TEXT: Jihad Plot SuPPlement
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  STAR LEAGUE ERA 
  SUCCESSION WARS ERA
  CLAN INVASION ERA
  JIHAD ERA
  CIVIL WAR ERA
  DARK AGE ERA
  ©2011 The Topps Company Inc. All Rights Reserved. BattleTech Objectives: Draconis Combine, Classic BattleTech, BattleTech, 
  BattleMech, and ’Mech are registered trademarks and/or trademarks of The Topps Company Inc. in the United States and/or other 
  countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  STATE OF THE INDUSTRY…
  Since the coming of the Clans, the military, industrial, and command complexes of the 
  Inner Sphere have raced against the invaders—and each other—to out-produce one another in 
  battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars 
  were reborn and revitalized, churning out ever more cutting-edge equipment, while academies 
  expanded their curriculums and sent generations of fresh warriors into battle.
  At the pinnacle of the arms race, new wars erupted, first against the Clans, and then 
  between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word 
  of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but 
  the stricken realms persevered.
  Objectives: Draconis Combine describes the state of the major factories, training 
  centers, and command centers of House Kurita’s Draconis Combine in the wake of the events 
  described in Jihad Hot Spots: Terra. Including detailed stats on every key system within 
  the realm, this supplement also includes basic rules to help guide players in developing 
  BattleTech scenarios focused on defending—or attacking—these critical sites.
  
  1
  TO: Devlin Stone
  FROM: David Lear
  Date: 30 December 3079
  Though their participation in our Coalition marked something of 
  a watershed moment in foreign relations, the Draconis Combine is 
  already reverting to its historical biases and paranoia now that the 
  Blakist enemy is on the run. Though less of a threat than some of our 
  other neighbors in the short term—due both to their shattered in-
  dustry on many worlds, and by the potential enemies they still face 
  across every border—the Combine has demonstrated an ability to 
  recover from its disastrous war damage far greater than nearly every 
  one of the other Inner Sphere realms. 
  Though we obtained some assurances that the Dragon will co-
  operate with out efforts to secure and stabilize the worlds of the 
  former Blake Protectorate, we should always remember that the 
  Combine made the same arrangement with the Terran Hegemony 
  and Star League of old. Though they adhered to the letter of that 
  agreement, they violated its spirit and assembled the best military 
  force outside the SLDF itself, putting them in the best position to 
  exploit the League’s fall of the Star League and nearly conquer the 
  Federated Suns in the First Succession War. In light of that history, 
  and the fact that the Combine has managed to make some astound-
  ing technological progress since the Clan invasion, it would be wise 
  to evaluate the potential threat this realm may yet pose to our fu-
  ture endeavors. The Kanrei‘s resistance to seconding Combine line 
  units to Coalition command only supports the notion that we can 
  expect hostility (at best) from the Combine’s military leaders when 
  our plans for Terra are announced.
  To that end, the following document has been collected from 
  the most current intelligence and critical analysis of the state of 
  the Draconis Combine infrastructure. Concerned less with the 
  Combine military than with the industry that supplies and sup-
  ports it, this should be taken as a companion to the recently sub-
  mitted Field Report: DCMS, containing information to provide our 
  forces and operatives the location and status of not just the in-
  dustrial centers producing war materiel, but also the major com-
  mand and control bases, logistical centers and the primary mili-
  tary academies and advanced military training centers throughout 
  Combine space.
  While hope for the future leads one to imagine an Inner Sphere 
  in which the Draconis Combine is content to act as an equal partner 
  with the rest of humanity, history has taught us the prudence and 
  reality that all the Successor States—and almost certainly the Com-
  bine—will almost always seek to dominate the others. Against that 
  eventuality, we must be ever vigilant.
  HOw TO USE THIS BOOk
  Objective Raids: Draconis Combine is a BattleTech companion to the Field Report PDF-exclusive series designed to provide 
  players with information about the state of the Draconis Combine’s Military-Industrial complex in the aftermath of the liberation 
  of Terra during the Jihad (and prior to the official establishment of the Republic of the Sphere).
  This first section of this book—the Combine Overview—is a brief update on the history of the systems within the Draconis 
  Combine. Split up into two types of systems, the Overview details what happened to the industrial arm of the Combine (Industrial 
  Update) and the strategically important star systems (Strategic Integrity) of the Combine during the Jihad 
  The next chapter, Industrial State, covers the status of all the military industrial companies still functioning and producing 
  war materiel for its various military districts, as well as what defending forces are stationed within the factory’s planetary system. 
  Listing the systems by military district, the subsections are broken up into Industrial Systems (where factories produce war materiel 
  and components), and Strategic Systems (such as prefecture capitals and other systems containing logistical targets such as refit 
  centers, academies, and non-production dry docks). 
  Upcoming Projects covers new facilities and lines currently being built or being converted in efforts to recover from the losses 
  suffered during the Jihad. 
  Finally, Rules Annex provides an index for where to find advanced game rules using the information from the planetary statistic 
  boxes and loose guidelines for creating planetary and local militia defense forces typical to Draconis Combine installations.
  CREDITS
  Project Development: Herbert A. Beas II
   Development Assistance: Nicholas Marsala
  BattleTech Line Developer: Herbert A. Beas II
   Assistant Line Developer: Ben H. Rome
  Writing: Geoff Swift
  Production Staff
   Cover Design and Layout: Ray Arrastia
   Evolved Faction Logos Design: Jason Vargas
   
  Map: Øystein Tvedten
  Developer’s Note: For more information about the Draconis Combine Industry see Field Manual: Draconis Combine, Field Manual: Updates, any 
  of the Jihad line of products, Technical Readout: 3085, Field Report: DCMS and Experimental Technical Readout: Kurita.
  Factchecking/Playtesting: 
  Joel 
  Bancroft-Connors, 
  Roland 
  “ColBosch” 
  Boshnack, Joshua “NCKestrel” Franklin, William “Mad Capellan” Gauthier, 
  Keith “Xotl” Hann, Johannes “jymset” Heidler, Daniel “DarkISI” Isberner, Chris 
  “Alexander Knight” Marti, Luke “Jellico” Robertson, Chris “Chunga” Smith, Peter 
  Smith, Chris Wheeler, Patrick Wynne
  Special Thanks: Thanks to Nick for letting me get in the first of these that he 
  was willing to let someone else handle, to Ben for letting me play in his realm 
  once more, and to Herb for letting me tackle this with so little time to spare. 
  
  2
  
  3
  Combine JumpShip and WarShip production is unlikely ever to 
  recover to their pre-Jihad levels. With the loss of nearly all heavy 
  spacecraft manufacturing facilities and much of their combat fleet 
  destroyed, the DCMS has already instituted a program to co-opt 
  commercial JumpShips for troop movement, much like the Federat-
  ed Suns did during the Fourth Succession War. With most shipyards 
  completely destroyed, and only the naval yard at Midway capable 
  of accommodating WarShips for repair, the Combine, like most of 
  the other Houses, is turning its efforts to JumpShip production only, 
  in an effort to restore the trade and transport capacity necessary to 
  stave off infrastructural collapse. 
  STRATEgIC INTEgRITY
  Unlike the industrial arm, which was the focus of Blakist attacks 
  near the Protectorate and Black Dragons elsewhere across the Com-
  bine, the academies were largely overlooked for some reason or oth-
  er. This wartime oversight may enable the Combine to replenish its 
  manpower losses relatively quickly, even though they remain unlikely 
  to keep up in terms of replacing heavy equipment or transporting 
  their new troops to the duty stations where they are needed most.
  The Sun Zhang Military Academy remains the finest and largest 
  of its kind in the Inner Sphere. Though its curriculum is still more 
  limited than other academies, the graduates of SZMA are among 
  the most elite in the DCMS. Nearly all of the Combine’s Coordinators 
  have been graduates of this fine institution, a tradition that’s sure 
  to continue with Coordinator Hohiro’s own heirs. Only the Galedon 
  Military Academy is presently seen as a total loss, destroyed along 
  with the prefecture command installation on Matsuida. An Ting Uni-
  versity is also cut off along by its home world’s ongoing quarantine, 
  but its ultimate fate remains to be determined; Luthien hopes the 
  world—and its people--can be cleared of the “Curse of Galedon” 
  plague as its medical science struggles to find a cure, but our sourc-
  es are suggesting that time is fast running out for the people (and 
  training centers) of An Ting.
  Meanwhile, the Dieron District Gymnasium reopened swiftly 
  after Dieron itself was liberated, and the DCMS wasted no time in 
  training new recruits on site there—an issue we may have to discuss 
  sooner rather than later. The new Algedi War College was also built, 
  opened, and turned out its first graduating class during the Jihad, 
  even though its inhospitable location seems more a testament to 
  the stubbornness of the Azami than anything else.
  Non-military academies fared as well as the worlds on which they 
  were located, being even less of a target than the military centers. 
  While Luthien University received heavy damage, it was incidental 
  to the attacks on the world as a whole, rather than any dedicated 
  effort to destroy it. The University of Pesht also remains active as the 
  most prestigious of the non-military academies, with the Imperial 
  Institute of Technology arguably the most important, since it turns 
  out the best scientists and engineers in the Combine. 
  COmBINE OvERvIEw
  As noted in my Field Report on the DCMS, the industrial arm of 
  the Combine was shattered in the Jihad. Facing internal strife from 
  the civil war against the Black Dragon Society and the unrest in the 
  Azami worlds, as well as an unsanctioned invasion from the Feder-
  ated Suns and the devastation of the Blakists’ assaults, the Combine 
  infrastructure was one of the hardest hit of all the Successor States.
  INDUSTRIAl UpDATE
  From the opening stages of the Jihad, when Blakist forces in-
  vaded Luthien in the middle of an open rebellion, the industry and 
  infrastructure of the Draconis Combine suffered the horrors of war 
  unrivaled since the fall of the first Star League. The capital suffered 
  orbital bombardment and nuclear attacks, and the government fled 
  to his historical center on New Samarkand, leaving the Dragon’s 
  Black Pearl under years of enemy occupation. Meanwhile, the Word 
  of Blake obliterated facilities and major cities on key worlds such as 
  Dieron, the damage to the Combine industrial might only worsened 
  as the Jihad dragged on.
  Luthien Armor Works—the Combine’s single largest military pro-
  ducer—suffered the worst of all. With traitorous Black Dragon cor-
  ruption at the heart of LAW’s ownership, the Combine had to divert 
  resources typically allotted to this major supplier to other conglom-
  erates, including newly formed companies. Even if the Coordinator 
  were to throw his trust behind LAW once more, many of the com-
  pany’s facilities on Luthien and Dieron were completely destroyed 
  in the fighting, and it would absorb a great deal of capital to rebuild 
  these lost assets from the ground up—to say nothing of the years 
  that would pass before new production could be realized. The Yam-
  ato mobile factory, now a key part of LAW’s apparatus, is now under 
  constant guard by DCMS special forces, a clear indication of both the 
  strained trust and the desperate codependence between the Com-
  bine and its industrial lynchpin.
  By comparison, Matabushi Incorporated weathered the Jihad 
  fairly well. Though they moved into military production in the last 
  few decades, their contribution to the civilian infrastructure remains 
  extensive. Besides their DropShip manufacturing activities on Avon 
  (an outgrowth of their National Service Division), their home base 
  on Pesht is crucial to that world’s economy where they manufacture 
  computers and robotic equipment, as well as deal in interstellar 
  trade and finance.
  Other companies lost entire facilities. Systems such as Al Na’ir, Di-
  eron and Luthien saw nearly all their factories destroyed or severely 
  damaged. Though this created a boon on worlds like New Samar-
  kand, where factories were safer from harm, the DCMS will be un-
  able to replace the crippling industrial losses for years to come. As 
  a result, many regiments removed from the active rolls or reduced 
  to marginal status may not return to strength for years—even de-
  cades—to come.
  
  4
  STATE OF THE INDUSTRY AT A glANCE (DEC 3079)
  Pesht Military District
  System (Company)
  Losses*
  Current  
  Operating Capacity
  abiy adi (luthien armor Works)
  0%
  100%
  avon (matabushi inc.)
  35%
  80%
  Chatham (Stellar trek)
  0%
  100%
  Chatham (tomori trans industrial)
  0%
  100%
  Chatham (Wakazashi enterprises)
  0%
  100%
  hanover (Saxe-heidelberg)
  0%
  100%
  Jeanette (Jeanette naval Yards)
  0%
  100%
  Kagoshima (nissan General ind)
  0%
  100%
  loysville (ishikawajima-harima Bai)
  0%
  85%
  luthien (ishikawajima-harima Bai)
  30%
  80%
  luthien (BBP industries)
  95%
  5%
  luthien (matabushi Computing inc.)
  60%
  60%
  nykvarn (luthien armor Works)
  0%
  90%
  Pesht (Pesht motors)
  0%
  100%
  Qandahar  
  (dow-nexus Fusion Products)
  65%
  60%
  Savinsville (luthien armor Works)
  0%
  75%
  Schuyler (dharma hyperspace)
  0%
  100%
  Schuyler (Galileo instruments)
  0%
  100%
  Schuyler (Wakazashi enterprises)
  0%
  100%
  Soul (Blankenburg technologies)
  0%
  100%
  Schuyler (Wakazashi enterprises)
  0%
  100%
  unity (Pesht motors)
  0%
  100%
  BenjaMin Military District
  System (Company)
  Losses*
  Current  
  Operating Capacity
  aix-la-Chapelle (diplan ’mechYards)
  0%
  100%
  dover (dover Shipyards)
  0%
  50%
  dover (hinsdale electronics)
  0%
  100%
  dover (Wakazashi enterprises)
  0%
  100%
  Galtor (Galtor naval Yards)
  0%
  100%
  Kajikazawa (Cosby Battlemech)
  0%
  65%
  lapida ii (nimakachi Fusion)
  0%
  80%
  marduk (Victory industries)
  0%
  100%
  Proserpina (Bulldog enterprises)
  0%
  100%
  Proserpina (Guided technologies)
  0%
  100%
  tok do (alshain Weapons)
  0%
  100%
  *Capital and personnel losses at location since the start of the Jihad.
  GaleDon Military District
  System (Company)
  Losses*
  Current  
  Operating Capacity
  agematsu (ishikawajima-harima Bai)
  0%
  70%
  hun ho (lexatech industries)
  0%
  90%
  Kirei na niwa (Kinkakuji ent.)
  0%
  100%
  midway (midway Shipyards)
  80%
  30%
  midway (telfar Battlemechs)
  50%
  60%
  new Samarkand (BBP ind)
  0%
  100%
  new Samarkand  
  (independence Weaponry)
  0%
  100%
  new Samarkand  
  (luthien armor Works)
  0%
  100%
  new Samarkand  
  (new Samarkand metals)
  0%
  100%
  new Samarkand  
  (Wakazashi enterprises)
  0%
  100%
  new Samarkand (Yan manufacturing)
  0%
  100%
  tiflis (Surb Gevorg manu. inc.)
  0%
  100%
  togura (ibuki Robotics and manu.)
  0%
  100%
  Dieron  
  Military District
  System (Company)
  Losses*
  Current  
  Operating Capacity
  algedi  
  (Scarborough manu. annex)
  0%
  100%
  Shimonita  
  (Sapphire metals)
  40%
  70%
  TEmpORARY RETROTECH FACIlITIES  
  (SHUT DOwN BY END OF 3079)
  System
  Company Name
  RetroTech Products
  Bjarred
  Metals of the Earth
  Gladiator
  Philadelphia
  Osaka Heavy Metrics
  Ostwar, Ymir
  Togura
  Osaka Heavy Metrics
  Xanthos
  Xinyang
  New Samarkand Metals
  Archer, Kyodo
  
  5
  
  6
  INDUSTRIAl STATE
  A general state of disarray persists throughout the Combine, due 
  to the various simmering conflicts between the DCMS and forces 
  of the Black Dragon, remnant Word of Blake, and tensions with the 
  breakaway Azami worlds. Between these and the additional ten-
  sions on every Combine front, the realm’s historical solidarity is now 
  a tattered patchwork, and separating Combine worlds into catego-
  ries of loyal, disloyal, occupied, liberated, contested or otherwise 
  is problematic at best. Instead, systems are listed according to the 
  most recent stable political boundaries, that being the pre-Jihad 
  military districts.
  Though less detailed than the recent Field Report, the disposi-
  tion of local DCMS forces on all relevant systems will be indicated, 
  though their specific strengths are left to the Field Report to avoid 
  redundancy. Only those worlds with relevant industry that might 
  tempt an enemy and thus justify a noteworthy defense force are 
  included in this compilation. As part of this assessment, the domi-
  nant terrain and planetary conditions in the region proximal to 
  the target facilities are also indicated. Specific defenses are noted 
  when present.
  Note that the forces indicated are only those under the direct 
  command of the DCMS. Thus, any forces endemic to that facility—
  such as a corporate security, mercenary defenders, or other private 
  troops—are not included, though in general we can presume that 
  all facilities have some form of organic defenders on-site. The more 
  important the facility, the larger and more formidable we can ex-
  pect the defense assets to be. For each such chassis or part, our 
  standard is to expect a minimum of one lance of ’Mechs, plus sup-
  porting infantry and vehicle companies, to defend ground instal-
  lations. Orbital factories will possess integral aerospace assets of 
  comparable size (fighters with supporting DropShips), except for 
  the mobile factories Yamato and Ryu, which will be discussed in-
  dependently later.
  The Importance category for each objective identifies all of these 
  sites by three broad classifications: Industrial, Command, and Logis-
  tical. Industrial objectives produce war goods, either as components 
  or finished units, from personal arms to vehicles or even WarShips. 
  Command objectives note targets that often base high-ranking of-
  ficers, provincial or even realm leadership, and have the permanent 
  facilities to co-ordinate multi-planet campaigns. Logistical objec-
  tives are those that play a key role in maintaining materiel for the 
  realm’s defense, be they advanced training centers (beyond the 
  basic boot camps all systems can boast), or dry-docks and refit sta-
  tions used to repair or refit combat units (but which are unable to 
  manufacture new products). It is common to see many important 
  systems possess two, or even all three classifications, depending on 
  the local facilities. 
  pESHT  
  mIlITARY DISTRICT
  Historically, the Pesht Military District has received the most fa-
  vor as it has been home of the realm’s capital, Luthien, for centuries. 
  Some of this prestige suffered, however, when the Blakists were able 
  to penetrate the defenses and gain a controlling foothold on Lu-
  thien itself, occupying the world for some time in the midst of a local 
  power struggle, and then leaving it in ruins after a combined force of 
  Ghost Bear and Combine units reclaimed the world years later. While 
  much of the Dragon’s command apparatus was relocated during the 
  crisis, the loss of Imperial City itself for so long will affect any major 
  recovery of the Combine infrastructure.
  The Pesht district’s long border with the Ghost Bears is a primary 
  threat to security now that the Blakist threat is receding. Many of 
  the region’s systems, once lost to the invading Clans, still bear the 
  scars of Smoke Jaguar occupation (with none more so than Turtle 
  Bay), but most had recovered much of their vitality before the Ji-
  had began. The Irece Prefecture of this district is home to the restive 
  Nova Cat Clan, which still acts as primary defense against Ghost Bear 
  aggression.
  IndustrIal Worlds
  ABIY ADI
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 3
  Time to Jump Point: 9.12 days
  Number of Satellites: 1 (Amarigna)
  Surface Gravity: 1.20
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 45° C (Arid)
  Surface Water: 18 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: None
  Population: 350,000,000
  Socio-Industrial Levels: C-B-C-C-C
  Defending Forces: None
  Landmasses (Capital City): Tsechi (Tigray), Simien, Adwa
  Importance: Industrial
  A largely desert world, far from enemy borders, it seemed 
  obvious to locate a new BattleMech factory here. Unfortu-
  nately, water consumption by the factories themselves has 
  forced the remaining populace to rely on imported supplies 
  for their living needs.
  
  7
  mATABUSHI, INC.
  Main Products: Overlord and Union Class DropShips
  City (Landmass): Fresno (Albion)
  Local Terrain: Flatlands
  Local Weather: Windy
  The Matabushi plant also manufactures DropShips for the Nova 
  Cats, according to Clan specifications.
  CHATHAm
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 3
  Time to Jump Point: 9.12 days
  Number of Satellites: 2 (Barnstable and Medway)
  Surface Gravity: 1.01
  Atmospheric Pressure: Standard (Tainted)
  Equatorial Temperature: 25° C (Temperate)
  Surface Water: 39 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 1,760,000,000
  Socio-Industrial Levels: A-B-B-B-C
  Defending Forces: None
  Landmasses (Capital City): Crom (Strabo), Lemure
  Importance: Industrial
  A picturesque world from orbit, the scenic nature is lost 
  when the foul-tasting atmosphere is sampled for the first time. 
  Chatham’s abundant resources have long-fueled the output of 
  war materiel from Tomori and Wakazashi, along with supplying 
  construction materials for Stellar Trek’s orbital shipyard. Unfor-
  tunately, centuries of poor emissions control have combined 
  with native bacteria to create an irreversible taint to the envi-
  ronment that is half-natural, and half-manmade. 
  lUTHIEN ARmOR wORkS
  Main Products: Jenner and Wolf Trap Class BattleMechs
  City (Landmass): Kola Tembien (Tsechi)
  Local Terrain: Badlands
  Local Weather: Mild
  A new factory built in haste to provide replacement BattleMechs 
  in the wake of the massive LAW losses on Luthien, the new plant on 
  Abiy Adi has been churning out ’Mechs as fast as possible—in some 
  cases, by literally working their personnel to death.
  AvON
  Star Type (Recharge Time): G8V (189 hours)
  Position in System: 5
  Time to Jump Point: 6.19 days
  Number of Satellites: None
  Surface Gravity: 1.07
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 37° C (Hot)
  Surface Water: 47 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Birds
  Population: 1,125,000,000
  Socio-Industrial Levels: A-A-B-B-B
  Defending Forces: None
  Landmasses (Capital City): Albion (Stratford), Britannia, 
  Norman
  Importance: Industrial
  Besides the Matabushi factory, Avon hosts a minor LAW-
  Barcella plant manufacturing OmniMech components and 
  second-line BattleMechs for the Nova Cats. [Note: To minimize 
  confusion, we will discuss the details of the Nova Cats’ factories 
  in a separate document. –DL]
  
  8
  STEllAR TREk
  Main Products: Invader, Mer-
  chant, and Monolith Class 
  JumpShips 
  City (Landmass): N/A (Orbital)
  Local Terrain: Orbital
  Local Weather: N/A
  One of few intact shipyards 
  in the Combine, Stellar Trek’s 
  slips are currently filled with 
  JumpShips 
  being 
  rushed 
  to 
  completion (similar to those at 
  Dover) in a crash program to 
  boost the Combine’s shipping 
  capacity as quickly as possible.
  HANOvER
  Star Type (Recharge Time): A4V (165 hours)
  Position in System: 4
  Time to Jump Point: 36.09 days
  Number of Satellites: None
  Surface Gravity: 0.93
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 20° C (Boreal)
  Surface Water: 29 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 565,000,000
  Socio-Industrial Levels: C-B-B-B-C
  Defending Forces: None
  Landmasses (Capital City): Niedersachsen (Wexler), Sylvania
  Importance: Industrial
  A sleepy world where the inhabitants bundle up year-
  round, the Hanover planetary militia fought the Smoke Jaguars 
  to a standstill during the initial Clan Invasion, but were forced 
  to surrender when the Clans called in reinforcements. Remark-
  ably, most of the world’s cities and factories were left intact dur-
  ing the Clan occupation and the world’s liberation years later.
  TOmORI TRANS INDUSTRIAl
  Main Products: Vengeance and Nekohono’o Class DropShips,  
  Various Small Craft
  City (Landmass): Strabo (Crom)
  Local Terrain: Heavy Urban
  Local Weather: Mild
  Security at the Tomori plant was significantly increased when 
  the DCMS ordered the company to construct new berths and 
  increase their production rate. While we have no intelligence on the 
  production of any other DropShip classes, we know they are working 
  feverishly to double their in-progress manufacturing capacity. 
  Tomori has even begun to conscript workers from the local mining 
  concerns to staff the factory’s increased personnel requirements.
  wAkAzASHI ENTERpRISES
  Main Products: Lucifer II, Oni, Sai, and Shilone Class Aerospace 
  Fighters, Tatsu Class OmniFighter, Inseki, Suzume, and Medium 
  Strike Conventional Fighters
  City (Landmass): Chatham Airfield (Lemure)
  Local Terrain: Flatlands
  Local Weather: Windy
  Another of Wakazashi’s aerospace plants, their Chatham facility 
  includes a fully-equipped and staffed airport, capable of servicing 
  any aerospace fighter common to DCMS forces, while also serving 
  as a base for test flights of every fighter off the lines.
  
  9
  JEANETTE
  Star Type (Recharge Time): G6V (187 hours)
  Position in System: 3
  Time to Jump Point: 7.01 days
  Number of Satellites: 2 (Annaka, Gunma)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Temperate)
  Surface Water: 74 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 787,000,000
  Socio-Industrial Levels: C-C-A-C-B
  Defending Forces: None
  Landmasses (Capital City): Isobe (Usui), Morinoie, Savoie
  Importance: Industrial
  A world secure within the Bjarred Prefecture, Jeanette’s small 
  population tends to ignore interstellar matters. Home to a ma-
  jor Buddhist temple on Savoie, many of the locals are conflicted 
  about the local naval yards building an armed submarine in ad-
  dition to their standard civilian sea exploration vessels.
  JEANETTE NAvAl YARDS
  Main Products: Triton-class Support Submarine, civilian submarines
  City (Landmass): Placidum (Morinoie)
  Local Terrain: Light Urban
  Local Weather: Rainy
  Producing only maritime naval vessels, this factory has a 
  dedicated and expert work force.
  SAxE-HEIDElBERg 
  HEAvY INDUSTRIES
  Main Products: Shuriken Spotter Plane, Graf-Tengu Air Transport 
  aircraft
  City (Landmass): French Lick (Niedersachsen)
  Local Terrain: Badlands (Tundra)
  Local Weather: Snowy
  The S-H plant has been manufacturing atmospheric aircraft for 
  decades in the quaint hamlet of French Lick. A small rail station 
  nearby brings in the factory workers from the nearby capital of 
  Wexler three times a day.
  pEOplE’S pROTECTION
  Main Products: Personal security devices and alarms, surveillance 
  equipment, small arms
  City (Landmass): East Wexler (Niedersachsen)
  Local Terrain: Light Urban
  Local Weather: Stormy
  Supplying the civilian market with personal protective devices, 
  including pistols and other small arms, People’s Protection is the 
  only major company in the Combine to do so.
  
  10
  10
  wISDOm OF THE DRAgON
  Programs: MechWarrior, Armored and Unarmored Infantry, Cavalry
  City (Landmass): Kuroda (Sakurajima)
  Local Terrain: Light Urban 
  Local Weather: Mild
  The Wisdom of the Dragon is a “finishing academy” considered 
  by many to be second only to the Sun Zhang MechWarrior Academy 
  in terms of graduate quality. This, of course has much to do with the 
  fact that WD accepts only the finest cadets from other academies, 
  and trains its officers in the nuances of field command. Programs 
  stress leadership, tactics, and strategy in preparing the officer 
  candidates for their eventual position in the DCMS.
  lOYSvIllE
  Star Type (Recharge Time): K5V (196 hours)
  Position in System: 5
  Time to Jump Point: 4.12 days
  Number of Satellites: 1 (Titania)
  Surface Gravity: 1.10
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30° C (Temperate)
  Surface Water: 50 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 1,155,000,000
  Socio-Industrial Levels: B-C-C-C-B
  Defending Forces: None
  Landmasses (Capital City): Whiteland (Bitter Lake), 
  Blueland, Redland 
  Importance: Industrial
  A pleasant world home to farmers and fishers with associ-
  ated tourist industries, Loysville, like Agematsu, became home 
  to a backup factory for producing the Void battle suit in 3066. 
  kAgOSHImA
  Star Type (Recharge Time): F1V (172 hours)
  Position in System: 3
  Time to Jump Point: 20.26 days
  Number of Satellites: 1 (Shinmachi)
  Surface Gravity: 1.02
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 20° C (Cool-Temperate)
  Surface Water: 45 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 2,353,000,000
  Socio-Industrial Levels: A-B-A-B-B
  Defending Forces: None
  Landmasses (Capital City): Sakurajima (Kuroda), Kyushu, 
  Kamoike
  Importance: Industrial, Command, Logistical
  Kagoshima is the capital of a prefecture that contains both 
  the traditional Combine capital world of Luthien and the dis-
  trict capital of Pesht. As a result, Kagoshima shouldered con-
  siderable responsibility during the Jihad when Luthien was 
  occupied and Pesht focused on defensive efforts. The local 
  government handled the transition well, considering it was 
  done under the watchful gaze of ISF agents. A monument 
  stands in the city of Fujima commemorating the birthplace 
  of Subhash Indrahar; a much grander monument to Takashi 
  Kurita stands in Eto, the city of the late Coordinator’s birth.
  NISSAN gENERAl INDUSTRIES
  Main Products: Standard and XL Fusion Engines
  City (Landmass): Onami (Kyushu)
  Local Terrain: Heavy Urban
  Local Weather: Stormy
  Though this factory produces high quality engines, the fact that 
  they are intended mainly for vehicles (rather than ’Mechs) has hurt 
  the company’s potential sales, as most vehicle manufacturers prefer 
  to use lower cost ICEs whenever possible.
  NISSAN
  GENERAL INDUSTRIES
  
  11
  11
  BBp INDUSTRIES (pROJECTED)
  Main Products: Rose, Okinawa, Nekohono’o, and Excalibur Class 
  DropShips
  City (Landmass): Imperial City (Hokkaido)
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Weather: Mild
  Though currently still offline, BBP has been exhausting work 
  crews since Luthien was retaken five years ago. Given the rate of 
  their repair efforts, this facility could be partially operational within 
  the next year.
  ISHIkAwAJImA-HARImA
  BATTlE ARmOR INDUSTRIES
  Main Products: Void Class Battle Armor
  City (Landmass): Ishikawajima (Shizuoka)
  Local Terrain: Coastal
  Local Weather: Windy
  Owing most likely to the much smaller footprint of a factory 
  producing battle armor instead of larger combat equipment, the 
  I-H plant came through the Blakist occupation quite well and has 
  already stepped up production.
  mATABUSHI COmpUTINg EqUIpmENT
  Main Products: Communication systems, targeting and tracking systems
  City (Landmass): Nishio (Nagoya Island)
  Local Terrain: Heavy Urban (Heavy Industrial Zone)
  Local Weather: Stormy
  Not completely repaired after the various battles that damaged it, 
  the Matabushi factory has resumed production at a slightly reduced 
  scale. The factory produces advanced components, including C3 
  systems, Guardian ECM suites and Artemis IV fire control systems 
  integral to their various combat computer equipment.
  ISHIkAwAJImA-HARImA
  BATTlE ARmOR INDUSTRIES
  Main Products: Void Class Battle Armor
  City (Landmass): Bitter Lake (Whiteland)
  Local Terrain: Light Urban
  Local Weather: Snowy
  Housed in the permafrost of Loysville’s largest continent, the 
  arctic-spanning Whiteland, this factory turned out the admiralty and 
  standard variants of the Void battle suit throughout the Jihad.
  lUTHIEN
  Star Type (Recharge Time): G0III (181 hours)
  Position in System: 4
  Time to Jump Point: 10.43 days
  Number of Satellites: 4 (Tsu Shima, Orientalis, Hikisaku, Oc-
  cidentalis)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Tainted)
  Equatorial Temperature: 35° C (Temperate)
  Surface Water: 70 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Amphibian
  Population: 7,268,000,000
  Socio-Industrial Levels: A-A-C-A-C
  Defending Forces: First Genyosha
  Landmasses (Capital City): Hakkaido (Imperial City), Sakura, 
  Shizuoka, Aichi, Nagoya Island
  Importance: Industrial, Command, Logistical
  Luthien was hard hit during the fighting that erupted ear-
  ly in the Jihad. Amid the worst of it all, the entire Luthien Ar-
  mor Works city-complex of factories—as well as LAW’s Guthry 
  Island OmniMech facility—and the Buda Imperial Vehicles 
  factory, were completely destroyed. 
  
  12
  12
  lUTHIEN ARmOR wORkS
  Main Products: Grand Dragon and Ostroc Class BattleMechs
  City (Landmass): Nykvarn (Stockholm)
  Local Terrain: Light Urban (Heavy Industrial Zone)
  Local Weather: Windy
  Built and producing ’Mechs during the Jihad, this LAW plant 
  has been expanding rapidly—almost recklessly—into the suburbs 
  of Nykvarn. The Ostroc line was established in 3075, reaching full 
  production by 3077.
  pESHT
  Star Type (Recharge Time): F7V (178 hours)
  Position in System: 3
  Time to Jump Point: 12.89 days
  Number of Satellites: 1 (Buda)
  Surface Gravity: 1.04
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 33° C (Tropical)
  Surface Water: 64 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 6,345,000,000
  Socio-Industrial Levels: A-A-A-B-B
  Defending Forces: Sixth Pesht Regulars, Possible DEST forces
  Landmasses (Capital City): Andrassy (Danube), Teleki, Ruhr
  Importance: Industrial, Command, Logistical
  Though Pesht commands considerable prestige as the 
  capital world of the distract that includes Luthien, the world 
  was considered too close to hostile borders—and to enemy-
  occupied Luthien—to be home to the Combine leadership 
  once the Jihad was in full swing. This proved wise, as Pesht 
  itself soon came under attack. The wreckage of a major ship-
  yard can still be seen in this world’s orbit, but most of the 
  ground-side facilities remain intact. The DEST Tactical Com-
  mand Center is located on Pesht, though its location is secret. 
  The University of Pesht in Danube is known for its impressive 
  graduates, especially in history.
  pAgODA 
  FOR lUTHIEN 
  OFFICERS
  Programs: Officer
  City (Landmass): Imperial City 
  (Hokkaido)
  Local Terrain: Heavy Urban
  Local Weather: Mild
  An academy exclusive to the 
  nobility, instruction was obviously 
  cancelled during the Black Dragon 
  and Blakist occupation. Though 
  instruction resumed shortly after 
  the world was retaken in 3074, 
  admission has become even more 
  difficult than before the Black Dragons’ coup attempt, with the ISF 
  personally handling the screening process as though conducting 
  interrogations of Blakist prisoners.
  NYkvARN
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 2
  Time to Jump Point: 7.96 days
  Number of Satellites: None
  Surface Gravity: 0.96
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 29° C (Warm-Temperate)
  Surface Water: 37 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Birds
  Population: 475,000,000
  Socio-Industrial Levels: B-C-B-C-B
  Defending Forces: None
  Landmasses (Capital City): Stockholm (Nykvarn), Falun, 
  Bothnia
  Importance: Industrial
  When this world was freed from the Smoke Jaguars dur-
  ing Operation Bulldog, the liberators were surprised to find 
  a monument built by the occupiers to the Nykvarn Armored 
  Battalion, who fought hard and well against the invaders but 
  were wiped out. Clan boots once again trampled the forests 
  and plains of Nykvarn when the Ghost Bears attacked in 3062.
  
  13
  13
  DOw-NExUS FUSION pRODUCTS
  Main Products: Standard and XL Fusion Engines
  City (Landmass): Mistiq (Cordell)
  Local Terrain: Heavy Urban (Domed City) (External terrain is Bad-
  lands)
  Local Weather: None (External atmosphere is Toxic/Poisonous, 
  with Windy weather patterns)
  Dow-Nexus lost a significant portion of its personnel and 
  facilities when Blakist attackers breached the Mitiq city dome in 
  3071. Repairs were interrupted when Black Dragon forces assaulted 
  this world in 3077, and once again damaged the industrial city.
  SAvINSvIllE
  Star Type (Recharge Time): F9V (180 hours)
  Position in System: 5
  Time to Jump Point: 11.19 days
  Number of Satellites: 3 (Sclera, Iris, Pupil)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 15° C (Boreal)
  Surface Water: 30 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 345,000,000
  Socio-Industrial Levels: C-C-B-C-D
  Defending Forces: None
  Landmasses (Capital City): Craton (Manahawkin)
  Importance: Industrial
  Savinsville attracts tourists every thirty-three years when 
  the world’s three moons come into alignment on the night 
  side, appearing as an immense eye in the sky for one night.
  pESHT mOTORS
  Main Products: Wolverine (Primitive) BattleMech, Hiryo WiGE and 
  Prowler Multi-Terrain Vehicle
  City (Landmass): Vrydolyak (Teleki)
  Local Terrain: Wooded
  Local Weather: Rainy
  Only the onset of the Jihad moved this factory from its traditional 
  manufacture of buses, trains and other civilian vehicles to the 
  combat vehicle market. During the latter years of the war, Pesht 
  Motors even managed to add a primitive-quality BattleMech line to 
  its capacity.
  qANDAHAR
  Star Type (Recharge Time): G0IV (181 hours)
  Position in System: 3
  Time to Jump Point: 10.43 days
  Number of Satellites: None
  Surface Gravity: 1.05
  Atmospheric Pressure: Standard (Toxic)
  Equatorial Temperature: 19° C (Cool-Temperate)
  Surface Water: 71 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 2,502,000,000
  Socio-Industrial Levels: A-A-A-B-D
  Defending Forces: None
  Landmasses (Capital City): Cordell (Fair Weather), Ribbon, 
  Bandeau
  Importance: Industrial, Command
  As a prefecture capital, Qandahar houses an extensive 
  governmental apparatus. However, compared to other pre-
  fecture capitals, their confinement within the domed city of 
  Fair Weather ensures Qandahar will seldom host high com-
  mand authorities, and thus the world is often overlooked 
  compared to other regional centers.
  
  14
  14
  DHARmA HYpERSpACE
  Main Products: Scout Class JumpShip
  City (Landmass): N/A (Orbital)
  Local Terrain: Orbital
  Local Weather: N/A
  gAlIlEO 
  INSTRUmENTS
  Main Products: Achilles,  
  Behemoth and Monarch 
  Class DropShips
  City (Landmass): Matabushi 
  (Colfax)
  Local Terrain: Hills
  Local Weather: Windy
  Located not far from the site 
  of a prominent battle during 
  Operation Bulldog, Galileo’s 
  berths were untouched by the 
  fleeing Jaguars as they retreated 
  from the Inner Sphere.
  wAkAzASHI ENTERpRISES
  Main Products: Sai and Sholagar Class Aerospace Fighters
  City (Landmass): Olasin (Colfax)
  Local Terrain: Coastal
  Local Weather: Stormy
  The Wakazashi plant survived the Smoke Jaguar occupation 
  intact, mainly because the workers simply kept showing up day after 
  day, uncaring that their overseers had changed to Clan oppressors. 
  The Jaguars even continued to employ the factory’s output of 
  ancient fighters, often flying them in defensive sorties against DCMS 
  raiders out of a twisted sense of irony.
  lUTHIEN ARmOR wORkS
  Main Products: Kanazuchi Class Battle Armor
  City (Landmass): Johnson Ridge (Craton)
  Local Terrain: Mountain (Tundra)
  Local Weather: Snowy
  Tucked into a dell near the village that quadrupled in size to a 
  full-fledged city, the LAW plant works three shifts round the clock in 
  this year-round wintry locale.
  SCHUYlER
  Star Type (Recharge Time): K4IV (195 hours)
  Position in System: 5
  Time to Jump Point: 4.31 days
  Number of Satellites: 2 (Fisk and Grant)
  Surface Gravity: 1.01
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Temperate)
  Surface Water: 40 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Birds
  Population: 3,450,000,000
  Socio-Industrial Levels: B-B-A-A-A
  Defending Forces: Twenty-second Dieron Regulars
  Landmasses (Capital City): Colfax (Creekshell), Lackland
  Importance: Industrial
  Schuyler is an agricultural world that gained some manu-
  facturing capacity prior to the Rasalhague secession (when it 
  was thus farther away from hostile borders). With the Ghost 
  Bears lurking just one jump away, these factories—including 
  one of the Inner Sphere’s few remaining JumpShip manufac-
  turers—now must be guarded more carefully than ever.
  
  15
  15
  UNITY
  Star Type (Recharge Time): F1V (172 hours)
  Position in System: 3
  Time to Jump Point: 20.26 days
  Number of Satellites: 1 (Harmony)
  Surface Gravity: 0.99
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 19° C (Cool-Temperate)
  Surface Water: 47 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 1,001,000,000
  Socio-Industrial Levels: B-C-B-C-B
  Defending Forces: None
  Landmasses (Capital City): Amelia (Unity City), Manfred, 
  Wilbur, Charles
  Importance: Industrial
  A somewhat unremarkable world, it came as a shock to 
  the inhabitants when Pesht Motors began to build their facto-
  ry here. A new city sprang up in the otherwise unspoiled wil-
  derness around the factory, doubling the planet’s population 
  in less than a decade. The once-placid waters of Lake Dunn, 
  and the Orville River which feeds it, have begun to show the 
  effects of unregulated pollution as environmental concerns 
  fell by the wayside in the face of producing war materiel for 
  the DCMS during the Jihad.
  pESHT mOTORS
  Main Products: Hiryo WiGE and Turhan Armored Combat Vehicle
  City (Landmass): Motor City (Manfred)
  Local Terrain: Wetlands
  Local Weather: Mild
  Having moved only a decade ago from the civilian vehicle market 
  into producing combat vehicles for the DCMS, this factory has been 
  receiving additional coded communications traffic that we have yet 
  to break. This likely indicates a classified DCMS development effort 
  in underway at these facilities. 
  SOUl
  Star Type (Recharge Time): M2V (203 hours)
  Position in System: 5
  Time to Jump Point: 2.86 days
  Number of Satellites: None
  Surface Gravity: 1.13
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 11° C (Arctic)
  Surface Water: 82 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: None
  Population: 25,000,000
  Socio-Industrial Levels: B-B-B-B-C
  Defending Forces: None
  Landmasses (Capital City): Soul (Terminus), Spirit, Eternus
  Importance: Industrial
  An inhospitable ice ball orbiting a dim star, Soul tests its 
  inhabitants’ survival abilities every day. Lacking axial tilt in its 
  circular orbit, there are no significant seasonal changes; just 
  long days of bright but cold sunlight and long nights of biting 
  cold. An equator-girdling network of immense greenhouses, 
  using fusion power for heat and sunlamps, grow food for the 
  locals. The capital city is located on the perpetual terminator 
  at the planet’s northern pole.
  BlANkENBURg 
  TECHNOlOgIES
  Main Products: BattleMaster,  
  Katana, and Tai Sho Class  
  BattleMechs
  City (Landmass): Lumina  
  (Eternus)
  Local Terrain: Flatlands (Deep 
  Snow and Ice)
  Local Weather: Snowy
  As a manufacturer who prides 
  itself on self-reliance, Blankenburg 
  produces chassis, lasers, autocannons (including LB-X types), jump 
  jets, communications systems, and targeting systems for their own 
  designs and to sell to other companies. Using massive heat systems, 
  Blankenburg melts through the planet’s icy surface, mines raw 
  materials, processes them, and can build complete products on site 
  with a minimum of outside support.
  
  16
  16
  BJARRED
  Star Type (Recharge Time): F4V (175 hours)
  Position in System: 5
  Time to Jump Point: 16.10 days
  Number of Satellites: 1 (Bereich)
  Surface Gravity: 0.91
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 48° C (Arid)
  Surface Water: 39 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 905,000,000
  Socio-Industrial Levels: B-C-A-C-D
  Defending Forces: Tenth Pesht Regulars
  Landmasses (Capital City): Lomma (Oasis V), Icefall, Skåne
  Importance: Command
  A prefecture capital before the Clan Invasion, Bjarred re-
  sumed that status after the world was reclaimed from Clan 
  Nova Cat in a famous coin toss. The continent of Icefall was 
  so named for a disastrous ice asteroid crash that occurred 
  when attempting to provide comet water to early colonists. 
  The then-recent arrivals were wiped out by the impact, the 
  crater from that strike still dominates the small continent. A 
  RetroTech factory set up on the Skåne continent during the 
  Jihad was recently mothballed. 
  STRATEgIC wORlDS
  AlBIERO
  Star Type (Recharge Time): M2IV (203 hours)
  Position in System: 3
  Time to Jump Point: 2.86 days
  Number of Satellites: None
  Surface Gravity: 1.04
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Temperate)
  Surface Water: 12 percent
  Recharging Station: Nadir
  HPG Class Type: A
  Highest Native Life: Reptile
  Population: 950,000,000
  Socio-Industrial Levels: B-B-C-D-D
  Defending Forces: None
  Landmasses (Capital City): Albiero Prime (Corant City)
  Importance: Command
  Aside from being a prefecture capital, and thus housing 
  significant governmental apparatus for a region that shares a 
  long border with the Ghost Bears, little can be said of Albiero. 
  It is a planet long-abused and tossed aside by mining interests, 
  leaving a landscape riddled with excavation tunnels but few 
  remaining resources. Though Matabushi Inc. relocated its cor-
  porate headquarters to Pesht after the Clan occupation here, 
  Corant City has since resumed its status as the planetary and 
  prefecture capital after the world was liberated during Bulldog.
  
  17
  17
  NINgxIA
  Star Type (Recharge Time): K0V (191 hours)
  Position in System: 3
  Time to Jump Point: 5.48 days
  Number of Satellites: 1 (Favonius (asteroid))
  Surface Gravity: 0.90
  Atmospheric Pressure: Low (Breathable)
  Equatorial Temperature: 28° C (Temperate)
  Surface Water: 32 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 30,000,000
  Socio-Industrial Levels: B-C-C-D-A
  Defending Forces: None
  Landmasses (Capital City): Anemoi (New Zephyrus), Hya-
  cinth, Astraeus, Borus
  Importance: Command
  A small world whose inhabitants follow primarily an 
  agrarian lifestyle, Ningxia is also the capital of this Periphery-
  bordering prefecture. This world was the base for the Ryoken-
  roku throughout most of the Jihad, but with the Blakists in 
  retreat, the regiment has moved elsewhere.
  IRECE 
  Star Type (Recharge Time): F8III (179 hours)
  Position in System: 4
  Time to Jump Point: 12.01 days
  Number of Satellites: 1 (Bahia)
  Surface Gravity: 0.99
  Atmospheric Pressure: Standard (Breathable) 
  Equatorial Temperature: 30° C (Warm-Temperate)
  Surface Water: 44 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 3,100,000,000
  Socio-Industrial Levels: A-A-A-A-A
  Defending Forces: None
  Landmasses (Capital City): Santana (New Barcella), Salva-
  dor, Baiano
  Importance: Industrial, Command 
  Though Irece is home to significant manufacturing activ-
  ity, this is all under Clan Nova Cat’s control. However, the Com-
  bine does still assert authority over the prefecture command 
  facilities located here, which is more of an oversight operation 
  since the Nova Cats handle the defensive duties across this re-
  gion. The Nova Cats raised a new capital city—New Barcella—
  from the plains of Santana when they relocated their people 
  to Irece after the Great Refusal. 
  
  18
  18
  DIplAN ’mECHYARDS
  Main Products: Hitman, Kabuto, Mongoose, and Nyx Class BattleMechs
  City (Landmass): Belnet (Rheinphalia)
  Local Terrain: Plains
  Local Weather: Stormy
  Renowned for its fortress-like construction, the Diplan factory 
  shrugs off the tornadic storms that periodically ravage the nearby 
  countryside.
  DOvER
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 4
  Time to Jump Point: 9.12 days
  Number of Satellites: 1 (Citrine)
  Surface Gravity: 0.93
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 43° C (Arid)
  Surface Water: 34 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 640,000,000
  Socio-Industrial Levels: B-B-B-B-C
  Defending Forces: Summer’s Storm
  Landmasses (Capital City): Rutile (Wairdel), Anatase, Quartz
  Importance: Industrial, Logistical
  The silica and titania sands covering this blindingly bright 
  world are excellent resources, though quality agricultural soil 
  is sporadic. The Silane Sea in the center of Quartz is a geo-
  chemical marvel, a source of a variety of pure chemicals and 
  compounds suitable for export to electronics manufacturers 
  throughout the region; DropShips arrive at the Silane Drop-
  Port, full their tanks and lift-off again with the crew never 
  leaving the ship. 
  BENJAmIN  
  mIlITARY DISTRICT
  The Benjamin Military District is girded by the Dieron District 
  near Terra, but it shares borders with the Federated Suns, Lyran 
  Alliance, and the Ghost Bears, making it the most beset by external 
  enemies. Should our plans come to fruition, this District will be 
  the most important for us to monitor, as it will be the nearest to 
  our planned border. The potential targets in terms of factories, 
  command centers, and academies should be considered priorities 
  for whatever deterrent forces we will need to assemble in this area.
  INDUSTRIAl wORlDS
  AIx-lA-CHApEllE
  Star Type (Recharge Time): A2V (163 hours)
  Position in System: 4
  Time to Jump Point: 43.02 days
  Number of Satellites: 3 (Wester, Julich, Burtscheid)
  Surface Gravity: 0.90
  Atmospheric Pressure: High (Tainted)
  Equatorial Temperature: 43° C (Tropical)
  Surface Water: 81 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: None
  Population: 500,000,000
  Socio-Industrial Levels: B-B-A-B-D
  Defending Forces: None
  Landmasses (Capital City): Aachen (Rheinphalia)
  Importance: Industrial
  An inhospitable world with an atmosphere barely toler-
  able to humans, Aix-la-Chapelle has one large landmass that 
  is also blessed with natural resources. The long JumpShip re-
  charge time here motivated Diplan to convert an on-world 
  components factory using locally processed materials rather 
  than importing their necessary supplies. Immense green-
  houses grow most of the food for the local inhabitants using 
  imported soil, but meats must still be imported as all large-
  scale attempts to raise livestock have met with disaster thanks 
  to the high atmospheric pressure, chemical taints in the air, 
  and the harsh weather patterns.
  
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  19
  wAkAzASHI ENTERpRISES
  Main Products: Sholagar and Slayer Class Aerospace Fighters, Val-
  iant Class BattleMech
  City (Landmass): Onyx (Anatase)
  Local Terrain: Coastal (Sand)
  Local Weather: Windy
  In addition to constructing the units above, the Wakazashi plant 
  also performs refits for the DCMS on the Bombardier BattleMech. 
  A new line is under construction, though what unit(s) it will build 
  is unknown at this time. Given the plant’s heritage of constructing 
  aerospace units (the BattleMech construction and refit lines are 
  much more recent additions), it is likely to be an aircraft of some 
  sort. This factory also manufactures class-10 and -20 autocannon 
  and airframes for other craft than those listed above.
  DOvER INSTITUTE 
  FOR HIgHER lEARNINg
  Programs: MechWarrior, JumpShip Crew, Technician, Physician, 
  Engineer
  City (Landmass): Amethyst (Quartz)
  Local Terrain: Light Urban
  Local Weather: Mild
  Primarily a non-combat university, the MechWarrior program 
  was the only combat MOS taught at Dover IHL for nearly two 
  centuries before the JumpShip and DropShip crew programs were 
  commissioned in the last few years.
  AEROSpACE AND INTERSTEllAR
  INSTITUTE OFFICER’S SCHOOl
  Programs: JumpShip, WarShip, and DropShip Command
  City (Landmass): Unknown (Rutile)
  Local Terrain: Unknown
  Local Weather: Unknown
  A secret facility whose exact location is unknown to us at 
  this time, the AII Officer’s School has been delivering advanced 
  training to ship crews—including those coming fresh out of the 
  Dover Institute—in fleet combat. The faculty reportedly consists 
  of survivors of Operation SCOUR. We know the school is separate 
  from the Dover Institute, and some evidence suggests they may be 
  centrally located somewhere on the continent of Rutile.
  DOvER SHIpYARDS
  Main Products: Invader and Merchant Class JumpShips.
  City (Landmass): Low Orbit; Kalkedony (Rutile) (Projected)
  Local Terrain: Orbital; Flatlands (Sand)
  Local Weather: N/A; Windy
  The Dover yards achieved muted fame when the mostly-
  dismantled Yamato was reassembled and re-commissioned here as 
  a mobile factory ship, but their slow construction rate on JumpShips 
  has angered the High Command. A DropShip factory is under 
  construction on the surface in the outskirts of Kalkedony, and is 
  projected to eventually construct Overlord and Nekohono’o Class 
  DropShips once operational.
  HINSDAlE ElECTRONICS
  Main Products: Condor, Nagumo, and Taihou Class DropShips,  
  Various Small Craft
  City (Landmass): Ilmenite (Rutile)
  Local Terrain: Light Urban (Sand)
  Local Weather: Mild
  The Hinsdale plant also builds DropShip power plants for off-
  world export.
  
  20
  20
  kAJIkAzAwA
  Star Type (Recharge Time): G5IV (186 hours)
  Position in System: 4
  Time to Jump Point: 7.47 days
  Number of Satellites: 1 (Yamanashi)
  Surface Gravity: 1.04
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Temperate)
  Surface Water: 71 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 1,750,000,000
  Socio-Industrial Levels: A-B-A-B-B
  Defending Forces: Second Benjamin Regulars
  Landmasses (Capital City): Kai Koshu (Kurokami), Kirifuri
  Importance: Industrial, Command
  Kajikazawa’s proximity to the district capital on Benjamin 
  makes for a calm and relaxing atmosphere compared to other 
  prefecture capitals, but that tranquility was disturbed when 
  the Combine relocated the Cosby factories here. The con-
  struction boom and influx of workers altered the world’s rou-
  tines with a steady flow of DropShips to and from this world. 
  The construction of a second recharge station at the zenith 
  jump point should soon be completed to accommodate 
  the increased interstellar traffic. There have even been plans 
  made to upgrade the local HPG station to a Class A facility.
  COSBY BATTlEmECH 
  AND mYOmER RESEARCH FIRm
  Main Products: Phoenix Hawk, No-Dachi, Thunderbolt Class BattleMechs
  City (Landmass): Hokusai (Kai Koshu)
  Local Terrain: Mountains
  Local Weather: Snowy
  Despite the move under less than ideal circumstances, Cosby has 
  returned to full production with only a minor disruption in its delivery 
  schedule. Still, the company’s new location has slowed shipments as 
  the local jump traffic struggles to adapt. Thus, much of Cosby’s output 
  is going directly to the on-world Second Benjamin Regulars, tasked to 
  the world in large part to defend the new factory and its output.
  gAlTOR III
  Star Type (Recharge Time): F8V (179 hours)
  Position in System: 3
  Time to Jump Point: 12.01 days
  Number of Satellites: 2 (Temos and Froma)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 45° C (Jungle)
  Surface Water: 70 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 63,500,000
  Socio-Industrial Levels: C-C-B-C-B
  Defending Forces: None
  Landmasses (Capital City): Eire (New Derry), Samphire, 
  Ilnacullin
  Importance: Industrial
  Galtor was the site of a major battle between Combine 
  and FedSuns forces in the first half of the century. The Com-
  bine retook the world in the Fourth Succession War, after los-
  ing it to House Davion a scant six years before. With no major 
  combat to speak of has occurred here in the decades since, 
  the population managed to rebound from the tremendous 
  casualties suffered in those battles. As a dominantly subsis-
  tence-level agrarian world, Galtor’s Naval Yards represents the 
  only industrial facilities that export product off-world. 
  gAlTOR NAvAl YARDS
  Main Products: Neptune Submarine, Civilian Cargo Submarines
  City (Landmass): New Derry (Eire)
  Local Terrain: Light Urban/Coastal
  Local Weather: Rainy
  Producing submarines for decades, the dry docks and sub pens are 
  sheltered behind the Sionnach Islands in Derry Bay on Eire’s east coast.
  
  21
  21
  mARDUk
  Star Type (Recharge Time): G8II (189 hours)
  Position in System: 4
  Time to Jump Point: 6.19 days
  Number of Satellites: 1 (Kafuffle)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 45° C (Warm-Temperate)
  Surface Water: 60 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 2,516,000,000
  Socio-Industrial Levels: A-A-A-A-B
  Defending Forces: None
  Landmasses (Capital City): Tiller (New Pontiac), Aileen, Latvia
  Importance: Command 
  Marduk is an important factory world thanks to its self-
  sufficiency, but the Combine has grown concerned at recent 
  geological reports of vast metal ore depletion in the Tillerbee 
  Jungle region. Manufacturers have already begun clamoring 
  for increased resources for future efforts, though government 
  officials are quick to point out that even the geologists assert 
  the deposit should last for several more decades at the cur-
  rent rate of consumption.
  vICTORY 
  INDUSTRIES
  Main Products: Avatar, Black 
  Hawk-KU, Firestarter, Griffin, 
  and Wolverine Class  
  BattleMechs
  City (Landmass): New Pontiac 
  (Tiller)
  Local Terrain: Wooded (Jungle)
  Local Weather: Rainy
  Victory Industries (formerly 
  Norse BattleMech Works) has 
  been turning out high-quality 
  war machines for centuries.
  lApIDA II
  Star Type (Recharge Time): F2IV (173 hours)
  Position in System: 6
  Time to Jump Point: 18.75 days
  Number of Satellites: None
  Surface Gravity: 1.08
  Atmospheric Pressure: Standard (Tainted)
  Equatorial Temperature: 20° C (Temperate)
  Surface Water: 55 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 3,230,000,000
  Socio-Industrial Levels: B-A-A-B-C
  Defending Forces: None
  Landmasses (Capital City): Upolu (Aiga-i-le-Tai), Longwalk, 
  Firesand
  Importance: Industrial, Logistical
  An industrial world whose chilly atmosphere has been 
  tainted by centuries of unremitting efforts to strip its resources 
  and process them into usable products, Lapida II is nevertheless 
  home to a significant population that labors in the many mineral 
  processing and construction factories across the globe. Local 
  products include everything from furniture, to tractors, to Bat-
  tleMechs. Furthermore, several well-hidden refit and supply cen-
  ters are known to dot the desert continent of Firesand, where the 
  ammoniac salt sands present a hazard to unprotected humans.
  NImAkACHI FUSION 
  pRODUCTS,
  lImITED
  Main Products: Bishamon, Spider, 
  Venom Class BattleMechs
  City (Landmass): Mulifanua (Upolu)
  Local Terrain: Heavy Urban (Heavy 
  Industrial Zone)  
  (Actual facilities are Subterranean)
  Local Weather: Windy
  Nimakachi’s subterranean facilities makes it a difficult target for 
  raiders attempting to acquire any product, especially considering 
  the warren of shantytowns extending for kilometers from the edge 
  of the heavily urbanized around near the mine entrance. Any wise 
  strategist would focus instead on efforts to hijack the DropShips 
  ferrying the completed ’Mechs off-world, rather than contend 
  with the dangers of fighting in tunnels against the entrenched and 
  experienced security forces.
  VICTORY
  
  22
  22
  gUIDED TECHNOlOgIES
  Main Products: Streak and standard SRM Missiles and Missile Racks
  Location: Rushmore (Bragadin)
  Local Terrain: Light Urban/Mountain
  Local Weather: Windy
  The Guided Technologies plant is one of the jewels that sprang 
  up during the recovery of Lostech in the 3030s.
  UNIvERSITY OF pROSERpINA
  Programs: MechWarrior, Aerospace Pilot, Armored and Unarmored 
  Infantry, Armored Cavalry, Artillery
  City (Landmass): The Yard (Bragadin)
  Local Terrain: Light Urban 
  Local Weather: Mild
  Historically, UP receives much of is funding from the free-
  floating regiments of the Proserpina Hussars brigade, which 
  helps to maintain the university and repair its facilities after the 
  various FedSuns attacks that have struck it over the centuries. The 
  brigade’s severe losses in recent years (including the betrayal of the 
  First Hussars, who sided with the Black Dragon Society and were 
  subsequently annihilated by the Fifth Sword of Light) now means 
  that most of UP’s graduates will likely be used to help reconstitute 
  the Hussars’ depleted numbers.
  pROSERpINA
  Star Type (Recharge Time): K2V (193 hours)
  Position in System: 4
  Time to Jump Point: 4.85 days
  Number of Satellites: 1 (Taikata)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Tainted)
  Equatorial Temperature: 25° C (Warm-Temperate)
  Surface Water: 67 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Reptile
  Population: 1,950,000,000
  Socio-Industrial Levels: A-B-B-A-B
  Defending Forces: Ryuken-san
  Landmasses (Capital City): Bragadin (Conqueror’s Pride), 
  Greater Harpago, Lesser Harpago, Amerigo, Darwin
  Importance: Industrial, Command, Logistical
  Proserpina is one of the Draconis Combine’s most-prized 
  worlds. Housing industry and an important military academy, 
  Proserpina also serves as a prefecture capital in the Benjamin 
  District. Originally home to the Proserpina Hussars brigade (of 
  which but one regiment remains today) this world has seen 
  vicious combat numerous times between the Dragon and the 
  Federated Suns, including a nerve agent attack that renders 
  the Amerigo and Greater Harpago continents uninhabitable 
  even to this day. The world’s proximity to the FedSuns border 
  justifies a constant defense force, as well as a significant logis-
  tical network for repair and refit. 
  BUllDOg 
  ENTERpRISES
  Main Products: Bulldog,  
  Manticore, Schiltron, and 
  Tokugawa Combat Vehicles
  City (Landmass): Conqueror’s 
  Pride (Bragadin)
  Local Terrain: Heavy Urban 
  (Heavy Industrial Zone)
  Local Weather: Mild
  Besides the primary factory 
  that turns out combat vehicles, Bulldog maintains several ancillary 
  facilities throughout the city that produce various components for 
  these tanks, including engines, targeting and fire-control systems 
  and weapon systems.
  BULLDOG
  BULLDOG
  
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  23
  STRATEgIC wORlDS
  BENJAmIN
  Star Type (Recharge Time): M1V (202 hours)
  Position in System: 3
  Time to Jump Point: 2.96 days
  Number of Satellites: None
  Surface Gravity: 1.08
  Atmospheric Pressure: Standard (Tainted)
  Equatorial Temperature: 30° C (Temperate)
  Surface Water: 51 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 5,430,000,000
  Socio-Industrial Levels: A-A-C-B-D
  Defending Forces: Second Benjamin Regulars, Ryoken-roku
  Landmasses (Capital City): Castano (Deber City), Osaka, Gojjam
  Importance: Command, Logistical
  Benjamin was the closest district capital to the Blake Protec-
  torate that still remained free of Blakist occupation. Besieged by 
  both the Word and the FedSuns earlier in the decade, the stal-
  wart defense of this world by the Benjamin Regulars was right-
  fully played up by the Combine’s propaganda machine. Many of 
  this world’s famous orbital “artificial suns” were damaged during 
  these actions and have yet to be replaced. This has drastically re-
  duced the planet’s agricultural output, and thus has forced an 
  increase in food imports to sustain the population. 
  OSAkA FIElDS pROvINg gROUND
  Programs: MechWarrior, Aerospace Pilot, Unarmored Infantry, Tank 
  Crew
  Location: Osaka
  Local Terrain: Wooded/Wetlands
  Local Weather: Rainy
  Thanks to the propaganda holos of the Benjamin Regulars’ 
  heroism, recruitment for the brigade has swelled beyond its available 
  equipment. To select the best candidates for referral to other military 
  academies (or to admit into the Regulars on a provisional basis), 
  Osaka Fields has been testing applicants, non-stop, for several 
  months now, with exercises taking place day or night between 
  competing soldiers, MechWarriors, tankers and pilots.
  TOk DO
  Star Type (Recharge Time): K1V (192 hours)
  Position in System: 4
  Time to Jump Point: 5.18 days
  Number of Satellites: 3 (Liancourt, Takeshima, Schippke)
  Surface Gravity: 0.96
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 36° C (Tropical)
  Surface Water: 75 percent
  Recharging Station: Nadir
  HPG Class Type: B
  Highest Native Life: Birds
  Population: 2,670,000,000
  Socio-Industrial Levels: A-A-B-A-B
  Defending Forces: None
  Landmasses (Capital City): Tong-Do (West Lime), Seo-Do, 
  U’san-Do, Ulnung-Do
  Importance: Industrial
  A heavily wooded world whose jungles are home to an 
  incredible array of bird species, from the Saurus, a bipedal 
  flightless monstrosity topping two meters high, to the speck, 
  a bird with a wingspan of one centimeter, the humid air 
  seems to inhibit the effects of pollution, preserving the natu-
  ral environment from the potential damages of the Alshain 
  plant’s emissions.
  AlSHAIN wEApONS
  Main Products: Panther Class BattleMech, Pacifier SecurityMech 
  Class WorkMech
  City (Landmass): East Lime (Tong-Do)
  Local Terrain: Light Urban/Woodlands (Jungle)
  Local Weather: Rainy
  This factory is also a refit site for Scorpion and Shadow Hawk 
  BattleMechs. Reports also indicate that a new line is being developed 
  for construction of Phoenix Hawk BattleMechs. The sprawling site 
  lies across the continental divide, encompassing multiple local 
  ecosystems in various gardens provided for the workers to meditate 
  in during their break periods.
  
  24
  24
  IRURzUN
  Star Type (Recharge Time): G4V (185 hours)
  Position in System: 5
  Time to Jump Point: 7.96 days
  Number of Satellites: 1 (Lara)
  Surface Gravity: 1.03
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 45° C (Very Hot)
  Surface Water: 81 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 5,980,000,000
  Socio-Industrial Levels: A-B-A-C-B
  Defending Forces: None
  Landmasses (Capital City): South Umbrian (New Gotham 
  City), North Umbrian, Easter
  Importance: Command, Logistical
  Though this world serves as a prefecture capital as awell as 
  a source for valuable minerals, its regular defending forces have 
  been routed elsewhere for some time now, first to prosecute 
  the war against the Word of Blake, and later to continue rooting 
  out Black Dragon cells elsewhere. This makes Irurzun a tempt-
  ing target for the Federated Suns, especially since the shipping 
  disruptions in this regions have left the many New Samarkand 
  Metals mining sites scattered about here unguarded, with im-
  mense piles of unrefined ores and processed materials simply 
  waiting for long-overdue DropShips to pick them up.
  BUCkmINSTER
  Star Type (Recharge Time): A9III (170 hours)
  Position in System: 6
  Time to Jump Point: 23.75 days
  Number of Satellites: 1 (Geodesia)
  Surface Gravity: 1.01
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 29° C (Temperate)
  Surface Water: 62 percent
  Recharging Station: Zenith
  HPG Class Type: A
  Highest Native Life: Insects
  Population: 2,810,000,000
  Socio-Industrial Levels: A-B-A-B-A
  Defending Forces: None
  Landmasses (Capital City): Sanjucendo (Buckminster City), 
  Richard’s Rock, Storm, Trestal
  Importance: Command
  An agricultural world strained by the responsibilities that 
  come with also serving as a prefecture capital, Buckminster 
  was the long-time home base of the Second Sword of Light. 
  After the Second’s disgraceful betrayal in supporting the 
  Black Dragons led to their destruction, Buckminster was not 
  only left undefended, but is also now under increased ISF 
  scrutiny that penetrates all levels of government and corpo-
  rate leadership here.
  xINYANg
  Star Type (Recharge Time): F0V (171 hours)
  Position in System: 2
  Time to Jump Point: 21.94 days
  Number of Satellites: 1 (Henan)
  Surface Gravity: 0.98
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30° C (Temperate)
  Surface Water: 70 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 1,635,000,000
  Socio-Industrial Levels: A-C-D-C-C
  Defending Forces: None
  Landmasses (Capital City): Zhumadian (Nanyang), Zhejiang
  Importance: Command, Logistical
  With its massive supply depot reopened, Xinyang serves as a 
  repair and resupply station for forces coming off the front lines. 
  This gives the prefecture leadership contact with many com-
  manders who are not locally based. The hospital in Nanyang can 
  accommodate ten thousand patients at once—and the Jihad 
  has taxed this capacity many times over. It is also worth noting 
  that Silver City on Zhumadian recently mothballed the tempo-
  rary RetroTech factory set up there during the Jihad.
  
  25
  25
  ISHIkAwAJImA-HARImA 
  BATTlE ARmOR INDUSTRIES
  Main Products: Void Battle Armor
  City (Landmass): Agematsu City (Agematsu Prime)
  Local Terrain: Heavy Urban
  Local Weather: Mild
  Intended as a buttress against losing their capacity on Luthien, 
  this factory, like the one on Loysville, supplied Void suits and repair 
  parts to the DCMS throughout the Jihad. 
  HUN HO
  Star Type (Recharge Time): F5V (176 hours)
  Position in System: 5
  Time to Jump Point: 14.94 days
  Number of Satellites: 2 (Zhu, Hou Wah)
  Surface Gravity: 0.97
  Atmospheric Pressure: High (Breathable)
  Equatorial Temperature: 39° C (Tropical)
  Surface Water: 60 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Amphibian
  Population: 1,765,000,000
  Socio-Industrial Levels: A-B-A-B-B
  Defending Forces: None
  Landmasses (Capital City): Polsca (Paradiso), Bergen
  Importance: Industrial
  Although Hun Ho is a tropical paradise over most of its 
  landmass, the LexaTech factories and other human habitation 
  clusters around the barren polar areas, where mineral wealth 
  is easily accessible and the risk from harm by the planet’s 
  fiercer jungle-dwelling predators is sharply reduced.
  gAlEDON  
  mIlITARY DISTRICT
  The Galedon Military District was long afforded great respect as 
  the birthplace of the Draconis Combine. The Succession Wars, how-
  ever, have taken a heavy toll on this region. The Blakist destruction 
  meted out on Luthien restored this district’s prominence—at least 
  for now—as the imperial throne returned here, to New Samarkand 
  during the Jihad. Though spared the worst of the fighting felt by 
  worlds in other districts, Snow Raven and FedSuns attacks, and the 
  loss of the district capital world of Galedon V itself to a genetically 
  engineered plague now called the “Curse of Galedon” was actually a 
  greater blow than other districts felt. While Dieron might have been 
  decimated by the war, that world, at least, remains inhabitable, 
  while Galedon is now a lifeless husk in space. For this reason, we 
  believe that New Samarkand will be named the new district capital 
  in the future, especially since the Coordinator and his warlords have 
  already begun the process of returning central command functions 
  back to Luthien.
  INDUSTRIAl wORlDS
  AgEmATSU
  Star Type (Recharge Time): F9V (180 hours)
  Position in System: 2
  Time to Jump Point: 11.19 days
  Number of Satellites: None
  Surface Gravity: 0.85
  Atmospheric Pressure: Low (Breathable)
  Equatorial Temperature: 45° C (Arid)
  Surface Water: 14 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: None
  Population: 75,300,000
  Socio-Industrial Levels: B-B-D-C-D
  Defending Forces: None
  Landmasses (Capital City): Agematsu Prime, Little Irehuna 
  Island
  Importance: Industrial
  An inhospitable rock in space, initially colonized by a reli-
  gious sect seeking isolation from humanity’s corruption, Age-
  matsu became home to the Ishikawajima-Harima factory in 
  the late-3060s.
  
  26
  26
  kINkAkUJI ENTERpRISES
  Main Products: Manazuru Conventional Aircraft
  City (Landmass): Newton (Needles)
  Local Terrain: Flatlands (Sand)
  Local Weather: Windy
  The Kinkakuji plant is located on a large plain that is repeatedly 
  battered by severe and unpredictable windstorms rolling in from 
  the surrounding needle-like mountains, allowing the aircraft to be 
  tested under the most hostile of conditions for takeoff and landing.
  mIDwAY
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 3
  Time to Jump Point: 9.12 days
  Number of Satellites: 1 (Oscuro Corazon)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 29° C (Temperate)
  Surface Water: 85 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Birds
  Population: 2,660,000,000
  Socio-Industrial Levels: A-B-A-B-B
  Defending Forces: AII Cadet Fleet
  Landmasses (Capital City): Brook (Saginaw), Kahn, Kure
  Importance: Industrial
  The loss of the Midway shipyards might be a greater loss to 
  the system than to the Combine, as the local population was 
  markedly increased by the facility’s presence. The water-rich 
  world is home to an abundant population of albatrosses trans-
  planted from Terra, which compete well with the native kure 
  shrikebat, a savage avian known to carry off small children. The 
  peculiar nature of Midway’s satellite is such that it reflects no 
  light and appears always as a purely black feature of the sky, 
  particularly eye-catching when it appears in daylight.
  lExATECH INDUSTRIES
  Main Products: Archer, Cerberus, and Grasshopper Class BattleMechs
  City (Landmass): Corsan (Bergen)
  Local Terrain: Badlands (Tundra)
  Local Weather: Snowy
  In addition to manufacturing BattleMechs of the types noted, 
  the LexaTech facility also refits Cyclops to the 11-B variant as of 3075.
  kIREI NA NIwA
  Star Type (Recharge Time): F2V (173 hours)
  Position in System: 3
  Time to Jump Point: 18.75 days
  Number of Satellites: None
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 27° C (Temperate)
  Surface Water: 65 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 1,500,000,000
  Socio-Industrial Levels: B-B-C-C-A
  Defending Forces: None
  Landmasses (Capital City): Bounty (Dark Earth), Needles
  Importance: Industrial
  A planet renowned for fertile soil and a climate suitable 
  for year-round harvests, Kirei Na Niwa has little to entice a po-
  tential raider.
  
  27
  27
  AEROSpACE
  AND INTERSTEllAR INSTITUTE
  Programs: Aerospace pilot, and JumpShip, DropShip Operations
  City (Landmass): Lackawanna (Brook)
  Local Terrain: Light Urban
  Local Weather: Mild
  Once the premiere academy in the Draconis Combine for pro-
  ducing personnel for the admiralty, AII cancelled all WarShip course-
  work and redirected cadets not in the fighter pilot program to Drop-
  Ship and JumpShip programs. This only makes sense, given the 
  moratorium on new WarShip production, but we expect the rise in 
  “Pocket WarShips” may prompt the DCA to reconsider this action.
  NEw SAmARkAND
  Star Type (Recharge Time): F0IV (171 hours)
  Position in System: 6
  Time to Jump Point: 21.94 days
  Number of Satellites: 3 (Jimmu, Kōshō, and Chūai)
  Surface Gravity: 1.05
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 35° C (Temperate)
  Surface Water: 70 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 3,741,000,000
  Socio-Industrial Levels: C-B-C-B-B
  Defending Forces: Ninth Sword of Light, Otomo, Izanagi 
  Warriors, Forty-fifth Dieron Regulars
  Landmasses (Capital City): Shimoji (Yamashiro), Nippon, 
  Kurima, and Tarama
  Importance: Industrial, Command, Logistical
  While Luthien has been recaptured and the national gov-
  ernment is in the process of returning there, we believe that 
  the loss of Galedon V will prompt House Kurita to establish 
  New Samarkand as capital world of this military district. All the 
  manufacturing facilities on New Samarkand are built like heavy 
  fortresses to protect them from pirate bands and other threats.
  mIDwAY SHIpYARDS  
  Main Products: JumpShip repair and refit yard (Projected)
  City (Landmass): N/A (Orbital)
  Local Terrain: Orbit
  Local Weather: N/A
  The Midway Shipyards were once the pride of the DCA, but the 
  3074 attack by the Word of Blake’s Fourteenth Division might have 
  been their death knell. All indications are that the Combine will re-
  pair the facility to construct and/or repair JumpShips, but WarShip 
  manufacturing is considered no longer viable due to the extent of 
  the damage and the expense involved in restoring full output.
  TElFAR BATTlEmECHS
  Main Products: Lynx and Maelstrom Class BattleMechs
  City (Landmass): Gilhooly’s Bar (Kahn)
  Local Terrain: Heavy Urban
  Local Weather: Stormy
  Located in an inversion zone, the weather around the city of Gil-
  hooly’s Bar (and the Telfar BattleMechs located within) changes by 
  the hour from the most pleasant conditions to the most extreme.
  
  28
  28
  NEw SAmARkAND mETAlS
  Main Products: Behemoth,  
  Demolisher, Schrek PPC  
  Carrier combat vehicles, 
  Kage and Raiden battlesuits
  City (Landmass): Garden  
  (Shimoji)
  Local Terrain: Heavy Urban 
  (Fortified Structures)
  Local Weather: Mild
  One of the longest-serving 
  military manufacturing compa-
  nies on New Samarkand, NSM 
  has been producing combat 
  vehicles for centuries and be-
  came one of the Combine’s first to produce battlesuits for the DCMS.
  wAkAzASHI ENTERpRISES
  Main Products: Panther Class BattleMechs
  City (Landmass): Wakazashi One (Shimoji)
  Local Terrain: Light Urban (Fortified Structures)
  Local Weather: Windy
  A smaller factory, the Wakazashi plant was tasked with produc-
  ing Panthers after the Blakists occupied Dieron. This factory also has 
  significant repair and refit equipment, making them more versatile 
  to suit the needs of the DCMS; this capability currently sees Wakaza-
  shi refitting the Bombardier for the Combine.
  YAN mANUFACTURINg
  Main Products: Crow Scout Helicopter and Peacekeeper SWAT  
  Carrier Combat Vehicles
  City (Landmass): New Shiro City (Shimoji)
  Local Terrain: Light Urban (Heavy Industrial Zone)
  Local Weather: Mild
  Yan only recently transitioned from building civilian vehicles to 
  combat vehicles. The Crow helicopter is their first foray into the industry.
  BBp INDUSTRIES (pROJECTED) 
  Main Products: Unknown DropShip (Projected)
  City (Landmass): Mercante (Shimoji)
  Local Terrain: Light Urban (Fortified Structures)
  Local Weather: Mild
  BBP industries began construction of a new DropShip facility here 
  as part of the relocation of key defense industries to New Samarkand 
  during the Jihad. Though still incomplete as of this time, we believe 
  these facilities may actually be a repair and refit yard, since there re-
  mains a decided lack of manufacturing equipment at the site. Until the 
  complex is further along, its exact purpose is unlikely to be discerned.
  INDEpENDENCE
  wEApONRY
  Main Function: BattleMech  
  Repair and Refit Facilities  
  City (Landmass): Mercante  
  (Shimoji)
  Local Terrain: Light Urban  
  (Fortified Structures)
  Local Weather: Mild
  This plant is known to perform refits of the Hatchetman, but no 
  reports indicate full-fledged production.
  lUTHIEN ARmOR wORkS
  Main Products: Mauler Class BattleMech
  City (Landmass): Mercante (Shimoji)
  Local Terrain: Heavy Urban (Fortified Structures)
  Local Weather: Mild
  Though currently producing only the Mauler, intelligence points 
  to the LAW plant moving from prototyping into production soon on 
  several new chassis.
  NAv HUll
  Main Products: Ashigaru, Mauna 
  Kea and Monitor Naval Vessels
  City (Landmass): Kumazaki Wan 
  (Kurima)
  Local Terrain: Coastal  
  (Fortified Structures)
  Local Weather: Snowy
  A manufacturer of maritime combat vessels, Nav Hull is one of the 
  Combine’s lesser military manufacturers, but its New Samarkand facili-
  ties are protected just as well as the BattleMech and tank factories, with 
  the deep waters of Kumazaki Bay on three sides and a well-guarded 
  wall on the other. Even the bay’s mouth to the Shinjori Ocean has patrol 
  vessels and ground emplacements, plus sea mines, to deter any assault.
  Manufacturing
  
  29
  29
  TIFlIS
  Star Type (Recharge Time): F6III (177 hours)
  Position in System: 5
  Time to Jump Point: 13.87 days
  Number of Satellites: None
  Surface Gravity: 1.02
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30° C (Temperate)
  Surface Water: 69 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 1,238,000,000
  Socio-Industrial Levels: C-C-D-C-A
  Defending Forces: None
  Landmasses (Capital City): Zakatali (Kars Oblast), Imeretia, 
  Erivan
  Importance: Industrial
  A pleasant agrarian world with little strategic value and 
  limited natural resources beyond fertile soil, Tiflis cannot even 
  attract tourists with to the complete lack of scenic terrain. 
  With a landscape of rolling hills and no major mountains to 
  speak of, forests of transplanted Terran timber serve to block 
  the wind patterns that, every six years, combine to ravage the 
  planet with continent-spanning storms. 
  SURB gEvORg 
  mANUFACTURINg INC.
  Main Products: Wakusei no Mochiagerumono Conventional Aircraft
  City (Landmass): Cedarville (Zakatali)
  Local Terrain: Light Urban/Flatlands (Planted Fields)
  Local Weather: Rainy
  A small factory tucked into a corner of a sleepy warehouse district, 
  Surb Gevorg Manufacturing’s presence is not advertised. Since Tiflis is 
  relatively insulated from hostile borders by distance, the citizens do 
  not expect enemies ever to set foot upon their world. Given the lack 
  of defenders, the Combine leadership apparently feels the same way.
  SUN zHANg 
  mECHwARRIOR ACADEmY
  Programs: MechWarrior, Aerospace Pilot, Armored Infantry
  City (Landmass): Yamashiro (Shimoji)
  Local Terrain: Light Urban 
  Local Weather: Mild
  The most prestigious academy in the Draconis Combine, gradu-
  ates are among the few awarded a katana and wakazashi upon suc-
  cessful completion of their program of study, as well as joining the 
  Sun Zhang Academy Cadre. The Kurita royal family is renowned for 
  sending heirs to the throne here for their military education. 
  INTERNAl SECURITY COllEgE
  Programs: Unarmored Infantry, Security, Espionage, Interrogation, 
  Terrorism
  Location: Deathsand Desert, Tarama
  Local Terrain: Light Urban (Sand)
  Local Weather: Windy
  The academy for ISF operatives is located in a hostile desert 
  surrounded by a vast desolation. Intruders are not permitted, with 
  aircraft being shot down without warning for drawing too close. At-
  tempted deserters receive similar treatment.
  
  30
  30
  STRATEgIC wORlDS
  kAzNEJOY
  Star Type (Recharge Time): F4V (175 hours)
  Position in System: 5
  Time to Jump Point: 16.10 days
  Number of Satellites: None
  Surface Gravity: 0.99
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 46° C (Arid)
  Surface Water: 25 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: Reptiles
  Population: 1,032,000,000
  Socio-Industrial Levels: B-C-D-C-D
  Defending Forces: Kouki no Otakebi
  Landmasses (Capital City): Wanaland (Gondovia)
  Importance: Command
  A prefecture capital seemingly through obstinacy of the 
  leadership on Luthien, Kaznejoy has been little more than 
  a resource-poor, inhospitable wasteland for centuries. The 
  world’s hostile environment has become part of the training 
  of DEST commandoes, who must survive in the harsh, unfor-
  giving deserts here to prove their suitability for such an as-
  signment. 
  TOgURA
  Star Type (Recharge Time): G4III (185 hours)
  Position in System: 4
  Time to Jump Point: 7.96 days
  Number of Satellites: 1 (Chikuma)
  Surface Gravity: 1.03
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 32° C (Tropical)
  Surface Water: 65 percent
  Recharging Station: Nadir
  HPG Class Type: A
  Highest Native Life: Birds
  Population: 1,050,000,000
  Socio-Industrial Levels: A-A-C-B-B
  Defending Forces: None
  Landmasses (Capital City): Shinano (Nagano), Rikuzen, 
  Onsen
  Importance: Industrial 
  The only remarkable feature this world boasted was the 
  now-destroyed Stellar Trek shipyards. Though well developed, 
  Togura’s lack of accessible natural resources required raw ma-
  terial imports for the shipyard. A new DropShip yard is now 
  under construction here, but the company involved and the 
  hulls to be built or refit by these facilities remain unknown. 
  Tourism is a significant component of the world economy, the 
  planet-girdling equatorial ocean being a major draw.
  IBUkI ROBOTICS 
  AND mANUFACTURINg 
  Main Products: Marauder Class BattleMech
  City (Landmass): Jigokudani (Shinano)
  Local Terrain: Light Urban
  Local Weather: Windy
  In operation for over a centu-
  ry, Ibuki only recently entered 
  the BattleMech market. 
  Though true production 
  has not yet begun here, 
  our agents indicate that 
  this otherwise unremark-
  able WorkMech factory 
  was tasked to build BattleMechs for the DCMS. Apparently, the Ma-
  rauder is to be their first design.
  
  31
  31
  gAlEDON mIlITARY ACADEmY
  Programs: MechWarrior, Aerospace Pilot, Armored and Unarmored 
  Infantry, Combat Vehicle, DropShip and JumpShip Operations, 
  Covert Operations
  City (Landmass): Takesaki (Pau Chua)
  Local Terrain: Mountain 
  Local Weather: Snowy
  An academy with a broad curriculum teaching all branches of 
  warfare, GMA prided itself on pushing its cadets to the breaking 
  point, ensuring that the weak were weeded out before graduation. 
  Locating the academy in the snowy mountains of Matsuida was 
  merely part of the training regimen. The GMA was leveled and much 
  of the training battalion killed trying to stave off the FedSuns attack. 
  Little effort has begun to rebuild the academy at this time.
  mATSUIDA
  Star Type (Recharge Time): G5V (186 hours)
  Position in System: 3
  Time to Jump Point: 7.47 days
  Number of Satellites: 1 (Merion)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 40° C (Warm-Temperate)
  Surface Water: 50 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Reptile
  Population: 1,200,000,000
  Socio-Industrial Levels: B-B-C-C-A
  Defending Forces: Ryuken-ni
  Landmasses (Capital City): Pau Tu (Mystique Bay), Pak Chua
  Importance: Command, Logistical
  A habitable though unpleasant world, the fishing indus-
  try is a prime component of this prefecture capital’s economy. 
  The world is also home to the Galedon Military Academy, 
  long the pride of the District. A Federated Suns raid in 3068 
  razed the prefecture government complex and the Galedon 
  Military Academy, and the region’s civil government itself 
  plunged into chaos when Galedon itself was lost. Even today, 
  despite direction from New Samarkand, non-military admin-
  istration of the Matsuida Prefecture remains unstable, and the 
  Academy still lies in ruins.
  
  32
  32
  TABAYAmA
  Star Type (Recharge Time): F0IV (171 hours)
  Position in System: 3
  Time to Jump Point: 21.94 days
  Number of Satellites: None
  Surface Gravity: 1.02
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Cool-Temperate)
  Surface Water: 45 percent
  Recharging Station: Zenith
  HPG Class Type: B
  Highest Native Life: Fish
  Population: 2,450,000,000
  Socio-Industrial Levels: B-B-A-C-A
  Defending Forces: Nineteenth Galedon Regulars
  Landmasses (Capital City): Kitatsuru (Yamanashi), Maudlin, 
  Joy
  Importance: Command
  A planet seemingly built around the bureaucracy it serves, 
  this prefecture capital near the Combine’s Periphery border 
  employs much of the local population in government posi-
  tions. Millions of citizens are also part of the a local hunting 
  union, who are fighting a losing battle to keep imported Ter-
  ran whitetail deer in check, while simultaneously employing 
  a massive industry to process and export the meat and other 
  usable parts of the deer they hunt to other worlds. 
  OSHIkA
  Star Type (Recharge Time): G5V (186 hours)
  Position in System: 3
  Time to Jump Point: 7.47 days
  Number of Satellites: 2 (Tozai, Mejiro)
  Surface Gravity: 0.95
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 30° C (Temperate-Tropical)
  Surface Water: 65 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 5,100,000,000
  Socio-Industrial Levels: A-C-B-C-C
  Defending Forces: None
  Landmasses (Capital City): Shinjuku (Takadanobaba), 
  Ridgland
  Importance: Command
  Much of Oshika’s population serves to keep this prefecture 
  capital functioning smoothly in one way or another, as the 
  governmental apparatus occupies several cities spread along 
  much of the Tribly Mountain range on the major continent 
  of Shinjuku. The smaller continent of Ridgland is the home of 
  the native Oshika ox, where the rocky terrain of rough rolling 
  hills serves to naturally separate swaths of land hundreds of 
  hectares in size. The local ranching concerns have used these 
  natural segregations to keep their massive herds of megacat-
  tle. WorkMechs are commonly employed here to handle the 
  large, foul-tempered beasts in this broad expanse of often-
  unforgiving terrain.
  
  33
  33
  INDUSTRIAl wORlDS
  AlgEDI
  Star Type (Recharge Time): A7IV (168 hours)
  Position in System: 5
  Time to Jump Point: 27.98 days
  Number of Satellites: 1 (Mecca)
  Surface Gravity: 0.90
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 45° C (Arid)
  Surface Water: 15 percent
  Recharging Station: None
  HPG Class Type: A
  Highest Native Life: Microbes
  Population: 1,942,000,000
  Socio-Industrial Levels: C-C-B-B-D
  Defending Forces: First Arkab Legion, Second Arkab Legion
  Landmasses (Capital City): Algedi Primus (Algiers), Algedi 
  Secundus
  Importance: Industrial, Command, Logistical
  Long a center of dissent between the Azami and the 
  Combine leadership, the relationship only worsened with 
  the Combine’s nuclear attacks during the Jihad. Currently the 
  capital of the Azami worlds and essentially an independent 
  region within the Combine borders, Algedi also served a pre-
  fecture capital for centuries. Though tensions remain high, 
  House Kurita hopes to restore the degree of trust and toler-
  ance that once existed between the Azami and the Combine, 
  to make it so again.
  In addition to the military manufacturing and training fa-
  cilities listed here, Cairo Enterprises operates in the Alexandri-
  an Wastes, producing civilian vehicles for the Azami worlds. 
  SCARBOROUgH 
  mANUFACTURINg ANNEx
  Main Products: Pegasus Hovertank
  City (Landmass): Algiers (Algedi Primus)
  Local Terrain: Light Urban
  Local Weather: Stormy
  A small facility on the edge of Algiers proper, its attached 
  mosque echoes with prayers five times a day, slowing production as 
  the workers worship.
  DIERON  
  mIlITARY DISTRICT
  Owing to its proximity to Terra, and the resulting exposure to 
  both the Federated Suns and the Lyran Commonwealth, the Dieron 
  Military District has seen the most fighting through the centuries. 
  The region became a prime target for the Blakists when they began 
  to carve their Protectorate from the Successor States early in the Ji-
  had, though the Word was initially reluctant to attack a state seen 
  as a possible ally. While some worlds were spared because of their 
  lack of defenders, those which felt the tread of Blakist boots almost 
  invariably suffered heavily from the occupation. Internecine fight-
  ing between loyalist and Black Dragon forces also plagued many of 
  these worlds, often resulting in massive civilian casualties in addi-
  tion to widespread infrastructural devastation.
  Given that pockets of the Blakist threat remain active in this re-
  gion, and the Black Dragons and their Kokoryu-Kai still control key 
  systems, while lingering tensions remain between House Kurita and 
  the Azami worlds, the stability of this district and its critical facilities 
  is in flux, and may thus change at any time without warning. This 
  situation might aid our goals in the area, especially once the Blakists 
  are eliminated entirely. Perhaps the citizens on these war-ton plan-
  ets will even welcome a new system of government, after the series 
  of dictatorships they’ve labored under for centuries.
  
  34
  34
  SHImONITA
  Star Type (Recharge Time): F4V (175 hours)
  Position in System: 2
  Time to Jump Point: 16.10 days
  Number of Satellites: 1 (Nagasaki)
  Surface Gravity: 1.06
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 31° C (Temperate-Tropical)
  Surface Water: 82 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Birds
  Population: 1,531,000,000
  Socio-Industrial Levels: B-B-A-B-C
  Defending Forces: None
  Landmasses (Capital City): Shangai (Irezumi City), Kasaki 
  Island
  Importance: Industrial
  A harsh world, constantly battered by savage storms and 
  home to a paltry citizenry, Shimonita nevertheless possesses 
  abundant mineral resources. Neglected by the Combine for 
  centuries, its mining industry has suffered greatly, with out-
  put a fraction of what it could be by modern standards.
  SAppHIRE mETAlS
  Main Products: Charger Class BattleMech
  City (Landmass): Corundum (Shangai)
  Local Terrain: Light Urban
  Local Weather: Stormy
  The lone constituent of the major industry on Shimonita, the 
  Sapphire Metals plant turns out limited numbers of Chargers an-
  nually. We expect their output to increase soon, however, as the 
  holes in the DCMS’ depleted ranks are likely to make even this low-
  demand design a viable offering.
  SwORD OF THE pROpHET 
  ENTERpRISES
  Main Products: Dervish and Gladiator Primitive BattleMechs
  City (Landmass): Agadir (Algedi Secondus)
  Local Terrain: Light Urban
  Local Weather: Mild
  AlgEDI wAR COllEgE
  Programs: MechWarrior, Ground Vehicle, Aerospace Pilot, Armored 
  Infantry
  City (Landmass): Algiers (Algedi Primus)
  Local Terrain: Heavy Urban
  Local Weather: Mild
  The Algedi War College academy opened only four years ago and 
  the quality of its graduates has yet to be determined. That a tenth of 
  the first graduating class was offered to the DCMS to fill their roles 
  suggests to some that it relations are thawing between the Azami 
  and the Coordinator—but those who note that there troops were 
  considered the bottom tenth of the class suggests to others that the 
  Azami were merely culling their weakest numbers and retaining the 
  best warriors for the Arkab Legions.
  
  35
  35
  DIERON 
  Star Type (Recharge Time): G3V (184 hours)
  Position in System: 4
  Time to Jump Point: 8.53 days
  Number of Satellites: 2 (Bemer, Nebulos)
  Surface Gravity: 1.02
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 27° C (Temperate)
  Surface Water: 54 percent
  Recharging Station: Zenith, Nadir
  HPG Class Type: A
  Highest Native Life: Amphibian
  Population: 1,231,000,000
  Socio-Industrial Levels: B-B-A-B-C
  Defending Forces: Second Dieron Regulars
  Landmasses (Capital City): Mataeo (Fortress Dieron), Vol-
  tenna, and Wennisaka 
  Importance: Command, Logistical 
  Retaken from the Word of Blake by predominantly DCMS 
  forces in 3078, Dieron is crucial to our designs. With the Sec-
  ond Dieron Regulars still on-planet, this world is the lynchpin 
  of Combine power in the midst of the Terran Protectorate. Nev-
  ertheless, given the widespread devastation meted out here, 
  control of the world might not be as crucial to the Coordinator 
  as it is to us. Though most of the major military industry here 
  has been smashed and is presently off-line, we can expect any 
  salvageable facilities to be dismantled and relocated should we 
  manage to secure the world as planned. At present, the plan-
  etary government is housed in an old Star League complex 
  known as Fortress Dieron—but this is only a temporary base 
  while efforts to rebuild the capital city of Tahlwynn proceed.
  DIERON DISTRICT gYmNASIUm
  Programs: MechWarrior, Armored 
  Infantry
  City (Landmass): Mataeo (Aldinga)
  Local Terrain: Light Urban
  Local Weather: Mild
  This training academy re-
  opened less than a year after 
  the world was liberated, and has 
  already turned out a number of 
  graduates from its accelerated 
  battlesuit program.
  STRATEgIC wORlDS
  ASHIO
  Star Type (Recharge Time): G6IV (187 hours)
  Position in System: 3
  Time to Jump Point: 7.01 days
  Number of Satellites: 3 (Kauner, Rossi, Hyde)
  Surface Gravity: 1.00
  Atmospheric Pressure: Standard (Breathable)
  Equatorial Temperature: 25° C (Cool-Temperate)
  Surface Water: 80 percent
  Recharging Station: Nadir
  HPG Class Type: A
  Highest Native Life: Mammal
  Population: 2,305,000,000
  Socio-Industrial Levels: B-B-C-B-B
  Defending Forces: None
  Landmasses (Capital City): Rhodesia (Iscariot), Zaire, Vesu-
  vius Prime
  Importance: Command
  The capital of the Ashio Prefecture, Ashio has significant 
  infrastructure to serve as a logistical and command base for 
  the prefecture, as well as modest agricultural, manufactur-
  ing and mining industries. Ashio saw occupation by Draconis 
  March forces in the FedCom Civil War and again by the Blakists 
  in the Jihad. Fortunately, the agrarian portions of the planet 
  were spared the relatively mild damage dealt to its urban and 
  industrial sectors, most of which has already been rebuilt.
  dIsputed systems
  While the Combine has been one of the more cooperative na-
  tions to our Coalition, it is understandable that they desire the re-
  turn of the systems they have historically claimed since the days 
  of the First War. The Second Dieron Regulars have refused to leave 
  Dieron—but, unlike the lingering Free Worlds and Capellan troops 
  we’ve monitored, these DCMS forces seem disinclined to fight ours 
  so far. Hopefully, diplomacy and public opinion will resolve the dis-
  pute over the eventual fate of Dieron and its neighboring systems 
  before things turn ugly. 
  
  36
  36
  the Coordinator will grant a number of demands for equipment 
  and workers of the new LAW administration, but the wholesale 
  destruction of their flagship plant on Luthien, and the means by 
  which it was lost, ensure that location will not be recoverable. We 
  expect a new construction on Luthien, the best-defended world 
  in the Combine pre-Jihad, to house the new LAW headquarters 
  within the next decade.
  wAkAzASHI ENTERpRISES
  Wakazashi has triumphed where LAW has fallen short. This is 
  clear from their undertaking construction of the Valiant only a few 
  years ago on Dover at the height of the Jihad. While aerospace fight-
  ers are their bread and butter, they have some heritage building Bat-
  tleMechs for the Combine, but rarely would such a contract have 
  gone to a company other than LAW ten years ago.
  We have every reason to believe that Wakazashi’s weathering of 
  the Jihad storms has seen them granted favored status. Sketchy re-
  ports have emerged of a redesigned aerospace fighter at their Cha-
  tham plant, meaning it could be the Sai, Shilone, Oni, Lucifer II, or 
  even the Tatsu OmniFighter, since they are all built there. No reliable 
  reports of the type or new configuration are available, and for all 
  we know it could be that all are being updated. The ISF has done an 
  exceptional job of late in containing security leaks, much better than 
  before the coup attempt.
  vICTORY INDUSTRIES
  Taking up more of LAW’s slack, the Victory plant on Marduk con-
  tinued to turn out ’Mechs for the DCMS throughout the Jihad. Given 
  that they were the only site to build three LAW designs (though they 
  were built there starting in the ’60s) otherwise lost with that compa-
  ny’s factories. We have reliable intel that they are retooling an older 
  line to put it back into service. Indications are that it will be in the 
  heavy or assault class, but whether it will be a relocated design from 
  a lost plant or a new design entirely remains unclear.
  INDEpENDENCE wEApONRY
  When the Blakists took Quentin, Independence undertook an 
  effort to relocate their manufacturing to New Samarkand. A chal-
  lenging effort at the best of times, all that has resulted so far is a 
  refit facility on the temporary Combine capital. Now that Quen-
  tin is all but returned to Combine control, whether this attempt 
  to start over will continue is in serious doubt. Given that Inde-
  pendence has factories in other nations, they have never been a 
  truly favored entity by the Combine. Despite their headquarters 
  on New Samarkand, expect the Combine to focus more on their 
  home-grown companies for their rebuilding efforts, while lever-
  aging every bit of production that they can get from Quentin. 
  Given our own designs on the world, I cannot stress enough that 
  this is likely to be a serious point of contention between you and 
  the Coordinator.
  UpCOmINg pROJECTS 
  With so many of their factories gutted or seriously damaged, es-
  pecially their JumpShip yards, the Combine is scrambling to recover 
  any and all components, specs, prototypes and personnel from their 
  smashed factories as they can. Intelligence tells us that even the 
  Combine’s rudimentary first pass at picking through the ruins of Yori 
  MechWorks in the Al Na’ir system netted the salvage team the specs 
  and remains of a prototype Atlas variant that had yet to make it to 
  full production. As near as we can tell, this is being transferred either 
  to the Scarborough plant on New Samarkand or the Independence 
  plant on Quentin once that world is deemed fully secure. Since the 
  latter could complicate our plans for the region, a bargain may have 
  to be struck regarding output of the Independence plant if we are 
  to realize our goals.
  Besides seeking the remains of their most advanced designs 
  in smashed factories, all reports indicate that those factories 
  which were not lost to the Blakists or the Black Dragon insur-
  rection have pushed production to the maximum capacity the 
  work crews can sustain. Added to this are the prototypes and 
  other boundary-pushing technology being thrown into the mix 
  to give the Combine High Command a go—no-go position on 
  continuing their research efforts. Though our agents have yet to 
  obtain a copy, we are aware of a recent digest from the ISF di-
  rector to the Gunji-no Kanrei regarding the latest status on their 
  advanced technology initiatives, some of which we believe make 
  use of captured Blakist materiel from the worlds that have been 
  reclaimed. Given what we know of the Blakist R&D efforts, obtain-
  ing this document is a priority for our agents.
  While some companies are attempting to expand, others are 
  merely trying to rebuild. The Combine can surely conscript work-
  ers to get the rebuilding program underway and thus accomplish it 
  sooner than other nations, but the severe losses their industry has 
  sustained currently leave the Dragon vulnerable. Expect them to be 
  aggressive during the rebuilding to ensure their neighbors do not 
  harbor illusions about picking up where the Blakists left off.
  For the major companies of the Combine, the following is in-
  tended as our best guess of their plans for the future. In some cases, 
  where noted, these guesses are based on solid intel, while in others 
  it is the best we could deduce given our knowledge of the current 
  state of things.
  lUTHIEN ARmOR wORkS
  Luthien Armor Works lost more than half their potential output 
  between Luthien and Dieron, and it is not certain that the company 
  as it was will ever return. While LAW’s reach extends throughout the 
  Combine, though, the Coordinator will support them, despite their 
  executed leader’s political leanings. 
  With installations throughout the Combine, even producing 
  Clantech units for the Nova Cats on Barcella, we can be sure that 
  
  37
  37
  Thus, the reports that Cosby received significant funding to develop 
  an advanced BattleMech using experimental technology comes as 
  no surprise. We are still endeavoring to determine the specifications 
  of this new ’Mech, but the overheard conversations reported by our 
  agents point to something truly fearsome.
  mOBIlE FACTORIES
  As an example of the Combine leadership’s skills at sleight of 
  hand, their disassembly and supposed destruction of the Yamato 
  yard at New Samarkand was but a ruse, and one carried off with ex-
  traordinary success. When the yard reappeared in the Dover system, 
  rebuilt and outfitted as a mobile factory with Diamond Shark aid, 
  it was a surprise to everyone, including most of the Combine. The 
  quick follow-up on the Ryū, though it’s limited to repairing Drop-
  Ships for the most part, gave the Combine two gigantic targets to 
  have to defend. Thus they have tasked the bulk of their decimated 
  WarShip fleet to protect what is likely to amount to two colossal 
  white elephants.
  SCARBOROUgH mANUFACTURERS
  Barely surviving the Blakist attack on Al Na’ir, the Scarborough 
  plant suffered moderate damage, though the breaking of the city’s 
  dome took a toll on their experienced workforce. While the plant is 
  back and operational, they are unable to increase their rate of deliv-
  ery without a new influx of experienced workers. While the Quentin 
  plant may prove a sticking point, the damage and staffing issues to 
  the Scarborough factory may present less of an obstacle to our goals. 
  Their annex location on Algedi kept up production throughout the 
  Jihad, though we are unaware of any upgrades or line changes tak-
  ing place there.
  COSBY BATTlEmECH  
  AND mYOmER RESEARCH FIRm
  An example of triumph under duress, the Cosby relocation from 
  Vega to Kajikazawa was enough of a task to carry out. That they did 
  so and resumed full production during the most devastating con-
  flict since the First Succession War is nothing short of miraculous. 
  
  38
  38
  NUmBER OF SATEllITES
  This line indicates how many natural satellites (moons) the target 
  world has (and their names, if applicable). Many orbital facilities may 
  be found in the LaGrange Points (regions where the gravitational forc-
  es between the planet and its moon or moons cancel each other out), 
  and some of these same points (specifically, places near the L-1 points) 
  are occasionally used as “pirate points” by daring raiders who wish to 
  cut down transit times radically and curtail local defense preparations. 
  In night combat situations, worlds with one or more moons or rings 
  may produce lighting effects caused by solar reflections off the lunar 
  surfaces (depending, of course, on lunar phases), while worlds with-
  out any moons at all may present equally distracting effects. To reflect 
  these possible effects as applicable, see the Full Moon Night, Moon-
  less Night, or Pitch Black rules, on p. 58 of Tactical Operations.
  SURFACE gRAvITY
  Surface Gravity has a distinct effect on the performance of virtu-
  ally all combat units in game play. Values higher than 1.00 reflect 
  worlds where units are significantly heavier than they are under nor-
  mal Terran gravity, while values lower than 1.00 reflect worlds where 
  units are significantly lighter. The full effects of gravity on combat 
  may be found on p. 55 of Tactical Operations.
  ATmOSpHERIC pRESSURE
  This detail describes the relative density and breathability of the 
  local atmosphere, and can have a profound impact on game play if 
  the atmosphere is anything but “Standard (Breathable)”. Thinner or 
  Thicker atmospheres can affect the use of several unit types in game-
  play and may even have an impact on weather conditions (see Local 
  Weather Rules, later in this section). Likewise, atmospheres classified 
  as Tainted or Toxic can affect how various combat units function and 
  suffer damage in game play. For rules covering Atmospheric Pres-
  sure, see pp. 54-55 of Tactical Operations for pressure variations, and 
  p. 56 of Tactical Operations for Tainted and Toxic Atmosphere effects.
  EqUATORIAl TEmpERATURE AND 
  SURFACE wATER
  A world’s Equatorial Temperature helps define whether the world 
  can be broadly classified as hot, warm, or cold by indicating the average 
  temperate (in degrees Celsius) at the equator—typically the warmest re-
  gion on the planet’s surface. Temperatures at the north and south poles 
  of most worlds may average as much as 30 degrees colder than at the 
  world’s equator, but it is always important to know that local conditions 
  such as weather and terrain can vary these averages somewhat. Never-
  theless, the equatorial temperature helps players gauge whether much 
  of the world will likely be arctic, tropical, desert, and so forth. If objectives 
  fall in regions where temperatures are extreme (below –30 Celsius or 
  above 50 Celsius), Extreme Temperature rules (see p. 62, TO), will apply.
  The following section is provided to assist both players and game-
  masters in providing guidelines and reference tables for those wish-
  ing to use Objectives to create a game or campaign around one of the 
  listed (or one newly created) target system, factory, or city. The follow-
  ing rules primarily rely on the players’ understanding of the core game 
  play rules found in Total Warfare (TW) and Tactical Operations (TO), but 
  additional references may be made to Strategic Operations (SO).
  Players and gamemasters alike should realize that these rules are 
  actually more a set of suggestions than they are “hard and fast” rules 
  for game campaigns. Those creating tracks and scenarios are en-
  couraged to accept, modify, or even completely ignore these rules if 
  they prove too cumbersome.
  USINg plANETARY 
  INFORmATION
  Each of the objective systems in this book was presented with 
  a block of basic planetary data. This data provides key details that 
  players can further use to tailor their game play, reflecting the 
  unique features of the target world and the objective in question. 
  The following rules identify the core rules that apply, based on the 
  indicated world data.
  STAR TYpE, pOSITION IN SYSTEm, 
  TImE TO JUmp pOINT
  These lines are most pertinent to the advanced aerospace as-
  pects of gameplay defined in Strategic Operations, and will generally 
  have no impact on games that focus entirely on ground combat.
  Star Type identifies the color, size, and stability of the world’s 
  primary star, as well as how long an arriving JumpShip requires to 
  charge its K-F drive while in system (using only its jump sail). Par-
  ticularly large and/or unstable stars can be prone to odd lighting 
  effects that can affect combat, such as glares and solar flares. Rules 
  for Glare and Solar Flare effects may be found in Tactical Operations 
  (see p. 58, TO).
  Position in System indicates how many orbital positions away 
  from the star the world orbits; a “position” could be held by other 
  planets or asteroid belts.
  The Time to Jump Point indicates how many days’ worth of travel 
  DropShips accelerating (at 1 G, the same acceleration produced by 
  gravity on Terra) would take to travel from the system’s standard ze-
  nith or nadir jump points to the target world. This transit time in-
  cludes a mid-point turnover and 1 G deceleration rate as well, which 
  are standard transit rates to and from most worlds. Longer distances 
  between the world and its local jump point mean longer transit 
  times for incoming vessels and thus more time for local defenders 
  to arrange defenses once they realize there are inbound attackers.
  RUlES ANNEx
  
  39
  39
  the world; so, while a target world may be host only to native-born 
  trees, horses originally raised on Terra may yet make an appearance.
  Population defines the number of humans estimated to be liv-
  ing on the target world. Worlds with particularly high populations—
  those numbering in the billions—are often highly developed, with 
  many major cities. Sparsely populated worlds—with populations in 
  the millions or less—are less likely to have major cities than they 
  are small towns or even tiny outposts and domed arcologies. As a 
  more densely populated world often raises the threat of local armed 
  resistance or merely more eyes to spot incoming invaders and more 
  voices to raise an alarm, raiders tend to target less populated worlds, 
  while invaders often attempt to secure the greater manpower and 
  infrastructure reflected in high population worlds.
  SOCIO-INDUSTRIAl lEvElS AND 
  DEFENDINg FORCES
  These two factors define the development level of the world and 
  name what military forces (if any) are likely going to be present to 
  oppose incoming attack forces.
  The world’s Socio-Industrial Level is a five-letter code that broadly 
  defines the world’s level of wealth and development using a series 
  of classic A-F letter grades. The more “A”s and “B”s that appear in this 
  code versus “D”s and “F”s will generally denote a world that is more 
  self-sufficient, technologically-sophisticated, and resource-wealthy 
  than the average. As many of these factors can be used to enhance 
  role-playing aspects of game play, an in-depth explanation of this 
  code structure may be found on pp. 366-373 of A Time of War.
  The world’s Defending Forces detail identifies (by name) what 
  on-planet regiments (aside from local police and conventional citi-
  zens’ militia) an attack force might encounter. Raiders tend to target 
  worlds that do not have major defense forces or worlds where such 
  forces are known to be small and/or damaged. Assault forces, mean-
  while, tend to come prepared for more strenuous resistance and 
  may even target more heavily defended worlds to tie up or destroy 
  key parts of an enemy realm’s border defenses.
  lANDmASSES, CApITAl CITIES, 
  AND ImpORTANCE
  The major landmasses (continents, regions, and/or island chains) 
  identified on each world are then listed, with the planetary capital city 
  listed (in parentheses) beside the name of the landmass where it is lo-
  cated. For brevity, maps are not included in this product, though players 
  may readily presume that any landmasses worth naming account for 
  large regions of a planet’s surface, and are likely separated from other 
  landmasses either by large expanses of water or other difficult-to-tra-
  verse terrains (such as extensive mountain ranges). Traveling between 
  landmasses will thus often require the use of high-speed rails (over-
  land), aerospace transit (via DropShips or airships), or seagoing vessels.
  Finally, a world’s Importance defines its main role(s) in the infra-
  structure of its parent realm. Worlds with Industrial importance re-
  flect those where factory development is significant and vital to the 
  Surface Water reflects the percentage of the world’s surface that 
  is covered in water, and essentially defines whether the world might 
  be covered in vast, lifeless wastelands, lush forests, or miniscule, 
  rocky islands. Worlds with low Surface Water values (50 percent or 
  less) will rarely see much rainfall or snowfall weather effects, and 
  water or woods features on terrain maps may instead be considered 
  sinkholes, craters, and rough terrain instead to reflect the lack of sig-
  nificant water sources and vegetation. Worlds with higher Surface 
  Water values, meanwhile, will much more likely have active, precipi-
  tation-heavy weather patterns, and support more water and woods 
  terrain features.
  RECHARgINg STATION, Hpg 
  ClASS, NATIvE lIFE, AND pOpU-
  lATIONS
  These details describe other noteworthy features of a target sys-
  tem that could affect campaigns to greater or lesser degree.
  Recharging Stations describes whether a system has any space 
  station capable of recharging a JumpShip’s KF drive (and, if so, at 
  which of the two standard Jump Points they are located). Recharg-
  ing stations are often small and fairly unarmed, but also act as space-
  borne hubs of trade and communication to the local world. Raiders 
  often avoid these stations by taking non-standard jump points, so 
  the locals cannot be alerted to the raiders’ arrival, but more signifi-
  cant invasions often begin by seizing the local recharge stations in-
  stead, to secure effective strategic control over the jump point.
  HPG Class defines the presence of a local hyperpulse generator 
  on the planet, indicating its ability to transmit signals to other sys-
  tems nearby. Such stations are always located on the planetary sur-
  face, and are largely considered inviolate by all but the most serious 
  attack forces. (Attacking an HPG is still considered a crime against 
  humanity by most civilized realms.) Class A stations reflect major in-
  terstellar communications hubs, while Class B stations usually send 
  transmissions in massive bundles less frequently. Although any HPG 
  can send an emergency signal to a nearby system within hours of an 
  attacking force’s discovery, many raiders target worlds with Class B 
  stations (or no stations at all), in the hopes that their arrival will raise 
  the alarm among nearby systems more slowly. Assault forces, mean-
  while, may target Class A worlds in an effort to secure a realm’s com-
  munications hub and disrupt responses to a border-wide campaign.
  Native Life describes (in very basic terms) the highest level of 
  native-born life forms the world has. More life-barren worlds in the 
  Inner Sphere may be host only to microbes or plants, while more 
  evolved planets often host their own species of animal life up to and 
  including mammals. Though this rarely impacts a planetary cam-
  paign, it cannot be ignored that many local creatures can pose a 
  threat—or a boon—to raiders and invaders in some circumstances, 
  ranging from being a food source in the event of a supply short-
  age, or a hazard to establishing secure perimeters while operating 
  outside of vehicular protection. This detail, however, does not cover 
  introduced species the human population may have imported to 
  
  40
  40
  military capabilities of the parent state. Logistical worlds are those 
  that play a key role in raising or training military forces and/or sup-
  plying basic war materiel not covered by heavy industrial output. 
  Command worlds are those with significant interstellar government 
  functions, such as regional capitals and military command centers. 
  Raiders tend to favor Industrial worlds for their resources and fin-
  ished products, while invasion forces tend to favor targeting Com-
  mand and Logistical centers to cripple the enemy’s leadership and 
  supply lines pending (if possible) the conquest of Industrial worlds.
  USINg  
  TARgET SITE DATA
  In addition to planetary data, each entry listed in this book also 
  includes brief data on the various factories and facilities that make 
  critical objectives for BattleTech campaigns. These objectives come 
  in two broad classes: production sites and training sites. Production 
  sites (factories and such) will be identified by listing what their main 
  products are, while training sites are identified by listing what their 
  main programs are. In both cases, an attacker may expect some of 
  the site’s “products” to be scrambled to defend the target sites. For 
  example, the Scarborough Manufacturing Annex on Algedi pro-
  duces Pegasus hovertanks and will likely field a home defense force 
  that includes Pegasus hovertanks, while Wisdom of the Dragon, an 
  academy that includes BattleMech, infantry and vehicle programs, 
  will have a home defense force that includes cadets (and instruc-
  tors) piloting BattleMechs and tanks, accompanied by armored and 
  unarmored infantry squads.
  The locations of these sites (by city/county, and landmass) will 
  then be listed. These tie into the planet’s local geography, as defined 
  under the planet’s Landmasses data.
  lOCAl TERRAIN AND ClImATE
  Finally, the local terrain and climate around the target site is iden-
  tified. These factors help players set up the battlefield by helping to 
  identify what mapsheets and/or terrain dominates the lands around 
  the target site. For the Local Terrain, this most directly defines the 
  specific Random Mapsheet Table (see p. 263, TW) that applies to the 
  region around the target site. If a site indicates Orbital terrain, it is a 
  space station, and thus all action would occur on a space mapsheet. 
  If additional advanced terrain features apply—most often the Heavy 
  Industrial Zone feature—they will be noted in parentheses beside 
  the Local Terrain listing, and can be found by referencing the terrain 
  tables on p. 69 of Tactical Operations.
  Local Climate then defines the dominant weather “type” that 
  forces may encounter in the vicinity of the objective (Mild, Windy, 
  Rainy, Snowy, or Stormy). This is a broad classification of weather 
  conditions that are common to that site, but the actual nature of any 
  weather at the time forces land and do battle in the area can vary 
  randomly. To reflect this, before a scenario begins, the game master 
  lOCAl wEATHER TABlES
  Roll
  Mild
  Windy
  Rainy
  Stormy
  1
  No Weather
  No Weather
  No Weather
  *
  2
  No Weather
  Table 1 (–1)
  Table 2 (–1)
  Table 4 (–1)
  3
  Table 1 (–1)
  Table 1 (+0)
  Table 2 (+0)
  Table 4 (+0)
  4
  Table 2 (–1)
  Table 1 (+1)
  Table 2 (+1)
  Table 4 (+1)
  5
  Table 3 (–1)
  Table 2 (–1)
  Table 3 (–2)
  Table 3 (+2)
  6
  Table 4 (–2)
  Table 4 (–2)
  Table 4 (–2)
  Table 2 (+2)
  *Roll 1D6 Again; On 1-3 No Weather; On 4, Table 1 (–1); on 5, Ta-
  ble 2 (–1); on 6, table 3 (–1)
  Weather taBle 1: 
  WinD
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Light Gale (see p. 61, TO)
  2
  Moderate Gale (see p. 61, TO)
  3
  Strong Gale (see p. 61, TO)
  4
  Storm (see p. 61, TO)
  5
  Tornado F1-F3 (see p. 61, TO)
  6+
  Tornado F4+ (see p. 62, TO)
  Weather taBle 2: 
  rain
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Light Fog (see p. 57, TO)
  2
  Heavy Fog (see p. 57, TO)
  3
  Light Rainfall (see p. 59, TO)
  4
  Moderate Rainfall (see p. 59, TO)
  5
  Heavy Rainfall (see p. 59, TO)
  6+
  Torrential Downpour (see p. 59, TO)
  Weather taBle 3: 
  snoW
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Sleet (see p. 60, TO)
  2
  Light Hail (see p. 57, TO)
  3
  Heavy Hail (see p. 58, TO)
  4
  Light Snowfall (see p. 60, TO)
  5
  Moderate Snowfall (see p. 60, TO)
  6+
  Heavy Snowfall (see p. 60, TO)
  Weather taBle 4: 
  coMBineD
  1D6 Result
  Weather Conditions
  0 or less
  No Weather
  1
  Gusting Rain (see p. 59, TO)
  2
  Snow Flurries (see p. 60, TO)
  3
  Blizzard (see p. 60, TO)
  4
  Blowing Sand (see p. 62, TO)
  5
  Ice Storm (see p. 62, TO)
  6+
  Lightning Storm (see p. 59, TO)
  
  41
  41
  While they will be charged with defending the factory with their 
  lives, their duty also includes defending the principal personnel of 
  the company. This amounts to armed escorts to and from residence 
  to site and bodyguard details at all time. Unlike such forces in other 
  nations, Draconis Combine corporate security units are regarded as 
  part of the DCMS and subject to orders from on-world DCMS per-
  sonnel. They will be seconded to DCMS forces stationed on-world, 
  though their area of operations is usually contained to the factory 
  in the event of a raid.
  To determine the rough size and composition of local corporate 
  defenses around a factory, a good rule of thumb is to provide a lance 
  worth of every BattleMech, vehicle, aerospace fighter, or other unit 
  that the factory produces, and augment this with a company of ad-
  ditional conventional infantry for every lance. Facilities that produce 
  only components for BattleMechs and vehicles generally have just 
  one lance of their own security, backed up by one to four platoons 
  of conventional infantry. Most corporate security forces tend to be of 
  Regular quality led by a corps of veterans (for example, one platoon 
  of infantry). Given the increasing reliance upon battle armored infan-
  try, important systems (that is, those with two or more factories) will 
  augment their corporate security infantry, up to half, in basic (Inner 
  Sphere basic, Raiden) battle armor, including the command units.
  lOCAl mIlITIA
  The Combine’s aggressive nature saw more allocation of forces 
  to offensive operations for centuries, though the reforms of Theo-
  dore and the repeated assaults from without motivated better train-
  ing for and larger numbers of local defense forces.
  Sometimes called into service to garrison other worlds, as with 
  those units loaned to Stone’s Coalition to garrison liberated non-
  Combine worlds of the Blake Protectorate, this generally does not 
  happen for the Combine’s local defense forces. Since all the Military 
  Districts have hostile borders, with the Pesht District being the least 
  exposed, invaders can expect defense forces on Combine worlds to 
  be of comparable size if not quality. The organic planetary defense 
  forces have begun to see a heterogenization of their forces. Where 
  once the defense force would be strictly organized into separate bat-
  talions of ’Mechs, tanks and infantry, the realities of modern combat 
  have seen combined arms philosophies take root in the planetary de-
  fense forces more so than in the DCMS proper. With BattleMechs in 
  high demand for front-line forces, the number assigned to locals has 
  decreased markedly, while tanks and infantry have remained about 
  the same. Some important worlds gained local battle armor forces, 
  though the suits are not the most modern available to the DCMS.
  Typically, the local defense forces are composed of a mixed force 
  ’Mechs, vehicles, and infantry. These forces are considered reserve or 
  detached members of the DCMS, subject to DCMS commands but 
  under much less rigorous training regimens. They typically deploy 
  around governmental installations and any important sites such as 
  factories or academies, where they would follow the command of 
  the base/site/academy’s commanding officer.
  should roll 1D6 and consult the appropriate Local Climate column 
  of the Local Weather Table shown below. If the result is No Weather, 
  then combat may begin with no atmospheric activities (though 
  lighting effects, gravity, and temperatures may still be in force). 
  Otherwise, roll 1D6 again, apply the modifier shown in parentheses, 
  and consult the referenced Weather Table to find the actual weather 
  conditions in the area. (For example, at an objective with a “Windy” 
  Local Climate, if the first 1D6 roll is a 4, the player rolls 1D6 again 
  and applies a +1 modifier to the result before consulting Weather 
  Table 1: Wind. If this second roll is a 3, applying +1 makes the result 
  4, and the result is a Storm in the area. The player then consults p. 61 
  of Tactical Operations to find the rules governing Storm conditions.)
  The weather conditions described by these tables are defined 
  fully in Tactical Operations (with page references as shown in the 
  table). These weather conditions will then take place for the dura-
  tion of the scenario. If the result is unlikely to occur (such as snow on 
  an extremely hot world), than either re-roll, or simply consider the 
  weather as a normal day.
  Note the above rules presume the availability of mapsheets and the 
  presence of a gamemaster to determine terrain and weather effects. If 
  mapsheets are unavailable, players should feel free to create terrain ap-
  propriate to the objective site, based on the short description given. If 
  no game master is available, players may devise their own methods for 
  determining who resolves the weather conditions randomly.
  OTHER DEFENSES
  In addition to a target’s listed defense forces, players may en-
  counter other defenses around potential objectives. Examples and 
  guidelines for these additional defenses are discussed here.
  CORpORATE SECURITY
  As a general rule, installations of any military value contain some 
  sort of inherent security or defense capability. Knowing that a garri-
  soning formation may be suddenly shipped off-world during war, or 
  distracted by a diversionary raid leaving their coveted products un-
  defended, many companies have developed a standard procedure 
  to have their own permanently stationed corporate force on site to 
  add another layer of defense against raids and invasions. 
  Almost all of a corporation’s integral security forces will likely be 
  made up of designs and equipment produced by the factory (or by 
  sister site shipped from a different system, or by an affiliated company 
  if the site itself doesn’t produce combat units). While it is common for 
  many companies outside the Draconis Combine to hire mercenaries 
  (or other “independent contractors”) to augment their site defenses, 
  the general distrust and official policies against mercenaries prohibit 
  this practice in the Combine. Since the Combine’s industry is regarded 
  as an arm of the military that runs the nation, mercenary forces will 
  not appear in defense of industrial sites and any corporate defense 
  forces will be drawn from auxiliary DCMS support units, of better qual-
  ity than planetary militia but less than true DCMS forces.
  
  42
  42
  The size and technological advancement of a planetary defense 
  force is determined by the system’s Population and Socio-Industrial 
  Index values. Well-populated worlds with top tier A- or B-rated tech-
  nological and industrial systems will probably have higher numbers 
  of troops and be better equipped, with some even boasting small 
  numbers of BattleMechs, battle armor infantry, and combat vehi-
  cles. Meanwhile, C-, D- and F-tier systems in the Combine will more 
  likely have only armed WorkMechs, RetroTech ’Mechs, antiquated 
  conventional vehicles and crudely equipped Infantry forces to pro-
  tect themselves. 
  Within the Combine, a planetary militia will field up to a lance 
  of BattleMechs, two aerospace fighters, a mixed platoon of conven-
  tional vehicles and atmospheric fighters, and a battalion of unar-
  mored (foot) infantry, for every 100 million planetary inhabitants. 
  If the system is advanced (A or B rating), a general guideline is to 
  assign approximately one company (round down) per 1 billion in-
  habitants. The quality of the troops in the planetary defense force is 
  generally Green or Regular (with Veteran quality rare among those 
  not in the DCMS proper), as retired veterans or academy washouts 
  often staff these forces.
  ACADEmIES  
  AND pROvINg gROUNDS
  Unlike factories and command centers, most academies will 
  not boast a dedicated security team beyond a platoon or two of 
  “campus security” and the well-trained faculty itself. Additionally, 
  as part of their duties to the Dragon, cadets—like those of other 
  Inner Sphere military academies—serve to provide their own 
  defense. No less dutiful than the faculty and other full-fledged 
  members of the DCMS, these cadets are considered servants of 
  the Dragon and many have fought to repel invaders. Given the 
  level of quality demanded of Combine cadets, the majority of 
  the troops in a campus security patrol will be of Regular experi-
  ence quality, led by Veteran or even Elite-level instructors. Since 
  instructors are not generally retired or past their usefulness, they 
  are always eager to showcase their continued worth. Thus, cadet 
  patrols led by faculty members will be more aggressive than such 
  patrols in other nations.
  Almost universally, the enrollment program dictates the type 
  of patrols the academy or university employs. The major Com-
  bine academies noted in the system descriptions have their ma-
  jor areas of study stated. Patrols of these force types will be pres-
  ent at the academy or on training maneuvers nearby. Given the 
  state of the DCMS during various points in history, the amount 
  of equipment available to dedicate to cadet training at the acad-
  emies will vary, from a low point as the Jihad ends to a high point 
  prior to the Clan invasion. When a system with a major academy 
  is under a full fledged assault, cadets assigned equipment often 
  fall under the command of the head instructors, who will report 
  to the militia/provincial garrison commander on how to assist in 
  the system defense. 
  
  43
  43
  SpOIlS OF wAR (REFIT 
  kITS AND SUpplIES)
  Not all attacks on systems are aimed at conquest or the destruc-
  tion of infrastructure. Some raiders, in fact, may only hit a factory site 
  to load up on parts and advanced equipment to continue their mili-
  tary campaign, essentially using the objective for repair, refit, and 
  supplies. The following rules are intended for use with the Repair, 
  Salvage, and Customization rules found in Strategic Operations (SO).
  For forces that are raiding for refit kits and spare parts, any facility 
  that produces completed units (such as BattleMechs and aerospace 
  fighters) is generally presumed to be capable of producing custom 
  work and producing Class E or F factory-level refits for any of the 
  chasses the factory in question already produces (see p. 188, SO). (For 
  example, at the LAW factory on Nykvarn that produces the Grand 
  Dragon, kits may be procured to refit a DRG-7K Grand Dragon to DRG-
  9KC Grand Dragon.) For chasses of the same unit type that the factory 
  produces (such as BattleMechs at a BattleMech factory), but which are 
  not of the models the factory makes, factories can perform Class D or 
  lower refits, so long as it has access to the components desired.
  Component factories that do not produce any complete unit de-
  signs can produce—at most—a Class C (maintenance-level) refit kit, 
  but only with components that the factory makes on-site. If a unit is 
  attempting to garner a refit for a unit whose type is different from 
  those produced at the site (such as a BattleMech attempting to get 
  refits done at a vehicle factory and vice versa), drop the maximum 
  possible class of refit kit available by two ratings (to a minimum 
  Class of A). 
  Due to many factories’ business models and production capa-
  bilities, only a certain amount of refit kits may be available between 
  the time its attackers take control of the site and when they must 
  depart. To determine the maximum number of refits possible, one 
  recommended method is to roll 1d6 for each chassis the factory 
  produces and halve each die roll result (rounding down). The final 
  result is the amount of refit kits available for capture if the attack-
  ing force intends to leave immediately. If they intend to stay for a 
  length of time, roll 1d6 again, modified by –1 if the unit plans to 
  stay more than one week but less than 5. After week 5, apply an 
  additional +1 modifier, and another +1 for every 3 weeks full after 
  the site’s capture (to a maximum modifier of +6). This is the amount 
  of additional refit kits per production line produced by the time of 
  the attacking force’s departure. Groups should modify this tally by 
  the current production capability of the factory. If the factory hit is 
  currently running at 82% capacity, multiply the final result by 0.82 
  (rounding down to the nearest whole number) before determining 
  the final number of kits available.
  As always, these numbers are solely up to the gamemaster and 
  the player group to accept or modify as necessary. If specific equip-
  ment for a particular variant is sought, it is suggested to look at the 
  appropriate Technical Readout entry of the desired design to see if 
  that variant is (or can be) produced at that site. 
  To reflect the equipment availability, most academies and prov-
  ing grounds will have 4d6 Lances/Platoons/Squadrons of various 
  weights (BattleMechs, Battle Armor, Fighters, and Vehicles) and 
  types (Infantry) of Green- to Veteran-quality troops available for 
  defense, with the commanders of each Lance/Platoon/Squadron of 
  Veteran or Elite. 
  STATIC DEFENSES
  Solely dependent on the importance and location, the amount, 
  type and even the very possibility of static defenses can vary widely 
  from system to system. Interior systems without any real targets of 
  interest rarely have permanent static defenses, relying on impromptu 
  erected anti-vehicle and infantry traps, or large ditches made to simply 
  slow down a BattleMech advance. Strictly military objectives isolated 
  from civilian sectors, meanwhile, may have permanent gun emplace-
  ments ready to oppose invaders, along with extensive hangars for 
  housing troops. Many of these tend to be armed with weapons pro-
  duced inside the Confederation border, so it is not surprising many of 
  the former Confederation static defenses contain missile turrets, sur-
  rounded by minefields, and backed up by Artillery—although target 
  sites located within population centers tend to refrain from the use of 
  automated or area-effect weapons such as minefields and artillery, to 
  avoid unnecessary collateral damage. Almost all factories producing 
  war materiel divert some of their excess production to build up static 
  defenses, so factories that produce Plasma rifles will likely have those 
  weapons mounted on many of their weapon turrets. 
  Two examples are Blankenburg Technologies on Soul and Bull-
  dog Enterprises on Proserpina. Blankenburg Technologies operates 
  eight remote-operated defense turrets with LB-X autocannon for 
  anti-personnel and anti-’Mech deterrence to slow invaders until secu-
  rity forces can arrive. Twin manned emplacements are found at each 
  entrance, with well-bundled up personnel huddling indoors against 
  the cold waiting for trouble to arrive. The Bulldog Enterprises plant on 
  Proserpina is a completely different matter. Since the world has been 
  invaded dozens of times by significant enemy forces, there are no less 
  than fifty turrets within a kilometer of the plant, housed alone or in co-
  opted buildings in Conqueror’s Pride. Closer to the site, overlapped 
  batteries of missiles from the nearby Guided Technologies plant await 
  attempted airstrikes, while anti-BattleMech and anti-armor road-
  blocks and deadfall traps line the various street approaches. Typical 
  Combine tunnel systems throughout the city provide fast avenues of 
  response for the defending forces. Additional heavy defenses, from 
  artillery to a company of their homemade tanks stand ready to defend 
  the factory itself should any enemy draw within range of their guns.
  When setting a scenario that takes place within a factory com-
  plex, players should note that there is no set template for factory or 
  command center layouts; every facility is uniquely made to fit into 
  its surrounding terrain, and accommodate whatever its products or 
  programs entail. Most may be defined by outer barriers and interior 
  structures for housing, manufacturing, and storage, but how these 
  are arranged should be best suited to the needs of your campaigns.
  
  Abagnar
  Abiy Adi
  Accrington
  Ad Duwayd
  Adrian
  Agematsu
  Aix-la-Chapelle
  Al Hillah
  Al Na'ir
  Albalii
  Albiero
  Alcor
  Alexandria
  Algate
  Algedi
  Alioth
  Alkalurops
  Alleghe
  Allerton
  Almunge
  Alnasi
  Alphecca
  Alpheratz
  Alrakis
  Alshain
  Alta Vista
  Altair
  Altais
  Altdorf
  Altenmarkt
  Altona
  Alya
  Ancha
  Anguilla
  Annapolis
  Apostica
  Apriki
  Arcturus
  Ardoz
  Arkab
  Arlington
  Ascella
  Asgard
  Ashio
  Asta
  Athenry
  Atria
  Aubisson
  Auldhouse
  Avon
  Awano
  Babuyan
  Bad News
  Baldur
  Ballynure
  Balsta
  Ban Na San
  Bangor
  Barlow's End
  Barlow's Folly
  Basiliano
  Baxter
  Benet III
  Benfled
  Benjamin
  Bergman's Planet
  Bessarabia
  Beta Mensae V
  Bettendorf
  Bicester
  Biham
  Biota
  Bjarred
  Menkent
  Borghese
  Brailsford
  Braunton
  Breed
  Bremond
  Breukelen
  Brihuega
  Broaddus
  Brocchi's Cluster
  Brookeland
  Bruben
  Brundage
  Bryceland
  Buckminster
  Budingen
  Byesville
  Cadiz
  Caldrea
  Camlann
  Capra
  Caripare
  Carnwath
  Carse
  Carstairs
  Casere
  Cassias
  Cebalrai
  Cerberus
  Chandler
  Chanute
  Chapineria
  Charity
  Chateau
  Chatham
  Cheriton
  Chichibu
  Chinmen Tao
  Chirala
  Chorley
  Choudrant
  Chupadero
  Cimeron
  Clearfield
  Colia
  Colmar
  Conroe
  Constance
  Cor Caroli
  Corridan IV
  Corsica Nueva
  Cosenza
  Coudoux
  Courchevel
  Crimond
  Crossing
  Csesztreg
  Cusset
  Cylene
  Cyrenaica
  Dabih
  Dahar IV
  Dalkeith
  Damevang
  Damian
  Darius
  David
  Dawn
  De Berry
  Dehgolan
  Delacruz
  Delitzsch
  Dell
  Deneb Algedi
  Deshler
  Diboll
  Dieron
  Diosd
  Dnepropetrovsk
  Dobson
  Domain
  Dompaire
  Donenac
  Doneval II
  Dover
  Dromini VI
  Dumaring
  Dyev
  Dyfed
  Eaglesham
  Eaton
  Ebensburg
  Echo
  Eguilles
  Elidere IV
  Elissa
  Eltanin
  Engadin
  Enif
  Espakeh
  Fairfax
  Fairfield
  Fallon II
  Falsterbo
  Fatima
  Fellanin II
  Feltre
  Ferleiten
  Fort Loudon
  Franklin
  Freedom
  Fukuroi
  Gacrux
  Galatea
  Galatia III
  Galtor III
  Galuzzo
  Gandy's Luck
  Ganshoren
  Garstedt
  Glengarry
  Glenmora
  Goito
  Goubellat
  Gram
  Gravenhage
  Greeley
  Groveld III
  Grumium
  Gunzburg
  Hachiman
  Hagiwawa
  Hainfeld
  Halesowen
  Halstead Station
  Handa
  Hanover
  Harpster
  Harrow's Sun
  Hartshill
  Harvest
  Hassi'R'mel
  Havdhem
  Haynesville
  Heiligendreuz
  Helen
  Helsingfors
  Hermagor
  Herndon
  Hoff
  Hohenems
  Holmsbu
  Homam
  Hongor
  Huaide
  Huan
  Hun Ho
  Hyner
  Hyperion
  Icar
  Idlewind
  Igualada
  Iijima
  Imbros III
  Irece
  Irurzun
  Isesaki
  Itabaiana
  Izar
  Jabuka
  Jeanette
  Jeronimo
  Jezersko
  Juazeiro
  Junction
  Kabah
  Kaesong
  Kagoshima
  Kajikazawa
  Kamarod
  Kandis
  Kanowit
  Karbala
  Karston
  Kaus Australis
  Kaus Borealis
  Kaus Media
  Kawabe
  Kazanka
  Kaznejoy
  Keihoku
  Kelenfold
  Kempten
  Kennard
  Kervil
  Kesai IV
  Kessel
  Kiamba
  Kiesen
  Kilmarnock
  Kimball II
  Kirbyville
  Kirchbach
  Kirei Na Niwa
  Kitalpha
  Klathandu IV
  Ko
  Kobe
  Kochab
  Kokpekty
  Komephoros
  Koniz
  Konstance
  Koping Chian
  Korramabad
  Koulen
  Koumi
  Kountze
  Krenice
  Kufstein
  Kurhah
  Kuzuu
  La Blon
  La Grave
  Labrea
  Lambrecht
  Land's End
  Lapida II
  Last Frontier
  Latexo
  Laurent
  Le Blanc
  Leganes
  Leiston
  Leoben
  Leskovik
  Leyland
  Liezen
  Lima
  Linqing
  Ljugarn
  Lonaconing
  Lothan
  Lovinac
  Loysville
  Lucerne
  Ludwig
  Luthien
  Luzerne
  Lyceum
  Lyons
  Macksburg
  Maestu
  Maldonado
  Mannedorf
  Marawi
  Marduk
  Marfik
  Markab
  Marlowe's Rift
  Marshdale
  Matamoras
  Matar
  Matsuida
  Maule
  Mayetta
  McAlister
  McComb
  McGehee
  Meacham
  Meilen
  Meinacos
  Melcher
  Memmingen
  Blue Diamond
  Mersa Matruh
  Midway
  Milligan
  Minakuchi
  Minowa
  Mirage
  Misery
  Miyada
  Mizar
  Mizunami
  Monistrol
  Montmarault
  Monywa
  Moore
  Moritz
  Morningside
  Morrill
  Mozirje
  Mualang
  Multan
  Muphrid
  Murchison
  Nadrin
  Najha
  Nakaojo
  Nashira
  New Aberdeen
  New Bergen
  New Caledonia
  New Ivaarsen
  New Mendham
  New Oslo
  New Samarkand
  New Wessex
  Niles
  Ningxia
  Nirasaki
  Nowhere
  Nox
  Numki
  Nusakan
  Nykvarn
  Odabasi
  Ogano
  Omagh
  Orestes
  Orkney
  Oshika
  Osmus Saar
  Otho
  Ottumwa
  Outer Volta
  Outpost
  Pajarito
  Pandora
  Paracale
  Paris
  Pascagoula
  Peacock
  Pesht
  Phalan
  Philadelphia
  Piedmont
  Pike IV
  Pilkhua
  Pinnacle
  Pitkin
  Planting
  Polcenigo
  Pomme De Terre
  Pondicherry
  Port Arthur
  Port Moseby
  Porthos
  Predlitz
  Princton
  Proserpina
  Pusht-i-rud
  Qandahar
  Quarell
  Quentin
  Radlje
  Raman
  Ramgarh
  Ramsau
  Rasalgethi
  Rasalhague
  Rastaban
  Reisling's Planet
  Richmond
  Ridderkerk
  Rockland
  Rodigo
  Romulus
  Rowe
  Royal
  Rubigen
  Rukbat
  Ryde
  Saaremaa
  Sabik
  Sadachbia
  Sadalbari
  Saffel
  Sakai
  Sakhalin
  Sakhara V
  Sakuranoki
  Salford
  Sanda
  Santander V
  Satalice
  Savinsville
  Sawyer
  Scheat
  Schirmeck
  Schuyler
  Schwartz
  Seginus
  Seiduts
  Senorbi
  Sertar
  Setubal
  Sevon
  Sevren
  Shaul Khala
  Shaula
  Sheliak
  Shibukawa
  Shimonita
  Shimonoseki
  Shimosuwa
  Shinonoi
  Shionoha
  Shirotori
  Shitara
  Sighisoara
  Silkeborg
  Simferopol
  Sinope
  Skallevoll
  Skandia
  Skat
  Skokie
  Skondia
  Skye
  Slaithwaite
  Soul
  Soverzene
  Spittal
  St. John
  Stanzach
  Stapelfeld
  Star's End
  Sterlington
  Sternwerde
  Sturgis
  Styx
  Sudeten
  Suianheer
  Suk II
  Sulafat
  Summer
  Sun Prairie
  Surcin
  Susquehanna
  Sutama
  Svarstaad
  Svelvik
  Sverdlovsk
  Symington
  Syrma
  Tabayama
  Tallmadge
  Tamar
  Tamsalu
  Tancredi IV
  Tanh Linh
  Tannil
  Tarazed
  Tarnby
  Tatsuno
  Telos IV
  Teniente
  Thannhausen
  The Edge
  Thessalonika
  Thestria
  Thimphu
  Thorin
  Thule
  Thun
  Tiflis
  Tinaca
  Tishomingo
  Toffen
  Togura
  Tok Do
  Tomans
  Towne
  Tripoli
  Trolloc Prime
  Trondheim
  Tsukude
  Tukayyid
  Turtle Bay
  Udibi
  Ueda
  Umijiri
  Unity
  Unukalhai
  Unzmarkt
  Urich
  Utrecht
  Valentina
  Valmiera
  Vanern
  Vega
  Verde
  Verthandi
  Vipaava
  Virentofta
  Volders
  Vorarlberg
  Vulcan
  Waddesdon
  Waldheim
  Wapakoneta
  Waunakee
  Weingarten
  Weisau
  Wheel
  Wolcott
  Woodbine
  Worrell
  Xhosa VII
  Xinyang
  Yamarovka
  Yance I
  Yardley
  Yed Posterior
  Yed Prior
  Yorii
  Yumesta
  Zalaf
  Zebebelgenubi
  Zebeneschamali
  Zlatousi
  Zoetermeer
  Zollikofen
  Tuscarawas
  Antallos (Port Krin)
  Rezak's Hole
  Farstar
  Prinis Prime
  Dneiper
  Milligan's World
  Risin
  Rushaven
  Quantraine
  Brasha
  Dante
  Morthac
  Coraines
  Quiberas
  Jordan Wais
  Mishkadrill
  Ramora
  Dormandaine
  Crestoblus
  Kinkaid II
  Lushann
  Alegro
  Banori
  Mitchella
  Dindatari
  Calish II
  Calish III
  Quatre Belle
  Jarett
  Paulus Prime
  Crellacor
  Gustrell
  Baruun Urt
  40
  Abagnar
  Abiy Adi
  Accrington
  Ad Duwayd
  Adrian
  Agematsu
  Aix-la-Chapelle
  Al Hillah
  Al Na'ir
  Albalii
  Albiero
  Alcor
  Alexandria
  Algate
  Algedi
  Alioth
  Alkalurops
  Alleghe
  Allerton
  Almunge
  Alnasi
  Alphecca
  Alpheratz
  Alrakis
  Alshain
  Alta Vista
  Altair
  Altais
  Altdorf
  Altenmarkt
  Altona
  Alya
  Ancha
  Anguilla
  Annapolis
  Apostica
  Apriki
  Arcturus
  Ardoz
  Arkab
  Arlington
  Ascella
  Asgard
  Ashio
  Asta
  Athenry
  Atria
  Aubisson
  Auldhouse
  Avon
  Awano
  Babuyan
  Bad News
  Baldur
  Ballynure
  Balsta
  Ban Na San
  Bangor
  Barlow's End
  Barlow's Folly
  Basiliano
  Baxter
  Benet III
  Benfled
  Benjamin
  Bergman's Planet
  Bessarabia
  Beta Mensae V
  Bettendorf
  Bicester
  Biham
  Biota
  Bjarred
  Menkent
  Borghese
  Brailsford
  Braunton
  Breed
  Bremond
  Breukelen
  Brihuega
  Broaddus
  Brocchi's Cluster
  Brookeland
  Bruben
  Brundage
  Bryceland
  Buckminster
  Budingen
  Byesville
  Cadiz
  Caldrea
  Camlann
  Capra
  Caripare
  Carnwath
  Carse
  Carstairs
  Casere
  Cassias
  Cebalrai
  Cerberus
  Chandler
  Chanute
  Chapineria
  Charity
  Chateau
  Chatham
  Cheriton
  Chichibu
  Chinmen Tao
  Chirala
  Chorley
  Choudrant
  Chupadero
  Cimeron
  Clearfield
  Colia
  Colmar
  Conroe
  Constance
  Cor Caroli
  Corridan IV
  Corsica Nueva
  Cosenza
  Coudoux
  Courchevel
  Crimond
  Crossing
  Csesztreg
  Cusset
  Cylene
  Cyrenaica
  Dabih
  Dahar IV
  Dalkeith
  Damevang
  Damian
  Darius
  David
  Dawn
  De Berry
  Dehgolan
  Delacruz
  Delitzsch
  Dell
  Deneb Algedi
  Deshler
  Diboll
  Dieron
  Diosd
  Dnepropetrovsk
  Dobson
  Domain
  Dompaire
  Donenac
  Doneval II
  Dover
  Dromini VI
  Dumaring
  Dyev
  Dyfed
  Eaglesham
  Eaton
  Ebensburg
  Echo
  Eguilles
  Elidere IV
  Elissa
  Eltanin
  Engadin
  Enif
  Espakeh
  Fairfax
  Fairfield
  Fallon II
  Falsterbo
  Fatima
  Fellanin II
  Feltre
  Ferleiten
  Fort Loudon
  Franklin
  Freedom
  Fukuroi
  Gacrux
  Galatea
  Galatia III
  Galtor III
  Galuzzo
  Gandy's Luck
  Ganshoren
  Garstedt
  Glengarry
  Glenmora
  Goito
  Goubellat
  Gram
  Gravenhage
  Greeley
  Groveld III
  Grumium
  Gunzburg
  Hachiman
  Hagiwawa
  Hainfeld
  Halesowen
  Halstead Station
  Handa
  Hanover
  Harpster
  Harrow's Sun
  Hartshill
  Harvest
  Hassi'R'mel
  Havdhem
  Haynesville
  Heiligendreuz
  Helen
  Helsingfors
  Hermagor
  Herndon
  Hoff
  Hohenems
  Holmsbu
  Homam
  Hongor
  Huaide
  Huan
  Hun Ho
  Hyner
  Hyperion
  Icar
  Idlewind
  Igualada
  Iijima
  Imbros III
  Irece
  Irurzun
  Isesaki
  Itabaiana
  Izar
  Jabuka
  Jeanette
  Jeronimo
  Jezersko
  Juazeiro
  Junction
  Kabah
  Kaesong
  Kagoshima
  Kajikazawa
  Kamarod
  Kandis
  Kanowit
  Karbala
  Karston
  Kaus Australis
  Kaus Borealis
  Kaus Media
  Kawabe
  Kazanka
  Kaznejoy
  Keihoku
  Kelenfold
  Kempten
  Kennard
  Kervil
  Kesai IV
  Kessel
  Kiamba
  Kiesen
  Kilmarnock
  Kimball II
  Kirbyville
  Kirchbach
  Kirei Na Niwa
  Kitalpha
  Klathandu IV
  Ko
  Kobe
  Kochab
  Kokpekty
  Komephoros
  Koniz
  Konstance
  Koping Chian
  Korramabad
  Koulen
  Koumi
  Kountze
  Krenice
  Kufstein
  Kurhah
  Kuzuu
  La Blon
  La Grave
  Labrea
  Lambrecht
  Land's End
  Lapida II
  Last Frontier
  Latexo
  Laurent
  Le Blanc
  Leganes
  Leiston
  Leoben
  Leskovik
  Leyland
  Liezen
  Lima
  Linqing
  Ljugarn
  Lonaconing
  Lothan
  Lovinac
  Loysville
  Lucerne
  Ludwig
  Luthien
  Luzerne
  Lyceum
  Lyons
  Macksburg
  Maestu
  Maldonado
  Mannedorf
  Marawi
  Marduk
  Marfik
  Markab
  Marlowe's Rift
  Marshdale
  Matamoras
  Matar
  Matsuida
  Maule
  Mayetta
  McAlister
  McComb
  McGehee
  Meacham
  Meilen
  Meinacos
  Melcher
  Memmingen
  Blue Diamond
  Mersa Matruh
  Midway
  Milligan
  Minakuchi
  Minowa
  Mirage
  Misery
  Miyada
  Mizar
  Mizunami
  Monistrol
  Montmarault
  Monywa
  Moore
  Moritz
  Morningside
  Morrill
  Mozirje
  Mualang
  Multan
  Muphrid
  Murchison
  Nadrin
  Najha
  Nakaojo
  Nashira
  New Aberdeen
  New Bergen
  New Caledonia
  New Ivaarsen
  New Mendham
  New Oslo
  New Samarkand
  New Wessex
  Niles
  Ningxia
  Nirasaki
  Nowhere
  Nox
  Numki
  Nusakan
  Nykvarn
  Odabasi
  Ogano
  Omagh
  Orestes
  Orkney
  Oshika
  Osmus Saar
  Otho
  Ottumwa
  Outer Volta
  Outpost
  Pajarito
  Pandora
  Paracale
  Paris
  Pascagoula
  Peacock
  Pesht
  Phalan
  Philadelphia
  Piedmont
  Pike IV
  Pilkhua
  Pinnacle
  Pitkin
  Planting
  Polcenigo
  Pomme De Terre
  Pondicherry
  Port Arthur
  Port Moseby
  Porthos
  Predlitz
  Princton
  Proserpina
  Pusht-i-rud
  Qandahar
  Quarell
  Quentin
  Radlje
  Raman
  Ramgarh
  Ramsau
  Rasalgethi
  Rasalhague
  Rastaban
  Reisling's Planet
  Richmond
  Ridderkerk
  Rockland
  Rodigo
  Romulus
  Rowe
  Royal
  Rubigen
  Rukbat
  Ryde
  Saaremaa
  Sabik
  Sadachbia
  Sadalbari
  Saffel
  Sakai
  Sakhalin
  Sakhara V
  Sakuranoki
  Salford
  Sanda
  Santander V
  Satalice
  Savinsville
  Sawyer
  Scheat
  Schirmeck
  Schuyler
  Schwartz
  Seginus
  Seiduts
  Senorbi
  Sertar
  Setubal
  Sevon
  Sevren
  Shaul Khala
  Shaula
  Sheliak
  Shibukawa
  Shimonita
  Shimonoseki
  Shimosuwa
  Shinonoi
  Shionoha
  Shirotori
  Shitara
  Sighisoara
  Silkeborg
  Simferopol
  Sinope
  Skallevoll
  Skandia
  Skat
  Skokie
  Skondia
  Skye
  Slaithwaite
  Soul
  Soverzene
  Spittal
  St. John
  Stanzach
  Stapelfeld
  Star's End
  Sterlington
  Sternwerde
  Sturgis
  Styx
  Sudeten
  Suianheer
  Suk II
  Sulafat
  Summer
  Sun Prairie
  Surcin
  Susquehanna
  Sutama
  Svarstaad
  Svelvik
  Sverdlovsk
  Symington
  Syrma
  Tabayama
  Tallmadge
  Tamar
  Tamsalu
  Tancredi IV
  Tanh Linh
  Tannil
  Tarazed
  Tarnby
  Tatsuno
  Telos IV
  Teniente
  Thannhausen
  The Edge
  Thessalonika
  Thestria
  Thimphu
  Thorin
  Thule
  Thun
  Tiflis
  Tinaca
  Tishomingo
  Toffen
  Togura
  Tok Do
  Tomans
  Towne
  Tripoli
  Trolloc Prime
  Trondheim
  Tsukude
  Tukayyid
  Turtle Bay
  Udibi
  Ueda
  Umijiri
  Unity
  Unukalhai
  Unzmarkt
  Urich
  Utrecht
  Valentina
  Valmiera
  Vanern
  Vega
  Verde
  Verthandi
  Vipaava
  Virentofta
  Volders
  Vorarlberg
  Vulcan
  Waddesdon
  Waldheim
  Wapakoneta
  Waunakee
  Weingarten
  Weisau
  Wheel
  Wolcott
  Woodbine
  Worrell
  Xhosa VII
  Xinyang
  Yamarovka
  Yance I
  Yardley
  Yed Posterior
  Yed Prior
  Yorii
  Yumesta
  Zalaf
  Zebebelgenubi
  Zebeneschamali
  Zlatousi
  Zoetermeer
  Zollikofen
  Tuscarawas
  Antallos (Port Krin)
  Rezak's Hole
  Farstar
  Prinis Prime
  Dneiper
  Milligan's World
  Risin
  Rushaven
  Quantraine
  Brasha
  Dante
  Morthac
  Coraines
  Quiberas
  Jordan Wais
  Mishkadrill
  Ramora
  Dormandaine
  Crestoblus
  Kinkaid II
  Lushann
  Alegro
  Banori
  Mitchella
  Dindatari
  Calish II
  Calish III
  Quatre Belle
  Jarett
  Paulus Prime
  Crellacor
  Gustrell
  Baruun Urt
  40
  An Ting
  (Quarantine)
  An Ting
  (Quarantine)
  BattleMechs
  Vehicles
  Aerospace
  fighters
  Other
  Large Crafts
  Draconis Combine Industrial Map
  December 3079
  Coreward
  Spinward
  Anti-spinward
  Rimward
  Province Capital
  Nation Capital
  0
  10
  20
  30
  40
  50 lightyears
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/BattleTech - Objectives - Draconis Combine.pdf