PLANET LISTING
Colonies:
The number of colonies including orbiting bases (not Skybases, Fueling
stations, or Astrolabs), plan-ets, moons, military bases.
Locations:
Notable places.
Value:
From 1 and 10 for total value (mineral rights, colony population, strategic
position, etc.) Not the value to the population. The
value to the government which controls it.
Legality:
Seven --Total Restriction…one shave off a military state.
Strict laws. All punishable.
Six --Very Major Restriction…Stunners are allowed and small blades.
Nothing else.
Five --Major restriction…More powerful nonlethal…low tech weapons.
Four --Heavy restrictions…Hunting weapons, single shot rifles,
low tech weapons allowed, nothing else.
Three --Medium Restriction…Rifles and Heavy weapons prohibited.
Pistols require license.
Two --Minor Restrictions…Rifles and heavy weapons prohibited
without a license. Pistols allowed.
One --Very Minor Restrictions…Military weapons are
prohibited. Heavy weapons require licenses. Pistols recommended.
Zero -- Lawless…carry what you like. Pistols to Herks
are OK.
Purpose:
Barren—No value, no population we are ware of.
Cluster—Heavy populated location. Lots of everything. Balanced
Population.
Capital—Dense Populated Location. Governmental focus. Balanced
Population
Military—Military base with full space and ground capacity. Population
is mostly soldiers.
Mine—Heavy mineral rights. Population is mostly miners.
Merchant—Riggers and Traders. Little value otherwise.
Population is always changing.
Outpost—Minor populated location. Mostly surveyors.
Outcast—Would have fallen through if it wasn’t self-sufficient.
Population does everything.
Colony—Basic populated location. Bits of everything.
Balanced population.
Special—Special location for reasons explained in each case.
CLICK ON THE MAP TO ENLARGE
Aarronn
Colonies: None
Locations: None
Value: Zero
Legality: n/a
Purpose: Barren
Alexandria
Colonies: Three
Locations: None
Value: Five
Legality: Five
Purpose: Cluster
Antares
Colonies: One
Locations: None
Value: One
Legality: Two
Purpose: Merchant
Baha
Colonies: One
Locations: None
Value: Seven
Legality: Three
Purpose: Merchant
Barmoon
Colonies: Two
Locations: None
Value: Six
Legality: Six
Purpose: Colony
Bastion
Colonies: Two
Locations: None
Value: Three
Legality: Six
Purpose: Colony
Berganofsky
Colonies: One
Locations: Military Depot
Value: Ten
Legality: Zero
Purpose: Military
Notes: No civilian craft may approach
within two parsecs.
Bernard’s Star
Colonies: One
Locations: None
Value: Five
Legality: Zero
Purpose: Military
Booth
Colonies: None
Locations: Alphatech Sungun
Value: Two
Purpose: Barren
Legality: N/A
Notes: The Alphatech Sungun was recently
destroyed.
Bossilo
Colonies: Four
Locations: None
Value: Six
Legality: Six
Purpose: Colony
Brasenga
Colonies: Four
Locations: None
Value: Nine
Legality: Six
Purpose: Cluster
Breaker’s
Star:
Colonies: One
Locations:
Breaker’s Yard: One of the
nicest terraform plan-ets (continuous twilight, no vegetation, very muggy,
no clouds), Breaker's Yard has become the Mule Capital. Where beautiful
cities would sprout, ugly cranes, factories, process-ing stations, and
ship-yards now lay. With the planet mass of Titon, the Yard is filled
with 10% lounges, bars and clubs, 30% living facilities, 20% reprocessing
facilities, and 40% ship-yards and shipyard facilities. It is the
centre-point of all freelance Mule activity. Although the native
popu-lation is only around 15 - 20 million, there is, at mini-mum, 220
-320 million people on there at a time. Not all of them are Rig-gers.
A lot are homeless people who live in hulks left behind by Mules.
Others are visiting or here to make a quick buck. Embassies from
all cor-porations and governments are pres-ent. Breaker's Yard outdates
the Rigger industry by about 400 years, but it has always been a trading
center. It was dis-covered and named Helios in the 23rd century.
At first, it was a planet very close to "Earth Standard" but not close
enough. The "Helios Terra forming Project" was formed fifty years
later. After nearly 200 hundred years of slow terra forming, the
project was finally stopped because the planet refused to evolve to a perfect
match. What could have been a picture perfect Eden, an ugly smog
filled rock now stands...at least it was breathable. People have
been living on Helios for three hundred years. It quickly evolved
to a trading outpost very quickly. Its new name was an nickname that
started only 150 years ago, It became its official designation just
before the war.
Value: Two
Legality: Two
Purpose: Merchant
Bussard
Colonies: Six
Locations: None
Value: Nine
Legality: Six
Purpose: Cluster
Cameron
Colonies: One
Locations: None
Value: Zero
Legality: One
Purpose: Outcast
Caseopea
Colonies: Three
Locations: None
Value: Four
Legality: Three
Purpose: Mine
Carementol
Colonies: Three
Locations: None
Value: Ten
Legality: Seven
Purpose: Cluster
Corona
Colonies: One
Locations: None
Value: Three
Legality: Two
Purpose: Outpost
Crimmon
Colonies: Three
Locations: None
Value: Ten
Legality: Six
Purpose: Cluster
Deneate
Colonies: One
Locations: None
Value: One
Legality: One
Purpose: Outpost
Drome
Colonies: Not any more
Locations:
Drome: A Commonwealth planet
near the opposite edge off space from the Bloc. It was a major colony,
hun-dreds of years ago. It was destroyed by un-known forces.
The Authority placed a colony after, but after five years the colony was
abandoned for no rea-son. Being so far out...actually slightly farther
out than Periphery, it was considered to expensive to salvage the colony
machinery.
Value: Zero
Legality: N/A
Purpose: Abandoned Colony.
Ergo:
Colonies: Two
Locations: None
Value: Six
Legality: Six
Purpose: Cluster
Esque
Colonies: Seven
Locations: None
Value: Ten
Legality: Six
Purpose: Cluster
Faust
Colonies: One
Locations: TMA Stockyards
Value: Ten
Legality: Zero
Purpose: Military
Notes: No civilian ship may approach within
two parsecs.
Finnegan's Folly
Colonies: One
Locations:
Finnegan's
Folly: This planet has only a re-clusive number of people because
no one else will live on it. It was adapted as a Military testing
ground sev-eral centuries ago but the project was scrapped after it was
found that the planet's gravitation fields and tec-tonic plates were abnormal
and caused continuous shifting that made permanent colonies difficult.
The people living there now move in continuous caravans. The planetary
survey reports from probes always give different results so the exact identification
of this planet is impossible. This planet looks completely different
every 30 years. Some say this planet has secrets more incredible
than can ever be seen in deep space...but since it has no compara-ble mineral
deposits, no one has ever really checked. No ship has been recorded
crashed on Finnegan's Folly in over 165 years. No attempt at contact
has been established. The planet's dominant characteristic is that
it emits sound waves in a range of frequencies. As a result, the
entire surface is in a state of agitation in sympathy with the various
vibrations. Some of the frequencies are within audible range, pro-ducing
a continuous and unsettling discord. The effect together with some
of the threshold wavelengths makes it impossible to tolerate exposure for
any significant length of time. Many attempts have been made, centu-ries
ago, to establish bases on the planet but the con-stantly moving surface
has made this impossible. Geological tests and drillings have failed
to dis-close any stable stratum which might provide an anchorage for constructions
of any permanence. A further diffi-culty is that sound-proofed surface
installations would only be habit-able for brief periods as the unrelenting
resonance has the effect of seriously disturbing mental equilibrium.
Absolutely no clue exists to the reason for this phenomenon, nor do we
have an explanation for the fact that the planet has nomadic pockets of
gravitational variation. One suggestion put for-ward is that somewhere
near the core there exists a large number of very high-density bodies in
a state of constant movement. No attempt has been made to initiate
contact with the wayfarers, but several moving objects detected in the
Sea of Dust (the one big desert) seem to counter that they have died.
It is unclear how they survive. It is estimated that Fin-negan's
Folly was discovered early in the 22nd century. Early attempts at
a colony proved fruitless and the planet (initially named Rodo) was converted
to a Military testing ground. The name was then changed to the familiar
term. Folly's life as a military establishment lasted barely ten
years and in the 24th century, was totally deserted and left for obscurity.
Ap-parently, a cult that endorsed isolation, left to colonize a world for
their own. The only world they could be assure of privacy was Folly.
The ship landed and was never heard from again. Repeated scanners
paths have found nothing but one ship apparently picked up moving objects
passing over the Dune Seas. Since the initial landing, six ships
have crash or soft landed on Folly and have never returned
Value: Zero
Legality: N/A
Purpose: Outcast
Fusillade
Colonies: One
Locations:
Firewalk: The planet in flames.
The Firewalk col-ony is surrounded by them all the time and constantly
fight off the roaring fires in order to mine the massive deposits there.
People who move to Fusillade usually have no where else to go and are desperately
in debt. The hazard pay here is amazing.
Value: Seven
Legality: Four
Purpose: Mine
Futana
Colonies: One
Locations: None
Value: Four
Legality: Five
Purpose: Outpost
Galiton
Colonies: Two
Locations: None
Value: Seven
Legality: Zero
Purpose: Military
Garamond
Colonies: Two
Locations: None
Value: Five
Legality: Zero
Purpose: Mine
Gate
Colonies: One
Locations: None
Value: Four
Legality: Five
Purpose: Outpost
Grove
Colonies: One
Locations:
Eden: This was the last Earth-like
planet colonized in this decade. Although its existence has been
known for decades, it has been left alone while scientific teams exam-ined
the planet. It was declared off limits because of a pact of non-interference--the
planet had been possibly sighted as a source of intelligent life.
This has been confirmed to be un-true. In fact, no animal life at
all in lives on Grove. It is un-clear how plan life sustains itself.
The oxygen is rich but human life can be sustained. Teams have discovered
ex-tremely rich soil and preferable weather planets for Terran planet life.
Two teams, 5 000 miles apart, are testing the planet for wide use.
When cleared, Grove could single-handedly eliminate all food problems in
the Territory. No ships have allowed to land. The colony has
no interstellar spacecraft of any kind. The team have nicknamed the
planet "Eden." Both colonies were recently abandoned. No on has returned.
Value: Ten
Legality: Seven
Purpose: Special—Prohibited Area— Laboratory
and Nature Preserve.
Janus
Colonies: One
Locations:
Bracken’s World: Bracken’s
World is the single source for the emergency and survival rations used
on every major vessel from every major corporation and government.
The entire planet has been modified with Kelp yard to pro-duce the single
product.
Value: One
Legality: Six
Purpose: Colony
Kapteyn's Star
Colonies: Two
Locations:
Chaos: A very unstable gas
planet, Chaos is a star that failed. It is always in a state of stress...
some scientists say it could go at any time. No one really knows
why this planet has managed to stay in one piece with 145 large moons tugging
on it, but it is a very rich fuel area. Massive auto-mated gas collectors
work night and day, processing the fuel. Chaos is the only planet
where all the ingredients for ship fuel can be found. Because of
the violent stresses, nobody lives near Chaos.
Value: Ten
Legality: N/A
Purpose: Mine
Keller
Colonies: One
Locations: None
Value: One
Legality: Zero
Purpose: Outpost
Lalande
Colonies: None
Locations: None
Value: Zero
Legality: N/A
Purpose: Barren
Minerva
Colonies: Two
Locations: None
Value: Four
Legality: One
Purpose: Merchant
Mirfak
Colonies: Two
Locations: None
Value: Eight
Legality: N/A
Purpose: Military
Noa
Colonies: None
Locations: None
Value: Zero
Legality: N/A
Purpose: Special
Notes: This dead, inhospitable, and
non-atmospherically rock is rumored to have remnants of a past civilization.
Because of the nature of the planet, archeologi-cal digs are rare.
It has been dead for at least 1 000 years.
Noble
Colonies: Three
Locations: None
Value: Six
Legality: Six
Purpose: Mine / Colony
Oberon
Colonies: None (…well…)
Locations:
Oberon: People say Oberon
has got it all...before. The one, enormous colony on it, New Palan,
was nuked by a stray Vulcan Hammer missile ten years before the war ended.
No one is willing to repopulate the "The Big Palan" now with the rad count
the way it is. That's too bad, since last count, there was 14 000
tons of steel, 24 000 tons of aluminum and titanium, 5-6 million miles
of copper wire. Kitchen appli-ances, typewriters, audio gear, tons
of spacecraft parts, works of art just hanging the galleries waiting to
be plucked, cloth-ing, toupees, bridgework, false teeth, prosthetic limbs
can all be found. You name it, Oberon has got it all. That
is...if someone is willing to go down there. Some say Oberon was
an Authority Planet bombed by a Commonwealth Cyclops. Some say it
was an Authority planet bombed by a Bloc Moray Eel. The actual fact
is that Oberon was, originally, Bloc con-trolled. This is the only
confirmed rumor. The official statement by both governments is that
a Cyclops, captured by the Authority was redirected towards the Commonwealth
planet of Pearl. However, it went off guidance, and smacked Oberon.
The Authority, who now controls the planet, have released that the very
"dirty" Vulcan Hammer used on it re-leased so much radiation, that nothing
is salvageable. Some parts of the city remain standing but there
is no reason to land. As a result, for public safety, the planet
is quarantined and constantly patrolled by the TMA. No one has set
foot on Oberon since it went up...or down.
Value: Zero (…well…)
Legality: N/A
Purpose: Special
Osborne
Colonies: Five
Locations: None
Value: Eight
Legality: Five
Purpose: Colony / Military
Otto
Colonies: Five
Locations: None
Value: Nine
Legality: Six
Purpose: Cluster
Palomino
Colonies: Two (the Lars military base was
recently destroyed).
Locations: Nunes military stockhold.
Value: Four
Legality: Six
Purpose: Cluster
Palin
Colonies: Five
Locations: None
Value: Eight
Legality: Three
Purpose: Colony
Pavilion
Colonies: One
Locations:
Pavilion: This is a planet
on the Bloc border that does not align itself with any government. The
5 000 people that live there all speak PTL so contact has been limited.
Value: Zero
Legality: Seven
Purpose: Outcast
Pearl
Colonies: Three
Locations: None
Value: Five
Legality: Five
Purpose: Cluster
Periphery
Colonies: One
Locations: None
Value: Three
Legality: Zero
Purpose: Outpost
Perlmann
Colonies: One
Locations: None
Value: One
Legality: One
Purpose: Outpost
Quagmire
Colonies: Not anymore
Locations:
Quagmire: Once a planet on
the border between the Bloc and Orion group, it was the site of the worst
conflict of the war. Because of massive fossil fuel deposits from
a previ-ous extinct ecosystem, Quagmire was considered a great commodity,
although blanketed in low level, almost unfor-ested swamp, like the stretches
of bijou countryside on Earth. A ground war later almost fifteen
years and still pushed more than 6 months after the war concluded.
In the end, the Orion group abandoned its forces on planet for the Bloc
forces to overrun them. The resulting suicide fight ended in the
de-struction of most of the planetside and the sabotage of the mining sites
including oil fires. Although no mass weapons were used on Quagmire,
the entire planet is a wasteland. Remains of the old oil rigs still
float on the shallow waters. The sky is a reddish black from the
damage, sometimes every few weeks, ionization causes it to change to an
emerald green. Now totally still. No waves, no war, no life.
Quag-mire was mankind's greatest symbol of how war can drive people insane.
Value: Zero
Legality: N/A
Purpose: Special—Decimated Planet
Quiver
Colonies: Three
Locations: None
Value: Five
Legality: Six
Purpose: Colony
Shedar
Colonies: One
Locations: None
Value: Six
Legality: Four
Purpose: Mine
Sirius
Colonies: Three
Locations: Terran Wildlife Preserve
Value: Two
Legality: Seven
Purpose: Colony
Spirou
Colonies: None
Locations: None
Value: Zero
Legality: Six
Purpose: Barren
Sol (Terran Solar System):
Colonies: Twelve
(Not including Earth)
Locations:
Mars Shipyards: The now defunct
military workyard that produced hundreds of warvessals during the war every
year. There are still many manufacturing facilities here and it is where
most Mules come to sell their Cargo.
Mars War Museum: An orbiting
museum that pays good prices for intact antique spacecraft, but not often
as the processing yards.
Panama Spaceport: Panama handles
all Spacefar-ing activity in the Terran system as well as beyond, but it
spe-cializes in short range craft. It stretches from Balboa, up to
Cristobal, and across Mandinga, taking over the entire Canal. All
Sol System activity usually goes through this multipurpose port.
Sydney Starport: The Starport
is the largest com-mercial landing complex in existence. It is the
heart of all commercial traffic in the Territory. Always in expansion,
the port currently occupies most of Western Sydney, down to Canberra, all
the way North to Newcastle and west to Goul-burn. It is broken up
into sectors specializing in different fields of commercial space travel.
The largest individual re-gion consists almost entirely of manufacturing
and service sites and includes a number of static test fields, each of
sev-eral square kilometers. The remaining regions are traffic handling
sites for the various space routes. Each site consists of arrival
and departure lounges, terminals for surface or at-mosphere transportation,
transfer points, fueling and service bays, warehousing and the many other
facilities. Where Breaker's Yard is at the lower end of the class
structure, Syd-ney is at the top. The port looks "all bright and shiny"
with massive upright semi-spherical domes and white wall panel-ing everywhere.
The station is also completely reactionless and solar powered, so no pollution
is produced.
Star Oceana: The Sakarov--Phyrine
funded under-water city with a population of around
250 000 people. It is known to be Earth's
best success story.
Value: Ten
Legality: Five
Purpose: Capital
Solas
Colonies: One
Locations:
Solar City: A gas giant orbiting
a small red dwarf, Solas is the only gas planet with a breathable oxygen
layer within itself. When proven stable, the unique aspect was studied,
because of the rising gases and thick thermal layer below, it was found
out that with very little energy, vehicles could support themselves.
It wasn't long before a floating colony, named after the planet was set
up. No, it doesn't look like Cloud City. Rather, it is a huge
city with many long ten-drils ending in gigantic altitude adjusters.
Although the Solas project is threatened every year of being closed down,
it maintains itself because of its huge tourism industry and gas mining.
Value: Eight
Legality: Seven
Purpose: Special—Resort Colony.
Starling
Colonies: One
Locations: None
Value: One
Legality: One
Purpose: Outpost
Starros
Colonies: None
Locations:
Starros: Starros is one of the last
planets left that still is virtually unmined. Although small, it
could reap benefits. There's just one problem. Starros is so
close to its red supergiant that the planet is almost molten. The
tem-perature on its surface peaks over three times of that on Ve-nus.
The atmosphere has long since been vaporized. Most ship's reactors
can't operate in the environment, especially since the star is so large,
it takes up almost 40% of the sky. Even with its heavy shielding,
the Van probably couldn't last more than 12 hours at Starros before its
reactor starts to have problems. Do not stay longer than 48 hours.
Value: Three
Legality: N/A
Purpose: Special
Stasco
Colonies: One
Locations:
Stasco:
This is a big planet, the biggest in the ter-ritory... twice as big as
Jupiter (a terrestrial planet). It is also volatile place. It is
hot. 130 degrees inside and up to 180 degrees outside in some places.
This is explained by Stasco orbiting a wobbly path among six suns. Because
of the horri-ble environment, the populace is quartered in city blocks,
about 5k high which travel on a vast track. The track, made out of
refined rock (obsidian), is what Stasco is all about. The cities
travel in relation to the suns as they orbit Stasco so the structures move
along the track. The relation is critical as the cities are TOTALLY
dependent on Solar energy. If a city stopped, all life would perish
in under three hours. Move-ment on the track is paramount and rumors
say there are ex-plosives in the foundation to blow the city off in case
of an actual break-down as at anytime there are twenty cities on a given
section of track. Why are people subjected to this hos-tile environment:
The almighty dollar. Stasco is still the richest planet in the territory
after 300 years of clean and strip-mining. The Bloc and the Authority
rules the planet together. One of the greatest achievements of all.
Five kilo-meter tall building cruising on tracks on an immense planet.
If you can withstand the temperature, it is quite a sight. The planet,
with it expanding deserts, is also a scene to behold. The Stasco
Towers are one of the 12 wonders of the world...for good reason.
Estimated to be a least 400 years old, the towers remain to be the greatest
representation of technology we have lost. It is unsure how they
were built or how they run so perfectly with so little maintenance.
Good thing to since no one is entirely sure how to repair them. If
the secret of their efficiency can be solved, Mankind's energy problems
would be over. They are of definite Terran manu-facture but history
did not record when they were built...and even why, since there are probably
other, cheaper, ways to mine the planet's recourses...back then.
Now, they are ex-tremely useful.
Value: Ten
Legality: Two
Purpose: Mine
Storren:
Colonies: One
Locations:
Storren: Storren is made up
of two types of ter-rain's: The Badlands and the Dagtal Swamps. Both
are not very friendly environments, but the swamps have the richest non-terran
life forms and the Badlands have pockets of rich minerals. Rumors
say that the Dagtal swamps are mined. The swamps are heard to contain
a pirate group known as "Grubs." The desert is the rumored to hide
the base of The Hive.
Value: One
Legality: Zero
Purpose: Outcast
Stos
Colonies: One
Locations:
Stos: Cold...very cold.
Stos is a planet whose inter-nal furnace turned off. Then when its
blue giant star winked out into a brown dwarf, it got really cold.
Near absolute zero, the planet is dominated by moving glaciers and crumbling
ice mountains. There is no liquid here...it is totally frozen.
Too bad, most of the planet's ice is pure water. Berg runners don't
often come here because it is so hard to remove the ice since the smallest
glacier is 350 miles across.
Value: One
Legality: N/A
Purpose: Outpost
Tess
Colonies: Three
Locations:
Tess: Also a planet rich in
natural resources (fossil fuels), Tess is totally covered in water with
only a handful of jutting lands masses. Because the oil and gas deposits
are small and scattered, instead of placing rigs everywhere, hun-dreds
of super tankers roam across the surface and directly mine the area, then
move on.
Value: Seven
Legality: Four
Purpose: Mine
Toledo
Colonies: One
Locations: None
Value: Zero
Legality: Zero
Purpose: Merchant
Tower
Colonies: Eight
Locations:
Bloc Tower: A huge tower ten
times the size of the old CN tower, the tallest free-standing structure
in the Terri-tory
Value: Nine
Legality: Seven
Purpose: Capital
Umbilico
Colonies: One
Locations: None
Value: Four
Legality: Four
Purpose: Colony
Van Maanen's Star
Colonies: Two
Locations:
Berg Park: This is the name
of a huge processing station as well the Ice Field in sits in orbiting
Van Maanen's Star. The Park has the largest deposits of pure and
polluted water in the galactic arm. Huge chunks of ice are harvested
and purified. A massive 5 to 25 kilometer extra-hard Iceberg is constructed
where it is towed to places that need it.
Value: Eight
Legality: Three
Purpose: Mine
Vega
Colonies: Three
Locations: None
Value: Eight
Legality: Seven
Purpose: Cluster
Verheiden:
Colonies: One
Locations: None
Value: One
Legality: Two
Purpose: Outpost
Yascar
Colonies: One
Locations:
Forest of Rock: Actually called
Yascar, the planet was never colonized but not because of a lack of minerals
or a low strategic value. Although the air is stale and almost to-tally
blanketed in twilight, Yascar can easily be inhabited. The problem
lies with the dense forest of 100 story tall lime-stone and obsidian stalagmites
that covers the globe. Almost indestructible, it has been deemed
unfeasible to clear an area so a colony can be placed. Several small
independents have been rumored to take up shelter there. Scavengers
are known to have a secret abode there. The Skips are also rumored
to work from this location.
Value: One
Legality: Zero
Purpose: Outpost
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