| Planet Descriptions (3/1/04 Revised) |
| In addition to these planets each player will start with a single planet in a bordering Prefecture. This is their Faction Capitol. Each faction capitol will have 3 provinces. One will be the planetary capitol and will produce 175 resources per turn and will have a spaceport, ordinance garage, Mechlab and barracks as well as two turrets (197 point version) and ten wall sections. The other provinces will produce 60 resources, and will have no facilities. All provinces on a faction capitol planet, except the capitol itself, can be upgraded to any 1 resource upgrade. |
| Altair |
| Large, dry, and devastated, Altair is only now
beginning to recover from the horrors of one of the worst atrocities
committed during the Blakist Jihad. Already plagued by frequent
communications blackouts, caused by the planet’s inexplicably
unstable sun, and with few free water sources to speak of, the planet
became a living hell when Blakist forces targeted it as part of their
effort to establish a buffer zone around Terra. Using nuclear and
biochemical weapons, directed at the defending Combine forces and
civilian populace respectively, the assault claimed the lives of
nearly a billion inhabitants and poisoned the air and water table.
Terrain Restrictions: No Water, No Hindering Planetary Notes: during the events phase each turn roll 1d6. On a 1 the system's sun has caused a communications blackout that affects all provinces on Altair. Provinces Hehiro City, Planetary Capitol
Bonanza
|
| Alula Australis |
| A warm and pleasant world colonized early in the first Terran exodus and claimed even before the Star League by House Marik’s Free Worlds League, Alula Australis was a highly developed world even before it fell under the sway of the Terran Hegemony. Under the joint Free Worlds/Hegemony banner, Alula Australis benefited from the glories of the Star League era, and became a major industrial world that included among its exports industrial metals, power generation systems, electronics, and even BattleMechs. Assaulted during the Amaris Coup, this world fared better than most, and reverted to Marik control for much of the Succession Wars, though heavy raiding crippled its BattleMech-dominated industrial base by the close of the thirtieth century, sending the planet into a severe depression Notes: if the Planetary Capitol of this province is controlled by a Swordsworn player all controlled provinces produce an additional 10% resources. Provinces New Hope City (Auroria), Planetary Capitol |
| Asta |
| Once a beautiful, temperate trading world for the Draconis Combine and Free Worlds League, and famed for the curious crystalline rock formations in the desert canyons of its main continent of Balerdo, Asta was mutilated by the guns of Blakist WarShips during the Jihad. Lacking much in the way of heavy industry, Asta had been primarily an agricultural world, with prime exports limited to foodstuffs, textiles, and civilian commercial vehicles. During the Jihad, however, the planet’s position, just a single jump from Terra, and the presence of a small Combine unit, mandated that it be attacked by the Word of Blake in an effort to establish a buffer zone around Terra. A sustained barrage from the Blake WarShips all but destroyed the planetary capital of Excaliba, and the Blakists placed a number of their “reeducation camps” on the planet along with their occupation forces. The fight to eject the fanatics devastated more of the planetary surface and economy, but Devlin Stone’s efforts to revitalize Asta have gradually begun to bear fruit. Notes: If the Planetary Capitol is controlled by a Bannson's Raiders player all controlled provinces produce 10% more resources. Provinces Logan, Planetary Capitol Resource Production: 150 Facilities: Spaceport Resource Upgrades: any 1 Notes: none Charbyllis Resource Production: 50 Facilities: barracks Resource Upgrades: Agriculture Farms Notes: No abrupt elevated or blocking terrain. Each Terrain pool must include 2 pieces of hindering. Balerdo Resource Production: 40 Facilities: none Resource Upgrades: Mines Notes: No water terrain |
| Bryant |
| A world of violent storms, first colonized in the twenty-second century by the Terran Hegemony to exploit its chemical and mechanical resources, fertile soils, and deep seas, Bryant’s early colonists kept close to the Polar Regions, where the weather was calmer. In the days of the Star League, a series of storm inhibitors were used to negate much of the fury of severe weather systems by focusing solar radiation on the storms as they gathered over the planet’s oceans. This innovation made possible the colonization of Bryant’s lower latitudes, but during the Amaris crisis and the Succession Wars most of these storm inhibitors were destroyed. The populace was driven back to the calmer
polar regions once more, leaving behind entire Star League-era cities, rumored to still contain the treasures of mankind’s Golden Age, even today. The Capellan Confederation, which inherited Bryant after the League’s fall, used it as a prison planet for a few decades before the Federated Suns took the world in the Fourth Succession War. During the Jihad, the Word of Blake used Bryant as a staging ground for strikes against nearby worlds, using some of the more marginal settlements on the edges of the stormy zones for their on-planet outposts. Notes: If the Planetary Capitol is controlled by a Bannson's Raiders Player all controlled provinces produce 10% more resources. During the events phase the controller of this planet rolls 1d6. On a 1 there are massive storms, creating unsafe drop conditions. During these storms resource production is reduced by 50%. Armies may not move from Altario to any of the other provinces. The only units that can arrive or depart this planet must do it at a space port. Any province, except Voltanasia can build a unique facility called a Storm Inhibitor to negate the penalties from these storms. Storm Inhibitors cost 150 points, upkeep: 5 points, Def: 20 Clicks: 10 Provinces Brein, Planetary Capitol Resource Production: 140 Facilities: spaceport Resource Upgrades: mines Notes: Because of this province's polar location, when a mech is given an order on a turn where it has a token roll 1d6. On a result of 4-6 the mech takes no heat. When a mech runs roll 1d6. On a result of 5 or 6 it takes no heat. Terrain Restrictions: No Water Zephyrim Resource Production: 40 (50 if the same player controls Brein) Facilities: none Resource Upgrades: mines Notes: Because of this province's polar location, when a mech is given an order on a turn where it has a token roll 1d6. On a result of 4-6 the mech takes no heat. When a mech runs roll 1d6. On a result of 5 or 6 it takes no heat. Terrain Restrictions: No Water Altario Resource Production: 45 Facilities: none Resource Upgrades: mines Notes: Because of this province's polar location, when a mech is given an order on a turn where it has a token roll 1d6. On a result of 4-6 the mech takes no heat. When a mech runs roll 1d6. On a result of 5 or 6 it takes no heat. Terrain Restrictions: No Water Voltanasia (The Storm Lands) Resource Production: 0 Facilities: none Resource Upgrades: none Notes: This province is located on the equatorial continent of Voltanasia. It is here that the storms range uncontrollably - because of this there is always a –1 penalty to ranged combat, and double drift from artillery. The storms make very unsafe conditions for VTOLs and hence they cannot be used in this province. During the events phase the controller of this province makes two rolls. The first is 1d6 on a result of 1-3 intense storms rock the continent. Each unit located in the province rolls 1d6 on a 1-4 they take 1d6-1 clicks of damage (armor does not protect) this affects any facilities that may be constructed as well. If this event happens on the same turn that this planet's storm check fails the damage is modified to 1d6+1 damage. Construction of any units or facilities in this province costs an additional 20%. The second roll is to see if any Star League weapons caches have been located. Roll 2d6. On a result of 10+ a cache has been found yielding 3d6x10 points worth of non-unique, non-infantry units from any faction. Because of the storms armies cannot drop into this province, they have to move here from another province on this planet. |
| Caph |
| Settlers first came to Caph during the early exodus from Terra, and found a world of primitive, tropical forests, fertile lands, and great mineral wealth potential. The only problem was the planet’s deadly local wildlife, dominated by creatures very similar to the long-vanished dinosaurs of Terra. Efforts to overcome the indigenous species and spare entire settlements from destruction by giant, rampaging lizards are largely credited for the development of early BattleMech design theory. Once the threat was contained, during the age of the Terran Hegemony and the Star League, Caph became a center for advanced learning and chemical research, home to some of the Star League era’s largest chemical and pharmaceutical corporations, as well as the Caph Institute of Technology. Unfortunately, when Stefan Amaris usurped the Camerons and took over the Hegemony, Caph suffered from the liberal use of nuclear and biological weapons that destroyed most of the large settlements and ultimately caused the virtual extinction of the Caph dinosaurs. The planet was gradually recovering by the 3030s, with some small cities managing to survive on the rim of the smaller, northern continent of Brunnel, including the present-day capital city of Aswan. Notes: If the planetary capitol is controlled by a Stormhammer player all controlled provinces produce an additional 10% resources. Provinces Aswan, Planetary Capitol Resource Production: 130 Facilities: Mech Lab Resource Upgrades: any 2 Notes: none New Derry Resource Production: 40 Facilities: Spaceport Resource Upgrades: Ag. Farm Notes: none Rehope Resource Production: 40 Facilities: Ag. Farm, Hospital Resource Upgrades: none Notes: none Cimmeron Resource Production: 40 Facilities: none Resource Upgrades: none Notes: none |
| Capolla |
| A small world, with jungles covering much of its four main landmasses, Capolla’s rich metal ore deposits and other raw materials drew many settlers when the planet was discovered in the twenty-second century. Even before the days of the Star League, this world had developed such a strong and diverse economic and social base—devoid of any major military industries—that the government of the Terran Hegemony allowed the planet a limited autonomy, along with its neighboring system, Terra Firma. The Capellan Confederation, which seized the world after the fall of the League, and even the Federated Commonwealth after that, continued this policy of laissez-faire, which contributed to the formation of the short-lived Terracap Confederation by the two worlds after the collapse of the Commonwealth. Even the Word of Blake, in exchange for the right to place military bases and “reeducation facilities” on-planet before the Jihad, continued the hands-off policy toward the tiny alliance’s political and business affairs, and pledged their troops to the defense of these two worlds. In this latter case, however, the citizens of Capolla and its neighboring Terra Firma became unwitting accomplices in the Jihad, turning a blind eye to the Blakists’ atrocities in exchange for their own worlds’ relative safety. When allied forces came to drive off the Blakist defenders, the native militias were split along pro-Blakist and anti-Blakist lines, and Capolla’s cities suffered grievous damage in the fighting. Notes: Mine Facilities produce an additional 25% on Capolla. Provinces Stockdale, Planetary Capitol Resource Production: 140 Facilities: Barracks, Hospital Resource Upgrades: Mine Notes: Terrain placement for battles in this province must include at least 2 pieces of blocking or abrupt elevated. Blocking and Abrupt elevated terrain ignores terrain placement rules in regards to other pieces of abrupt elevated or blocking. Dominus Resource Production: 50 Facilities: Mine Resource Upgrade: none Notes: Terrain placement for battles in this province must include at least 2 pieces of blocking or abrupt elevated. Blocking and Abrupt elevated terrain ignores terrain placement rules in regards to other pieces of abrupt elevated or blocking. A Spaceport cannot be built in this province. Matlabor Resource Production: 40 Facilities: Ordinance Garage, Repair Facilities Resource Upgrade: Mine Notes: None Parisia (New Australia) Resource Production: 50 Facilities: Spaceport Resource Upgrades: Any Notes: none |
| Dieron |
| Once a major administrative center, electronics producer, and site of orbital shipyards for the Star League, Dieron survived Amaris’ coup intact, only to be ravaged by returning SLDF troops in the war to liberate the Hegemony. The Castles Brian in the planet’s numerous mountain ranges were obliterated by naval bombardments during the effort, but their memory remained strong in the minds of many Dieronese, who clung to that memory of their world’s former glory. Their cities, cramped in the valleys formed by the steep, crisscrossing mountain ranges, often became hotbeds for resistance against the Combine’s rule after House Kurita seized the planet following the fall of the League. The Combine leadership often used rumors of a Star League cache found in the mountains to keep the locals distracted, sending many of the population into the treacherous highlands, braving the elements and chronic earthquakes, in the hope of uncovering a relic of their past. When the Blakist Jihad was launched, Dieron, as a Combine district capital, was targeted by a massive attack that included nuclear weapons and orbital bombardment. The major industrial city of Aldinga, nestled at the heart of the northern Mataeo continent, ceased to exist when shelling from a Word of Blake WarShip actually struck a nearby fault line that literally caved in the entire valley. The smaller southern continent of Voltenna remains a scarred, radiation-scorched wasteland today, dotted with the ruins of several cities and towns. Only the north polar continent of Wennisaka was spared any damage from the Jihad onslaught, despite the presence of Fort Shiro, a former Combine military headquarters and site of a major spaceport. The planetary capital city, Tahlwynn, is located on Mataeo, in the Loretta-Argus mountain basin, and also serves as the planet’s primary spaceport. Notes: If the planetary capitol is controlled by a Dragon's Fury player all controlled provinces produce an additional 10% resources. Provinces: Tahlwynn, Planetary Capitol Resource Production: 160 Facilities: Spaceport Resource Upgrades: any 2 Notes: none Fort Shiro Resource Production: 40 Facilities: Barracks, Spaceport Resource Upgrades: any 1 Notes: none Aldinga Resource Production: 50 Facilities: Ordinance Garage Resource Upgrades: mine Notes: none |
| Epsilon Indi |
| Like most worlds close to Terra in the dark days leading to the Star League’s fall, the once-thriving planet of Epsilon Indi suffered badly at the hands of Amaris forces during the crisis. Captured early in the coup through a liberal use of neutron weapons and lightning strikes against orbital defense sites, the population was decimated and the world became a gauntlet for SLDF forces to pass through. An entire SLDF fleet and its attached ground forces were obliterated while attempting to liberate the planet early in Kerensky’s campaign, demonstrating the horrific costs of any frontal assault. The eventual assault that broke the hold of Amaris’ troops, however, led the Usurper’s men to resort to scorched-earth tactics, razing cities and factories with what remained in their nuclear arsenal. Today, even centuries later, Epsilon Indi is a wasteland of deserts, empty seabeds, and bombed-out cities, whose population now inhabits only the polar regions, which were spared most of the fallout. The rich mineral deposits across the planet’s four main landmasses are now accessible to mining operations based in the polar continents of Boreria in the north, and Kantiles in the south. Notes: if the planetary capitol is controlled by a Swordsworn player all controlled provinces produce an additional 10% resources. Provinces New Rhodes, Planetary Capitol Resource Production: 140 Facilities: Spaceport Resource Upgrade: mines Notes: none Kirst Resource Production: 45 Facilities: mIne Facility Upgrade: mine (for a total of 2 mines) Notes: Salvaged units in battles in this province must roll 1d6 at the beginning of their turn. On a result of 1 or 2 they take a click of damage and must roll again, repeating this process until a result of 3 or higher is reached or the unit is destroyed. Vogelton Resource Production: 40 Facilities: Walls(9 sections +1 gate and appropriate number of junction pieces.) Resource Upgrades: Mines Notes: Salvaged units in battles in this province must roll 1d6 at the beginning of there turn. On a result of 1 or 2 they take a click of damage and must roll again, repeating this process until a result of 3 or higher is reached or the unit is destroyed. |
| Epsilon Eridani |
| Epsilon Eridani is a pleasant world, if a bit damp. Frequent, but usually mild, rainstorms and fertile soils have transformed the southern continent of Gousha into a mix of swamplands and rainforest, yet much of the planet’s industry, including Kressly Technologies (formerly Kressly Warworks), is based there. The northern continent of Parassus, by contrast, is drier and rockier, though hardly spared the effects of the planet’s chronic showers. The major trading and port city of Dori sits by the large Lake Arous on Parassus, and is the center of the planet’s commercial industry. Just 370 kilometers northwest of Dori is the planetary capital, Madison, rebuilt after the Amaris occupation, when the city—including a Star League mint that printed Capellan currencies—was virtually leveled by an orbital bombardment. Today, the largest of Epsilon Eridani’s corporations is Kressly Technologies, whose facilities on the planet include an IndustrialMech manufacturing facility and an aerospace plant in the Goushan Highlands. The Kressly aerospace plant is actually a recent addition, built from the remains of a forgotten surface testing facility that once belonged to the long-destroyed Harvard Company. Harvard, which produced aerospace fighters in the days of the Star League, survived the League’s destruction only to fall in the crossfire between Houses Liao and Davion during the First Succession War. Notes: During the events phase of each round roll 1d6 on a 1 or 2 there are planet-wide heavy rains. All battles on this planet have a –1 to ranged combat. If the Planetary Capitol is controlled by a Highlander player all controlled provinces produce 10% more resources. Eridani Light Horse contracts for defending Epsilon Eridani are reduced by 15%. Provinces Madison, Planetary Capitol Resource Production: 150 Facilities: Ordinance Garage, Repair Facilities Resource Upgrades: any 1 Notes: Water terrain placement ignores terrain distance rules in regard to other water terrain. The first player to gain control of this province also gets a green Saxon APC unit. Dori Resource Production: 60 Facilities: Spaceport Resource Upgrade: any 1 except mine Notes: Water terrain placement ignores terrain distance rules in regard to other water terrain. Goushan Highlands Resource Production: 40 Facilities: Mech Bay Resource Upgrade: any 1 Notes: none |
| Fomalhaut |
| The first colonists to Fomalhaut saw a world blessed with an unlimited water supply and lush semitropical forestlands. Only a pair of small landmasses—Oanhu in the southern hemisphere, and Lyria in the equatorial zone—and a few dozen islands rise from the Endless Seas, Fomalhaut’s planet wide ocean. Settlers, most descended from the Hawaiian and Filipino cultures of Terra, readily took to this planet, and established themselves on every landmass that could support life before too long. Exploiting the natural beauty, unique three-moon nightscape, and infinite emerald seas, these settlers made Fomalhaut into a resort world. Larger industries failed to take root on the planet, though an orbital ore-refining station was established to take advantage of the metals found on the volcanic inner moon of Scarlet. By the time of the Star League, very little had changed on Fomalhaut, and the planet was a favorite getaway for the Terran Hegemony’s idle rich. The lack of heavy industry spared the world much of the damage inflicted by Amaris forces during the final days of the Star League, save for the destruction of the Scarlet refining station and the planetary spaceport of Otaku. Thus, when the Draconis Combine claimed the world after the League’s fall, they too benefited from the tranquil beauty of this ocean world, though the centuries of near-constant warfare led to the planet being raided by hostile troops on more than one occasion. During the Jihad, however, Blakist forces were not as impressed with the eternal splendor of Fomalhaut. As a hostile border world, just one jump from Terra, the planet was assaulted and occupied in a lightning strike by mercenaries, in the Word of Blake’s employ, who had to be rooted out of the planet’s cities by Combine troops during the campaign to end the Jihad. Many of the world’s most beautiful resort towns were reduced to rubble in the fighting, and the capital city, Lollanda, on Oanhu, had to be completely rebuilt after the Blakist mercenaries set it ablaze to distract the liberating forces. Notes: The deployment zone for any player attacking the three planet-based provinces is in deep water which extends for 4” from the board end towards the defenders deployment zone. After the deep water is an strip of 10” that is considered shallow water followed by a strip of beach on which the only terrain that can be placed is hindering. Hindering terrain ignores all terrain placement issues with the water and map borders/ deployment zone (it can not be placed in the DZ or the water). There must be at lease 1” between each piece of hindering terrain. Because the DZ of the attacking player is in Deep Water the only units that can deploy are Mech’s and units with speed mode hover or VTOL, infantry with other speed mode types can be in transports but may not deploy in the deep water. If the capitol province is controlled by a Steel Wolves player all controlled provinces produce 10% more resources. Provinces Lollanda, Planetary Capitol Resource Production: 150 Facilities: Ordinance Garage (can manufacture only VTOL and Hover. A controlling player may pay 50 resources to convert it so that it can construct any type of vehicle.), Repair Facilities Resource Upgrade: none Notes: none Otaka Resource Production: 50 Facilities: Spaceport Resource Upgrade: none Notes: none Lyria Resource Production: 45 Facilities: Barracks Resource Upgrade: Ag. Farm Notes: None Moon Base Scarlet Resource Production: 25 Facilities: Mine Resource Upgrade: Mine (for a total of 2) Notes: This province is located on the moon Scarlet. Because there is no atmosphere only infantry units in battle armor may be deployed. Any non-mech units that are salvaged are automatically destroyed. |
| Graham IV |
| A Terra-like world with vast metal deposits, mineral wealth, and fossil fuel resources, Graham IV attracted the attention of several Terran manufacturing corporations looking to expand their facilities off-world. By the time of the Terran Hegemony, no fewer than six major corporations and a host of smaller ones had transformed the untamed wilderness of Graham IV into a sprawling series of heavily industrialized cities and factory complexes. Two of these corporations, Dekirk Aerospace and Mitchell Vehicles, were primary contractors for the SLDF, their products included everything from conventional vehicles and aerospace fighters to BattleMechs and WarShips. The Star League even placed one of its rare orbital flight academies over Graham IV, to take advantage of prototype aerospace fighter designs coming out of the Dekirk Aerospace R&D facility in Dekirk City. For these reasons, unfortunately, Amaris’ forces were particularly brutal in their efforts to seize the planet, resorting to widespread nuclear attacks to obliterate any of the factories and cities they could not capture. Today, the surface of Graham IV is a post-nuclear wasteland of radioactive craters and demolished cities. Notes: if the planetary capitol is controlled by a Liao player all controlled provinces produce an additional 10% resources. Provinces New Dekirk City, Planetary Capitol Floating low orbit city. Resource Production: 120 Facilities: None Resource Upgrade: None Notes: Because this city is floating in a low orbit it is extremely costly to move units to and from this province. Normally it costs nothing for a friendly unit to move back and forth between provinces on the same planet. For friendly units moving to and from this province it costs 5% of their total costs (VTOLs are excluded). Hostile forces must pay 10% of their base costs to move and deploy in this province. The battlefield for this province is the cityscape, set up without the river, or pond. Keystone Resource Production: 50 Facilities: Barracks, Spaceport Resource Upgrade: Mines Notes: None Palothica Resource Production: 40 Facilities: Ordinance Garage Resource Upgrade: None Notes: Mildly radioactive contamination. In battles that take place in this province, salvaged non-mech units and non-battle armor infantry units must roll 1d6 each turn, on a result of a 1 or 2 they take 1 click of damage. |
| Keid |
| One of the first worlds colonized in the first Terran exodus, Keid’s fertile lands and predictable climate led the first settlers to establish their home as a major agricultural and food-production world. The discovery of several major deposits of rare metals and chemicals during the Star League era further enhanced Keid’s importance to the Terran Hegemony, and several major agribusinesses, food companies, mining operations, and heavy industries established offices and facilities on Keid. The SLDF posted two Castles Brian (Forts Grisson and Settlemyer) and a naval academy on Keid, as well as the planet-wide Academy of Keid, a civilian college focused on the study of metallurgy, economics, and diplomacy. During the Amaris crisis, three of the four college campuses were destroyed, along with both Castles Brian and the naval academy. Several cities, all the null-gravity factory stations established by some of the planet’s largest industrial concerns, and a space borne shipyard were also obliterated by the Usurper’s troops. Fortunately for Keid, however, Amaris’ forces did not resort to the same use of nuclear and biological weapons they used on other Hegemony worlds, and enough of the planet’s economic and administrative infrastructure survived the fighting to allow Keid to recover from the scars of war. Notes: There is a special Espionage mission associated with only this planet: Sabotage of the underwater Tunnel: Cost: 100 Failure on a 1-3: If Successful this mission destroys the underwater tunnel that runs between Acitaranta and Remey’s Point. The tunnel can be repaired by paying 150 resources. There is also a New Unit available for use on this province: Submersible Transport: This unit is exactly the same as any other non-VTOL transport vehicle except that it costs 1.5 times as much. Use the existing transports counter and dial but reduce the speed by 2 of units with speed higher than 10 to a minimum of 10. Provinces Normandy, Planetary Capitol Resource Production: 130 Facilities: Spaceport, Repair Facilities Resource Upgrade: Any 1 Notes: Battles in this province can be made on the forested hillsides (only abrupt elevated and hindering or in the city itself this is determined by defending player.) New Leningrad Resource Production: 45 Facilities: Ag. Farms Resource Upgrade: Ag. Farm or Forestry operation Notes: None Dugatts Resource Production: 45 Facilities: mine Resource Upgrade: Mine Notes: The player that controls this province has all on-planet upkeep costs reduced by 1%
Acitaronta The player that controls this province must pay an additional 1% upkeep increase for all units stationed here. |
| Liberty |
| Settled by self-styled pilgrims from the poorest nations in the African and South American continents on Terra, everything about Carver V seemed a divine blessing compared to the homes they left behind. Large, deep oceans, crystal-clear lakes, fertile lands and lush, mostly tropical forests, with few desert regions and rich veins of ore and mineral deposits all awaited the early settlers who didn’t mind the occasional storm. The planetary capital city of Bellacqu was established on the planet’s largest island, which the early settlers dubbed Quantico, in the northern Quantico island chain. Just a few short years later, two more large settlements were chartered and established on Carver V. Binsburg, a major mining colony, arose on the eastern edge of Esperanza, largest of the southern Drasken Chain, and New Cairo, based around the Crocales-hunting and ranching industries, appeared on the equatorial Kalimbawe Chain, just a few short years later. These new settlements sparked a renewed interest in the creation of a
planet-wide wet navy to keep the scattered communities connected, and by the time of the Star League, the seas of the planetary Infinto Ocean were busy with the traffic of thousands of merchant marine vessels. Less to protect the planet’s modest mineral mines and Crocales-hide fashion industries than to defend against Capellan encroachment, the SLDF built the Quantico Marine Fortification—an elaborate alternative to the standard Castle Brian—around Quantico and its neighboring Parris Island. This massive fortification, surrounding the islands with a series of weapon towers and underground tunnels, protected Bellacqu, as well as the major spaceports of El Toro and Baku, and several fortified submarine and surface ship bases. In the darkest days of the Amaris coup, three SLDF marine regiments stationed on Carver V successfully held out against the Usurper’s troops for six long years before Kerensky’s liberating forces could rescue them. Their valiant defense, as well as Carver V’s lack of significant resources, and the difficulty in waging large-scale warfare on the island-speckled planet spared the world much of the damage inflicted on its neighbors by the coup. During the centuries under Capellan rule Carver V became a vacation spot for wealthy Confederation citizens, the empty towers of the abandoned Quantico Marine Fortification recognized as a tourist attraction. Captured by the Federated Commonwealth after the Fourth Succession War, Carver V experienced a major upheaval when the Commonwealth fractured in 3057. Torn by fighting between the Capellan Confederation, Federated Suns, Lyran Alliance, Free Worlds League, and even the Word of Blake, only the spirit of the planet’s citizens allowed the world to recover when the shooting finally stopped. Carver V was renamed Liberty by a popular movement to unify the world that rose during this terrible crucible, and the name was ratified formally after the Jihad, when the world was accepted into The Republic. Since then, Liberty has once more become a paradise to visitors and natives alike. Notes: If the Planetary Capitol is controlled by a Spirit Cat player then all controlled provinces produce an additional 10% resources. Provinces Bellacqu, Planetary Capitol Resource Production: 150 Facilities: Turret, 10 walls, Ordinance Garage Resource Upgrade: Any 1 Notes: None Binsburg Resource Production: 40 Facilities: Mines Resource Upgrade: mine Notes: none New Cairo Resource Production: 40 Facilities: none Resource upgrade: Ag. Farm Notes: None El Toro Resource Production: 45 Facilities: Spaceport, Turret, 10 Walls Resource Upgrade: None Notes: None |
| Muphrid |
| Muphrid, like many worlds immediately coreward and anti-spinward of Terra, such as Skye and Caledonia, was initially settled largely by Irish and Scottish colonists during the first wave of human expansion into space. A pleasant world of mild seasons, fertile soils, expansive seas, and thick vegetation on its three large temperate-zone continents, Muphrid was quickly established as an agricultural world. Settled only a few months after Thorin, the Muphrid colonial government looked to their neighbor world for a guide and adopted similar zoning laws to contain industrial expansion and maintain the natural beauty of their world. Declaring the
northeastern-most continent, Shamrock, as the industrial “zone,” and limiting its close western neighbor, Ridgeway, to a mix of mineral mining and agricultural concerns, the colonists defined the southern continent of MacArthur as a low-technology “zone” similar to Thorin’s continent of Freda. These zoning laws and their immediate effects shaped the way Muphrid’s population developed their world, and even today a distinct difference can be seen between the cities and towns on each of the three continents. Shamrock, the most populous and industrialized, is also home to the planetary capital of New Dublin, and the large primary spaceport of Calenaton. Ridgeway, by comparison, has smaller towns dominated by granite- and ore-mining operations or large agricultural communities and ranches. Meanwhile, the virtually untamed wilderness of MacArthur is home to a few small farming, logging, and fishing communities, but remains dominated by thick jungles untouched by humankind. The few Star League Castles Brian placed during the reign of the Terran Hegemony were destroyed during the Amaris crisis or soon after the fall of the League, but thankfully very little collateral damage was done, preserving much of Muphrid’s native splendor and its people’s way of life. However, rumors of a Star League research facility deep in the jungles of MacArthur still send prospectors into the unknown—many never to return. Under the banner of the Lyran state, Muphrid continued to prosper, upset only by the occasional raid by Combine or Free Worlds forces during the Succession Wars. During the Jihad, Blakist forces launched a heavy strike on Muphrid to cripple its infrastructure, partially destroying the capital and several major cities, as well as many surrounding townships, before allied forces beat them back. Though a few tactical nuclear weapons were used, the majority of the damage has since been repaired and memorials to those who fell defending the planet against the Word of Blake now stand in New Dublin, Calenaton, Port MacArthur, and Mechanicsburg. Notes: If the planetary Capitol is controlled by a Steel Wolves player all controlled provinces produce an additional 10% resources. Provinces New Dublin, Planetary Capitol Resource Production: 150 Facilities: Spaceport Resource Upgrade: mines Notes: None Ridgeway Resource Production: 50 Facilities: None Resource Upgrade: mine or Ag. Farm Notes: none MacArthur Resource Production: 35 Facilities: none Resource Upgrade: Ag. Farm or Forestry Operation Notes: Battles for MacArthur are entirely jungle, though abrupt elevated, blocking, or water terrain may still be placed. But, excluding the placed terrain, the entire battlefield is considered to be hindering terrain. Each turn during the events phase the controlling player may pay 10 points and attempt to excavate lostech from the SLDF research center. Roll 2d6 on a result of 12 gain 3d6x10 worth of non-unique, non-infantry units, on a result of 11 gain 2d6X10 worth of non-unique, non-infantry units. On a result of 10 gain 1d6x10 worth of non-unique, non-infantry units, on a result of 9 gain 1d4x10 worth of non-unique, non-infantry units. On a result of 2 or 3 pay an additional cost of 20 points in additional costs If you can not or would not pay lose 1d6x10 worth of units determined at random from all eligible units. If no units are eligible lose the unit of the lowest cost in this province. |
| New Earth |
| Originally known as Tau Ceti IV, the first inhabitable world seen by human eyes beyond the Terran solar system was so much like home, its discoverers on the TAS Pathfinder were quick to rename it New Earth when they arrived in orbit in December of 2108. Offering almost everything found on Terra herself, from abundant water supply to deep mineral, chemical, and metal ore deposits, eager colonists and corporate entities alike flocked to this new world. It comes as no surprise, then, that by the peak of the Star League era, New Earth was one of the most heavily industrialized and developed planets in the Terran Hegemony. Five major SLDF contractors set up their headquarters on New Earth, along with such successful enterprises as the New Earth Trading Company (NETC). All five continents—McKenna in the northwest, Lanhold to its east, the massive Neoasia in the south, the island continent of Kellargo, and even the north polar continent of Arctiqua—boasted major cities and heavy industry. Dozens of Castles Brian were set up on New Earth as well, and the Star League even built the famous Combat College of New Earth outside the capital city of Foundation Point, on McKenna. During the Amaris crisis, the college, most of the Castles Brian, all the major factories, and close to half the planet’s largest population centers were destroyed by Amaris troops using every means available when it became clear they could not hold the planet. The world’s gutted infrastructure and war-ravaged environment left the survivors shocked and demoralized, victims of widespread famine and disease—particularly the virulent New Earth Pox. The centuries of decline that followed, despite being under the banner of the wealthy Lyran state, did little to help pull the world out of the ruins, largely due to the continuous raiding and open warfare between the Lyrans and their neighbors. Only the NETC remained through it all, a last vestige of the once-mighty Star League and the only viable large corporation still active on New Earth. Headquartered in Meredith, on Neoasia, the NETC retained its status as a premier transport and trade facilitator until the Word of Blake Jihad erased Meredith from the map along with a host of other New Earth cities, including the capital, New Foundation. As the closest planet to Terra, New Earth’s strategic value made it the focus of some of the Jihad’s heaviest fighting, which leveled what industry remained and poisoned the land, air, and seas. Today, New Earth is populated only by the grace of Devlin Stone’s Resettlement Act. Industry has only now begun to return to the blasted, scarred world, beginning what promises to be a long and slow recovery for a world that once stood so prominently beside the Cradle of Humanity. Notes: If the planetary capitol is controlled by a Stormhammer player it produces additional 10% resources. Provinces Widergeburt, Planetary Capitol Resource Production: 175 Facilities: Spaceport, Ordinance Garage Resource Upgrade: none Notes: Because of its arctic location, during all battles in this province each mech rolls 1d6. On a result of a 5 or 6 it will take no heat for the action, if this action would normally cause heat. All salvaged non-mech units must roll 1d6 on a result of 1 they take an additional click of damage. The first player to gain control of this province gets a free Green Crane Heavy Transport VTOL McKenna Resource Production: 30 Facilities: none Resource Upgrade: mine Notes: Mckenna is a blasted radioactive wasteland. All units that become salvaged in this province must roll 1d6 on a result of 1-3 they take 1 click of damage. Neoasia Resource Production: 30 Facilities: none Resource Upgrade: mine Notes: Neoasia is a blasted radioactive wasteland. All units that become salvaged in this province must roll 1d6 on a result of 1-3 they take 1 click of damage. |
| New Home |
| Another early Terran colony world, established during humanity’s first tentative steps to the stars, the features that drew many to New Home were the planet’s pleasant and temperate climate, mountainous, resource-rich highlands, and many freshwater lakes and rivers. Industries looking to exploit the planet’s mineral, chemical, and metal wealth flocked to New Home and set up shop with scores of hopeful young settlers looking to eke out a living on a brave new world. The large, pole-to-pole super continent of Spina Planetia, dominated by a central mountain chain called the Great Spine Mountains, drew the majority of the new colonists, who established cities and mining operations along the coastal regions and mountain bases. Many more, however, found the two secondary continents of Goldwynn and Arbergeiht, both located in the southern hemisphere, equally suitable for habitation, and there they set up smaller towns and agricultural communities. Findler, the capital city, was built on the northeastern plains of Spina Planetia, facing the eastern Tomagasso Ocean. Mann, site of the planet’s largest spaceport, was established 700 kilometers to the south. When the Terran Hegemony placed New Home under its aegis, the world’s strategic location, so close to Terra, necessitated the placement of an elaborate space defense network on the planet and in orbit around it. Much to the SLDF’s dismay, this network fell under the control of the Usurper’s troops when the Amaris crisis began, and the entire marvel of Star League military engineering had to be destroyed in the campaign to liberate Terra. Ruled by the Capellans after the fall of the League, New Home was frequently raided by the Free Worlds League and the Federated Suns, and ultimately became part of the Federated Commonwealth after the Fourth Succession War. When the Commonwealth fractured in 3057, New Home was left without any direction, and fell into anarchy that only ended when the Word of Blake managed to seize control during their effort to establish a buffer zone around Terra. Unlike other worlds, New Home hardly resisted the change in leadership, preferring the rule of the fanatics to total chaos. This allowed the Blakists to stage several major operations from the planet in relative security. The fighting to liberate New Home and break the Jihad caused widespread damage, which The Republic of the Sphere has invested a great deal of time and resources to undo. Notes: None Provinces
Findler, Planetary Capitol |
| Outreach |
| Outreach was known as the center for the mercenary trade in the mid-thirty-first century, a site of the last of the Star League’s Martial Olympiads that later became home of the famous Clansmen-turned-mercenary Wolf’s Dragoons and the giant ’Mech manufacturer GM-Blackwell. Today, however, this world is less than a shadow of its former self, reduced to a devastated, radioactive cinder that only a handful of stubborn souls still call home. Most historians claim the Word of Blake Jihad began with the assault on Outreach, in late 3067, when a surprise blitzkrieg by renegade mercenaries sacked the planetary capital of Harlech in an operation coordinated with and supported by the Blakists. A follow-up ambush from a pirate jump point by Word of Blake WarShips obliterated the planet’s space borne defenses, including the entire Wolf’s Dragoons fleet and both orbital battle stations. Even as the surviving elements of the most feared mercenaries in the galaxy tried desperately to regroup or withdraw, the Blakist fleet proceeded to bombard the planet with naval weapons and nuclear warheads. The continent of Remus, heart of the Dragoons’ military industries and research, along with the Tetsuhara Proving Grounds and the main GM-Blackwell Industries factory, was completely sterilized by nuclear fire, while every major city on the opposite continent of Romulus was pummeled by the guns of both WarShips and BattleMechs. The surviving forces of the Dragoons and their allies withdrew from the holocaust, abandoning the world that had been their only real home since leaving their Clan brethren in the early 3000s. What remains of the planet now is a marginally habitable rock whose single large ocean, the Argosyan Sea, is saturated by fallout from Remus’ devastation. Little vegetation grows on Romulus, and what farming and business still goes on to sustain the planet’s decimated population now happens in domed or subterranean cities, where air and water purifiers imported from off-world struggle to remove the worst of the poisoned planet’s harmful effects. The effective capital and primary spaceport on Outreach is New Kearny, a mostly subterranean city built from the ruins of Harlech, on the edge of what once was Lake Kearny, Outreach’s largest freshwater body. Now overlooking a basin of baked-hard clay, New Kearny is home to nearly half the planetary population. The Jaime Wolf Memorial Interplanetary Spaceport, located on the city’s outskirts, is dedicated to the founder and leader of the Wolf’s Dragoons, who ushered in a new era for Outreach after the Fourth Succession War, and died in his fateful defense of the planet during the Jihad. Notes: Wolf’s Dragoons contracts for Defending Outreach are reduced by 15%. If the New Kearny is controlled by a Spirit Cat player it produces 10% more resources. Provinces New Kearny, Provincial Capital Resource Upgrade: 175 Facilities: Spaceport, Mechlab, Ordinance Garage Resource Upgrade: Mine Notes: This city mostly subterranean now, because of this all battles fought here are two part. The first takes place aboveground. The defending player’s entire deployment zone is behind a wall that can not be jumped over. Once section of wall is empty, (this represents the access point to the subterranean city) An attacking unit must enter this opening, and not be in base contact with a defending unit, on a following turn it may be given an order to enter the underground city. Part 2 of the battle is in the underground city, a 4 block by 4 block city set up with no river. Lake Kearny Resource Production, Facilities, Resource Upgrades: All none Notes: This province is just a staging area for attacks on New Kearny. All battles here are on a blasted lakebed (no terrain is placed). |
| Procyon |
| The rugged, resource-rich world of Procyon was first settled in 2134 and eventually became a stronghold of the old Terran Alliance. The world became a major naval base for the Star League as a Hegemony planet, but was infamous for being the staging world from which Oliver Marik and his supporters planned the start of the Marik Civil War. After the Star League’s collapse, the Free Worlds League seized Procyon and held it for nearly 200 years before the Capellan Confederation captured it in 2370. The Federated Commonwealth became Procyon’s next steward after the Fourth Succession War. In early 3059, after two hellish years under the control of a former Blakist renegade named Alisendar Gyn, the Free Worlds League recaptured Procyon. Despite this frequent changing of hands, however, the natives of Procyon have retained a fairly indifferent attitude toward conquerors, clinging to most of the customs handed down from the days of the long-vanished Terran Hegemony. The greatest sign of this planet wide sense of apathy was the long-abandoned Brigadeer Corporation ’Mech factory in the virtual ghost city of Cleveburg. Located on the pockmarked and rocky southern continent of Halbiero, this factory and its surrounding city experienced a small revival when Earthwerks finally decided to purchase and restore the decrepit complex in the 3050s. Notes: none Provinces Guilded Halls, Planetary Capitol Resource Production: 140 Facilities; Spaceport Resource Upgrade: any 1 Notes: Battles here take place in a 4 block by 4 block city with river. Cleveburg Resource Production: 40 Facilities: Mechlab, Ordinance Garage Resource Upgrade: any 1 Notes: none Greene Resource Production: 40 Facilities: None Resource Upgrade: Ag. Farm and Forestry Operation Notes: none |
| Rigil Kentarus |
| Rigil Kentarus was a beautiful planet, blessed with a rare inhabitable moon, Riken Minor, when it was discovered in the first days of Terran exploration. One of the first worlds to be settled, both planet and moon were bustling centers of industry and commerce during the days of the Star League. Located near the heart of the Terran Hegemony, both the planet and moon were heavily fortified by the SLDF, with Castles Brian and surface-to-orbit defense stations on each. During the crisis that brought down the Star League, however, Amaris troops captured the Riken complexes in a well-coordinated blitzkrieg and used the orbital weapons to bombard the planet below, where remnants of the SLDF unit posted on the moon had gone to regroup. At such ranges, however, the aim was inaccurate, and missed shots from both the planetary and lunar bases delivered massive damage to the surface of both worlds. In the years after the League’s fall, under the banner of the Lyran state, Rigil Kentarus and its moon began to recover from the devastation, despite numerous attacks launched by the Free Worlds League and the Draconis Combine. Unfortunately, this recovery was undone when the Word of Blake Jihad targeted Rigil Kentarus and its moon during their effort to secure a buffer zone around Terra. Nuclear and biochemical weapons laid waste nearly half the cities and installations on both worlds, costing countless lives and tainting the air and water of both. Notes: If the capitol province is controlled by a Highlander player all controlled provinces produce an additional 10% resources. Provinces West Romania, Planetary Capitol Resource Production: 150 Facilities: Barracks Resource Upgrade: Mine Notes: none Destina Station Resource Production: 80 Facilities: Spaceport Resource Upgrade: none Notes: This province is on the inhabitable moon of Rigil Kentarus. Moving units between the planet and the moon costs 5% unit cost, 10% if one of the destinations is hostile. Mesopita Resource Production: 50 Facilities: Spaceport Resource Upgrade: none Notes: none |
| Sirius |
| A rarity in the galaxy, made more so by its ultrahot blue sun, the Sirius system actually features two inhabited worlds for the price of one, though this was not the case when the twin worlds of Sirius VI and its moon, Sirius VI-a, were discovered in the late twenty-second century. Colonization of the moon’s surface began before any such efforts on the planet itself, as Sirius VI-a featured a breathable—if thin—atmosphere, and water covered almost half its surface. Meanwhile, the seismically unstable, oxygen-poor planet below, identified only as a resource for raw metals, minerals, and gemstones, waited almost fifty years before serious efforts to terraform it began. Oxygen factories and sulfur-hungry algae helped to transform Sirius VI into a more human-friendly environment in the space of a century, though it remained water-poor and cursed by chronic earthquakes and volcanic activity. In the course of this time, the mining colonists of the planet and the farmers who came to inhabit the moon developed a symbiotic relationship, and travel between the two worlds was many times more frequent than any contact with the rest of the galaxy. In addition, two orbital colonies, placed around Sirius VI by the mining corporations—colloquially dubbed “The Projects”—made an interesting
way station between the moon-dwellers and the planet-dwellers. Sirius became an important part of the Hegemony’s industrial and economic base during the age of the Star League, but suffered badly during the Amaris coup. The orbital colonies were destroyed by Amaris aerofighters, and the planet was cut off from its moon by a blockade that led to widespread starvation. After the Capellans took the system in the wake of the League’s fall, the situation on the planet only grew worse, as oxygen generators began to fail over time and the seismic activity tore open many of the planetary settlements. Fought over by the Capellans, the Free Worlds League, and the Federated Commonwealth, little was done to cure the planet’s worsening condition, and by the time of the Commonwealth’s demise, Sirius VI had become an almost totally deserted wasteland of broken, shifting land masses and rivers of volcanic lava. Notes: None. Provinces Lost Hope, Planetary Capitol |
| Terra |
|
The home world of humanity, Terra was the crown jewel of the galaxy when the Star League was in full bloom. Plagued by overcrowding and pollution in the years before mankind went to the stars, the land, air, and seas were clean once again by the twenty-sixth century, while the greatest of the planet’s many cities were restored and improved. At the time of the Star League, Terra had two capital cities: Geneva, on the European continent, for the planet, and Unity City, capital of the Star League, on the North American continent. During the Amaris crisis, however, much of Terra’s splendor was marred by the Usurper’s troops, who obliterated several Castles Brian, the Star League Court, and many of the planet’s most important cities during the coup, occupation, and liberation of Terra. Even today, all seven of Terra’s main landmasses—North America, Europe, and Asia in the north hemisphere; South America, Africa, Australia, and Antarctica in the southern—still bear the scars and memorials of the Star League’s final days. However, the rise and fall of Amaris’ short-lived empire was not the only event to lay waste to the Cradle of Humanity. As allied forces converged on Terra to end the Word of Blake’s control of the world in the waning days of the Jihad, the surviving Blakist forces in the Terran system resorted to fanatical scorched-earth tactics and suicide assaults that caused even more widespread destruction. The ancient cities of Berlin, Paris, and Rome on the European continent, Moscow, Tokyo, and New Delhi in Asia, Cairo in Africa, and much of the Eastern Megalopolis in North America, all suffered extensive damage from tactical nuclear weapons and heavy urban warfare. Hilton Head, the former command center for ComStar and the Word of Blake when they held sway over Terra, was destroyed in the fighting, along with five of the planet’s surviving Castles Brian. When Devlin Stone established The Republic of the Sphere, he commissioned the reconstruction of the historic and critically damaged planetary capital, Geneva, to serve again—not just as the capital of Terra, but of the entire Republic.
In addition to Terra herself, colonies exist on the Terran lunar surface, and the fourth planet in the system, Mars. At the peak of the Star League, settlements also existed on Venus, the second world, and a major shipyard was placed orbiting Titan, a moon of the gas giant Saturn, but both of these worlds are once more void of human habitation. Venus gradually reverted to its hellish environment after the fall of the League, becoming totally uninhabitable once again by the close of the thirty-first century, and the Titan shipyards were destroyed during the Jihad. The capital cities of Luna and Mars are Luna City and Koryo, respectively, though Koryo was heavily damaged in the final days of the Word of Blake’s reign. |
| Terra Firma |
|
Blessed with huge tracts of untamed forests, extensive mineral resources, and mountainous reaches, Terra Firma, in many ways, was considered a twin to the nearby Capolla. Colonized jointly with Capolla by a collection of small corporations and independent homesteaders, trade between both worlds led to a prosperous and semi symbiotic relationship even before the formation of the Terran Hegemony and the Star League. This relationship worked so well that both worlds supported a strong and diverse economic and social base without the need for major military industries. In a deal brokered at the twin system’s entry into the Hegemony, Terra agreed to a limited autonomy for both worlds—a policy that every successive power after the Hegemony assumed as well. In the chaos that erupted following the collapse of the Federated Commonwealth, much of Terra Firma’s landscape and many cities were damaged by heavy fighting. The formation of the Terracap Confederation with Capolla helped Terra Firma to recover, but aid from the Word of Blake, in exchange for the right to place military bases and “defensive forces” on the planet before the Jihad, truly brought the planet’s ravaged infrastructure back from the brink. Pledging a continued hands-off policy in the tiny alliance’s political and business affairs, and their troops to the defense of both worlds, the Blakists earned the support—and, in some cases, fear—of the Terra Firma population. Taking a more active role in the rebuilding of Terra Firma, the Blakists manage to insinuate their agents into the planetary government, undercutting the local authority and instilling in the people an attitude of xenophobia and paranoia. When the Jihad was launched, many of Terra Firma’s citizens joined with the Word of Blake to defend their world, until they realized the true horrors of the Blakist terror war swirling around them. Aided by Devlin Stone’s forces during the liberation, the Terra Firmans helped drive off the Jihad fanatics, but at terrible cost to the planet’s remaining cities and industry. Notes: none Provinces Freinze, Planetary Capitol Resource Production: 170 Facilities: Spaceport Facility Upgrade: Mining or Forestry Operation Notes: None Nystoll Resource Production: 70 Facilities: Ag. Farm Resource Upgrades: Ag. Farm Notes: none |
| Thorin |
|
An early colony world when humanity first reached for the stars, almost a thousand years ago, Thorin was a beautiful, terrestrial planet, blessed by an abundance of resources including rich mineral deposits, immense woodlands, and diverse animal life. To preserve their world’s natural beauty against possible contamination by corporate industrialization, the early settlers established planetary zoning laws that restricted heavy industries to the northern continent of Olympus. By contrast, the southern continent, Freda, was reserved for those seeking a more agrarian way of life. As a result of this charter, high-tech cities came to dot the Olympian shoreline and river ways by the time of the Star League, while large agricultural communes and logging industries formed the backbone of the Fredan economy. The Terran Hegemony established Thorin as a jewel of education and learning when they built the massive University of Thorin, a liberal arts school, in the Remington Valley. Located a short distance away from Ecol City, the planetary capital and site of the legendary Public Library of Thorin, the University of Thorin held to the highest academic standards of the day, but was destroyed along with the Library during the planet’s occupation by Amaris troops. Today, only the ruins of the university in the heart of what is now Remington Forest, the Library Monument outside Ecol City, and the remains of the massive Fortress Laiacona, a partially destroyed Star League Castle Brian, testify to the lost treasures of the Star League. Ironically, though the University and the Library were destroyed during the Amaris occupation before the collapse of the Star League, the fortress did not meet its fate until the Word of Blake Jihad, when Blakist agents unleashed a tactical thermonuclear weapon against the command post of the planetary militia. The similar devastation wrought on many of Thorin’s Olympus cities forced much of the surviving population to relocate off-world or to Freda, which survived unscathed through two of the worst military campaigns to darken human history. Notes: If the Planetary Capitol is controlled by a Liao player then all controlled provinces produce an additional 10% resources. Provinces Ecol City, Planetary Capitol Resource Production: 140 Facilities: Barracks, Ordinance Garage Resource Upgrade: mine Notes: none Port Supter Resource Production: 60 Facilities: Spaceport Resource Upgrade: 2 (no mine) Notes: none |
| Yorii |
|
A large world of large oceans, diverse wildlife, and a few veins of mineral resources, the biggest obstacles to the colonization of Yorii were the planet’s stronger-than-average gravity, its native, territorial wildlife, and the fact that its soils did not support the majority of Terran food crops. None of these factors proved insurmountable to the early colonists, however, who simply learned to adapt and established thriving industrial and mining communities on three of Yorii’s four island-continents. Heavy-metal deposits, some very deep below the planetary surface, and most accessible to off-shore drilling platforms, provided the basis of the planetary economy, while the few hybrid food crops that could be grown became the staples of the planet’s mostly Asian population. On the continent of Yokohama, where the dominant native life-form, the Yoriian tiger-raptor, was most populous, the colonists built high walls around their settlements and farmlands, and began a hunting initiative that brought the bold reptilian predators under control within a decade. In the days of the Star League, Yorii’s capital city, Neo-Tokyo, set on the shore of the planet’s largest continent, Shokaku, was a haven for commercial trade between the Draconis Combine and the Terran Hegemony, and a healthy portion of the city’s population claimed dual citizenship in both realms. During the Amaris crisis, the Usurper’s troops used many of Yorii’s larger cities and industrial complexes as battlefields when the SLDF came to liberate the planet, which ravaged the planet’s economy and infrastructure, rendering millions homeless and millions more dead. Neo-Tokyo was left totally uninhabitable when the last of Amaris’ holdouts deliberately sabotaged the fusion reactor that powered the city in an effort to distract the League troops while they made an escape attempt. The Draconis Combine easily assimilated Yorii after the fall of the League, establishing the planet as a forward base for raids against the Lyran Commonwealth, Capellan Confederation, and Federated Suns. Despite numerous punitive raids and the ravages of the Succession Wars, Yorii gradually managed to reclaim some of its former prosperity, only to lose it again when Word of Blake forces struck during the Jihad. Notes: if a Dragon's Fury player controls the planetary capitol all controlled provinces produce an extra 10% resources. Because of the stronger gravity all ballistic ranged attacks are at -1 and -2” range. Provinces Shenobi, Planetary Capitol Resource Production: 150 Facilities: Wall (10) Resource Upgrade: any 1 Notes: none Shokaku Resource Production: 40 Facilities: Spaceport Resource Upgrade: any 1 Notes: none Khesan Resource Production: 45 Facilities: Ordinance Garage Resource Upgrade: any 1 Notes: none Xu-lai Resource Production: 50 Facilities: Mine Resource Upgrade: mine Notes: none |