* The Iron Dingoes Demesne

Holdings of the Iron Dingoes



Direct Holdings of the Iron DIngoes

Agricultural – * Duchy of Tharn : 25,000,000 Cs
Agricultural – * Landhold : Garrison : 1,000,000 Cs
Agricultural – * Landhold : Hellas : 200,000 Cs
Agricultural – * Landhold : Izpek : 200,000 Cs + 60,000 Cs.
Agricultural – * Landhold : Miguel : 200,000 Cs + 60,000 Cs
Agricultural – The Factory – Hydroponics Facility : 300,000 Cs
Commercial – Blue Planet Utility Services : 300,000 Cs
Commercial – “Buenaventura” : 200,000 Cs
Commercial – Dingo Brand Corporation : 60,000 Cs
Commercial – Rockhopper Exploration : 60,000 Cs
Commercial – * Sierra Madre Casino & Villa : 40,000 Cs
Commercial – “The Factory” : 80,000 Cs + 120,000 Cs
Commercial – Whippet Transport Lines : 200,000 Cs
Light Industrial – Cemex : 300,000 Cs
Light Industrial – The Fuel Rats : 300,000 Cs + 300,000 Cs + 7,500,000 Cs
Light Industrial – Horn Industries (20% share) : 40,000 Cs + 40,000 Cs.
Light Industrial – Indumil : Iron Dog Munitions (25% Share) : 300,000 Cs
Light Industrial – * Manticora : Tharn Central Munitions : 200,000 Cs
Heavy Industrial – * Deep Ice One : (60,000 Cs Maintenance Supplies)
Heavy Industrial – * Husky Heavy Industries : – Cs

Combined (Estimated) Annual Landhold Income : 37,060,000 Cs

Unit Command Council

Unit Leader : Colonel Kanto Jokukad “Pitbull”, Duke of Tharn
Unit S-1 : Head of Personnel, Captain Massimo De Luca “Advocate”
Unit S-2 : Head of AeroSpace Ops/Intel, Major Erika Hartmann “Glamour”
Unit S-3 : Head of Training/Spec Ops, Captain Mitchell Kitsune “Wraith”
Unit S-4 : Head of Supplies, Captain Massimo De Luca “Advocate”
Unit S-5 : Head of Civilian Liaison, Captain Pol Baca “Templar”
Unit S-6 : Head of Security, Captain Michael “Mad Mike” Vincent
Unit S-7 : Head of Technical/AsTechs, Captain Michael Anderson “Fixer”

Unit Senior Tech : Lt SG Thadeus Marakov
Unit Senior AsTech : Master Tech Joseph Marakov
Unit Chief Medical Officer : Doctor (Major) Delphine Young
Unit Weapons Master : Captain Walker McGuire
Unit Freehold Steward : Knight-Errant of Sangria, Lord (Major) Michael Ruxbondy “Paladin”
Unit Senior Scientist : Doctor Max Helmut “Moxie”
Unit Senior Security Chief : Captain Walker McGuire

First established with the unit’s efforts to build a support base from which they could safely and securely operate in * Landhold : Garrison, the demesne of the Iron Dingoes has slowly expanded through contract labor, salvaging various industries and outright piracy. Colonial efforts have always been supported by importing colonists, particularly those of an educated and skilled origin, but the common farmer plays a very important role in their support base as well, and education, training and careful development of these folk has given them the basis for a wide-spread colonial effort that is soon to spread across three seperate worlds.

This “Pocket Empire” consists of assets across System – Gollere and System – Dumassas, largely backed by infantry forces, but also because they have more than a battalion of BattleMechs available, with complete DropShip and JumpShip support, as well as several regiments of heavy infantry to occupy their territories, and spread their “dog soldiers” across their demesne. Their military and security forces are well-armed, well-funded and morale is fairly high in all branches of its armed forces.



Population Level : Thousands (3)
Government : Charismatic Oligarchy (12)
Law Level : No Prohibitions (0)
Technological Level : 9
Military Power : 3
Economic Power : Non-Industrial.

System – Dumassas : Various industrial, commercial and agricultural efforts highlight the Iron Dingoes presence on Terramatrix. While diverse and including small arms, vehicle and transport infrastructure, agriculture and personnel are the primary support bases of this planet for the Iron Dingoes. While Terramatrix labor value remains relatively small, the technology base of these folk, as well as their general education levels are superior to those in Iron Dingoes other holdings.



Population Level : Tens of Millions (7)
Government : Captive Government (6)
Law Level : No Prohibitions (0)
Technology Level : 5
Military Power : 4
Economic Power : Agricultural.

System – Gollere : The chief resource of the Iron Dingoes holdings on Gollere are its large population base, various mineral and agricultural resources, and a handful of simple industrial capabilities. Largely self-sufficient, the limited technology base of the planet proves its failure as an industrial world, even though it has enough population to support limited development. Nonetheless, raw materials and foodstuffs are easily exploited, and have proven key to growing the Iron Dingoes other developments. Over time, the efforts of the planet’s holdings might prove equal to those on Terramatrix. Maintaining morale among its large infantry force on-planet is key to continued development of this landhold.


Iron Dingoes “Pocket Empire” Dynasty

Battletech – Dynasty Rules

Cleverness : (15) – Widely known for excellent decisions, always having the right plans, and being prepared for almost any eventuality that comes their way.
Greed : (12) – Looking to grow into wealth at a manageable rate, making profits where possible, but not at the cost of the Dynasty’s safety.
Loyalty : (12) – Members of the Dynasty are happy to be a part of it, and will not readily do anything to cause harm to their fellows. Leadership can count of their membership to support their decisions.
Militarism : (15) – Rigid military teaching and a heavy leaning towards the use of arms is a constant among members of this dynasty, with the leadership being able to call upon a strong combat force if required.
Popularity : (12) – The Dynasty is considered an respected member of the interstellar community, and modestly regarded by the general population.
Scheming : (6) – Acting mostly honestly and in the open, the Dynasty has no real skills in underhanded or shady activities.
Tenacity : (15) – Able to withstand most unfortunate circumstances to befall a Dynasty, it has the power to survive terrible odds.
Tradition : (12) – There is a lot to be learned from the generations of the past; the stories and tales of our ancestors are important to the next generation.

Culture : (2) – Everyone in the Dynasty does their own thing, with little cohesion in beliefs.
Fiscal Defense : (1) – There is little to no security over a Dynasty’s economic stream; far too much is dependent on the “honor system” within its transactions.
Fleet : (6) – The Dynasty controls a substantial space fleet, protecting everything well in hand by conventional means. Game Effect : (+1) bonus to Greed-based checks.
Technology : (4) – Lasers, simple computers, hovercraft, conventional aircraft and solar power technologies are understood by most members, but more advanced technologies (such as fusion power, advanced computers, and jump technology) remain difficult to apply or research.
Territorial Defense : (8) – The Dynasty has internal armed forces that carefully watch its borders and boundaries diligently. Game Effect : (+1) bonus to Militarism checks.

Morale : (15)
Populace : (18)
Wealth : (16)

Acquisition : 1, Bureaucracy : 1, Conquest : 1, Economics 1, Entertain -, Expression 2, Hostility 2, Illicit -, Maintenance -, Politics 1, Posturing 1, Propaganda 1, Public Relations 2, Recruit 2, Research 1, Sabotage 1, Security 1, Tactical 3, Tutelage 1.



Landholdings in the 31st Century

Although the original feudal system died-out in the twentieth and twenty-first centuries on Terra, many families even today can trace their lineage back to those ancient times. Democracies and republics rose in their place, serving the needs of a a more egalitarian and technological society through the days of mankind’s first steps into space.

As humanity expanded across the stars, slow interstellar communications made it increasingly difficult to manage large empires. As a result, a neo-feudal system eventually emerged, in which regional and local planetary leaders, corporate magnates, and other key entities in the civil and military chains of command came to retain their authority in interlocking partnerships – backed up by hereditary rule. This ultimately led to the rise of the six Great Houses of the Inner Sphere – Stiener, Davion, Kurita, Liao, Marik and Cameron – who together united to form the first Star League.

Though only five of the Great Houses remain today since the fall of the Star League, the feudal system remains a fact of life for the people of the Inner Sphere. Basing their power on a flexible – yet absolute – command over the many layers of lesser nobility, these families have reigned for centuries, providing a stable cultural identity and a sense of continuous leadership ever since they came into their own.



Along with titles, bestowed by generous rulers in exchange for fealty, many modern noble families also received a grant of territory to rule over as they saw fit in the name of their lord. Over the centuries, land grants issued, revoked and re-issued left many noble families without a holding, but today almost as many claim the responsibility and the privilege of caring for their own corner of their majesty’s empire.

Holdings must often refer to landholdings, grants of land on some world or worlds connected to a particular title. These holdings can vary in scope and in value. For example, the Duke of Omaha directly controls only a few thousand square kilometers on Nebraska’s northern continent, but those holdings include the capital of one of the most important grain-producing agriculture worlds in the Federated Suns. The Duchy of Oriente, on the other hand, includes fifteen (15) separate star systems and fields a sizable portion of the Free World’s League military forces.

The rank of nobility determines the order of peerage as well as the extent and value of the holdings. The duke of a world, for example, may divide his holding among marquises, who rule over the individual continents. These marquises then may have their lands divided among counts, who rule over counties, which in turn might be divided into baronies, each ruled by a baron, who control cities, farming villages and even a single outpost and fortress.

A hold is more than mere land. It is a direct measure of the resources the noble can draw on – timber, food, water, metals, petroleum, factories, electronics, industries, lost remnants of Star League technology, and – most importantly – people. The taxation of these resources can help the noble maintain the land, pay the duties owed to a higher noble, raise a defensive force, and even maintain a tidy surplus for their own personal use. With sufficient holdings, even a baron can field and equip a small army, while a wealthy duchy can support a full regiment with hundreds of vehicles and Mechs, thousands of troops, and the JumpShips and DropShips to carry and deploy them.

Not all holdings are held exclusively by nobility. Though most commonly considered the domains of the aristocracy, many nobles actually have bestowed land grants upon warriors who have served them faithfully. Most large mercenary commands, such as the Grey Death Legion and Wolf’s Dragoons, possess such “Warrior’s Holds”, commonly referred to as “Securities”. Such grants give these warriors a place to call home, but are also often used to bind a mercenary command to the family or Great House that commands them.



Originally derived from the noble family (or House) that ruled the landhold, the term “landhold” applies today to the technicians, laborers, specialists, and dependents that are collectively associated with a given hold, regardless of whether the holdings are that of a noble family or a military force. The household includes the support personnel, such as administrators, troops, workers, and the families who remain hoe on the land grant while the noble or military unit is away.

Household communities are typically self-sufficient, stable, and compact, but larger landholds may spread out to fill the entire holding. The most entrusted members of a household will generally reside within the noble’s central manor, mansion, or palace (or military unit’s HQ). For most households, the staff’s principal loyalty will go to the master of the household – whatever their title – and beyond that, to the lord’s and officers above them.

This self-sufficiency can be frequently disrupted if the household is based on military assets that might need to travel light while on campaign. In such cases, a portion of the household remains behind – most notably its dependents, and staff is less critical to combat operations. If the sizable portion left behind lacks key personnel or expertise, many household lords tend to authorize the hiring of temporary staff from among the local populace.

A household’s staff is commonly organized along its own hierarchy of its own, a chain of command that exists regardless of whether or not the household is that of a civilian noble or a mercenary force. This hierarchy is commonly based around individual duties, and divided into branches that resemble a corporate structure designed to maximize its ability to coordinate its own activities. Though the exact style and cultural flavor of the household changes with the nature of its lord, there are very common elements in most Inner Sphere landholds:

Technical Support : Households possess a variety of military equipment or other heavy machinery that require technical support to maintain it all. Coordinating this technical support staff is the Senior Tech, who usually answers only to the master of the house, or the house’s senior military officer. The Senior Tech’s responsibility includes overseeing all specialty technicians, mechanics, and assistant techs (“AsTechs”) on the household staff, as well as the retention and dismissal of temporary workers. Below the Senior Tech, is the Senior AsTech, an assistant technician whose primary role is the training, discipline and deployment of the household’s permanent, or locally raised force of semi-skilled or unskilled technical staff.

Medical Support : Medical personnel are even more critical than technical staff, as even the smallest noble household will require some degree of discreet and reliable medical services. The House Doctor, or Chief Medical Officer serves as the head of this staff, and is ultimately responsible for the well being of the entire household. In more affluent household, the House Doctor can call upon a trained team of skilled specialists and surgeons to handle the more extreme cases, while less fortunate households make do with a staff of nurses and paramedics. In some cases, the House Doctor is also responsible for the supervision of sanitation and food service activities, or anything that could be considered a potential health risk before they become a serious concern.

Weapons Support : Households with a heavy military capacity entrust the smooth maintenance of their offensive and defensive capabilities to a Weapons Master. Typically a senior-level technician or a veteran warrior well-versed in the operational requirements of the household’s various armaments. The Weapons Master often doubles as a combat training officer for new recruits, and a tactical reserve officer to the house master. The Weapons Master’s duties tend to overlap with the Senior Tech, especially regarding securing military supplies in the household arsenal. Generally, in times of peace, the Senior Tech holds sway; in times of war, the Weapons Master over-rules him.

Administrative Support : All household support is coordinated through a Freehold Steward (also known in noble circles as the Chamberlain or Chancellor). This individual is the house master’s “right-hand-man”, an official who oversees the holding’s affairs whether or not the master is present, and generally only answers to the master. Some Chamberlains even have their own staff of senior administrators to assist in the task. In addition to the Chamberlain, most households retain one or two legal experts,, particularly those who specialize in contractual and property laws.

Scientific Support : Larger households – particularly those with off-world interests – may also maintain a scientific support staff whose ranks include planetologists, meteorologists, biologists, and other specialists. The group is to assess any potential hazards to the household and its members when travelling abroad, or to monitor and report on environmental conditions of the household lands themselves.

Security Support : Households with a military presence also employ a military chain of command for all aspects of security and defense – both for the landhold itself, and those of its assets that may travel abroad. The most important duties of the household troops include maintaining security (and bodyguards) for the household’s key members, and providing support troops for any other units or landholds the master might command. In some instances, this might include a force of “national guards”, or riot police to keep unruly holdings quiescent.

* The Iron Dingoes Demesne

Battletech : The Farscape Campaign Robling