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