. Treat all non-water Level 1 
  hexes as Swamp terrain (see p. 51, TO).
  OBJECTIVES
  1.) Make ‘Em Pay. Destroy at least 50% of your opponent’s 
  forces. (Reward: 200)
  2.) Gateway to Vega. For each unit the Attacker moves off the 
  Defender’s map edge, or each unit the Defender prevents from 
  moving off the map. (Reward: 25 each)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Attacker is operating under Forced Withdrawal rules (see p. 
  258, TW), unless negated by special unit rules (see p. XX).
  Salvage
  The Salvage rules (see pp. 192-193, SO) may be used by the De-
  fender if objective #1 is achieved.
  AFTERMATH
  The Dragon’s Fury pushed hard but the determination of the 
  Rahat garrison proved too strong for them to overcome. What 
  should have been a cakewalk instead turned into a meatgrinder. 
  Advancing centimeter by bloody centimeter, the Fury forces even-
  tually stalled mere kilometers outside their initial landing zone. 
  Tai-i McAllister was unwilling to sacrifice too many of her people 
  and signaled a retreat when news reached her of militia reinforce-
  ments approaching from Yuzhnata Porta.
  Just what the hell is that bitch Tormark playing at? She should have just packed it in 
  for the Combine when the HPGs went down, especially after resigning her Prefect’s duties.
  Well, her Dragon’s Fury have come to the wrong damn planet. Do I care that Vega 
  used to be a Drac world? Hell no! This has been a Republic planet for five decades now 
  and a Republic planet it’s going to stay. Take that to the bank, Katana-san.
  So Nguyen wants us to hold the line here against this jumped-up band of ruffians? No 
  problem. We’ll show these Furies what’s what and who’s who and kick their asses all the 
  way back to Proserpina. No “Drac lite” is going to beat the proud Vega Militia!
  
  11
  “And then it just began to shudder. You’d never think 
  something as big as a Union would be capable of it, but I 
  swear the damn thing did. It was like the pilot suddenly got 
  the shakes or somethin’.
  “Anyway, we saw that dropper start to act all weird and then 
  this big honkin’ flame shot out one side. I ain’t never seen nothin’ 
  like it ever. I mean, it was huge. And it just pushed right on over 
  into the path of the other dropper comin’ down with it. They were 
  way too far up for us to hear much, but I bet it made a helluva 
  racket when they hit. That first one, the one that started the 
  whole mess, it was sheddin’ ‘Mechs and stuff like fleas off a dog 
  by this point. I guess they figured they’d get out while they could.
  “Hmm? What’s that? Yeah, well, the second one made it 
  down okay. Just some dents and scratches and stuff like that. 
  But that first one was a goner. I don’t even think we ever found 
  all its parts.”
  GAME SETuP
  Recommended Terrain: Mountain or Hill (see p. 263, TW) or North 
  Nanturo (see p. XX)
  Place 4 mapsheets in a 2x2 setup. The Defender picks one edge 
  of the map as his or her home edge; the opposite edge is the At-
  tacker’s home edge. The Attacker places his or her forces on the 
  map first and up to 50% of the Attacker’s forces may start in Hid-
  den positions. Each side’s forces should deploy within 6 hexes of 
  their respective home edge.
  The Attacker designates 3D6 hexes of battlefield wreckage (See 
  p. 187, TO) on the map. Each hex is considered to be of Rough ter-
  rain type. In addition, the Defender designates 2D6 hexes of Ultra 
  Rubble (See p. 39, TO) terrain type to represent wreckage from the 
  crashed DropShip.
  Attacker
  Recommended Forces: Vega Planetary Militia
  The Attacker’s force is 100% of the Defender’s.
  Defender
  Recommended Forces: Third New Samarkand Regulars
  The Defender should designate 25% of his or her non-infantry 
  units as survivors of the doomed DropShip and start those units 
  off the map. (See Survivors special rule below.)
  WARCHEST
  Track Cost: 150 WP 
  Optional Bonuses:
  [+50] Dawn: Use the Dusk/Dawn lighting rules. (See p. 58, TO)
  [+75] Honorable Foe: Do not attack any crippled enemy unit 
  unless attacked by that unit first.
  OBJECTIVES
  1.) Leave No Man Behind. (Defender) For each unit from the 
  crashed DropShip retreated off the Defender’s home edge. (Re-
  ward: 50)
  2.) Stop Them in Their Tracks. (Attacker) For each Defender 
  unit destroyed before it can retreat off the map. (Reward: 25)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Salvage
  Salvage (see pp. 192-193, SO) is available to the Attacker if the he 
  or she achieves more Objective points than the Defender.
  Commanders
  Each side should designate one BattleMech unit as its com-
  manding officer, Legate Francis Nguyen for the Attacker and Tai-sa 
  Furio Saavedra for the Defender.
  If Legate Nguyen is crippled or destroyed, the Republic forces 
  automatically lose Initiative for the next 3 turns as the officers 
  begin to quarrel amongst themselves for leadership.
  If Tai-sa Saavedra is crippled or destroyed, the New Samarkand 
  Regulars suffer a -1 Initiative penalty. The Tai-sa will not abandon 
  his people and cannot retreat off the map as long as any other 
  Defender units remain active.
  Survivors
  The destruction of one of the Kuritan DropShips scattered the 
  forces it was carrying across the mountain range. Not all of them 
  survived but those that did tried to make their way to the remain-
  ing DropShip for rescue. The Defender should designate 25% of 
  his or her available non-infantry forces in the track as survivors 
  of the doomed DropShip and start those units off the map. Each 
  unit should have 4D6 damage points applied, grouped in 5-point 
  clusters and with location randomly determined. No critical hits 
  should be rolled.
  Beginning in Turn 3, the Defender may choose to enter one or 
  more of these surviving units onto the map. These units enter from 
  the Attacker’s home edge.
  AFTERMATH
  The shell-shocked and disoriented Combine troops didn’t pro-
  vide much of a challenge for the militia forces and the subsequent 
  battle was over rather quickly. But this seemingly minor skirmish 
  would have a disproportionate effect on Vega’s future. As the 
  Combine invaders retreated to their sole operational DropShip, a 
  lucky PPC shot from a barely ambulatory Panther caught Legate 
  Nguyen’s ‘Mech in the face, obliterating him in his cockpit. The 
  stunned militia ceased its pursuit of the retreating New Samarkand 
  Regulars and almost immediately began a struggle to succeed 
  Nguyen as head of the militia—and de facto ruler of Vega.
  Control roD
  SITuATION
  Lincoln Pass
  Outside Northgate
  Vega, The Republic of the Sphere
  17 October 3133
  Operating out of the temporary capital of Nasew, Legate Fran-
  cis Nguyen’s militia forces detected DropShips incoming towards 
  the industrial city of Northgate at the far end of the Lincoln Pass. 
  Uncertain of the identity of the new arrivals but fairly confident 
  they were not friendly, the Legate led his forces out into the Pass 
  to meet them. As they approached the area where the DropShips 
  would be landing, the planet’s defenders saw that they belonged 
  to the Draconis Combine. Legate Nguyen prepared his people to fight but was shocked when one of the descending vessels seemed to 
  experience some difficulties and collided with its companion. Horrified at the resulting carnage, the militia forces neverthless moved in 
  to engage the survivors.
  
  12
  “Yannic, you bloody fool! What do you hope to gain by this?”
  “Everything, Matty. Face it, The Republic isn’t coming back 
  from this crisis. I’m just making sure me and mine come out 
  good when the dust settles.”
  “Do you really think it’s going to end here? With Nguyen 
  gone, there’s nothing to stop the militia from falling apart even 
  more than it already has. You’re going to win nothing but a 
  world of hurt if you succeed here today.”
  “Maybe, but I’ll take that chance.”
  “That’s if you succeed. And you won’t. I’ve got you outnum-
  bered and outgunned.”
  “I wouldn’t be too sure about that, Colonel.”
  “What do you— Oh no.”
  GAME SETuP
  Recommended Terrain: Badlands or Flatlands (see p. 263, TW) or 
  North Nanturo
  Set up 6 mapsheets in a 3x2 configuration. The Defender choos-
  es one map edge as his or her home edge; the opposite edge is the 
  Attacker’s home edge.
  The Defender should place 3 Level 3 gravel piles (see pp. 30-31, 
  TO) anywhere on the map. The Attacker should place 4 Level 2 
  gravel piles anywhere on the map. Taking turns, the Attacker and 
  Defender should place 6 Level 1 gravel piles anywhere on the map.
  Attacker
  Recommended Forces: Vega Planetary Militia
  The Attacker should designate one BattleMech unit as Major Per 
  Yannic, the commander of the rebellious militia faction.
  The Attacker may designate up to 4 units as having dedicated 
  loyalty per the Turncoat rules below. This affords them greater dif-
  ficulty in attempts to turn their loyalty.
  Defender
  Recommended Forces: Vega Planetary Militia
  The Defender should designate one BattleMech unit as Colonel 
  Matthias Vidar, the commander of the loyal militia faction.
  The Defender may designate up to 4 units as having dedicated 
  loyalty per the Turncoat rules below. This affords them greater dif-
  ficulty in attempts to turn their loyalty.
  WARCHEST
  Track Cost: 300 WP 
  Optional Bonuses:
  [+100] Sinkholes: Roll 2D6 for the first clear hex each ’Mech 
  enters during a turn while using Running MP. If the roll is a 10 or 
  greater, a sub-level 1 sinkhole opens beneath the unit. If the clear 
  hex is next to an existing sinkhole, a new sinkhole will open on a 
  roll of 8 or greater. The player must then make a Piloting Skill Roll 
  with a +1 modifier for that unit to avoid falling into the hole. Play-
  ers should mark that hex for future reference.
  [+100] Smoke: Each player adds 1d6-2 Light Smoke and 1d6-3 
  Heavy Smoke hexes (to a minimum of 1 each) to the battlefield; 
  these may be placed on any hex. Use the Smoke rules (see p. 47, TO).
  [+100] Take Your Shot: Use Opportunity Fire and Opportunity 
  Fire: Firing on the Move rules (see p. 86, TO).
  OBJECTIVES
  1.) End the rivalry. Your designated commander destroys the 
  enemy commander. (Reward: 200)
  2.) Slugfest. Rack up more tonnage in destroyed enemy units 
  than your opponent. (Reward: 300)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Salvage
  The Salvage rules (see pp. 192-193, SO) may be used by the 
  player that achieves the most Objective points in the track.
  Turncoats
  The fracturing of the Vega Planetary Militia was not a clean or 
  easy process. Colonel Vidar and Major Yannic were both popular 
  and capable commanders who inspired loyalty among many in the 
  militia’s ranks. During this battle, each man tried to win over the 
  warriors following their opponent. The following rules simulate the 
  shifting loyalties at play during the battle.
  Starting on Turn 2, during the End Phase of every Turn the com-
  mander of each side can attempt to persuade warriors from the 
  other side to turn their coat and defect. A maximum of 5 units per 
  Turn may be targeted and only units on whom the commander’s 
  designated unit has line of sight are eligible. Neither commander 
  is targetable. Both commanders then make a 2D6 roll for each tar-
  geted unit, adding any applicable modifiers from the table below 
  to the persuading commander’s roll. If the persuading commander 
  rolls higher, the targeted unit switches sides immediately and falls 
  under the control of the persuading commander.
  Power anD Chaos
  SITuATION
  Outside Jalonjin
  Vega, The Republic of the Sphere
  30 November 3133
  With the death of Legate Nguyen, the Vega Planetary Militia 
  broke under the stresses pulling it apart. It began with a number of 
  desertions as soldiers abandoned their posts individually or in small 
  groups. Many of these would later join up with one of the Warlords. 
  In the weeks after Nguyen’s death, these desertions increased in 
  frequency until it seemed as if the entire Militia was simply walking away from their duty. The largest remaining concentration of Militia 
  forces was to be found in the mining city of De Zerber, under the command of Colonel Matthias Vidar, the late Legate’s XO. But not even 
  Vidar could hold everything together in the face of the coming storm. By late November, the tensions had grown too strong and Vidar 
  faced an uprising amongst his remaining officers. The garrison cracked and chose sides as Major Per Yannic rallied those who had lost 
  faith in The Republic against the still-loyal troops commanded directly by Colonel Vidar near the small mining camp of Jalonjin.
  
  13
  Condition
  Persuading 
  Modifier
  Target has switched sides once already
  -1
  Target is within a friendly unit's ECM bubble
  -2
  Target is of dedicated loyalty
  -3
  Persuading commander is crippled
  -2
  Resisting commander is crippled
  +2
  For every 3 non-infantry units by which the 
  persuading commander's forces outnumber the 
  resisting commander's
  +1
  For every 3 non-infantry units by which the 
  resisting commander's forces outnumber the 
  persuading commander's
  -1
  The winning roll’s Margin of Success (MoS) is used to indicate 
  how long before another turncoat attempt can be made on a 
  targeted unit. Units that switch sides can be targeted by their old 
  commander to reclaim them after the appropriate number of turns 
  have passed.
  Once per game, each commander may make a general attempt 
  to win enemy units to his side. Use the same procedure described 
  above, but the persuading commander receives an additional -2 
  modifier to his roll. Units designated as having dedicated loyalty 
  are not eligible for a general persuasion attempt. If the persuading 
  commander wins the roll, the MoS determines how many of the 
  resisting commander’s units switch sides; the persuading com-
  mander selects these units.
  If the commander for a side is destroyed, that player can no lon-
  ger initiate turncoat attempts but may defend against them with 
  a -3 modifier penalty.
  AFTERMATH
  The battle at Jalonjin was a nasty, shameful affair. The epi-
  cally mercurial loyalties of the militia troops came as a surprise 
  to Colonel Vidar, who had thought he could at least count on the 
  steadfastness of his followers but soon found out the awful truth. 
  With warriors changing allegiance seemingly at the drop of a hat, 
  the battle degenerated into a brutal free-for-all where opportun-
  ism and self-interest ruled the day. Colonel Vidar began the fight 
  with the expectation of a quick victory but the early defection of 
  an entire lance to Major Yannic’s banner cost him dearly. The de-
  cisive moment in the battle came when one of Vidar’s bodyguard 
  units surprised everyone by turning against the Colonel and 
  killed him with a point-blank Gauss round to the back of his head. 
  Though Major Yannic had defeated his enemy, he did not live long 
  to enjoy the fruits of victory; ten minutes after Vidar’s death, Yannic 
  fell victim to a massed missile strike that completely obliterated 
  his ‘Mech. The fighting continued for many more hours before the 
  militia troops exhausted themselves and mutual unspoken agree-
  ment led to a ceasefire. Most of these troops would eventually find 
  their way into the armies of the rising Warlords.
  “Where the hell does all this snow come from?! We live 
  on a desert planet!”
  “That’s not entirely true, sir. Due to the planet’s lack of 
  axial—”
  “Son, I don’t care.”
  “But I was only saying—”
  “Shut. Your. Hole.”
  “Yessir.”
  “Good. Now concentrate on those sensor readings. Van-
  tage security thinks there’s something out here, something 
  big and metal. You know what that means?”
  “BattleMechs.”
  “Yes, BattleMechs. See, I knew you weren’t a total moron.”
  “Thank you, sir.”
  emPtiness,  
  eagles anD snow
  SITuATION
  Eagle’s Vantage
  Trebason Mountains
  Vega, The Republic of the Sphere
  11 June 3134
  With the militia essentially dead, the self-proclaimed Warlords of Vega 
  began partitioning up the landmasses of the planet into fiefdoms and 
  fighting over resources and riches. The polar reaches of the South Nanturo continent were especially prized, with the extensive Grandhall 
  oil fields and associated mineral deposits providing a tempting target for raids and conflicts. Two Warlords—Desta Murisaki and Efraim 
  MacDonnell—controlled access to the oil fields and had fought several indecisive battles against one another for full possession. From 
  his position high in the Eagle’s Vantage, a fortified former mountain retreat for executives of Cosby Myomer Research, MacDonnell 
  figured he could hold out against Murisaki for as long as necessary. Desta Murisaki, on the other hand, aimed to prove him wrong.
  
  14
  GAME SETuP
  Recommended Terrain: Mountains
  Attacker
  Recommended Forces: Vegan Warlords (Desta Murisaki)
  The Attacker is Warlord Desta Murisaki, a former Republic Militia 
  MechWarrior who controls the eastern half of the Grandhall oil 
  fields. Murisaki has worked hard to hone the abilities of her troops. 
  They apply a +2 to-hit modifier for Called Shots rather than the 
  standard +3. In addition, they reduce by 1 the to-hit modifiers for 
  firing at a secondary target. When randomly determining Muri-
  saki’s forces, 1 out of every 3 BattleMech units should be rolled on 
  the IndustrialMech RAT.
  The Attacker should designate one BattleMech unit as Murisaki’s 
  personal ‘Mech.
  The Attacker designates one map edge as their home edge and 
  enters from that edge on Turn 1.
  Defender
  Recommended Forces: Vegan Warlords (Efraim MacDonnell)
  The Defender is Warlord Efraim MacDonnell, once a fellow 
  MechWarrior and lover of Desta Murisaki. His forces specialize in 
  weather-assisted sneak attacks and reduce by 2 all Movement and 
  Attack modifiers based on Weather Conditions (see pp57-62, TO). 
  When randomly determining MacDonnell’s forces, 1 out of every 4 
  BattleMech units should be rolled on the IndustrialMech RAT.
  The Defender should designate one BattleMech unit as Mac-
  Donnell’s personal ‘Mech.
  The Defender sets up all forces within four hexrows of the map 
  edge opposite of the Attacker’s declared home edge and may use 
  Hidden Units rules.
  WARCHEST
  Track Cost: 300 WP 
  Optional Bonuses:
  [+100] Snowfall: The battle takes place under Moderate Snow-
  fall conditions (see p. 60, TO).
  OBJECTIVES
  1.) Lover’s Quarrel. The enemy commander is destroyed, not 
  crippled, by your commander. (Reward: 400)
  2.) Show Your Strength. Destroy/cripple at least two-thirds of 
  your opponent’s deployed force. (Reward: 300)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Commanders
  Desta Murisaki and Efraim MacDonnell carried on a torrid multi-
  year love affair while both were enlisted in the Vega Planetary 
  Militia. That relationship ended in the chaos following Legate 
  Nguyen’s death as the Militia split into numerous competing fac-
  tions. As a result, Murisaki and MacDonnell now have a raw hatred 
  for one another that expresses itself on the battlefield.
  Any time one of these units is within range of and has Line of Sight 
  on the other, they must attack to the exclusion of all other targets. All 
  weapons that are within range and the appropriate firing arc must 
  be fired against the other commander, regardless of heat concerns 
  or any other battlefield conditions. Due to the extreme rancor fuel-
  ing this attack, apply a +1 to-hit modifier to all weapons fire.
  If these two commanders end a Movement Phase in adjacent 
  hexes, they will physically attack each other without regard for any-
  one else. No non-melee weapons may be used and this attack will 
  continue until one unit scores a critical hit; at that point, this unit 
  may choose to break off the attack in the next turn by moving away.
  Eagle’s Vantage
  This corporate retreat, already extensively fortified after the 
  Jihad, has been turned into a deadly fortress by Efraim MacDon-
  nell. Among the features of this fortress are two Sniper artillery 
  batteries, though MacDonnell currently lacks sufficient personnel 
  to keep them both operating simultaneously. Each battery can fire 
  two barrages during the game but both cannons cannot fire on 
  the same Turn. The guns are situated two Turns away from the map 
  board (see p. 179, TO).
  Snowy Slopes
  The entire battlefield is covered in Deep Snow (see p. 41, TO).
  Avalanche!
  Use the Terrain Displacement rules (see pp. 66-68, TO) to simulate 
  an avalanche if the terrain is damaged too much during the battle.
  AFTERMATH
  The surprise assault on Eagle’s Vantage spelled the end for Efraim 
  MacDonnell’s dreams of power. It almost did the same for Desta 
  Murisaki’s as well, when the fighting near the mountain summit trig-
  gered an avalanche that nearly wiped out her forces alongside those 
  of her enemy’s. Murisaki survived and claimed the Vantage for her 
  own. Now sole controller of the Grandhall fields, she looked forward 
  to using her new power to make herself ruler of the whole continent. 
  Not two months later, however, Murisaki was chased from her base 
  by a sneak assault by another rival and died on the icy slopes of the 
  same mountain where Efraim MacDonnell had met his maker.
  
  15
  “Alan, I’m real sorry it had to come to this, but there just isn’t 
  enough room on Vega for the both of us. You understand, don’t you?”
  “Sure, Jed, I understand. I understand just what a conniving rat 
  bastard you are. Always have been.”
  “Flattery won’t save you this time, Alan.”
  “And your cocksure swagger won’t save you.”
  “Alan, Alan, Alan. We could have ruled this planet together. I was 
  always fond of you, y’know. But you just couldn’t let it go. No, you had 
  to have what I wanted. Well, she’s dead now and it’s on you. It’s your 
  fault. You killed her.”
  “You...you bastard. I’ll kill you. And leave your bones to rot right 
  here in the desert!”
  “Be my guest.”
  GAME SETuP
  Recommended Terrain: Flatlands (see p. 263, TW) or North Nanturo.
  Place at least 4 mapsheets in any legal configuration. Place a 
  1-hex-wide rail line from one side of the map to the other, as per 
  the Monorail special rules below. The Defender selects one end of 
  the monorail as his or her home edge; the Attacker’s home edge 
  is the opposite.
  Attacker
  Recommended Forces: Vegan Warlords (Jedra Kean)
  Jedra Kean has struck a deal with agents of the Draconis Com-
  bine. In return for pledging to support their eventual conquest of 
  Vega, he has received technical support and equipment for his 
  forces. When randomly determining Kean’s forces, at least half of 
  all ‘Mech units must be rolled from the IndustrialMech table; 1 out 
  of every 6 of the remaining units may be rolled from the Combine 
  RATs. In addition, Kuritan techs have tinkered with and altered the 
  machines used by Kean’s men. Each unit in Kean’s forces receives 
  3 points with which they can purchase Positive Design Quirks 
  (see pp. 193-196, SO). Each unit may also accept Negative Design 
  Quirks (see pp. 196-199, SO) and add the point value of any such 
  Negative Quirk to the available pool for choosing Positive Quirks. 
  All restrictions as to unit type apply.
  Jedra Kean himself pilots a custom Atlas with the Improved 
  Cooling Jacket Positive Design Quirk applied to all five ER Medium 
  Lasers and the Cramped Cockpit Negative Design Quirk.
  The Attacker’s forces enter the map from their home edge on 
  Turn 1.
  Defender
  Recommended Forces: Vegan Warlords (Alan Cunningham)
  Based in the Nabshah Oasis, Warlord Cunningham’s band of 
  followers favors fast and light machines. When randomly deter-
  mining Cunningham’s forces, at least half of all ‘Mech units must 
  be rolled from the IndustrialMech table. Any time a majority of 
  the force consists of no designs heavier than medium vehicles 
  or BattleMechs, apply a +2 bonus to all Initiative rolls. All of Cun-
  ningham’s forces ignore any additional Movement modifiers for 
  Sand (even Wheeled Support Vehicles without the Dune Buggy 
  Chassis and Controls modification). They are also adept at des-
  ert camouflage; when acting as the defender in desert terrain, 
  up to half of Cunningham’s forces may set up using Hidden  
  Unit rules.
  Designate one BattleMech unit as Warlord Alan Cunningham.
  The bulk of the Defender’s forces should setup within 8 hexes of 
  their home edge. One unit may be set up adjacent to each of the 
  six control towers.
  WARCHEST
  Track Cost: 500 WP 
  Optional Bonuses:
  [+200] Train kept a-rollin’: Starting on Turn 5, roll 2D6. On a 
  result of 10 or higher, a monorail train enters the map from the 
  Defender’s home edge. Keep rolling each Turn until successful, 
  reducing the target number by 1 each time. This is an Adelante 
  Passenger/Cargo train with 1D6+3 trailers, which can be in the 
  cargo or passenger configurations. The train enters the map using 
  Cruise MP and will continue across the map at that speed unless 
  the rail line has been damaged. If any hex of the rail line has been 
  destroyed, the train will begin to slow down as soon as it enters the 
  map (see p. 149, TO).
  [+100] Simoom: Use the Blowing Sand rules combined with the 
  Extreme Temperatures rules (see p. 62, TO). The temperature is 60 °C.
  OBJECTIVES
  1.) Eliminate your rival. The enemy commander is destroyed, 
  not crippled, by your commander. (Reward: 300)
  2.) Secure the monorail. Capture/Retain the control towers by 
  either occupying them or having a unit adjacent to a tower at the 
  end of the battle. (Reward: 100 per tower)
  gruDge matCh
  SITuATION
  Nabshah Oasis
  Great Desert of Tears
  Vega, The Republic of the Sphere
  23 November 3134
  Jedra Kean had once been a proud member of the Vega 
  militia until he was caught running a protection racket in 
  Nasew and was sentenced to life in prison at the Prigione 
  maximum security facility. At his trial, he refused to name his 
  co-conspirators and out of recognition of his loyalty, they busted him out of prison when the planet collapsed into anarchy. Kean rapidly 
  established himself as one of the most brutal of the Warlords and also one of the most effective. Now well on his way to becoming the 
  most powerful Warlord, he had only one major rival left to deal with.
  Alan Cunningham was one of those who broke Kean out of prison and acted as his second-in-command until the day the two men dis-
  greed over the distribution of spoils after taking down Warlord Edith Ascensión-Velez. Now the bitterest of enemies, the former comrades 
  would not rest until one or the other lay dead. Cunningham operated out of Nabshah Oasis, a small waystation located 150 kilometers 
  into the Great Desert of Tears, from which he controlled the cross-continent monorail and its associated pipelines. The opportunity to 
  seize such a resource for his own while at the same time eliminating his hated rival was too good for Jedra Kean to pass up.
  
  16
  SPECIAL RuLES
  The following rules are in effect for this track:
  Great Desert of Tears
  All clear hexes on the map should be treated as Sand hexes (see 
  p. 39, TO).
  Missed Shots
  Use the Missed Shots rules (see p. 81, TO).
  Monorail
  The continent of North Nanturo is crossed by a monorail which 
  links the cities of Neucason and Nasew. With the destruction of the 
  capital, traffic has become almost non-existent though the mono-
  rail still runs sporadically and the various pipelines that follow the 
  rail line are a major resource for the people of the continent.
  Set up the monorail line as a 1-hex-wide row of Rail terrain type 
  (see p. 51, TO) from one edge of the map to the opposite edge. 
  The rail can follow terrain features as necessary and cannot bridge 
  sublevel hexes. The rail line itself is fortified and slightly elevated; 
  treat those hexes as half-levels (see p. 31, TO) and as having a CF 
  of 60 rather than the standard CF 20 for Rail terrain. Any hex of the 
  rail line that is destroyed becomes Ultra Rubble (see p. 39, TO) and 
  suffers a pipeline rupture on each side per the rules below.
  Place three pairs of 1-hex structures straddling the monorail 
  line, one near each end of the line and one near the middle. These 
  structures have a CF of 40 and are 2 levels tall. These are control and 
  maintenance towers for the monorail and its associated pipelines. 
  If a tower is destroyed, a pipeline will also rupture in the monorail 
  hex adjacent to the tower per the rules below.
  Pipelines
  Slung on either side of the monorail line are several pipelines 
  carrying crucial resources across the vast desert of the continent’s 
  interior. Any missed shot that strikes the rail line has a chance of 
  hitting a pipeline instead. A result of 9 or higher on a 2D6 roll indi-
  cates a pipeline was struck. The pipelines have CF 30 and contain a 
  variety of interesting liquids. If a pipeline takes damage equivalent 
  to its CF, it ruptures and spews its contents onto the battlefield. Roll 
  1D6 to determine those contents: on a result of 1-3, the pipeline 
  contains water; on a 4-5, it contains oil; and on a result of 6, it con-
  tains hazardous chemicals. For ease of gameplay, though there are 
  pipelines for each type of liquid on both sides of the rail line, each 
  hex of the line can only have a single breach at a time.
  Once a pipeline has ruptured, liquid begins pouring out onto 
  the ground. Any BattleMech unit in the hex immediately in front 
  of the rupture must make a successful Piloting Skill Roll to avoid 
  being knocked down by the pressurized stream of liquid and 
  displaced one hex. Vehicle units must make a successful Driving 
  Skill Roll to avoid being displaced one hex. Infantry units are 
  automatically displaced one hex by the torrent of liquid. All units 
  receive 20 points of damage, divided into 5-point groups and 
  randomly distributed.
  Starting with the hex immediately in front of the rupture, all 
  affected hexes receive the Mud terrain modification (see p. 50, 
  TO) for the remainder of the Track. In addition, oil and hazardous 
  chemical spills also have the following effects:
  Oil: Apply a -3 modifier to rolls made to determine if a fire starts 
  in an affected hex.
  Hazardous chemicals: Use the Hazardous Liquid Pools rules (see 
  p. 49, TO).
  If a hex contains a spill of two or more types (if, for instance, two 
  breaches spread into contact), the later spill’s effects supersede the 
  earlier’s. If both spills spread into the hex at the same time, deter-
  mine randomly which one takes precedence.
  Each turn that a pipeline spews out liquid, expand the spill one 
  ring of hexes. A pipeline will continue to spill for 5 Turns before 
  safety measures kick in and seal the breach. Once this happens, 
  the breached hex is eligible for further breaches as per the above 
  rules. If an infantry unit is present on the rail line in the same hex 
  and spends 2 Turns without moving or attacking, the spill will 
  end after those two Turns as they manage to manually activate 
  the shutoff mechanisms.
  AFTERMATH
  The fighting at Nabshah could easily have ended in a 
  stalemate. Both sides were nearly evenly matched and, more 
  importantly, the two Warlords were intimately familiar with each 
  others’ strengths and weaknesses. Yet, unbeknownst to all but 
  his most trusted lieutenants, Jedra Kean had secured himself an 
  edge: agents of the Draconis Combine were supplying him with 
  equipment and advanced technical aid. As a result, his forces ran 
  more efficiently and could deliver more destruction per ton than 
  anything Alan Cunningham—or any other Warlord—could put 
  in the field. As a final act of defiance, Cunningham sabotaged the 
  main pipeline running through Nabshah, an act which stole away 
  his foe’s victory and condemned thousands of Vegans to increas-
  ingly dire conditions.
  
  17
  “Nasew-814, this is Lightning Strike. I’ve got bogies in my sight.”
  “Affirmative, Lightning Strike. We’re showing no IFF signal at all. 
  Proceed with visual identification.”
  “Roger, Nasew-814. I’m on a vector... coming ar... center p...”
  “Lightning Strike? Come in, Lightning Strike!”
  “...pears to be Clan. I hope you’re gettin... terferen... Bea...”
  “Did he just say ‘Bear’? I definitely heard ‘Clan’, but did he say 
  ‘Bear’?”
  “That’s what I heard.”
  “Oh crap, oh crap, oh crap.”
  “Somebody get him back on the line, now!”
  “Oh, we’re so screwed, man. Game over.”
  GAME SETuP
  Recommended Terrain: Blank
  Place 6 mapsheets in a 3x2 configuration. Use either the blank 
  back sides of the maps or use any maps and ignore all terrain fea-
  tures. All hexes are Paved hexes. Place a 7-hex building in the lower 
  left map; this is the DropPort’s control tower. This building has a 
  CF of 80 and is 5 levels tall. Place four 1-hex Level 2 buildings with 
  CF 30 in front of the control tower as defensive emplacements. 
  The Defender can place 5 2-hex structures anywhere on the map. 
  These structures are 1 level tall and have a CF of 15.
  The Defender selects either the bottom or the left edge as their 
  home edge; the Attacker’s home edge is the opposite.
  Attacker
  Recommended Forces: Omega Galaxy
  All Attacker units enter the map on Turn 1. At least 25% but no more 
  than 75% of the Attacker’s units deploy using the Dropping Troops 
  rules (see p. 22, SO); the rest enter from the Attacker’s home edge. The 
  Ghost Bear force should be no more than two Trinaries in strength.
  Defender
  Recommended Forces: Vegan Warlords (Sean Gustavo)
  Sean Gustavo is a high-ranking Warlord owing fealty to Lord 
  Jedra Kean and controlling the Nasew DropPort and surround-
  ing neighborhoods. With Kean jealously controlling access to all 
  ‘Mechs on Vega, Gustavo’s forces consist mostly of armor and 
  infantry. For every 8 vehicles deployed, the Defender may field 1 
  BattleMech or IndustrialMech. Due to their intense drilling and 
  training in the DropPort, Gustavo’s troops receive a +2 bonus to 
  any Piloting or Driving Skill Rolls to avoid skids and falls on Paved 
  surfaces. They may also utilize Overrun Combat.
  The Defender’s forces should be 150% of the Attacker’s. The 
  Defender sets up along the left and bottom sides of the map, no 
  more than four hexes from the edge. No more than three units may 
  set up in or on the control tower.
  WARCHEST
  Track Cost: 800 WP 
  Optional Bonuses:
  [+250] Nasty Little Surprise (Attacker): The Defender places 
  four 10-hex minefields anywhere on the map. These are 15-point 
  conventional minefields (see p. 207, TO).
  [+250] Fire From Heaven (Defender): The Attacker can call 
  in two strafing attacks during the game. Each airstrike consists of 
  two medium-class OmniFighters. The strikes can occur on any turn 
  after the Attacker’s forces have fully entered the map but cannot 
  occur on consecutive turns.
  [+100] In the Dark: Use the Moonless Night rules (see p. 58, TO).
  OBJECTIVES
  1.) Seize the Control Tower (Attacker). Spend three turns in 
  the building or on the roof without any Defender units present and 
  without engaging in combat. (Reward: 300)
  2.) Destroy the Control Tower. Cause the control tower to be 
  destroyed through directly attacking it. (Penalty: –300)
  3.) Clean Sweep. Destroy or force to withdraw at least 75% of 
  the enemy’s forces. (Reward: 400)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  All forces must use the Forced Withdrawal rules (see p. 258, TW).
  Salvage
  The Attacker receives salvage from this track if the Clean Sweep 
  objective is attained.
  Wages of War
  Use the Battlefield Wreckage rules (see p. 187, TO).
  stiCk the lanDing
  SITuATION
  Nasew Spaceport
  Nasew, North Nanturo
  Vega, The Republic of the Sphere
  11 November 3135
  The Ghost Bears have long been supporters of Devlin Stone 
  and they watched the disintegration of his Republic with sad-
  ness. For decades, the Bears had trained themselves against a 
  host of simulated disasters as a way of laying contingency plans for the future. Now it seemed as if they would be called upon to imple-
  ment those plans. By 3135, political maneuvering by certain segments of the Clan resulted in an affirmative vote for intervention in The 
  Republic’s ongoing crisis. Three Galaxies were dispatched to occupy six strategic worlds in Prefecture I in an attempt to restore order, with 
  Omega Galaxy—the Raging Bears—targeting Cebalrai and Vega.
  The first act in the Ghost Bear invasion of Vega was to secure the Nasew DropPort so they could bring in the bulk of their troops. Despite 
  losses from anti-aircraft batteries, most of their forces made it safely to the ground, where they faced the first of several Warlords to come.
  
  18
  Emplacements
  Two of the emplacements surrounding the control tower mount 
  Sniper artillery cannons with one ton of ammo each. The remain-
  ing two emplacements each mount an LB-10X autocannon with 
  two tons of ammo. All four emplacements have a 360-degree field 
  of fire and their crews have a Gunnery skill of 5.
  unexpected Help
  Joining the Warlord forces on Vega was not the only option for 
  ex-Militia soldiers. A small number of loyalists maintained a covert 
  resistance against the Warlords in the hopes that The Republic 
  would return one day to restore order. When the Ghost Bears came 
  instead, the rebels decided that beggars can’t be choosers and 
  sided with the Clan.
  At the beginning of play, the Attacker should roll 1D6+4 to de-
  termine on which turn the rebel forces enter the map. These forces 
  consist of six IndustrialMechs rolled from the appropriate RAT 
  (see p. XX). Pilot experience for each of these units is determined 
  randomly with a 1D6 roll. On a result of 1-3, the pilot is of Green 
  experience; a result of 4-6 gives the pilot Regular experience. The 
  rebel ‘Mechs enter the map from the Attacker’s home edge.
  AFTERMATH
  Despite a distinct lack of coherent and strong opposition, the 
  Ghost Bears found their landings on Vega problematic. The few 
  aerospace fighters remaining in operation on the planet greeted 
  them as their DropShips descended towards the Nasew Spaceport 
  and the Bears lost two vessels on the way down. Once on the 
  ground, Warlord forces—including artillery from hidden positions, 
  booby-traps and suicide bombers armed with cheap but deadly 
  explosives—made it difficult for their forces to advance out of 
  the spaceport proper while minimizing civilian casualties. But the 
  Bears would not go it alone. The appearance of a ragtag group of 
  Republic loyalists armed with little more than jury-rigged Industri-
  alMechs helped turn the tide. Though their firepower amounted 
  to little, their dedication and sacrifice in the face of a stronger foe 
  inspired the Ghost Bears and assured them that they would have a 
  partner in restoring Vega.
  File: VEGA14113135+2328_ActionRpt
  IDKey: K3L75481FG1
  HIGHEST PRIORITY / MAXIMUM ENCRYPTION
  Kean’s bolt-hole has been cracked. The Bears entered and secured his 
  bunker at 2042 but Kean himself was long gone. I was able to purge all 
  records of our involvement in his activities before I escaped the Clanners, 
  so there should be no heat coming back on us. But now we’ve wasted all 
  that time and resources. Damn them!
  As I mentioned previously, I think we’re going to need to postpone Phase 
  II a bit while we deal with the Bears. Hopefully they won’t be staying long, 
  but you never know. I need to think on this a little before I get back to you.
  GAME SETuP
  Recommended Terrain: Mountain or Badlands (see p. 263, TW)
  Set up 3 mapsheets with their long sides adjoining. The At-
  tacker’s home edge is the left edge of the map; the Defender’s is 
  the right edge.
  Attacker
  Recommended Forces: Vegan Warlords (Jedra Kean)
  Jedra Kean has struck a deal with agents of the Draconis Com-
  bine. In return for pledging to support their eventual conquest of 
  Vega, he has received technical support and equipment for his 
  forces. When randomly determining Kean’s forces, 1 out of every 
  4 units may be rolled from the Combine RATs. In addition, Kuritan 
  techs have tinkered with and altered the other machines used 
  by Kean’s men. Each unit in Kean’s forces receives 3 points with 
  which they can purchase Positive Design Quirks (see pp. 193-196, 
  SO). Each unit may also accept Negative Design Quirks (see pp. 
  196-199, SO) and add the point value of any such Negative Quirk 
  to the available pool for choosing Positive Quirks. All restrictions 
  as to unit type apply.
  Jedra Kean himself pilots a custom Atlas with the Improved 
  Cooling Jacket Positive Design Quirk applied to all five ER Medium 
  Lasers and the Cramped Cockpit Negative Design Quirk.
  Due to previous fighting with the Ghost Bears, Kean’s forces 
  have been severely depleted. Apart from his own Atlas, there are 
  only three other ‘Mechs in the Attacker’s force. Up to half of the 
  Attacker’s force may deploy using Hidden positions, though Jedra 
  Kean himself cannot be one of those units. All Attacker units set up 
  on the center map.
  Defender
  Recommended Forces: Omega Galaxy
  The Defender’s forces should be 100% of the Attacker’s. The Bear 
  units set up anywhere on the right map and must be facing either 
  the top or right edge of the map. During Turn 1 only, the Bears 
  suffer a -4 penalty to Initiative.
  last DitCh effort
  SITuATION
  Nasew, North Nanturo
  Vega, The Republic of the Sphere
  14 November 3135
  Eager to secure the temporary capital city of Nasew, 
  the Ghost Bears targeted Jedra Kean, who had risen to 
  become the most powerful man on Vega. Lord Kean, as 
  he styled himself, made his headquarters in a Jihad-era bunker complex on the outskirts of town. It took the Bears three days of non-stop 
  combat to breach the complex’s defenses and fight their way inside the final bunker... only to find that Kean had fled out an abandoned 
  sewer tunnel to his waiting BattleMech and remaining forces. Knowing he had but one last chance, Kean struck at the exhausted Ghost 
  Bears with everything he had left.
  
  19
  WARCHEST
  Track Cost: 500 WP 
  Optional Bonuses:
  [+100] What’s the frequency?: Use the Electromagnetic Inter-
  ference rules (see p. 55, TO).
  [+200] unsteady ground: The ground of this region consists of 
  lots of loosely packed rubble. Treat all Clear hexes as Rubble. In ad-
  dition, all ‘Mechs must make a Piloting Skill Roll to avoid falling in 
  each turn they employ Running MP and all units must roll to avoid 
  skidding as if the hexes are Paved.
  [+300] Three days of Hell (Defender): The Defender begins 
  with an additional 3D6 damage per unit, grouped into 5-point 
  clusters. Roll critical hits normally, rerolling any critical hit that may 
  cripple or destroy the unit. All ammo must be depleted by 25% 
  before the start of play.
  OBJECTIVES
  1.) Last of the Warlords (Defender). Capture Jedra Kean and 
  retreat off the map with him so he can be placed on trial. If Kean’s 
  BattleMech is crippled and an enemy unit occupies the same hex 
  before the end of the next Movement Phase, he is considered 
  captured. The capturing unit must then retreat off the Defender’s 
  home edge to achieve this Objective. (Reward: 400)
  2.) The Overseers. For each designated overseer unit that survives 
  (Attacker) or is destroyed (Defender) in the battle. (Reward: 300)
  3.) Show no mercy. Destroy or cripple at least 75% of your op-
  ponent’s force. (Reward: 300)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Attacker is operating under Forced Withdrawal rules (see p. 
  258, TW), modified as follows. As long as Jedra Kean has not been 
  destroyed, crippled or captured, the rules are not in effect. Once 
  he is, however, all Attacker units must make a 1D6 roll when they 
  would otherwise be subject to Forced Withdrawal. On a result of 
  5-6, they can ignore Forced Withdrawal.
  Jedra Kean himself is not affected by Forced Withdrawal rules 
  and cannot leave the map unless 50% of the Attacker’s starting 
  strength has been destroyed.
  Better to be Feared
  Lord Kean’s forces are loyal to him, up to a point, but this 
  loyalty is based mostly in fear and intimidation. Chief among 
  Kean’s tactics for keeping his people in line is his use of over-
  seers who monitor the behavior of his followers and discipline 
  them when they get out of line. Before the start of the game, 
  the Attacker should secretly designate 1 unit per every 8 units 
  fielded as an overseer. If one of these overseer units is crippled 
  or destroyed, the Attacker suffers a -2 penalty to Initiative in 
  the following turn. In addition, any Attacker unit in the over-
  seer’s Line of Sight must roll 2D6 against a target number of 
  8; failure means in the next turn the unit will retreat towards 
  the Attacker’s home edge using Walking/Cruising MP. Any unit 
  that exits the map in this fashion does not count for calculating 
  Objective points. The Initiative penalty and forced retreat only 
  last for the following turn.
  Commander’s Prerogative
  Galaxy Commander Isis Bekker leads the Ghost Bear force from 
  the cockpit of her Pack Hunter. As long as she is active on the battle-
  field, the Bears receive a +1 bonus to their Initiative rolls (except in 
  Turn 1). Bekker is determined to bring Kean to justice and will ignore 
  other Attacker units in favor of Kean unless they attack her first.
  AFTERMATH
  Jedra Kean’s last-ditch assault on the Ghost Bear flank very near-
  ly worked. After three days of trying to get into his stronghold, the 
  Bears were exhausted and the shock of Kean’s attack hit them hard. 
  Galaxy Commander Isis Bekker watched as warrior after warrior fell 
  to the Warlord and his Atlas. Finally, with the aid of Star Colonel 
  Conner Hall, Bekker faced Kean and used a false promise of sur-
  render to lure him in. With Kean confused at his apparent victory, 
  Bekker bought time for her troops to surround the Warlord and 
  protect her from his incoming forces even as she and Star Colonel 
  Hall suddenly let loose against Kean. Though she had only one 
  remaining round of ammunition for her missiles and just a single 
  laser still operational, Bekker’s aim was true and she killed the Lord 
  of Vega in his cockpit. The age of the Warlords was at an end.
  
  20
  RISE UP, YOU SONS AND DAUGHTERS OF VEGA!
  RISE UP against the coming of the DRAGON!
  We see now the TRUTH, that the GHOST BEARS are our AL-
  LIES, not our ENEMIES!
  JOIN with them to repel the TYRANNY of the Kuritas!
  Shall we live in HARMONY with our FRIENDS or FEAR from 
  the OPPRESSORS?
  Be strong, Vega! THIS IS YOUR FINEST HOUR!
  GAME SETuP
  Recommended Terrain: Mountain
  Set up 4 mapsheets in a 2x2 configuration. Designate one edge 
  as the north side of the map; the Attacker’s home edge is the east-
  ern edge and the Defender’s home edge is to the west.
  Attacker
  Recommended Forces: Forty-fourth Benjamin Regulars
  The Attacker’s force should be 150% of the Defender’s. All units 
  must set up on the map no more than 6 hexes from the Attacker’s 
  home edge. Up to 25% of the Attacker’s units may set up using 
  Hidden Units rules.
  Defender
  Recommended Forces: Omega Galaxy, First Vega Regulars
  The Defender’s forces enter the map on Turn 1. They approach the 
  battlefield from three directions and may enter the map from any edge 
  except the Attacker’s home edge. If they enter from more than one 
  edge, the forces must be split as evenly as possible between the edges.
  Regardless of the total size of the Defender’s forces, there can 
  be no more than one company from the Vega Regulars involved in 
  this battle. However, the First Regulars have managed to gain some 
  actual BattleMechs salvaged by the Bears from Vega’s many recent 
  battlefields. Roll 1 out of every 6 ‘Mech units from the Republic RATs.
  WARCHEST
  Track Cost: 500 WP 
  Optional Bonuses:
  [+200] Dawn: Use the Dawn/Dusk rules (see p. 58, TO). In addition, 
  any unit facing the eastern edge of the map during the first 6 turns of 
  the battle receives an additional +1 to-hit modifier to all Piloting and 
  Gunnery skill rolls due to facing directly into the rising sun. If there is any 
  terrain that is 2 or more Levels taller intervening between the unit and 
  the eastern edge of the map, this additional modifier does not apply.
  OBJECTIVES
  1.) Stall the Dragon. For each Attacker unit prevented from 
  exiting the map. (Reward: 75)
  2.) Prize Patrol. For each enemy unit crippled rather than de-
  stroyed. (Reward: 100)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Attacker is operating under Forced Withdrawal rules (see 
  p. 258, TW), unless negated by special unit rules (see p. XX). The 
  Defender is not subject to Forced Withdrawal in this track.
  Salvage
  The Salvage rules (see pp. 192-193, SO) may be used by the 
  player that achieves the most Objective points in the track.
  Saviors from the Sky
  Beginning in the End Phase of Turn 8, the Defender should roll 
  2D6 against a target number of 10. Success means that the Twelfth 
  Vegan Rangers have arrived and will enter the battle in the next 
  Turn. If this roll fails, decrease the target number by 1 and reroll in 
  the End Phase of the next Turn. Continue each Turn until success 
  is achieved.
  The Vegan Rangers will enter the map from the Defender’s 
  home edge and their force can be as large as 50% of the Attacker’s 
  original force size.
  This is our home!
  Now that they know the truth behind the troubles Vega has 
  been experiencing of late, the citizens of Nasew are ready to sup-
  port the Ghost Bears against the Combine invasion. Add to the 
  Defender’s force 2D6 civilian defense groups. Treat these as stan-
  dard Inner Sphere Motorized Infantry Platoons armed with ballistic 
  rifles. These groups can enter the battle from the Defender’s home 
  edge in Turn 5.
  In addition, patriotic Vegans have armed themselves with Indus-
  trialMechs from the nearby plant at Northgate and join the battle 
  on the side of the Bears. On Turn 6, 1D6+3 IndustrialMechs enter 
  the fight from the northern edge of the map.
  AFTERMATH
  The incoming Combine DropShips sprinkled forces through-
  out the mountains between Nasew and Northgate and settled in 
  to provide a defensive position. The Ghost Bears were hopelessly 
  outnumbered, even with the help of the First Vega Regulars. 
  But they had an unexpected friend in Jacob Bannson, whose 
  agent on Vega released for worldwide broadcast video and 
  documentary evidence that the Kuritans had been manipulating 
  the situation on Vega for years. The outraged citizenry rose up 
  in support of the Ghost Bears, with many offering themselves as 
  cannon fodder infantry armed with little more than hunting rifles 
  and homemade armor. That still wouldn’t have been enough but 
  Bannson had one more trick up his sleeve: the mercenary Twelfth 
  Vegan Rangers had been hired to help defend the planet from 
  Combine aggression. Now facing far more enemies than they had 
  planned for, the Benjamin Regulars retreated off-world, leaving 
  behind nearly half of their forces to surrender or be captured by 
  the now-united people of Vega.
  enemy of my enemy
  SITuATION
  Lincoln Pass, North Nanturo
  Vega, The Republic of the Sphere
  01 December 3136
  A year after arriving on Vega, the Ghost Bears found themselves still fighting public perception of their presence as an unwanted 
  occupation. Though many of those who objected had legitimate issues with the Bears, a lot of the unrest was being stirred up by agents 
  of the Draconis Combine. And not only was the Combine covertly causing trouble on Vega, but they had also been sneaking forces onto 
  the planet for quite some time, taking advantage of gaps in the system’s long-range detection defenses. The Bears and their allies had 
  tangled with several of these infiltrators already and were preparing for further action when multiple incoming DropShips were detected. 
  The Combine was back in force.
  
  21
  From the Great Work of Galaxy Commander Isis 
  Bekker-Florala—
  And so our first major challenge is upon us. The warriors of 
  the Dragon come to dislodge us from our new home and seize 
  it and its people for themselves. We, of course, will not let that 
  happen. The Claws of Vega stand ready to defend this world 
  alongside its native population. The training programs we have 
  instituted over the last few months, combined with the skyrock-
  eting recruitment numbers the Regulars are posting, have given 
  us a solid bedrock of troops who I think will more than prove 
  themselves in the battle today. And the Rangers have shown 
  just how committed they are to our new alliance.
  I almost feel sorry for the Kuritans.
  GAME SETuP
  Recommended Terrain: Flatland or Badlands (see p. 263, TW) or 
  North Nanturo
  Set up 6 maps in a 2x3 configuration. Treat all Rough terrain 
  hexes as Ultra Rough (see p. 39, TO).
  The Defender should select one of the shorter map edges as his 
  or her home edge; the Attacker’s home edge is the opposite. The 
  Defender can setup forces within one map sheet of their home 
  edge and may use Hidden Unit rules. The Attacker enters from 
  their home edge on Turn 1.
  If any Attacker units exit the map off the Defender’s home edge, 
  use the Rolling maps rules (see p. 214-5, TO) to expand the playing 
  field. Continue adding maps as needed.
  Attacker
  Recommended Forces: Fifth Sword of Light, Forty-fourth Benja-
  min Regulars
  The Attacker should be 100% of the Defender’s total strength.
  The Attacker should secretly designate any two BattleMechs as 
  commander units, one representing Tai-sa Kenta Fukuyama of the 
  Benjamin Regulars and the other Tai-sa Robert Rees of the Sword 
  of Light.
  Defender
  Recommended Forces: Omega Galaxy, First Vega Regulars, 
  Twelfth Vegan Rangers
  The First Vega Regulars have once again used salvage to increase 
  the number of BattleMechs in their ranks. For every 6 ‘Mech units in 
  the Regulars, roll 1 from the Republic RATs and 2 from the Draconis 
  Combine RATs.
  WARCHEST
  Track Cost: 600 WP 
  Optional Bonuses:
  [+200] Winds: Apply the Strong Gale rules (see p. 61, TO).
  OBJECTIVES
  1.) Push the Boundaries. (Attacker) For each new map added to 
  the playing field by the Attacker moving off the edge. (Reward: 100)
  2.) Those Two Snakes. (Defender) For each of the Attacker’s 
  two commander units crippled or destroyed. (Reward: 100)
  3.) Merciless. Cripple or destroy more tonnage than your op-
  ponent. (Reward: 400)
  SPECIAL RuLES
  The following rules are in effect for this track:
  Recon-in-Force
  The main goal of the Kuritan assault is to feel out the Vegan 
  forces and gain intel on how well the Clanners and their allies are 
  integrating their warriors. This intel is useless if no Combine units 
  make it off of Vega to report back to their DCMS superiors. As such, 
  there are two conditions under which the Attacker’s force will re-
  treat from the field of battle:
  1.) Both designated commander units have been destroyed, not 
  crippled.
  2.) 50% of the Attacker’s force has been crippled or destroyed.
  Once a retreat condition is met, all Combine units will attempt 
  to make their way off the Attacker’s home edge beginning in 
  the next turn. All Attacker units must use more MP moving 
  towards their home edge than any other direction. If both com-
  manders are destroyed, the remaining Attacker units must use 
  Running/Flank MPs to retreat; otherwise they can use whatever 
  speed they want.
  AFTERMATH
  Spearheaded by the Fifth Sword of Light, the Combine forces 
  began their march to Nasew. They were met with stiff resistance 
  by the Ghost Bears and native Vegan forces, with the Twelfth 
  Vegan Rangers providing backup. Despite this resistance, the 
  Kuritans managed to trek quite some distance, taking heavy fire 
  all the while. In the heat of the battle, the samurai of House Kurita 
  repeatedly challenged the Bears to duels of honor only to see the 
  majority of their challenges ignored. After several hours of fight-
  ing, Tai-sa Rees had to concede that the planet’s defenders were 
  too strong for a quick victory and he ordered a withdrawal so that 
  he could take the intel he had gathered on the Vega Protectorate’s 
  strength back to the strategic planners in the DCMS.
  Visitation rites
  SITuATION
  Near Prigione
  Vega, Vega Protectorate
  07 February 3137
  Following their almost effortless conquest of Dieron, the Draconis 
  Combine decided to test the newly proclaimed Vega Protectorate 
  by sending a probe in force to size up the planet’s defenses. DCMS 
  commanders reckoned that the Bears had not yet had time to fully 
  integrate the troops recalled from Cebalrai nor the mercenary 
  Twelfth Vegan Rangers into their defenses and this would present them with a golden opportunity to rout the Bears and claim Vega for 
  the Combine. Diverting the Fifth Sword of Light from operations at Dieron and ordering them to accompany the surviving Forty-fourth 
  Benjamin Regulars back to Vega, the Dragon’s generals hoped to forestall a growing Clan presence in the former Prefecture I worlds. The 
  incoming forces were counting on the gaps in Vega’s long-range detection systems not having been repaired yet, but they were wrong 
  and the defenders knew exactly what was coming their way. The Combine units landed south of Nasew, near the infamous Prigione 
  prison, from whence they expected to commence their march on the capital.
  
  Pack Hunter II Isis
  7
  11
  7
  30
  Note: If playing under Advanced Rules, treat head
  as having a Full-Head Ejection System.
  1,276
  Era: 
  Dark Age
  Clan
  2011
  (9)
  (10)
  (10)
  (13)
  (9)
  (9)
  (12)
  (12)
  (4)
  (4)
  (4)
  (7)
  (7)
  (5)
  (5)
  (10)
  (7)
  (7)
  2
  ER Micro Laser
  RT
  1
  2 [DE]
  1
  2
  4
  1
  SRM 6
  RT
  4
  2/Msl 
  [M,C,S]
  3
  6
  9
  w/Artemis IV FCS
  2
  ER Micro Laser
  LT
  1
  2 [DE]
  1
  2
  4
  1
  Medium Pulse Laser
  RA
  4
  7 [P]
  4
  8
  12
  1
  Medium Pulse Laser
  LA
  4
  7 [P]
  4
  8
  12
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Medium Pulse Laser
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Medium Pulse Laser
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Jump Jet
  Ferro-Fibrous
  XL Fusion Engine
  XL Fusion Engine
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  ER Micro Laser
  ER Micro Laser
  Endo Steel
  Endo Steel
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  XL Fusion Engine
  XL Fusion Engine
  Double Heat Sink
  Double Heat Sink
  Jump Jet
  SRM 6
  Artemis IV FCS
  ER Micro Laser
  ER Micro Laser
  Ammo (SRM 6  Artemis) 15
  Ammo (SRM 6  Artemis) 15
  Ferro-Fibrous
  Life Support
  Sensors
  Cockpit
  Endo Steel
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Jump Jet
  Jump Jet
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Jump Jet
  Jump Jet
  (CASE)
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  10 (20)
  Double
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  Atlas AS7-K2 Jedra
  4
  6
  0
  100
  1,971
  Era: 
  Dark Age
  Inner Sphere
  2011
  (9)
  (31)
  (31)
  (43)
  (33)
  (33)
  (41)
  (41)
  (10)
  (13)
  (10)
  (21)
  (21)
  (17)
  (17)
  (31)
  (21)
  (21)
  1
  ER Medium Laser
  CT
  5
  5 [DE]
  4
  8
  12
  2
  ER Medium Laser
  RT
  5
  5 [DE]
  4
  8
  12
  1
  SRM 4
  RT
  3
  2/Msl 
  [M,C,S]
  3
  6
  9
  2
  ER Medium Laser
  LT
  5
  5 [DE]
  4
  8
  12
  1
  SRM 4
  LT
  3
  2/Msl 
  [M,C,S]
  3
  6
  9
  1
  Light Gauss Rifle
  RA
  1
  8 
  [DB,X]
  3
  8
  17
  25
  1
  Light Gauss Rifle
  LA
  1
  8 
  [DB,X]
  3
  8
  17
  25
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Light Gauss Rifle
  Light Gauss Rifle
  Light Gauss Rifle
  Light Gauss Rifle
  Light Gauss Rifle
  Ferro-Fibrous
  Roll Again
  Roll Again
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Hand Actuator
  Light Gauss Rifle
  Light Gauss Rifle
  Light Gauss Rifle
  Light Gauss Rifle
  Light Gauss Rifle
  Ferro-Fibrous
  Roll Again
  Roll Again
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  ER Medium Laser
  Ferro-Fibrous
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  ER Medium Laser
  ER Medium Laser
  SRM 4
  Ammo (SRM 4) 25
  Ammo (Light Gauss) 16
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  XL Fusion Engine
  XL Fusion Engine
  XL Fusion Engine
  ER Medium Laser
  ER Medium Laser
  SRM 4
  Ammo (SRM 4) 25
  Ammo (Light Gauss) 16
  CASE
  Ferro-Fibrous
  Ferro-Fibrous
  Ferro-Fibrous
  Life Support
  Sensors
  Cockpit
  Ferro-Fibrous
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Ferro-Fibrous
  Ferro-Fibrous
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Ferro-Fibrous
  Ferro-Fibrous
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O O O
  O O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  O
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  O
  O
  O
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  12 (24)
  Double
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  PeaceMaker PM6 PoliceMech
  4
  6
  0
  35
  (Industrial)
  (Experimental)
  426
  Era: 
  Jihad
  Inner Sphere
  2011
  (8)
  (10)
  (10)
  (18)
  (10)
  (10)
  (10)
  (10)
  (3)
  (4)
  (3)
  (8)
  (8)
  (6)
  (6)
  (11)
  (8)
  (8)
  1
  SRM 2
  RT
  2
  2/Msl 
  [M,C,S]
  3
  6
  9
  1
  Searchlight
  LT
    [E]
  170
  1
  Mech Taser
  RA
  6
  1 
  [DB,S,X]
  1
  2
  4
  1
  Machine Gun
  LA
  0
  2 
  [DB,AI]
  1
  2
  3
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Machine Gun
  Ammo (Machine Gun) 100
  Environmental Sealing
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Mech Taser
  Mech Taser
  Mech Taser
  Ammo (Taser) 5
  Environmental Sealing
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Environmental Sealing
  Roll Again
  Heat Sink
  Heat Sink
  Searchlight
  Environmental Sealing
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  SRM 2
  Ammo (SRM 2) 50
  Environmental Sealing
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Life Support
  Sensors
  Cockpit
  Environmental Sealing
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Heat Sink
  Environmental Sealing
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Heat Sink
  Environmental Sealing
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  10 (10)
  Single
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  Dig Lord RCL-4 MiningMech
  3
  5
  0
  65
  (Industrial)
  (Advanced)
  607
  Era: 
  Clan Invasion
  Inner Sphere
  2011
  (9)
  (14)
  (14)
  (16)
  (16)
  (16)
  (16)
  (16)
  (3)
  (5)
  (3)
  (15)
  (15)
  (10)
  (10)
  (21)
  (15)
  (15)
  1
  Extended Fuel Tank (1 ton)
  CT
    [E]
  2
  Fluid Gun
  RT
  0
  0 
  [DB,S]
  1
  2
  3
  2
  Fluid Gun
  LT
  0
  0 
  [DB,S]
  1
  2
  3
  1
  Rock Cutter
  RA
  5
  1
  Mining Drill
  LA
  13
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Mining Drill
  Mining Drill
  Mining Drill
  Mining Drill
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Rock Cutter
  Rock Cutter
  Rock Cutter
  Rock Cutter
  Rock Cutter
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Fuel Cell Engine
  Fuel Cell Engine
  Fuel Cell Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Fuel Cell Engine
  Fuel Cell Engine
  Fuel Cell Engine
  Extended Fuel Tank (1 ton)
  Roll Again
  Fluid Gun
  Fluid Gun
  Fluid Gun
  Fluid Gun
  Ammo (Fluid Gun) 20
  Ammo (Fluid Gun) 20
  Ammo (Fluid Gun) 20
  Ammo (Fluid Gun) 20
  Ammo (Fluid Gun) 20
  Roll Again
  Roll Again
  Roll Again
  Fluid Gun
  Fluid Gun
  Fluid Gun
  Fluid Gun
  Ammo (Fluid Gun) 20
  Ammo (Fluid Gun) 20
  Ammo (Fluid Gun) 20
  Ammo (Fluid Gun) 20
  Ammo (Fluid Gun) 20
  Roll Again
  Roll Again
  Roll Again
  Life Support
  Sensors
  Industrial Cockpit
  Sensors
  Life Support
  Roll Again
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O O
  O O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  3 (3)
  Single
  O
  O
  O
  
  Dig Lord RCL-4M MiningMech MOD
  3
  5
  0
  65
  (Industrial)
  706
  Era: 
  Dark Age
  Inner Sphere
  2011
  (9)
  (14)
  (14)
  (16)
  (16)
  (16)
  (16)
  (16)
  (3)
  (5)
  (3)
  (15)
  (15)
  (10)
  (10)
  (21)
  (15)
  (15)
  1
  Extended Fuel Tank (1 ton)
  CT
    [E]
  1
  SRM 4
  RT
  3
  2/Msl 
  [M,C,S]
  3
  6
  9
  1
  AC/10
  LT
  3
  10 
  [DB,S]
  5
  10
  15
  1
  Rock Cutter
  RA
  5
  1
  Mining Drill
  LA
  13
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Mining Drill
  Mining Drill
  Mining Drill
  Mining Drill
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Rock Cutter
  Rock Cutter
  Rock Cutter
  Rock Cutter
  Rock Cutter
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Fuel Cell Engine
  Fuel Cell Engine
  Fuel Cell Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Fuel Cell Engine
  Fuel Cell Engine
  Fuel Cell Engine
  Extended Fuel Tank (1 ton)
  Roll Again
  AC/10
  AC/10
  AC/10
  AC/10
  AC/10
  AC/10
  AC/10
  Ammo (AC/10) 10
  Ammo (AC/10) 10
  Roll Again
  Roll Again
  Roll Again
  SRM 4
  Ammo (SRM 4) 25
  Ammo (SRM 4) 25
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Life Support
  Sensors
  Cockpit
  Roll Again
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O O
  O O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  3 (3)
  Single
  O
  O
  O
  
  A01
  P01
  N03
  N06
  N08
  L03
  L05
  L06
  L07
  L08
  J03
  J04
  J05
  J06
  J07
  H02
  H03
  H04
  H05
  H06
  H07
  F01
  F02
  F03
  F04
  F05
  F06
  F07
  D01
  D03
  D04
  D06
  D06
  B01
  B06
  M03
  M05
  M06
  M08
  O03
  O08
  K03
  K04
  K05
  K06
  K07
  I02
  I03
  I04
  I05
  I06
  I07
  G01
  G02
  G03
  G04
  G05
  G06
  G07
  E01
  E02
  E04
  E05
  E06
  E06
  E07
  C01
  C03
  C06
  C06
  1
  3
  2
  N
  KEY
  Plains
  Desert
  Woods
  Water
  Mountains
  KEY
  PLAINS
  WATER
  FOREST
  ITEM OF 
  INTEREST
  DESERT
  DROPPORT
  MOUNTAINS
  CITY
  EPICENTER OF  
  METROPOLITAN  
  COMPLEX;  POPULATION 
  OF SURROUNDING 
  AREA > 50,000,000
  CITY
  POPULATION OF 
  SURROUNDING 
  AREA < 1,000,000
  ARCTIC
  GREAT 
  Fargo City
  Northgate
  Prigione
  Port 
  Marien
  Yuzhnata 
  Porta
  Nasew
  Nabshah 
  Oasis
  Eagle’s  
  Vantage
  Chelmsford 
  (ruins)
  Kucha  
  Oasis
  Peterstown 
  (ruins)
  T R E B A S
  O
  N  
  M
  O
  U
  N
  T
  A
  I
  N
  S
  
  A01
  A01
  N08
  N11
  N13
  N13
  N16
  N18
  L08
  L10
  L11
  L12
  L13
  L13
  L15
  L16
  J08
  J09
  J10
  J11
  J12
  J13
  J14
  J15
  J16
  H08
  H09
  H10
  H11
  H12
  H13
  H14
  H15
  H16
  F08
  F09
  F10
  F11
  F12
  F13
  F14
  F15
  F16
  D08
  D09
  D11
  D11
  D13
  D14
  D16
  B06
  B11
  B11
  B16
  M08
  M10
  M11
  M13
  M13
  M15
  O08
  O13
  O13
  O18
  K08
  K09
  K10
  K11
  K12
  K13
  K14
  K15
  I08
  I09
  I10
  I11
  I12
  I13
  I14
  I15
  G08
  G09
  G10
  G11
  G12
  G13
  G14
  G15
  E08
  E09
  E11
  E11
  E12
  E13
  E14
  E16
  C08
  C11
  C11
  C13
  C16
  P01
  P01
  5
  7
  4
  6
  N O R T H  N A N T U R O
  ESERT OF TEARS
  Gondolan
  Rahat
  Weymouth 
  (ruins)
  De Zerbe
  Cochus
  Halo
  Roccer
  Qaterrani
  Al Aldurban
  Felicity  
  Oasis
  Niall’s  
  Oasis
  Gros Chien
  Neucason 
  (ruins)
  S O
  U T
  H E
  R N  
  E D
  G E  R
  A N G
  E
  
  A01
  A01
  N18
  N21
  N23
  L17
  L18
  L18
  L20
  L21
  L22
  L23
  L23
  J17
  J18
  J19
  J20
  J21
  J22
  J23
  J24
  H17
  H18
  H19
  H20
  H21
  H22
  H23
  H24
  F17
  F18
  F19
  F20
  F21
  F22
  F23
  F24
  D16
  D18
  D19
  D21
  D21
  D23
  D24
  D01
  B16
  B21
  B21
  B01
  M16
  M18
  M18
  M20
  M21
  M23
  M23
  O18
  O23
  K16
  K17
  K18
  K19
  K20
  K21
  K22
  K23
  K24
  I16
  I17
  I18
  I19
  I20
  I21
  I22
  I23
  I24
  G16
  G17
  G18
  G19
  G20
  G21
  G22
  G23
  G24
  E16
  E17
  E18
  E19
  E21
  E21
  E22
  E23
  E24
  E01
  C16
  C18
  C21
  C21
  C23
  C01
  P01
  0110
  9
  8
  10
  F O R S A I R
  S O U T H  N A N T U R O
  PLAIN OF 
  VEWERS
  Emly
  Nihriya
  New 
  Egypt
  Pyramids
  Meron 
   (ruins)
  Roarke’s 
  Landing 
  (ruins)
  N I L O S 
  O C E A N
  BANDLI 
  WASTES
  
  N23
  N01
  N03
  L25
  L01
  L02
  L03
  J25
  J01
  J02
  J03
  H25
  H01
  H02
  F25
  F01
  M25
  M01
  M03
  O23
  O03
  K25
  K01
  K02
  K03
  I25
  I01
  I02
  G25
  G01
  P01
  0109
  0108
  0107
  0106
  0105
  0104
  0103
  0102
  0101
  0309
  0308
  0307
  0306
  0305
  0304
  0303
  0302
  0301
  0508
  0507
  0506
  0505
  0504
  0503
  0502
  0501
  0707
  0706
  0705
  0704
  0703
  0702
  0701
  0906
  0905
  0904
  0903
  0902
  0901
  1105
  1104
  1103
  1102
  1101
  1306
  1305
  1304
  1303
  1302
  1301
  1507
  1506
  1505
  1504
  1503
  1502
  1501
  0208
  0207
  0206
  0205
  0204
  0203
  0202
  0201
  0408
  0407
  0406
  0405
  0404
  0403
  0402
  0401
  0607
  0606
  0605
  0604
  0603
  0602
  0601
  0806
  0805
  0804
  0803
  0802
  0801
  1005
  1004
  1003
  1002
  1001
  1205
  1204
  1203
  1202
  1201
  1406
  1405
  1404
  1403
  1402
  1401
  +0
  N
  +6
  P
  +6
  P
  +6
  P +6
  P +6
  P
  +6
  P +6
  P +6
  P
  +6
  P
  +6
  P +6
  P
  +6
  P
  Mahmatlar
  Bit Karim 
  (ruins)
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Turning Points/Dark Age Turning Points - Vega.pdf