Mercenary's Guide to the Inner Sphere: 3042 Edition


Part I: Governments

The Successor States

Other Governments: The Periphery Powers:

Part II: Technology

BattleMechs: First developed in 2439, BattleMechs have dominated the fields for over 600 years. Superior to conventional vehicles, such as tanks or hovercraft, due to their durability and mobility, BattleMechs are the most powerful instruments of ground war permitted under the Ares convention.
Myomer: The miracle technology of BattleMechs, myomers are synthetic muscles. Metallic in nature, myomers contract when a voltage is applied to them. Although they have numerous possible uses in civilian life, myomers are too rare for any use other than 'Mech muscles and replacement human muscles tissue in expensive medical operations.
AeroFighters: Although a lively rivalry has existed between AeroSpace pilots and MechWarriors for centuries, AeroFighters are the only part of modern armies treated equally with BattleMechs. AeroFighters, able to operate equally well in space or an atmosphere, are needed to protect or attack incoming DropShips, provide air superiority to ground forces, and move rapidly from one theater to another.
Conventional Aircraft: Unable to enter space, conventional aircraft are inexpensive, but little match for an AeroSpace Fighter. Conventional aircraft are generally assigned to low grade planetary garrisons, where they need not accompany DropShips into space.
Conventional Vehicles: Although conventional tanks can pack an incredible punch, they are nowhere near as durable as BattleMechs. Nonetheless, their low cost and easy maintenance guarantees them a niche in modern armies. Hover tanks and VTOLs are often used for scouting or troop movements, and the larger tanks can provide effective support for BattleMech companies, or city defense.
DropShips: Expensive to maintain, DropShips are the most efficient way of transporting material from planetary surfaces to space. DropShips are incapable of FTL transit, and must piggy-back rides on JumpShips to travel from one star system to another. Military DropShips are heavily armed and armored, and carry either BattleMechs or conventional forces; the rare Excalibur Class DropShip actually carries a full Combined Arms battalion. Most DropShips carry several AeroSpace Fighters for defense, and a few dedicated carrier DropShips exist to provide additional AeroSpace support. Civilian DropShips are poorly armed and armored in comparison, but can carry massive cargos to and from orbit.
Small Craft: Shuttles and the like can be used to land on planets, but their relatively small size makes this inefficient. They are generally used to ferry material and passengers from one spaceship to another.
JumpShips: JumpShips are larger vessels incapable of landing on planets. They are equipped with huge Kearny-Fuchida drives which allow the JumpShip, and any attached DropShips, to instantaneously jump up to 30 light years away. JumpShips are the sole means of FTL travel. Unfortunately, the K-F drive requires massive energy, which JumpShips cannot generate themselves. Instead, they deploy a huge "Solar Sail" which can power the K-F drive with solar energy. This process can take several days, or several weeks depending on the intensity and proximity of the local star. Thus, Command Circuits of JumpShips, similar to the old Pony Express system, can be used to speed the transit of a particular DropShip over large distances. JumpShips tend to enter a system at the star's nadir point, where the transition will be clear of all debris. This leads to long transit times to and from planets, however. Thus JumpShips will occasionally use "pirate points," jumping into a system much closer to the target planet in a spot known to be clear of debris. As long as the spot is indeed clear of debris, this will greatly reduce transit time to the planet. Even so, few navigators are willing to take this risk often. JumpShips are unarmed and thinly armored, although their large size makes them hard to destroy (the Sail, on the other hand, is easily destroyed, but expensive to replace). Aside from their K-F drives, JumpShips have minimal engine power, and cannot move on their own; they can only hold station at a Jump Point. Tradition with the Successor States prevents JumpShips from being attacked or destroyed.
WarShips: The jewels of the Star League Navy, WarShips are heavily armed and armored JumpShips, able to move within a planetary system and support military invasions. None of the Successor Houses' WarShips have survived the Succession Wars, and no factory is able to produce the weapons or engines needed to build such vessels. Due to the devastating orbital bombardment capabilities of such ships, used to gruesome effect in the First Succession War, the Great Houses have informally agreed not to research the manufacture of WarShips, although each house undoubtedly has covert projects just in case.
Star League Equipment: The Star League had developed many technological marvels which have been lost in the Succession Wars. Despite advances by the NAIS, modern military, engineering and medical equipment is still a poor match for their Star League equivalent. During the chaos of the Amaris Civil War, the Star League Defense Force created numerous secret caches of material and equipment, many of which were subsequently lost. These caches can still be found throughout the Inner Sphere and Periphery. Along with advanced equipment, they often contain 'Mech and vehicle designs long lost to the Successor States. It is now widely believed that a large such was discovered by the Grey Death Legion on the planet Helm in 3028. The Legion supposedly managed to download a copy of the Star League Computer Memory Core found in the base. This Core had been slowly spread throughout the Inner Sphere, finally reaching the NAIS; according to the rumors, the Liao Death Commando raid on New Avalon in 3029 was an attempt to capture this copy. Although the NAIS has recently begun to release more and more sophisticated medical and civilian technology, there is so far no proof of advanced BattleMech components, aside from the new Double Heat Sink.
Star League Technology: Here is a brief list of the more advanced Star League military equipment:Star League BattleMechs: The Star League used many BattleMech designs lost to the Inner Sphere today. Among them: The designs for the Guillotine and Hermes still exist, but without Star League Technology, they cannot be reproduced. In addition, the Star League used the original version of the Crab, the CRB-27 Crab, which featured a far more sophisticated communications system.

Part III: Famous Military Units:

House Units:

Independent Units:

Part IV: Famous Personalities:

Living Personalities: Historic Personalities:
Part V: Noteworthy Locations Part VI: Terms to Remember: