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Touring The Stars Compilation (Ver. 0.1)

The document discusses the results of a study on the impact of climate change on coffee production. Researchers found that suitable land for coffee production could decline by up to 50% by 2050 due to rising temperatures and changing rain patterns associated with climate change. The study suggests that countries like Colombia, Ethiopia, and Indonesia, which are major global coffee producers, will need to adapt coffee farming to a warmer climate in order to maintain production levels.

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67% found this document useful (3 votes)
555 views40 pages

Touring The Stars Compilation (Ver. 0.1)

The document discusses the results of a study on the impact of climate change on coffee production. Researchers found that suitable land for coffee production could decline by up to 50% by 2050 due to rising temperatures and changing rain patterns associated with climate change. The study suggests that countries like Colombia, Ethiopia, and Indonesia, which are major global coffee producers, will need to adapt coffee farming to a warmer climate in order to maintain production levels.

Uploaded by

Joshua Gibson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 40

BATTLETECH

TM

TOURING THE STARS


Atlas

BENET III
Star Type (Recharge Time): M5V (206 hours)
Position in System: 3 (of 8)
Time to Jump Point: 2.45 days
Number of Satellites: None
Surface Gravity: 0.65
Atm. Pressure: High (Tainted)
Equatorial Temperature: 28 °C (Arid)
Surface Water: 60%
Recharging Station: None
HPG Class: B
Highest Native Life: Reptiles
Population: 681,035,000 (3096)
Socio-Industrial Levels: B-B-A-B-D
Landmasses (Capital City): Sierra (Donner)

BENET III
First surveyed in 2239, the Benet system was initially written off were completely uninhabited, being barely able to support a meager
as unsuitable for colonization. According to legend, the system amount of native life, let alone human enclaves. Automated harvesters
was named for an unrequited love by the survey mission captain, crisscrossed these islands, collecting the chemically rich biological
who took his own life after filing the official paperwork to register byproducts of what animal life was found there, and periodic transports
the name. Although originally pronounced in the French fashion, brought the results back to Sierra for processing.
over the subsequent centuries the name shifted to have a hard The primary hindrance to more widespread settlement of Sierra’s
consonantal ending. interior was the dangerous and unpredictable gasses that spew forth
Despite the assessment, the first colonists arrived nearly two both from the northern range volcanoes as well as many fissures
decades after the system’s survey. These first settlers were employees amid the badlands’ rough terrain. Frequent seismic activity made
of an industrial conglomerate drawn to the planet’s potential mineral it difficult to predict when and where an outgassing would occur,
wealth, rather than one or more of Terra’s coherent ethnic groups. As but the deeper into the badlands and closer to the active volcanoes
a result, the populace was never dominated by any one culture and one went, the greater the chances. In the foothills surrounding
any traditions that grew up over the years were generally localized the volcanoes, the air was so permeated by poisonous gas that
and small-scale in nature. Planetfall for the initial batch of settlers—all rebreathers were necessary; even people living near the southern
employees of various mining and manufacturing corporations and end of the badlands tended to keep rebreathers on their persons at
their families—saw the establishment in 2261 of a small community all times. Today, evidence of this difficult environment is apparent
that would grow into the city of Morningside, later to function as the in the number of ghost towns—some quite large—that dotted this
planet’s first capital. region, most having been abandoned during the Succession Wars
To the early colonists, it was obvious how Benet would likely as it became more and more difficult to maintain the technology
have gone ignored indefinitely, were it not for its abundant mineral necessary to safely live under threat of wandering gas clouds.
deposits. Sierra, the sole continental landmass, is volcanic in origin, Sierra was divided into four administrative districts. Gakken County,
with a string of still-active volcanoes stretching across the northern covering the majority of the continent, was largely uninhabited, with
reaches. Surrounding the peaks and extending most of the way only the narrow northern coast amenable to settlement. Beaux Pawl
south into Sierra’s interior is a wide swath of badlands that made the was the largest town in the county, but mostly served to support the
central regions of the continent unsuitable for large settlements, so research facilities and military bases sprinkled across the badlands. The
the majority of Benet’s population resided along the southern coastal town was also home to the planet’s main orbital tracking station (which
regions, with smaller communities scattered along the shores of unfortunately made it the focus of a number of attacks throughout the
the Northern Sea. The Scitte Isles, located far off in the Eastern Sea, Succession Wars). The station doubled as an astronomical research

4
Atlas

facility and produced many prestigious award winners from its staff. of the region. Donner became the capital after a severe gas eruption
Traffic at the small Beaux Pawl spaceport mainly brought in necessities during the Third Succession War forced the evacuation of Morningside.
bound for the bases with only a trickle of outbound mineral shipments. The establishment of Donner as the capital also coincided with the
Kehl County, in the southwest, was the most heavily populated rise of the Ducrimmon-Davions as Benet’s ruling family. A purely
region on Benet and home to the majority of the planet’s industrial administrative city, Donner possessed very little in the way of nightlife
facilities. Johnston Industries operated the largest of these complexes or cultural vibrancy to speak of. Extending for a hundred kilometers
in the foothills around Martine. During the FedCom Civil War, the around Donner stood four of the planet’s seven spaceports, three
forests of western Kehl saw intense action between the Forty-first of which were devoted almost entirely to Benet’s food distribution
Avalon Hussars and the Fifth Donegal Guards. A number of military network. The lack of adequate agricultural output to sustain the
bases throughout the region not only provided protection for the planet’s population necessitated a massive amount of off-world
valuable factories but also functioned as high-capacity supply depots imports and extensive rail lines to facilitate food distribution across the
for several large-scale operations conducted by various ruling powers, continent, at least until the JumpShip shortages of the Succession Wars
dating all the way back to Operation SMOTHER in the 2720s. The forced the world into an expensive agricultural independence.
massive Martine and Rohan spaceports handled more traffic than More than anything else in its history, Benet III became known
the other five spaceports on Benet put together, mostly outbound for the so-called “Death Mists” that eventually rendered the planet
shipping from Johnston and other manufacturers, as well as raw uninhabitable. Since the mid-3050s, the frequency and intensity
mineral exports. of large-scale gas venting in the badlands had been on an increase.
Marquis County, a narrow strip of land surrounding the city of Scientists grew especially alarmed in the early 3080s, when two of
Marquis Falls, was the location of what passed for a resort area on the most devastating outgassings on record forced the evacuation of
Benet. The richest inhabitants of the planet, including all of the senior nearly a million inhabitants from northern Kehl County. Even with the
management at Johnston Industries, owned extensive estates in this aid of local militia and the Twelfth Vegan Rangers, the death toll from
county, particularly in the exclusive Hylene Isles just off the coast. these events climbed to the tens of thousands. Despite this tragedy,
Several resort towns dotted the coast and spearfishing in the crystal- many in the corporate community derided the scientists’ warnings
blue waters was a popular activity. While Benet did not get much in the as “alarmist fear-mongering”. A study commissioned by Johnston
way of tourist trade, the Marquis shore was a popular destination for Industries in 3086 concluded that the recent outgassings fell well
corporate visitors and high-ranking military staff. within Benet’s historical parameters, and claimed the deaths were due
The fourth district, the Donner Administrative District, became to inadequate government services and poor leadership, rather than
home to the planetary capital city of Donner, which lay in the heart any danger from the planet itself.

Fanshaw
Beaux Pawl

A
Terminus Station R
R
E
I
S LR
IV ER
CHE
XOC
Mount Miasma
(Volcano)
S Chunchucmil
OUN TA I N
ANGRY M
SCITTE
ISLES
Mount Kauhu GAKKEN EASTER
(Volcano)
COUNT Y N
N SEA
WESTER
SEA IN DS
S

TA LAN
UN BAD
MO ORA
AUR
A
N
IRO

R
R Morningside
E
I SCITTE
Firebase Rosslyn

Waupaca
S ISLES

IVE R
Rohan DI R O C TO B E R
WA D
LAKE ISLES
KEH
LD TO R M E N T
IS TRI
Fort McCoy CT
MARQUIS COUNT Y

Marquis Falls
HY Martine Verlanta
L
ISL ENE
ES
Keener
DONNER
A D M I N I S T R AT I V E
DISTRICT

Donner

5
Atlas

By early 3093, nearly the entire northern half of Kehl County had the body count crept higher. An almost constant stream of DropShips
been abandoned, though government officials still maintained that traveled from surface to orbit, ferrying a pitiful few evacuees to safety.
the evacuations were temporary and that people would eventually Commercial JumpShips, contracted or even coerced by Jerome
be able to return to their homes and businesses. Behind the scenes, Sandoval, supplemented the efforts of the military, but could only help
however, officials were growing increasingly worried about the a small part of the planet’s population.
situation. Records later released to the public (during lawsuits against In the second week of July, nearly a month after the crisis began, Duke
Johnston Industries) indicate that the corporation was beginning Tancred himself arrived in system to observe the rescue efforts. Many
to shift its assets to facilities on other worlds such as Addicks, while on the ground, subjected to whisperings that Johnston executives
continuing to downplay the local danger to the public. and the Duke had conspired to keep the severity of the looming crisis
The crisis reached its critical point nearly a year later, when a week hidden from the public, greeted his arrival angrily. Sandoval’s own
of nearly non-stop seismic activity opened up thousands of gas vents actions only made things worse. Four days after his arrival, JumpShips
across the continent. As prevailing winds from the Draconis Combine arrived at Benet.
carried most of the noxious fumes southwards, Broadcasting their friendly intent, troops
the northern coast was spared the worst of the from the Fifth Ghost and the Seventh Sword
event, although several hundred people— of Light had come to assist in the evacuation
mostly elderly or those already ill—lost their effort. Whether from desperation or failure to
lives in and around Beaux Pawl. read the mood of the people, Duke Sandoval
For the inhabitants of Sierra’s southern accepted the offer of aid and Combine
regions, however, the death toll was much DropShips began landing to take in evacuees.
higher. Without little to no warning, massive The citizenry, driven by rumors that the
clouds of poisonous gas swept down from Combine was stepping in to claim Benet once
the badlands and across the towns of Kehl the existing populace evacuated, reacted
County. Millions found themselves helpless, badly and violence broke out. For the next
without rebreathers or shelter from the gas. three days, the Combine’s aid workers found
Everyone else on Benet hunkered down in themselves trapped in their own DropShips
shelters to wait out the clouds, convinced by by angry mobs and even some militia forces.
years of denials and media manipulation that To their credit, the Robinson Rangers and
the crisis would be temporary. DMM troops stayed clear of the ruckus and
In the initial days of the disaster, most continued evacuating outlying communities.
of Marquis County and the Donner Eventually, Tancred was forced to rescind his
Administrative District were spared. Messages were sent out via HPG acceptance of Combine aid and the Kuritan ships lifted off without a
to nearby worlds and to both Robinson and New Avalon requesting single refugee on board. After broadcasting words of encouragement
assistance. In the meantime, local militia forces did what they could to and resolution to the remaining people on the planet, Tancred Sandoval
help the trapped populace by ensuring that everyone had adequate retreated to Robinson to discuss the situation with his cousin. The talks
supplies to see them through the crisis. Despite their efforts, the death from their meetings would eventually give rise to what became known,
toll continued to rise. A number of Succession War-era shelters that unofficially, as the Sandoval Civil War just a few months later.
had seen little subsequent maintenance suffered catastrophic failures, The futile evacuation proceeded for the next four months, with
condemning tens of thousands more to an agonizing, choking death. Benet’s atmosphere worsening each day. By the time the final refugee
When, after the first week, DropShips arrived at the Martine and transport lifted off from Mount Sheppard spaceport outside Donner,
Rohan spaceports, many were shocked to learn that rescue hadn’t millions had died, and not all from the gas clouds. Increasing tensions
come. Instead, Johnston Industries was relocating as much of its as the continuing evacuation efforts dragged on led to many violent
operations as possible to other systems. More than one firefight broke outbursts that had to be controlled by the forces on the ground. A
out between local militia forces and mercenary-reinforced corporate little more than ten percent of the pre-crisis population survived
security troops escorting the DropShips. Though separated in their the Death Mists. Environmental scientists delivered even more bad
isolated shelters, the people of Benet began to clamor for someone news in a series of conferences dedicated to the disaster in 3096: the
to blame for their situation. Local radio channels were swamped with concentration of poisonous elements in Benet’s atmosphere had
accusations and recriminations, most directed at Johnston executives reached a tipping point and it would be centuries—if ever—before
and the politicians who had supported them. the environment returned to normal. At the conclusion of the
Twelve days after the beginning of what had come to be called the conferences, the March government on Robinson declared Benet
“Death Mist”, the first help arrived. Under orders from Jerome Sandoval, abandoned and off-limits; ComStar officially removed the system
elements of the First Robinson Rangers and the Robinson DMM arrived from its maps shortly thereafter.
to provide assistance and transport to evacuate the planet. The process The first governor of the Benet III colony was Hamish McClaugherty
went smoothly—though slowly—at first. Three days into the effort, of Robinson, whose family maintained a prominent position in
a surge of seismic activity in the Aurora Badlands of northern Kehl the planet’s administration until the end of its habitation. Jessika
County unleashed a new round of gas venting, causing the populace McClaughtery, a direct descendant of Hamish’s younger brother, was
and their rescuers to seek shelter together to ride it out. Over the next the last mayor of Donner and made a point of being on the final shuttle
two weeks, this pattern was repeated several times and every time of the evacuation.

6
a Time of War Adventure Seeds

PILLAGE, PLUNDER, PILFER “IT’S A FINDERS KEEPERS KIND OF WORLD.”


Recommended Group Size: 4-6 players
Recommended Group Type: Military, mercenary, special ops, covert ops
Recommended Skill Levels: Regular to Veteran (Key Skill levels 3-5)
Inspired by the chaos surrounding Benet III’s evacuation, unscrupulous parties have elected to plunder the world’s abandoned cities and factories.
Johnston Industries’ extensive facilities in Kehl County offer a tempting target for the boldest scavengers.
Complications: A few obstacles for players to tackle.
A Nasty Surprise: The folks running Johnston Industries are no idiots; they fully expected that someone might raid their abandoned factories in the hopes
of finding something useful or profitable. That’s why they’ve left a number of little “surprises” for anyone who tries. These surprises can range from simple
booby traps, such as machinery rigged with explosives or other deterrents, to mercenaries contracted to stay behind as long as possible and protect the
factories from pillage. Considering Johnston’s extensive contacts in the government, an AFFS protective force would not be out of the question.
Everybody Wants Something: The potential riches to be gained from raiding the Johnston factories would be irresistible to many different parties, not
just the one that hired the players. Before they can abscond with any treasures, the players will have to contend with other scavenging NPC groups.
The potential for mayhem and accidental disaster while engaging in combat in a factory setting should keep the players on their toes.
It’ll Be Our Little Secret: Johnston Industries is ostensibly a responsible corporation, but who knows just what secret projects they had going on in their
Benet facilities? What better place to hide something they didn’t want anyone to know about than a crap-hole planet like Benet III? It would be just
the players’ luck to stumble across some hidden project deep within the bowels of the factory, something that Johnston would do anything to ensure
never came to light. Forbidden bioweapons? HPG research to circumvent ComStar’s stranglehold? Technological horrors inspired by the hated and
feared Manei Domini? Whatever it is, it can’t be good.
Tips: It’s up to the gamemaster to decide what is left in the abandoned Johnston factories, or even just how abandoned they really are. The chaos of
the planetary evacuation can offer a great many wrinkles to this mission. Perhaps the players stumble across a group of citizens hiding out in the factory
because they couldn’t get to an evac shuttle in time. Do the players help them or continue with their mission? How will the players transport any loot
they find away from the factory without alerting whatever authorities remain on planet? What will they do if their employer double-crosses them once
they deliver the goods and tries to leave them on a world that will soon be uninhabitable?

7
a Time of War Adventure Seeds

ACTION SCIENCE! “NERDS, GUNS, POLITICS, AND POISONOUS AIR. WHAT COULD POSSIBLY GO WRONG?”
Recommended Group Size: 4-6 players
Recommended Group Type: Military, mercenary
Recommended Skill Levels: Green to Veteran (Key Skill levels 1-5)
Increasing seismic activity on Benet over the past several years has been cause for concern among the scientific community. The players are hired
to provide protection for an expedition to the Northern Range to investigate the danger to the planet, unaware that there may be a more immediate
danger stalking them.
Complications: A few obstacles for players to tackle.
Local Troubles: While the badlands of Sierra are largely uninhabited, there do exist several small communities who live their lives unencumbered by
social conformity. These people do not take kindly to any intrusions into their domain and have little fear of any show of force less than a full-on military
operation. The meager protection provided to the expedition by the players is certainly not enough to deter attack. Though the players may have a
better armed and better-trained force, the natives of the badlands have more experience with the region and a large enough reserve of combatants
to balance out any advantages.
Sin After Sin: The purpose of the expedition may be to gain knowledge regarding the planet’s troubles, but human nature doesn’t take a back seat to
scientific progress. Conflicts, whether based on personal or professional friction, have a habit of coming out when least desirable. As security for the
expedition, the players may have to deal with the consequences of such interpersonal conflicts. How will they handle it if one of the lead scientists
turns up dead in his quarters one night? Who killed him and why?
Cross-Purposes: Not everyone believes in the ecological danger facing Benet III. Some powerful people will stop at nothing to prevent the truth from
coming out. The players may have even been approached—as a group or individually—beforehand by agents of these powerful interests with an
offer to enrich their own pockets by ensuring that any unwelcome findings made by the expedition never make it back to the public. How will the
players handle not knowing whom they can trust, even amongst themselves? Conversely, the expedition’s sponsors may have been well aware of the
political and corporate opposition to their goals and tasked the players with ferreting out anyone who would try to block the truth from coming out.
Tips: Isolating the players and NPCs in a hostile environment and then throwing complications into the mix can provide some interesting storytelling
and roleplaying opportunities. Do not hesitate to make the atmosphere of Benet III into an adversary for the players; as they get deeper and deeper
into the badlands the air quality will become increasingly poisonous and their lives will depend upon both their equipment and trust in their comrades.

8
Rules Annex

MAPSHEET TABLES
2D6 Result Map 2D6 Result Map
2 Desert Hills (MSC1) 2 Rolling Hills #1 (MSC1)

MARQUIS COUNTY
3 Desert Sinkhole #1 (MSC1) 3 Rolling Hills #2 (MSC1)
GAKKEN COUNTY

4 Box Canyon (MSC2) 4 Woodland (MSC2)


5 City Ruins (MSC1) 5 City Suburbs (MSC2)
6 Box Canyon (MSC2) 6 River Valley (MSC1)
7 Desert Mountain #1 (MSC1) 7 Rolling Hills #1 (MSC1)
8 Desert Mountain #2 (MSC1) 8 Open Terrain #2 (MSC2)
9 Deep Canyon #2 (MSC2) 9 Open Terrain #1 (MSC2)
10 Desert Hills (MSC1) 10 BattleTech (MSC1)
11 Rolling Hills #2 (MSC1) 11 River Delta #1 (MSC1)
12 CityTech* (MSC1) 12 Rolling Hills #2 (MSC1)
*Place Light and Medium buildings of varying heights in each clear non-paved hex.

2D6 Result Map 2D6 Result Map


2 Desert Hills (MSC1) 2 Rolling Hills #1 (MSC1)

DONNER COUNTY
3 Box Canyon (MSC2) 3 CityTech* (MSC1)
KEHL COUNTY

4 BattleTech (MSC1) 4 CityTech* (MSC1)


5 City Hills Residential #1 (MSC1) 5 City Street Grid Parks (MSC1)
6 Open Terrain #2 (MSC2) 6 City Downtown* (MSC2)
7 Open Terrain #1 (MSC1) 7 Rolling Hills #2 (MSC1)
8 Desert Hills (MSC1) 8 City Residential* (MSC2)
9 Rolling Hills #1 (MSC1) 9 Rolling Hills #2 (MSC1)
10 Desert Hills (MSC1) 10 Scattered Woods (MSC1)
11 Rolling Hills #2 (MSC1) 11 Open Terrain #2 (MSC2)
12 CityTech* (MSC1) 12 CityTech* (MSC1)
*Place Light and Medium buildings of varying heights in each clear non-paved hex. *Place Light and Medium buildings of varying heights in each clear non-paved hex.

9
Optional Rules

The following additional special rules are intended to provide further


flavor to games set on the world featured in this supplement. For the
most part, these rules may be considered advanced and optional, as BENET III TERRAIN
they primarily reflect conditions and/or features unique to this one Benet III’s Sierra supercontinent is broadly divided into
planet or planetary system. four counties. The dominant terrain features of these
counties are reflected by the various mapsheet tables
presented here. Remember that for any scenarios set on
DEATH MISTS
Benet III, the planet’s volcanism and geysers create an ever-
Benet III has become famous for the so-called “Death Mists” that
present hazard of toxic and sometimes caustic chemical
caused the planet’s complete abandonment in the mid-3090s. The
taints in the local atmosphere. These effects are covered by
atmosphere pre-3094 should be considered Tainted (Poisonous),
the Death Mists rules on this page.
although the farther one gets from the volcanic peaks in the northern
Eruptions: As an added option, scenarios set in the
reaches of Gakken County, the more breathable it becomes. Down Gakken County region—where the planet’s geology is most
south, in Marquis County and the Donner Administrative District, unstable—may feature volcanic or chemical eruptions
the air is breathable without external support, and thus the Tainted that take place right where the action is. To reflect these
atmosphere condition will no longer apply. Player groups operating effects, the players may consider using the rules for Magma
in the badlands or deeper into Gakken can be subjected to random and Hazardous Chemical eruptions found in Tactical
venting of deadly gasses. So close to the source, these gasses are Operations (see pp. 36-38, and p. 49, TO, respectively). The
considered Caustic rather than Poisonous (see p. 56, TO) with effects rules for geysers (see p. 48, TO), may also prove handy. If
levels that vary from Tainted to Toxic, depending upon the location the Hazardous Liquid Pools Table is used to randomly
and time period (as determined by the gamemaster or via random roll). determine the severity of a chemical-outgassing eruption,
Post-3094, after the runaway outgassing of Death Mists, all of Benet apply a +3 modifier to the 1D6 roll, and treat any modified
III’s atmosphere is considered to have a Toxic (Poisonous) atmosphere, result of 6 or more as Deadly.
with Caustic effects added for any scenarios set within 20 kilometers of
a volcano or other gas vent.
The rules for Tainted and Toxic atmospheres are found in Tactical
Operations (see pp. 56-57, TO). RAPIER FISH
The largest aquatic animal on Benet III, the rapier fish inhabits the
SCREE RAT warm coastal waters off Marquis County and sport fishing for this
The Benetian scree rat, despite its name, is a lizard-like creature creature was a favorite pastime of the rich and well-to-do. Covered in
quite a bit larger than the average rat. Native to the badlands of central a bony carapace and possessing a thin, sharpened snout for offensive
Sierra, this creature is well adapted to life among the region’s rocks and purposes, the rapier fish was a deadly hunter of smaller species but
rough terrain. As an ambush predator, the scree rat’s scaly, rock-like usually was not aggressive towards humans unless provoked. The
skin allows it to hide among the post-glacial talus and await its prey. favorite prey of the rapier fish was the colored kettlefish, which it
It is adept at scrambling at great speed across the badlands’ uneven would spear on its namesake feature and then draw into its mouth
surfaces. Scree rats hunt in packs, and have little fear of humans; many using a muscular ridge that undulated along the sides of the spike.
intruders into a scree rat domain have found themselves on the wrong Rapier fish rapiers were considered the best tool to use in the popular
end of a horrifying assault by half a dozen or more these creatures Benetian sport of spearfishing and a good quality one could fetch high
suddenly emerging from cracks in the ground and surrounding rocks. prices on the open market. The status of the rapier fish following the
The scree rat’s resistance to the poison gasses so common in its atmospheric catastrophe is unknown.
home territory has made its blood desirable as a folk remedy to treat
those who have been exposed to the toxic air. It is believed, however, Mass: 80 kg
that not even the scree rat survived the Death Mists. STR BOD DEX RFL INT WIL EDG
3 5 5 7 2 2 5
Mass: 30 kg Size Class (Modifier): Medium (0)
STR BOD DEX RFL INT WIL EDG BAR (M/B/E/X): Bony carapace 3/2/1/2
2 4 3 10 2 4 4 Damage (AP/BD): 2M/3
Size Class (Modifier): Small (–1) Move (W/R/S): 17/36 (Swimming)
BAR (M/B/E/X): Scaly hide 2/2/1/1 Traits: Armor (+3)
Damage (AP/BD): 1M/2 Skills: AniMelee (+3), Swimming (+6)
Move (W/R/S): 10/20/40
Traits: Aggressive, Armor (+2), Camouflage (+1), Pack Hunter (6-10),
Poison Resistance (+2)
Skills: AniMelee (+2), Climbing (+4), Running (+4)

11
Atlas

BOB
(DUNKLEWÄLDERDUNKLERFLÜSSENSCHATTENWELT)

Star Type: M1IV (202 hours)


Position in System: 1 (of 4)
Number of Moons: 1 (Riesenschild)
Days to Jump Point: 2.96
Surface Gravity: 1.1
Atm. Pressure: Standard (Toxic)
Equatorial Temp: 15 oC (Cold-Temperate)
Surface Water: 72 percent
Highest Native Life: Birds
Recharging Station: None
HPG Class: None
Population: 346,000,000 (2765); ca. 956,000 (3130)
Socio-Industrial Levels: C-D-D-D-D (2765);
F-F-C-F-C (3130)
Landmasses (Capital City): Ketzerheimat,
Klüfterlande (Krimhildshausen—2765), Lamarae,
Lunarblessed (Ruprecht—3130)

DUNKLEWÄLDERDUNKLERFLÜSSENSCHATTENWELT (LATER KNOWN AS “BOB”)


Lit only by the dim glow of an M1-class subdwarf star, the director noted how easy it was to find on a map; where many Star
Dunklewälderdunklerflüssenschattenwelt (later known as “Bob”), was League-era colonies tended to receive short, easy to remember names
never much of a paradise—at least, not by human standards. First like Capra and Enif, the thirty-six (or, rather, thirty-seven) letter name
surveyed in the late 2500s, shortly before the Draconis Combine’s he bestowed on Dunklewälderdunkleflüssenschattenwelt stood out
entry into the Star League, the world was considered for use as a on maps like a mountain among anthills.
base of operations against the nearby Outworlds Alliance when the Nomenclature aside, Dunklewälderdunkleflüssenschattenwelt’s
Reunification War broke out. Although the DCMS cancelled those development was fraught with a number of issues. Although it orbited
plans, the still-unnamed system was later given a second look during its parent star within the habitable life zone, possessed a human-
the height of the Star League—this time by Frontiers Unlimited, a friendly gravity and climate (albeit on the colder side), and was blessed
“colonial brokerage firm” based in the Lyran Commonwealth. In an with ample water supplies, the planet’s evolution had created some
operation backed with a number of Combine and Terran developers, unique complications.
FU sent an expedition to the planet to establish its claim, under the For starters, its subdwarf sun was not only noticeably dimmer
leadership of Mission Director Thaddeus Øystein. and cooler than that of an equivalent main sequence star, but its
Director Øystein and his team made landfall in February ultraviolet radiation was significantly higher—a condition the
of 2689, and finished establishing their initial settlement— settlers termed “ultraviolet excess." Although the planet had a
Krimhildhausen—by the following April. It was only then that sufficient magnetosphere to protect against cosmic rays, its ozone
the new colonists announced the name of their new homeworld: layer was weak against the continuous bombardment of ultraviolet.
Dunklewälderdunkleflüsseschattenwelt. Literally translated (from the This resulted in a biosphere that wanted for warmth, but was rich
corrupted form of German that Mr. Øystein spoke) as “shadow world of in all manner of plant-life. To adapt to these needs, the flora of the
dark woods and darker rivers," Dunklewälderdunkleflüsseschattenwelt planet developed darker pigmentation to draw in as much heat from
was easily the longest world name on record at the time—or the light as possible, while the ultraviolet radiation infused them
since. Indeed, it would even gain an extra “n” when House Kurita with energy to spare. Trees on the planet regularly grew to dizzying
incorporated the planet in its own registries as a part of the Draconis heights, extending canopies of thick, green-black leaves that virtually
Combine’s Galedon Military District. blotted out the sunlight along the forest floors, while equally dark
When challenged about the name, Øystein justified his choice for two algae and aquatic plant life transformed even the shallowest
solid reasons. The first of these was that the coined name was a perfectly freshwater ponds into inscrutable expanses that could be mistaken
accurate description for the new planet; thanks to a variety of factors, for tar pits. Even the planet’s air was tainted by this gloom, as pollens
the world existed in a near-continuous state of shadow, with forests and from the abundant plant life created unnatural clouds of organic,
rivers tinged nearly black in casual observation. For the second reason, green-gray dust on a seasonal basis.

4
Atlas

Fortunately for the first settlers, the water and air contaminants Despite the challenges, Dunklewälderdunkleflüssenschattenwelt
could be managed well enough with basic filtration technologies, persevered, its population growing past 300 million by the 2760s.
but the danger of exposure to the ultraviolet excess all but forced By this time, House Kurita’s leadership had seen fit to establish a
them to locate most of their settlements under the shade of permanent garrison base on the planet, ostensibly to keep an eye on
Dunklewälderdunkleflüssenschattenwelt’s obsidian hyper-sequoias. the nearby worlds of the Outworlds Alliance and guard transit routes
Human encroachment thus began amid the planet’s forests, which to and from other frontier worlds such as Antallos.
soon revealed the existence of several unique predators, including the In 2784, after the dissolution of the Star League, General Aleksandr
jet-black, blood-sucking nachzehrers (a native, toothy, bat-like bird Kerensky and most of the surviving SLDF gathered at New Samarkand
named for vampires of ancient Germanic lore), and the shambling in preparation for their final exodus from the Inner Sphere. Alarmed
valdvicts (a large, ambulatory plant capable of launching barbed vines at the sudden military build-up, House Kurita began scrambling its
to stun and ensnare prey). military forces in anticipation of a possible assault by a vengeful
These alien predators—particularly difficult to handle, thanks to their Kerensky. Located relatively close to the region, the DCMS garrison
large numbers and tendency to blend in with the surroundings—were on Dunklewälderdunklerflüssenschattenwelt—the Twelfth Dieron
especially dangerous to the colonists’ food supplies. Because human Regulars—was among those redeployed.
biology could not process the majority of the planet’s native species, When the Combine troops failed to return after Kerensky’s departure,
virtually all of the local agriculture and ranching grew dependent on and news of war with Houses Steiner and Davion came just two years
imports. Efforts to create adequately protected havens for transplanted later, Governor Patton MacDonald decided to make several sweeping
livestock and crops often drew more attention from native fauna, changes. Some of these common-sense efforts aimed to improve local
and it was only through carefully coordinated culling programs that security and infrastructure, but others focused more on keeping the
Dunklewälderdunkleflüssenschattenwelt’s developers gained enough people distracted in these uncertain times. In 2788—one year before
breathing room to grow. In addition to these plant and animal hazards, the centennial celebration of the planet’s initial settlement—Governor
many of the world’s residents suffered from regular bouts of various MacDonald announced a global referendum to replace the planet’s
illnesses and allergic reactions traced to other impurities found cumbersome name. On 1 April 2789, amid much fanfare, the votes were
throughout the global biosphere. While Star League medicine largely tallied and a surprising new name (chosen decisively by the unlikeliest of
kept these cases in check and lethality was rare, additional mental grassroots campaigns ever waged in recent history) was found.
health issues continued to plague the first generations of settlers—a From that day forth, Dunklewälderdunklerflüssenschattenwelt
result of their extended living in a world of such perpetual darkness. became known, simply, as “Bob."

SO
NN
ER
EF
LE
XIO
NB
UC
HT

E
L A M A R A

Lebensmüde

Fliegerabwehrbataillon
Hauptsitz
FERNWEH
Einenbesserenortalsdortüber ZUNGENBRECHERBUCHT
ÜS
TE YUBITSUME
GEFÄ
SHIMA
HRLI
M A T
N I H I L ATO L L S K
RZ
CHES
H E I
ME
CH DING
Z E R
Bīkon
TS
MEER
K E T
EL Luton
W
Inton OLD K
ELN INDE
DÜSTE RSCHMIRG RHOOK

TRÜBEWASSER
VERME
IDESC
HWÜL
E N WA
LD

Hikari no Sasu Basho


NICHT TRINKBAR
NG
E K L Nachtknöchel
Last Light
P EA
K RA
KURO NO KAIGA
N SCHNITZELBANK
Ü F
GRI
M
TATA K I WA R U K A
I K YŌ KESSELMEER T E
Himmelsspitze
R L
GAR
DEN
S KAL
LU S B
ERGE A N
First Light D ARK Nishi Azuma
Tōrō
Krimhildshausen D E Watchpoint
Tōrō Ruprecht
L U N A R B
L E S S E D Schattenhandgelenk
SHADO

GHT
THE NI
R
TIMBE
WCA

Willougby
ST M

Ekesburg
OU
NT
AI
NS

5
Atlas

Of course, what nobody imagined happening was the complete [Editor’s Note: As was the case for many such worlds, however, there
collapse of all interstellar travel to the planet once the name change were many pockets of human survivors left behind and overlooked by
took place. With the DCMS invasion of the Federated Suns well these survey teams. Those on Bob managed to survive in small, scattered
underway, the communiques reported from Bob—delivered by courier communities with varying level of success, while nature overran their
ship, as the planet’s HPG had failed during the Amaris Crisis years— abandoned cities and towns—in many cases, literally.]
never found their way to all the necessary officials. The oversight, Bob is remarkable not only for the interesting species of flora and
which would go unnoticed for more than half a century, led to calamity fauna that call its dark lands home, but also for the obvious signs of
as Dunklewälderdunklerflüssenschattenwelt vanished from the maps, a great cataclysm that clearly befell the planet perhaps as recently
and was replaced by a new world named Bob... as ten thousand years before mankind came along. At some point in
While all shipments earmarked for the planet’s very survival still bore the planet’s past, its single moon was struck by a large, fast-moving
the old name. celestial object—possibly another moon, spun off from one of two ice
Worse still, the Combine’s growing need for ships to support their giant planet that occupy the system’s outermost orbits.
war effort stripped away all “non-essential traffic” in the area. Within The impact tore a chunk of Bob’s own moon away, sending large
months of the name change ceremonies, trade to the frontier world hunks of lunar debris into the planet below, creating numerous
had abruptly ceased. With no working HPG station to report in, “Bob” craters that can still be seen in the geography today. Most of these
was completely cut off from the interstellar community. Efforts by the impacts struck the vast expanse of the planet’s largest continent
MacDonald administration to ( K e t ze r h e i m a t ) , w h i l e a
keep the crisis quiet while they particularly violent strike
sought a means to get word near the shores the small-
out before starvation ensued er, southern continent of
failed. Soon, the cessation of Klüfterlande formed a gulf
traffic and news from off-world the locals named Kesselmeer.
became painfully apparent, Volcanism triggered by this
creating an economic down- particular impact formed a
turn that went from bad to prominent spike of igneous
worse with each passing land that rises from the center
month. Agricomplexes failed, of this gulf, and was named the
medical facilities ran out of Himmelsspitze (“Heaven’s
supplies needed to keep local Point”). Other evidence of the
pathogens in check, and illness so-called “Great Lunar Fall” can
became widespread. With be seen in the form of island
no native fuel sources—Bob chains created by impact
lacked reasonably accessible ejecta, and there are even
native fuel sources, and thus signs of strikes beneath the
relied heavily on imported fuel, frozen wastes of the northern
fuel cells and fusion technol- Lamarae continent. Indeed,
ogy—on-world travel across only one major land mass on
the planet slowed to a crawl, Bob appears to have been
further undermining the local infrastructure. spared the direct effects of the ancient cataclysm: Lunarblessed—the
The rioting began in the fifth year of Bob’s isolation. Governor planet’s other southern continent.
MacDonald started ordering crackdowns, diverting security forces [Editor’s Note: Because the early surveys suggested that the presence
optimally raised to maintain the culling cycles. As the increasingly of Bob’s moon likely prevented a more direct hit on the planet itself, the
paranoid and desperate citizens fought back, the populations of surviving remnant was named Riesenschild (“Giant shield”) by the Øystein
nachzehrers and valdvicts rebounded at an alarming rate. Whole cities Expedition. Today, with all the major fragments long since fallen to Bob or
burned, while outlying towns fell to rampaging predators. spun away entirely, only a fine trail of smaller debris follows Riesenschild’s
Between the fighting, starvation, and collapse of infrastructure, more progress across the sky, creating an irregular and incomplete dust ring
than half of Bob’s planetary population succumbed over the next ten that shares the lunar orbit and makes it appear as if the planet is being
years. When the last vestiges of the planetary government collapsed perpetually circled by its very own comet.]
entirely in 2805, the various survivor settlements found themselves left It is interesting to note that most of the planet’s occupied settlements
to their own devices. By 2815, ComStar survey teams found the world’s stand on this landmass today, with the largest township (Ruprecht;
many cities burned out and abandoned, their streets filled with skeletal population: about 25,000) serving as the closest thing the planet has
remains stripped bare by local predators, while the air and water tested to a capital city. These people—descendants of the few survivors of the
high in a variety of native toxins. Bob—still recognized under its old name planet’s collapse centuries ago—have only a fragmentary knowledge
of Dunklewälderdunklerflüssenschattenwelt in ComStar’s database—was of what followed in the wake of their ancestors’ downfall. What they
written off as another incidental casualty of the First Succession War. do seem to recall, however, paints a picture of horrors that suggest a

6
Atlas

period of barbarism, in which many of the locals turned on one another.


Some even claim that tribes of cannibalistic men—called Dunkels by
the locals—still linger in the forgotten woodlands of the distant lands,
their existence devolved to pre-civilized times. [Cursory surveys to these
regions by reputable explorers have yet to reveal whether any “Dunkel”
groups actually survive today, or whether they are spoken of only in the
manner that one might use to scare children into good behavior.]
Reduced to a technological sophistication roughly analogous to
Terra’s European region during the nineteenth century, the Bobbies
(as they call themselves) have developed a hardy resistance to the
planet’s natural toxins that would have made their forefathers envious.
While visitors to their world still must rely on filtration technologies to
drink the water or breathe the air—especially in the local spring and
autumn seasons—today’s Bobbies require no such aid. This might be
attributable to a remarkable addition made to the people’s diet: the
pulpy “flesh” of the valdvict.
Evidently, this ambulatory floral predator held within its thick hide
a secret ability to process the nutrients of its animal kills in a way
that could—with some effort—be consumed by humans. Although
this “plant meat” is tougher and chewier than cattle jerky (and is still
unpalatable and barely digestible to non-natives of this world), the
people of Bob have learned to harness this new food source in a way
that has enabled them to live on past their own “dark age,” and enter a
new age of enlightenment.
Despite their throwback existence, it is clear that the Bobbies never
forgot that humanity came from the stars, and the locals still remember
childhood tales of a “Great Red Dragon” that once ruled over their world
generations past. But they know nothing of the Clans, the Jihad, or the
Republic of the Sphere. The Bobbies speak in a language that is mostly
English, but mashes in some words of Germanic and Japanese origins,
and they retained the basic principles of mechanical and electrical
engineering possible for such technological conveniences as artificial
lighting, recorded music, printing presses, and indoor plumbing. With
a lack of even fossil fuels to work with, however, engine technology
on Bob has regressed to steam and hydroelectric power sources. Local
literature exists, with many samples clearly transcribed from copies of
ancient Star League-era texts, as well as original tales—some of which
appear to be romanticized versions of their own half-forgotten past.
Curiously enough, however, there is one word that has been
forgotten completely by the people of Bob:
Dunklewälderdunklerflüssenschattenwelt.

7
A Time of War Adventure Seeds

IT SEEMED LIKE SUCH A GOOD IDEA AT THE TIME!


Recommended Group Size: 2-4 player characters
Recommended Group Type: Military, Security, Resistance, Survivors
Recommended Skill Levels: Green-Veteran (Key Skill levels of 1-5)
For the people of Dunklewälderdunklerflüssenschattenwelt, April Fool’s Day of 2789 was the beginning of a long and grisly end. Governor MacDonald,
of course, had no way of knowing that the planet’s name change to “Bob” would prove so disastrous, but when he found that his world and its people
were suddenly and inexplicably shut off from the very universe, he quickly entered panic mode.
Aware that the cessation of off-world traffic and news would not go unnoticed for long, MacDonald began preparing the various security and police
agencies for the inevitable unrest. Stalling for time, he told his fellow “Bobbites” (the original term the rechristened planet’s inhabitants gave themselves)
an endless series of lies. Local merchant JumpShips, he claimed, had been “temporarily reassigned” or “experienced technical difficulties," while the
planet’s HPG techs were receiving word “almost daily” from the Kurita leadership, and would be able to restore transmission services to properly report
the crisis “any day now."
Meanwhile, MacDonald’s administration desperately tried to reestablish some form of contact with the Draconis Combine, the Outworlds Alliance, or
even the equally isolated world of Antallos. Planetary communication satellites were turned outward, beaming distress calls into deep space, and several
of the planet’s resident merchant DropShips were commandeered for “special errands,” their skeleton crews tasked with “slow-boating” their way to the
nearest star systems—missions that, tragically, would never succeed.
As the people gradually became aware of just how dire the situation was, and that their governor had hidden it for so long, the tensions fueled by years
of lies and dwindling supplies reached their boiling point. In the years to come, Bob’s entire civilization would plunge into chaos.
Complications: A few obstacles for players to tackle.
The Natives are Restless: Whether assuming the role of security personnel working for the MacDonald government, or citizen agitators struggling
with the very real threat of imminent starvation, these will be dangerous times indeed. MacDonald’s efforts will aim at restoring calm with minimal
bloodshed at first, but when things turn ugly, the fighting will be devastating. Lacking heavy equipment beyond police vehicles, riot control will not
happen in the form of unassailable BattleMechs; it will get up close and personal.
Warriors of the Road: Food will not be the only precious commodity drying up as traffic to Bob stops. Every consumable resource, from fuel sources and
batteries, to engines, equipment, and ammo will begin to grow scarce. Having not anticipated such a sudden disruption of access to the local trade
routes, stockpiles will be non-existent, and it will not take long before the authorities or common survivalists realize their only hope may lie in securing
as many of these limited resources for themselves.
Survival of the Fittest: As the months and years go by, and society crumbles entirely, the desperate and increasingly hungry populace will have to
consider securing alternative food sources. With few digestible options that do not come at the cost of lingering illness, and carefully tended crops
and cattle herds overrun by predators or consumed by other humans, the unthinkable may be necessary to survive.
Tips: For A Time of War scenarios, this is going to get nasty. As basic filtration technologies fail, Bob’s environment itself will turn on its surviving
humans. Illnesses of various types—most side effects of consuming local food, drinking poorly filtered water, or even breathing the air during the
planet’s spring and autumn months—will grow commonplace. Gamemasters should use the Disease rules (see pp. 245-249, AToW) as a guide. Many of
the local illnesses are recoverable, but it will take the survivors on Bob several generations to develop enough tolerance to these dangers. It will also be
necessary to keep track of any and all consumables the characters use in the aftermath of society’s collapse; scavenging and scrounging will be only way
to survive in what will quickly become a wild wasteland.

8
A Time of War Adventure Seeds

YOU’RE NOT FROM AROUND HERE, ARE YOU?


Recommended Group Size: 2 to 8 player characters
Recommended Group Type: Pirate, Explorer, Mercenary
Recommended Skill Levels: Veteran (Key Skill levels of 4-6)
The oversight that led to Bob’s demise on interstellar maps took over fifty years to come to light. By then, of course, the Succession Wars were in
full swing, and both technology and casual travel across the Inner Sphere were in decline. With little to recommend it before the collapse, and a death
sentence passed by ComStar after all was said and done, few saw any reason to give the world another look.
Naturally, this made the system a haven for bandits and a destination for explorers. With so much left in ruin, and an environment far from hospitable,
visitors never stayed long—though some may have never left, depending on where they landed, how lacking they were in defenses, and who (or what)
emerged to greet them.
Welcome to Bob!
Complications: A few obstacles for players to tackle.
The Forest is Alive!?: The dark woodlands of Bob provide shadow for many forgotten settlements, and an ideal place to hide from pursuit for those
living a life on the lam. It also tends to protect visitors to the planet from the worst of the sun’s ultraviolet excess. Unfortunately, they are also host to
a wide array of alien predators, which includes some of the nastiest flora and fauna on the planet. The worst of these are the dreaded valdvicts and
nachzehrers. Adapted to blend into their surroundings, or to lurk so high up in the towering foliage as to be effectively out of sight and mind entirely,
these creatures often lie in wait, striking at their prey with little to no warning, day or night.
Meet the Locals: Depending on where visitors to Bob set down, they might encounter the planet’s remaining human inhabitants.
On the continent of Lunarblessed, these humans will tend to be the relatively civilized Bobbies, who live a primitive existence
similar to Terra at the turn of the twentieth century, and will be rather non-violent—though not necessarily friendly or trusting. The
Bobbies see the worlds beyond theirs as people who abandoned them, and thus hold a deep belief that they have no real need
for the humanity that rejected them. They will fight if threatened, using rather primitive—but nevertheless effective—weaponry.
Visitors who land elsewhere—particularly on the continents of Ketzerheimat and Klüfterlande—will more than likely encounter the barbaric “Dunkel”
tribes. These harsh wilderness survivors have regressed to a truly primitive existence, and their language has degraded to the point of near incoherence.
Like the Bobbies, they are largely immune to the planet’s tainted biosphere, but their diet is often supplemented with human flesh—as much a result
of desperation as a remnant of their brutal existence. Dunkles are tight knit and completely untrusting of outsiders; they are as likely to attack as they
are to flee, and are capable of laying traps to snare anyone or anything they consider a potential food source.
The Ruins of Fliegerabwehrbataillon: Among the more curious artifacts of Bob’s fallen greatness still standing, the ruins of Fliegerabwehrbataillon
are located in northern Ketzerheimat, where the planet’s largest continent meets the barren, arctic expanses of Lamarae. Judging by the vast
expanses of cracked ferrocrete and the nature-overrun towers, Fliegerabwehrbataillon was a large spaceport and military base that dates
back to the days when a DCMS garrison called this world home. The surrounding fortifications include a number of ancient, corroded weapon
emplacements, and an assortment of bunkers underground have collapsed, flooded, or are now home to unknown surprises. Curiously, a cautious
inspection may reveal signs of repeated visits over the last few centuries, including a segment of glassy ferrocrete indicative of fairly recent
DropShip landings on the ancient tarmac. The mysteries of who has been coming to visit this ruin—and for what purpose—are excellent fodder
for explorers and lostech scavengers alike.
Tips: A Time of War gamemasters should read up on the rules for creatures (see pp. 238-244, AToW; and pp. 106-119, AToWC) to handle encounters
between player characters and the local fauna. Consult the Optional Rules for Bob’s Flora and Fauna for more information (see p. 12). Likewise, bear in
mind that Bob’s environment is generally inhospitable for human life. Although its atmosphere is considered Toxic, the fact that most effects are not
immediately lethal so much as they are continuously debilitating, consult the appropriate Tainted Atmosphere rules (see p. 238, AToW or pp. 56-57, TO).
Among the human survivors, the Dunkel peoples possess very primitive, improvised weaponry no more advanced than sticks, stones, and slings, and
limited personal armor. Their civilized Bobbie counterparts are better equipped, but still primitive by modern standards. More information on this is also
found in the Optional Rules (See p. 12). If fighting either group on the tactical level, the locals will work as conventional infantry; there simply hasn’t been
much demand for armored vehicles on Bob since the world’s collapse.

9
Optional Rules

The following additional special rules are intended to provide The civilized Bobbies have retained a level of industrial technology,
further flavor to games set on the world featured in this product. For but in the absence of economical fuels and full-scale production
the most part, these rules may be considered advanced and optional, facilities, most of their equipment is hand-made by dedicated
as they primarily reflect conditions and/or features unique to this one craftsmen. Bobbie weapons typically include bows (including
planet or planetary system. crossbows), steel swords and knives, and basic slug throwers—most of
which use simpler technology (represented by Tech Level B equipment
BOB’S FLORA AND FAUNA in AToW Equipment Tables). Bobbies don’t often make use of personal
Bobbian flora and fauna largely reflect and amplify the planet’s dark, armor, but some town guardsmen have been known to wear a kind
shadowy nature. Most plant life has a deep green to black coloring, of locally-produced, valdvict leather-backed chainmail that functions
which allows them to draw and retain heat better, while an abundance much like a vintage bulletproof vest (BAR 1/3/1/2). Bobbies maintain
of ultraviolet light has given them energy to spare, resulting in some an economy largely based on barter, but there is also a form of local
truly impressive growth. (The average height of Bobbian trees ranges print currency used as a means of credit.
from 20 to 50 meters, with the native “hyper-sequoias” reaching
dizzying heights of 300 meters or more.) Because such gigantic foliage VALDVICT
requires extensive root systems and branch spread, however, a typical The name valdvict—evidently an Anglicized corruption of “Wald
Bobbian forest actually tends to have enough open land to move Wicht” (or “Forest Wretch”)—refers to one of the nastiest predators
vehicles and BattleMechs through unhindered. The tactical gameplay on Bob…one that is not an animal in the true sense of the word. This
effects of this may be found under Bob’s Terrain (see p. 14). ambulatory plant form typically stands anywhere from three to four
Some of Bob’s flora is so energized that it has taken on animalistic meters in height, with the bulk of its body resembling the stout trunk
qualities. Bob has a number of plant forms that are carnivorous and/ of a local hyper-sequoia sapling. Its “feet” are a knotted group of 20 to
or mobile, with attack features that include toxic secretions, “exhaled” 30 small, prehensile appendages that resemble thick roots anywhere
poisons, and prehensile limbs. Of these killer plant-animal hybrid forms, from 30 to 60 centimeters in length, which enable the creature to
the valdvict is arguably Bob’s apex predator, capable not only of remarkably move by coiling and uncoiling in concert.
fast movement and a kind of thermal “perception," but also a deadly, Wrapping around the trunk of the valdvict are a number of leafy vines
short-ranged vine grapple attack. Worse still, even when a Bobbian plant that otherwise blend in with the creature’s flexible brown-black bark
form is not actively trying to hunt and kill something, the pollen of most skin. These vines descend from a cluster of thicker limbs that spread out
Bobbian flora has proven toxic to human beings. Regular seasonal releases from the top of the plant like the branches of any other tree, with an
of Bobbian pollen—which looks much like blowing ash—can cause ample number of black-green leaves that gather much of the creature’s
outbreaks of various seasonal illnesses and severe allergies. Fortunately, energy during long dormancy cycles. “Buds” among these limbs and
few of these are lethal in nature, but only the natives of Bob have lived on among the creature’s root-like “toes” serve as sensory organs that detect
the planet long enough to withstand these ill-effects completely. the presence and position of nearby water and heat sources.
The animal forms on Bob include insects of various sizes, fish, The valdvict normally remains stationary for long periods, preying
some amphibians, reptiles, and toothy, bird-like avians. Most of only on small creatures that happen by while absorbing water, nutrients,
these creatures mimic the darkness of their environment, largely for and ultraviolet energy in the same manner as most plants. During this
camouflage purposes, but also for some degree of heat retention. time, the creature tends to bury its root-feet into the soil, and remains
Of these animal forms, the nachzehrer is the most vicious of the largely stock-still for days, weeks, or even months at a time, gathering
planet’s avian predators (but not necessarily the largest). Having long energy slowly. Indeed, until it attacks (or a dearth of nutrients in the
developed an affinity for perching in the high limbs of Bobbian trees, immediate vicinity forces it to move in an effort to stave off its own
this bat-like creature tends to swoop down on its prey in small flocks starvation), valdvicts look and act just like most common plant forms
that can quickly overwhelm even a human adult in seconds. in the universe. Only when the creature has stored enough energy for
extended movement will it generally do much more than passively
BOB’S CHILDREN absorb the minerals it needs, sometimes even casually snaring small
The human survivors on Bob are divided into two broad groups: creatures lured by pheromones excreted from the base of its trunk. As
the primitive and tribal Dunkels, and the much more organized and a result of this habit, it is not uncommon for larger animals or people
sophisticated Bobbies. Both groups have developed a tolerance to the to pass a valdvict many times over a span of several days before finally
planet’s normally sickening ecosystem, and both may pose a threat to triggering an attack. Because their senses are more acute at night, most
unfamiliar visitors. To reflect this, all natives of Bob who are born or live valdvict strikes tend to happen after sunset.
after 2850 automatically possess the Fit Trait (see p. 117, AToW). When the valdvict does launch an attack, however, the movement
Among the Dunkel, personal weaponry consists of nothing more is alarmingly swift. A whip-like twist of the creature’s trunk is usually
advanced than sticks, stones, slings, and other improvised low-tech the only warning, giving alert prey only one or two seconds to react.
weapons—none of which use refined metals in any way. Some Dunkels At that point, the creature releases one or more of its dangling vines,
have developed a kind of personal armor made from flexible bark-hide each of which can extend as far as five meters in any direction to
of the valdvict (BAR 2/2/1/1). Dunkels have no functional knowledge of ensnare and stun its prey. The combination of the vines’ impact, and
advanced firearms or heavy equipment, and all are considered Illiterate the paralyzing toxins released by rows of retractable, fang-like “thorns”
(see p. 119, AToW). along their length, is typically enough to stun a creature long enough

12
Optional Rules

for the valdvict to then move toward it as its vines begin to constrict,
further immobilizing the victim. Once a valdvict reaches its prey, it
clambers atop the fresh kill’s body, and begins to dig its roots back
into the surrounding soil, while gradually widening its trunk base to
accommodate its meal. It is the crushing and suffocation that results
from that which typically kills the valdvict’s prey, even as numerous
channels in the creature’s base begin to absorb the proteins of the
hapless animal. Digestion of a valdvict’s prey can take hours, but
the valdvict usually retains enough energy to move away if it senses
danger nearby.
Like most pseudo-animal plant forms, the valdvict appears to have
no distinct brain or complex organs to speak of, but its behavior
suggests a kind of rudimentary predatory intelligence more complex
than other ambulatory plants. Furthermore, much like a tree, valdvicts
can survive the loss of several limbs, leaves, vines, and roots before
it loses the ability to function. That most of these appendages can
be grown back in time means that the most reliable way to truly kill
a valdvict is to shatter its trunk (though burning and poisoning the
creature can be effective means as well).

STR BOD DEX RFL INT WIL EDG


17 25 1 1 2 0 0
Mass: 320-480 kg
Size Class (Modifier): Large (+1)
BAR (M/B/E/X): 4/4/3/3 (Bark Hide)
Damage (AP/BD): 2M/6*
Move (W/R/S): 4/12/35
Traits: Armor (+4), Camouflage (+2 [E/I/C: 0/0/5]), Exceptional Attack/
Constrict, *Exceptional Attack/Whip (base damage on successful their potential for finding prey, nachzehrer work in flight packs of six
attack, plus Poison; Range: 2/4/5/6), Poison (Injected: AP/Strength: or more creatures, often spaced out to cover a wider area. When a
2S/6; Duration: 4 turns; Continuous, Subduing), Offensive Adaptation suitable victim is sighted, the lead bird typically lets out a short, ultra-
(Retractable Thorns) high frequency cry that lets its pack know to attack, before beginning
Skills: AniMelee (+2), Perception (+2) its dive. The entire group then converges on the target, each latching
onto a different body location to feed.
NACHZEHRER Because the various ambulatory plant forms on Bob offer no
Compared to Bob’s homicidal plant forms, the nachzehrer is much
nutritional value to nachzehrer, these bird-bats almost never seem
more easily understood. Named for vampires of ancient Germanic lore,
to attack them. Even though nachzehrer are known to be drawn to
these black-feathered avians look almost like terrestrial bats in their
movement, the species has apparently learned to ignore the motion of
wing and tail shape, and indeed were initially classified as bats, thanks
the resident foliage—possibly for their own good. After all, it appears
to their behavior and appearance, until closer inspection revealed their
certain that creatures like the valdvict don’t really care what their prey
feathers, hollow bone structure, and the eggs that they lay in their
is when they strike.
high-altitude nests.
Unlike most bird species, the nachzehrer does not have a beak, but
rather a lamprey-like snout, ringed by sharp teeth that the creature uses STR BOD DEX RFL INT WIL EDG
to latch onto its prey. Four sharp-taloned feet enable the creature to 3 4 5 5 4 6 4
maintain its grip on the high branches of the Bobbian trees this species
Mass: 2-3 kg
calls home, and also helps them capture and restrain smaller victims. As
Size Class (Modifier): Very Small (–2)
dedicated blood-suckers, nachzehrer favor all manner of land animals,
BAR (M/B/E/X): 1/0/0/0 (Feathered Hide)
and appear to be just as content feeding off of native fauna as they
Damage (AP/BD): 2M/3
do humans, even though it is known that human blood is nearly as
Move (W/R/S): 1/75
indigestible to these creatures as most Bobbian fauna is for humans.
Traits: Aggressive, Blood Sucker, Camouflage (+1 [E/I/C: 0/0/3]),
The favored tactic of nachzehrer is to hang from the branches
Offensive Adaptation (Fangs/Talons), Patient, Night Vision (+3), Pack
of their trees, patiently scanning the grounds below for signs of
Hunter (6-10)
movement while remaining motionless for hours on end. To maximize
Skills: AniMelee (+4), Perception (+6), Stealth (+2), Tracking (+1)

13
Optional Rules

GEFERLIXING MAPSHEETS TABLE


For those inclined to think that the only real hazards to life live on
land, the geferlixing exists to remind them that even Bob’s rivers are 2d6 Result Map*

WOODLANDS
unsafe. The name is another Anglicized corruption of the species original 1 Scattered Woods (MS2, MSC2)
Germanic designation—Gefaehrliches Ding—which literally translates to 2 BattleTech (CBT, MS2, MSC1)
“dangerous thing." Encountered early on by the first colonial expeditions 3 Woodland (MS6, MSC2)
to the world, the geferlixing was originally identified as a mysterious
4 River Delta/Drainage Basin #1 (MS4, MSC1)
marine life form of unknown shape, size, and capabilities, because the
5 River Delta/Drainage Basin #2 (MS4, MSC1)
dark river waters of the planet made visual contact impossible. It thus
took nearly five years before the settlers could agree that their “Ding” 6 Scattered Woods (MS2, MSC2)
was, in fact, a long-bodied, fang-mouthed eel. *See rules for additional conditions
The geferlixing—available in both saltwater and freshwater varieties,
as well as some oceanic versions with truly titanic proportions—
Because of the sheer height and size of Bobbian trees, the floor of a
nominally feeds on the floating concentrations of pollen-infused
typical woodland on Bob is actually quite open. To reflect this, for any
seaweed and algae found along the planet’s coastal and inland waters.
scenario set inside a Bobbian woodland, use the Bobbian Woodlands
However, these creatures are actually omnivorous, since their diet can
Table presented here, and treat all heavy woods hexes on the map as
also include smaller fish, as well as any other creatures that dare to
impassible terrain that blocks line of sight (representing the massive
enter their waters. Like most of Bob’s native marine animals, geferlixings
trunks of a Bobbian super-tree). Light Woods hexes on the same
do not rely on visual sensory organs to guide them, but use a mix of
mapsheets are treated as Heavy Woods for line of sight and cover
magnetic and sonographic sensory organs for navigation. As a result,
purposes, while any Rough/Rubble hexes should be treated as Light
these six-finned eels (the river-dwelling versions of which can measure
Woods. Water features and elevation changes are unmodified under
up to two meters in length) possess no identifiable eyes, and look mostly
these rules. In addition to this, combat inside a Bobbian woodland is
like a mouthful of teeth connected to a long, oily black tail.
treated as though it is happening under Full Moon Night conditions
Geferlixings appear to have no fear or sense of scale, which is what
(see p. 58, TO) during the planet’s daylight hours. If the battle takes
truly made them so dangerous to the human settlers. While their normal
place at night, the effects become those of a Moonless Night instead
diet consisted of small morsels of floating detritus and marine life, these
(see p. 58, TO).
creatures often attack any larger land animals that step deeply enough
Finally, as noted under the Tips for the You’re Not From Around Here
into their watery domains. In most such cases, a geferlixing will swim
Adventure Seed, treat the atmosphere on Bob as Tainted (see p. 56, TO).
swiftly toward the intruder, and either latch directly on its feet with its
jaws, or simply encircle the legs in an attempt to force its prey to trip. BOB’S WATERS
Human survivors of geferlixing attacks have even claimed that these Bob’s waters, especially in the rivers and coastal areas, are chronically
beasts have enough strength to snag and pull an unsuspecting leg darkened by a blackish muck thanks to its forests’ common black
or arm, attempting to drag their victims down much the same way pollen drifts and the various species of marine plant forms that have
terrestrial alligators do when trying to drown larger prey. inherited the same tendency to assume extra-dark green-black colors
as their surface analogs. Because of this, little light penetrates the
STR BOD DEX RFL INT WIL EDG waters’ surface, drawing in heat and allowing little of it to escape.
4 6 4 6 2 6 3 While basic filtration technology can easily make the waters safe
and clean enough for drinking and indoor plumbing, moving through
Mass: 31 kg rivers or coastal waters can be a unique and hazardous endeavor,
Size Class (Modifier): Medium (+0) especially as there are a number of Bobbian marine species just waiting
BAR (M/B/E/X): 1/0/0/0 (Light Scale Hide) for unsuspecting surface fauna to intrude upon their bleak realm. The
Damage (AP/BD): 2M/3 almost tropical warmth of these waters, however, has made many of
Move (W/R/S): 12/25 the planet’s inland rivers and lakes an inviting place for the more cold-
Traits: Aggressive, Blood Rage, Camouflage (+1 [E/I/C: 0/0/3]), Good blooded native species.
Hearing (+4), Offensive Adaptation (Fangs/Bite Grip) To reflect these characteristics, any time a character or unit enters
Skills: Animal Agility (+3), AniMelee (+4), Perception (+4), Stealth (+2), Bobbian waters, it must make a relevant Action Check to avoid falling
Swimming (+3) (a RFL Attribute check for characters, or a Piloting Skill check). To reflect
the increased difficulty in seeing and gauging the underwater terrain,
BOB’S TERRAIN all such rolls for entering and moving through the black Bobbian waters
The terrain on Bob is significantly dominated by massive woodlands, must apply a –2 modifier to the dice roll’s result. Units or characters
river valleys, and mountains, most of which are tinged with darkness, that become fully submerged in Bobbian black waters will find the
even when lit by the planet’s weak sun. Many of Bob’s larger mountain darkness cannot be penetrated by searchlights, and thus must apply
chains, small islands, and coastlines are actually the remnants of the all visual modifiers for Pitch Blackness when performing any actions
huge craters that formed during a massive catastrophe the early while submerged (see p. 236, AToW; or p. 58, TO).
colonists called The Great Lunar Fall.

14
Atlas

BONE-NORMAN

Star Type (Recharge Time): G6V (187 hours)


Position in System: 2 (of 9)
Time to Jump Point: 7.01 days
Number of Satellites: 1 (Devil’s Pinch)
Surface Gravity: 0.92
Atm. Pressure: Standard (Breathable)
Equatorial Temperature: 24°C (Temperate)
Surface Water: 65%
Recharging Station: None
HPG Class: B
Highest Native Life: Birds
Population: 6,500,000
Socio-Industrial Levels: C-D-D-B-C
Landmasses (Capital City): Hapsburg (Red Stone
Palace), Renick

BONE-NORMAN
A stark world on the fringes of the Inner Sphere proper, Bone- most residents of Bone-Norman’s interior accept it as a reality and give
Norman’s desolate, haunting geography can spook even the most those from the Rückens a wide berth.
experienced warrior, convincing them that enemies lurk just out of Hapsburg’s hilly badlands eventually give way to rolling plains filled
sight and that the planet itself does not want them there. with blue grass, and thick stands of forests populated by an odd native
Selected as a potential breadbasket world for the Rim Worlds tree the locals call werewillows. The Rücken winds lose little of their
Republic, early settlers to Bone-Norman encountered a major obstacle velocity crossing the plains, and the werewillows evolved to work
to their colonization effort. The elliptical passage of Bone-Norman’s with their windswept environment. While the trees grow to just eight
single, unusually dense moon creates powerful tidal forces that, over or nine meters in height, their long limbs stretch nearly thirty meters
eons, have radically impacted the planet’s two main landmasses: downwind, supported both by small amounts of lift from the howling
Hapsburg and Renick. winds and by heavy metals drawn up by the trees’ roots deep in the
On the large Hapsburg continent, the tides collided with the land’s soil and spread through every branch and leaf. This rare phenomenon
normal drift to force up sharp mountain peaks along the landmass’ wreaks havoc with most modern sensor equipment, obscuring many
long, western “leading” edge. These mountains, the Rücken range, types of scans and causing magres imagers to display only large,
stretch three-quarters of the distance from pole to pole. The result is blotchy masses wherever werewillows grow.
a dramatically rocky littoral zone where the difference between high Meanwhile, on the tiny island continent of Renick, severe tides rise
tide and low tide can be hundreds of meters, overlooked by steep high enough that every five years the world’s oceans sweep across the
mountains. Ocean winds slam into the Rückens, leaving the windward entirety of the landmass. When the moon, named Devil’s Pinch by the
side of the mountains damp and creating a fierce, frequent Foehn wind first Rim Worlds explorers, passes near to the world at a certain point
phenomenon on the backside of the range. Over time, this warm, dry, during apogee, the moon’s influence wanes, and water rushes in to
fast-moving air scraped all vegetation from the leeward side of the turn much of Renick’s rich, arable land into a bayou-like landscape.
mountains as it rocketed past, and created badlands stretching far to Despite the periodic flooding the hardy werewillows on Renick still
the continent’s interior. The winds carved a network of rock formations persevere, sinking their roots deep into the bedrock and providing
and caverns across these badlands, and their unnerving, eerie howl a gloomy canopy over significant portions of the island, but their
through these formations is audible even inside the sealed confines of branches do not grow nearly as long as their Hapsburg cousins.
a BattleMech cockpit. Bone-Norman’s people maintain that those on The first settlers on Bone-Norman eked out a meager existence,
the lee side of the mountains are subject to the ancient Föhnkrankheit, lacking the resources to weather Renick’s violent tidal shifts and
or “wind-sickness,” with symptoms ranging from migraines to outright enduring the screeching winds of the mainland as best they could.
psychosis. No serious medical study has ever proven any ill effects, but Among other Rim Worlders, Bone-Normanites earned a reputation for

4
Atlas

surliness, attributed by off-worlders to the unending irritation of living world’s remaining residents nonetheless mounted a brief but fierce
in a wind tunnel. As part of the Reunification Treaties, the nascent Star resistance. Their efforts were highlighted by a strike shortly after the
League agreed to provide its know-how and financial backing to help invading forces made landfall, during which a small band of local
invigorate dozens of worlds, including Bone-Norman. On Renick, the partisans caught a Lyran company unknowingly bivouacking in an ill-
construction of enormous seawalls and waterworks helped calm some advised portion of the turbulent western flood plain on the windward
of the more volatile tidal areas, and sturdy-stilted habitats delved deep side of the Rückens during a season of rising tides. Hemming in the
into the planet’s bedrock to ensure colonists’ safety and comfort. Star invaders long enough for the tide to come in, the partisans exulted as
League botanists also brought special quick-growing crops, a common the encampment drowned under a rush of water.
approach for those worlds with short farming seasons. Star League That lone victory only drew harsh retribution from the surviving
engineers could do little to calm the howling gusts of Hapsburg, but Commonwealth forces, which cracked down on civilian access and
economic support jumpstarted a mining industry into the ore-rich rights as special forces operators quickly identified and hunted
Rücken range. down those responsible. The resulting public executions at the foot
The League’s efforts won much of the locals’ gratitude on Bone- of Red Stone Palace, the planetary defense hub, doused any further
Norman, and it was likely for that reason that this world’s residents resistance. But those harsh acts cemented widespread hatred across
largely welcomed Kerensky’s SLDF task force when it invaded Bone-Norman not only against the Commonwealth occupiers, but
the Republic during the Amaris Civil War. The planet opened its against General Kerensky for abandoning the former Rim Worlds
storehouses to offer the SLDF assistance, but by then those cupboards holding he once promised to protect. When Kerensky’s children
were largely bare, having been picked clean during the reign of Regent returned centuries later, the latter animosity easily transferred to the
Mohammed Selim. Unfortunately, this loyalty earned little reward for Clans and helped fuel the world’s resolve against them.
Bone-Norman’s residents as the SLDF completed its Republic conquest Under Commonwealth rule, Bone-Norman became a reliable—if
and turned quickly toward Terra. The new government born of the somewhat ill-tempered—exporter of luxury foods and ores over
Rim Republican Army held Bone-Norman in little better regard than the ensuing centuries, valuable for its relatively protected location
Amaris, seeing it only as a typical, semi-productive backwater that best from both enemy and pirate raids. But the distribution of the Helm
served the nation with continued production. Memory Core brought a new industry to this world: biomedical
Archon Robert Steiner II targeted Bone-Norman among the last research. Buried within the core were notes by a late Star League-era
worlds for invasion during Operation ALMARIC. Depleted in both botanist on possible biomedical discoveries and applications around
resources and spirit after a half-decade of uncertainty and conflict, the Bone-Norman’s vast intertidal zones. An astonishing variety of life

Mount Jane

Gamper’s Pride

Mount Berenice

THREE SISTERS
THE S H E LT E R
Backstop B AY
BROAD Cave
TUNG
STE Federton
of the Gales LAKE N
SEA Sarai’s Peak
THORN C R E S TO M E R E
B AY ISLANDS

Dealg

Marching Stones
NS

NT
AI

KE
NM
OU
Refuge
ALMOHAR
BROAD
ÜC
G
LAKE SEA
H A P S B U R
R

Arvgero

OW
RR New Hope

NA SEA Paseo Ortega B O N E WA S


TE

R E N I C K GULF OF
HARMONY
Greenbrier Siltslide Run Deep Trouble

Mount Rehoboth Breakdown


Sinkhole
Low Point
Tipton

Red Stone
Palace

South Bay

5
Atlas

called these zones home, traveling with the flow of the sea between and leading the way back into the Inner Sphere. Eager to display the
the dramatic tidal shifts. Arc Royal-based BioHarvest, Inc. was the first obvious superiority of his Clan against the first Spheroid barbarians
to recover these notes, and rushed to establish a presence on the they faced, Malthus pushed his bid low. His aggressiveness earned
planet in 3031. both respect and concern in equal measure from Crichell, but the
By fortunate coincidence, the Grave Walkers, a vaunted senior Khan allowed his subordinate to carry out his attack. Ignoring
mercenary regiment long in House Steiner’s employ, had set up archived records of Bone-Norman’s unusual geography, the confident
operations on nearby Apollo, after they were held out of Operation Malthus planned a headhunting stroke by dropping virtually on top
GÖTTERDÄMMERUNG during the Fourth Succession War. The of Red Stone Palace with his Keshik command Star and two Trinaries.
mercenaries regularly rotated units through Bone-Norman for Alerted to the Clan’s arrival and what seemed to be suicidally
mountain terrain and amphibious assault training. Through well- few forces burning toward the planet, Merwin committed an
conducted political maneuvering and favor-trading, BioHarvest uncharacteristic act of hubris. Rather than simply encapsulate the
executives successfully secured an ongoing, long-term sub-contract invaders and demand their surrender, the veteran battle commander
which would place one of the two Grave Walkers regiments on Bone- opted for a crushing show of force by ambushing them as they landed
Norman to watch over their interests. The company hoped to leap years at Red Stone Palace. Obliterating the interlopers would serve two
ahead of its competitors with research on the world, but blundered purposes: the Commonwealth would see that their early-warning
by accidentally transmitting internal correspondence revealing the system worked; and BioHarvest board members, increasingly uneasy
existence of their facilities. A handful of other biomedical research with the funds spent to retain a top-tier mercenary unit on a world that
firms began negotiations to carve out their own fiefs on Bone-Norman, never saw conflict, would see the value of keeping the Grave Walkers
but their efforts were cut short by the coming of the Clans. on their payroll.
The presence of the Grave Walkers served another purpose, one The mercenaries engaged the Falcons shortly after the Clan
not disclosed to the planet’s leaders or its new corporate inhabitants: forces landed, using a pincer movement to cut them off from their
the field-testing of an advanced early-warning satellite surveillance DropShip. Though heavily damaged, the Keshik’s superior technology
system developed by the Federated Commonwealth. For this, Bone- spared them from total destruction. The Falcons broke through the
Norman offered several distinct advantages: it was far enough away Grave Walkers’ lines and attempted to regroup in the wind-torn
from prying eyes to deter badlands. The mercenaries
espionage; the Grave Walkers’ reveled in their victory over
modern communications the mysterious enemy, but
technology could effectively Merwin and his senior officers
simulate that of a Federated held a more somber tone;
Commonwealth line regiment; reviewing battle footage in
and the mercenary unit was their command center, they
a trusted command with could see the obvious power of
several centuries’ standing, the invading force, and the skill
whose silence was ensured. of their MechWarriors. Worse,
Furthermore, the unusual the early-warning system now
terrain on both of Bone- showed a robust contingent
Norman’s continents would of reinforcements burning
help demonstrate the toward the planet.
advantages of early warning Over whelmed by the
and deployment ahead of an sudden assault, Malthus had
enemy assault. no choice but to call in his
Colonel Dennis Merwin, previous bid, consisting of
commanding the First Grave the Eighth Falcon Regulars.
Walkers regiment, expected The haughty warriors of the
a test to commence in the first few weeks after the system went Keshik despised the Regulars and their Star Colonel Brikai Buhallin,
online—but the exact timeline for the drill was not shared with his whose fraternization with freeborn warriors and the lower castes was
subordinates, so that he could simultaneously test his troops’ response the subject of frequent Trials of Grievance. But Malthus swallowed his
time. Rather than a drill, the mercenaries received an all-too-real test pride, believing that the prospect of being thwarted in his effort to
when the new system functioned perfectly, and gave them significant seize a hated Rim Worlds planet—and one of their Clan’s first targets—
notice of the in-system arrival of a strike force calling itself Clan Jade by a band of lucre-warriors was a worse shame.
Falcon. With the sober realization that the loss of Bone-Norman was
Arriving at Bone-Norman’s nadir jump point, Jade Falcon Khan now just a matter of time, Merwin shifted strategies to attempt to
Elias Crichell and saKhan Timur Malthus tasked Malthus’ own Turkina equip the planet’s militia and citizens as best he could, laying the
Keshik with the honor of claiming a one-time Rim Worlds holding groundwork for a guerilla resistance. The Walkers’ deep ties to Bone-

6
Atlas

Norman shone through in the way the mercenaries fought and died
to buy time for those efforts, and barely two companies survived
to board their DropShips. Merwin himself perished just before the
unit departed, torn from his cockpit by Elementals while supporting
distribution operations at a supply point. Sadly, the surviving Grave
Walkers found no relief. As the remaining mercenaries attempted to
regroup on Black Earth, they were shattered when the Jade Falcons
surged onto that world just two months later. Malthus earned one of
the Clan’s first victories, but the incident on Bone-Norman did him
no favors when he was ousted as saKhan following the disaster on
Twycross later that year.
Ignited by the Grave Walkers’ heroic sacrifice, Bone-Norman’s
residents rediscovered their cantankerous streak and staged a bold
resistance effort during most of the 3050s. But the planet’s distance
behind the new Occupation Zone line began to tell in the lack of
supplies and support from the Commonwealth. By the early 3060s,
little in the way of organized opposition remained. The planet’s mines
were quickly reopened after the initial invasion, but Clan scientists
only haltingly picked up some of the work left behind by BioHarvest,
refocusing that research on emergency medicines rather than cures
for diseases.
A few short years later, a Clan once again shattered the short-
lived peace on Bone-Norman. Clan Ice Hellion targeted the world in
its 3071 invasion of the Jade Falcon Occupation Zone, but severely
underestimated the difficulties they would face. Facing the Hellion’s
elite Lithe Kill Keshik, comprising saKhan Conner Rood’s 200th
Attack Cluster, was the Falcons’ Eleventh Provisional Garrison Cluster
under the command of Star Colonel Idris. Desperately outgunned,
and knowing defeat was inevitable, Idris nevertheless vowed to tie
down Rood’s forces as long as possible in the hopes of throwing a
hitch into the invaders’ strategic timetable. To accomplish this, Idris
bid a Trial for the planet and chose the entire Hapsburg continent
as his Circle of Equals. The choice allowed the Falcon defenders to
counter the Hellions’ preferred fast-strike tactics by choosing their
own engagements and orchestrating ambushes without breaking
zellbrigen and forfeiting the Trial.
Two frustrating weeks later, the Hellions were forced to expose Rood
himself in a series of patrols, an opportunity that the saKhan knew the
Falcons could not pass up. Indeed, the Eleventh met the Hellions on
the Red Stone Plains, and the ensuing battle led to each side springing
a carefully prepared trap. The pragmatic Rood instructed a subordinate
to begin a general melee, allowing him to call in an additional Trinary
that was not part of his initial bid. Star Colonel Idris in turn unleashed
a formation of Erinyes ProtoMechs, which nearly succeeded in
penetrating Rood’s cockpit and severely burned him just a short time
before the Hellions claimed victory.
Weeks later, the Jade Falcons returned in the form of the
reconstituted Falcon Guards, who had embarked on an independent
action to disrupt the Hellions’ new holdings. The Guards successfully
bid a Trial for the planet and defeated the Hellions’ thin garrison within
hours of landing, using mobile combined-arms forces to maximum
effect and reclaiming Bone-Norman for the Falcons.

7
a Time of War Adventure Seeds

MEDICINE MEN “THIS LITTLE PLANT HAD BETTER BE WORTH IT...”


Recommended Group Size: 4-8 player characters
Recommended Group Type: Military, Mercenary, Black Ops
Recommended Skill Levels: Green-Elite (Key Skill levels of 1-8)
If someone has made a breakthrough, someone else is probably going to try to steal it. The players are that someone, sent to Bone-Norman to scoop
up a newly discovered plant which may hold the key to curing a disease prevalent across the Inner Sphere—and unlocking handsome profits for the
benevolent company offering the cure.
Complications: A few obstacles for players to tackle.
Over the Counter: The research facility housing the find isn’t the local corner drug store—it’s deep in a marshy bayou, well off any common transportation
route. Finding the place deep in the swamp will be hard enough, but accessing the stilt-raised structure will be tricky.
Bat Country: There’s a reason medicine from the plant hadn’t been approved for human trials yet—the plant continually lets off spores which cause a
powerful hallucinogenic reaction. The effects may be mild, for comedic play, or borderline debilitating.
Feed Me, Seymour: There’s a better reason medicine from the plant hasn’t hit shelves—the plant is rather large and rather hungry. Will subduing the
carnivorous flora destroy the cure the players’ employers are so eager to market?
Just Here for the Planet: As the players prepare to abscond with their find, an enemy force—possibly the Jade Falcons, or perhaps the Ice Hellions—
lands with the intent to seize Bone-Norman. Escaping will require a low profile and some quick decisions.
Tips: Traveling to and from the research facility provides a great opportunity to showcase Renick’s gloomy high-tide season, when much of the interior
landscape turns into swampy marshes and gloomy bayous. Play up the uncertainty of what lurks beneath the unusual setting.

MANHUNT “DID YOU HEAR SOMETHING?”


Recommended Group Size: 3-6 player characters
Recommended Group Type: Any
Recommended Skill Levels: Regular-Veteran (Key Skill levels of 3-6)
A notorious criminal who sought refuge on the fringe of the
Inner Sphere is at large in the badlands of Bone-Norman. Wanted by
several interstellar authorities for the kind of unspeakable acts that
fuel holovid police procedurals for years, the players must venture
into the howling winds and retrieve the monster, dead or alive.
Complications: A few obstacles for players to tackle.
Watch Your Step: The felon knows the players are coming and
has left some lethal surprises to discourage their pursuit. The
traps may be fully lethal, or may only injure group members,
allowing the killer to draw out his fun.
Failure to Communicate: The winds tearing off the mountainsides
make normal conversation outside very difficult, and dampen
most sounds—including human screams.
Dead or Alive: The criminal has no intention of submitting
peacefully, and as he fled, obtained enough devices and gear
to ensure that his last stand will be a bloody affair for anyone
pursuing him.
Tips: Bone-Norman’s landscape is stark and foreboding, both
in the murky werewillow forests of the interior, and the winding
caverns of the badlands. The players should never know what’s
around the next corner as they hunt their quarry amid the eerie,
shrieking winds.

8
Rules Annex

MAPSHEETS TABLES
2d6 Result Map
2 Mountain Lake (MS2, MSC1)
3 Desert Mountain #1 (MS3, MSC1)
4 Desert Mountain #2 (MS3, MSC1)

HAPSBURG
5 Desert Sinkhole #1 (MS3, MSC1)
6 Rolling Hills #1 (MS3, MSC1)
7 Scattered Woods (MS2, MSC1)
8 Rolling Hills #2 (MS3, MSC1)
9 Desert Sinkhole #2 (MS4, MSC1)
10 Desert Hills (CBT, MS2, MSC1)
11 Heavy Forest #2 (MS4, MSC1)
12 Woodland (MS4, MSC1)

2d6 Result Map


2 BattleTech (MS3, MSC1)
3 Rolling Hills #1 (MS3, MSC1)
4 Archipelago #2 (MS7)
5 River Delta/Drainage #2 (MS4, MSC1)
RENICK
6 Lake Area (MS2, MSC1)
7 Large Lakes #2 (MS4, MSC1)
8 Coast #1 (MS7)
9 River Delta/Drainage #1 (MS4, MSC1)
10 Archipelago #2 (MS7)
11 Rolling Hills #2 (MS3, MSC1)
12 Woodland (MS6, MSC2)

9
Optional Rules

The following additional special rules are intended to provide further NUDIBS
flavor to games set on the world featured in this supplement. For the Related to the sea swallow of Terra, these soft-bodied mollusks live in
most part, these rules may be considered advanced and optional, as the vast tidal pools along the continental coastline created by the tides
they primarily reflect conditions and/or features unique to this one of Bone-Norman. Nudibs cling to the surface of the pools by sucking air
planet or planetary system. into a gas sac, and expel the air to drop down onto their prey. As long
as a man’s forearm, the Bone-Norman nudib has developed a potent
TERRAIN AND WEATHER poisonous sting which can prove dangerous to humans—moreso
Bone-Norman’s inhabited areas feature harsh terrain and weather
because nudibs are often found in colonies across large pools. Swept
that can starkly vary with the phases of the moon. The Mapsheets Tables
into the pools by the rising tide, many of the mollusks are often left
presented here reflect the nature of Bone-Norman’s dominant terrain
based on which continent the scenario is set. For scenarios taking place behind when the tide retreats and the pools begin drying out.
on Hapsburg, the Hapsburg Mapsheets Table reflects the rocky and
windswept expanses of the supercontinent. Scenarios set on the island Mass: 2-4 kg
continent of Renick should use the Renick Mapsheets Table instead. STR BOD DEX RFL INT WIL EDG
Werewillows: To reflect the sensor-scattering effect caused by the 2 1 1 1 2 1 1
unique high-metal content of Bone-Norman’s werewillow trees, treat Size Class (Modifier): Small (–1)
all woods hexes on Bone-Norman mapsheets as one level of extra BAR (M/B/E/X): Normal 0/0/0/0
density for line of sight purposes. (E.g. Light Woods hexes affect LoS as Damage (AP/BD): 1M/1
Heavy Woods; Heavy Woods hexes affect LoS as Ultra-Heavy Woods.) Move (W/R/S): 0.5/—/—
Werewillow trees do not change movement purposes, however. Thus, a Traits: Poisonous (Sting: [Contact; AP/Strength, 1S/1D, Duration: 1 turn]),
single light woods hex of werewillows will impose a +2 to-hit modifier for Skittish
attacks that enter or pass through them, but will only cost +1 MP to enter Skills: AniMelee (+0), Swimming (+1)
or pass through. Additionally, each hex of werewillows also produces
ECM effects identical to those of a Guardian ECM Suite, applicable only
to attacks or sensor checks that trace a LoS through the wooded hex.
CAIMONSTOS
Thanks to the bayou-like conditions of Renick, the werewillows there Legends of enormous reptiles lurking deep in swamplands date back
grow much closer together than their Hapsburg cousins. Hidden Units to the bayous of old Terra, but on Bone-Norman, they are very much a
(see p. 259, TW) in an Renick werewillow hex can remain hidden until reality. Drawing their name from a crude portmanteau of “monstrous
an enemy unit moves to an adjacent hex. Caiman,” the caimonstos make their home in the flooded interior of
Weather: Hapsburg is constantly punished by howling winds, Renick during the wet season. Growing to nearly ten meters in length,
especially near the extensive Rücken mountain range, so scenarios the flat-nosed reptiles grow quickly and are notoriously aggressive
taking place there may make use of Wind effects (see p. 61, TO). To thanks to a rather short lifespan. As the retreating tide inexorably
determine the strength of these effects, the gamemaster should shrinks their swampy habitat, caimonstos turn on each other in an orgy
roll 1D6 prior to the start of the scenario, and consult the Hapsburg of violence, until only a few of the largest, meanest specimens remain
Weather column of the Bone-Norman Weather Table. in the small bayous which remain wet year-round, burying themselves
For scenarios set on the Renick island continent, where flooding is a in the mud to await the next high tide, and their next meal.
more pertinent issue, the same pre-scenario roll determines the extent
of flooding that takes place. In cases of Light Flooding, all non-water Mass: 1,800-2,200 kg (adult)
map hexes adjacent to water of any depth must be treated as Mud (see
STR BOD DEX RFL INT WIL EDG
p. 50, TO). Moderate Flooding transforms the underlying terrain of all 38 35 3 6 3 5 2
land hexes into Swamp terrain (see p. 51, TO). Under Heavy Flooding,
Size Class (Modifier): Very Large (+3)
the map is so inundated with water that all Level 0 terrain is treated as
BAR (M/B/E/X): Scaly hide 2/2/1/1
though it were immersed in Depth 1 water, while all water features and
other terrain hexes with a Depth of 1 or more are increased by 1 level Damage (AP/BD): 1M/4
of water Depth. Only terrain features of Level 1 and higher are treated Move (W/R/S): 5/10/15 (land)
as being above the water in Heavy Flooding conditions. Traits: Aggressive, Armor (+2), Cold-Blooded, Patient
Skills: AniMelee (+4), Perception (+2), Stealth (+3), Swimming (+2)
BONE-NORMAN WEATHER EFFECTS
D6 Result Hapsburg Weather Renick Flooding
1 No Wind No Flooding
2 No Wind No Flooding
3 Light Gale Light Flooding
4 Moderate Gale Light Flooding
5 Strong Gale Moderate Flooding
6 Storm Heavy Flooding

11
Atlas

MANASSAS

Star Type (Recharge Time): F3V (174 hours)


Position in System: 3 (of 11)
Time to Jump Point: 17.36 days
Number of Satellites: 1 Fragmented (The Pearls)
Surface Gravity: 0.98
Atm. Pressure: Standard (Tainted)
Equatorial Temperature: 25°C (Tropical)
Surface Water: 63%
Recharging Station: None
HPG Class: B
Highest Native Life: Reptiles
Population: 648,000,000 (2765); 98,000,000 (3150)
Socio-Industrial Levels: D-D-B-C-D
Landmasses (Capital City): Stonewall (Bull Run)

MANASSAS
Named in 2215 by the first people to colonize the world (who hailed each province roughly analogous to the four early colonial settlement
from Terra’s North America continent), early Manassas’ cultural dynamic zones. The capital city of Bull Run lies on the tip of the Virginia Peninsula
changed several times over the next three decades as additional waves in the very south, with the other major cities of Porto, Neu Hamburg
of colonists arrived from the Terran states of Portugal, Germany, and and Tha Heua, arranged along the coast north-west of the capital.
Laos. These early settlers found a world with an apparently abundant Including those of the Four Provinces area, some ninety-five percent
aquatic ecosystem, but a terrestrial biome that was still recovering of Manassans live in the Green Belt, the coastal regions where the
from a devastating series of cosmic impacts. A millennium before, a oceans counter the hostile climate that has rendered much of the
huge asteroid hit Manassas’ closely-orbiting moon with a glancing continental interior barren. It is within these regions that the terrestrial
blow that shattered much of its surface, and bombarded the world’s ecology has reestablished itself. Prior to the twenty-eighth century, the
single supercontinent and surrounding seas with debris. The impacts, Green Belt was a narrow band along the shorelines, never wider than
combined with the already harsh climate of the interior lands, drove 100 kilometers, and usually much narrower. During the peak of the Star
ninety-five percent of Manassas’ surface life to extinction, and wiped League, terraforming efforts managed to extend these bands up to a
out half of its aquatic fauna. This mass extinction wiped out all of the thousand kilometers inland, but over the last three hundred years, the
larger beasts that lived in the planet’s once-rich ecosystem, leaving Belt has receded to an average width of five hundred kilometers. Lying
only the smaller and more adaptive creatures behind. well within the present-day Belt, the Four Provinces remain solidly
The remnants of Manassas’ small moon have begun to recombine, connected by a thriving ecology, primarily populated by introduced
though the process will take many thousands of years to complete. Terran flora and fauna that have adjusted to the planet’s twenty-six
In the meantime, though beautiful, the lunar fragments (collectively hour day, and equally long “semi-night.” The long Manassan night is
dubbed “the Pearls”) are a hazard to shipping and orbital craft above kept aglow by the constant parade of the Pearls, whose close proximity
the equatorial belt. Furthermore, once every 213 years, the “Storm of to Manassas provides enough light for crops to continue growing,
Pearls”—a flurry of stellar debris heralded by the remains of the moon- albeit slowly.
damaging comet—returns to scour the planet’s low orbital zones of The first colonists on Manassas struggled to gain an initial
anything that cannot move or weather the storm. foothold. Early reports of the world’s aquatic biota espoused by
Manassas’ single super-continent is called Stonewall, referencing xenobiologist Marvin Miller proved unfounded. The claims of “Miller’s
both a mid-nineteenth century Terran general, as well as the Monsters,” famed sea creatures of immense size noted in Dr. Miller’s
impressively large mountain chain that cuts the south-east third of early scouting reports, proved to be misleading. Miller’s now mythic
the continent off from its remainder. This southeast area, known as the treatise on the potential benefits of Manassas’ aquatic resources and
Four Provinces, is where the majority of the population now lives, with its extraordinary, enormous (and exceptionally exaggerated) size

4
Atlas

vanished once the colonists arrived to find their dreams of founding The Reunification War and early Star League passed Manassas
a thriving world little more than a swindler’s lie. Manassas’ new by, with the rest of the Inner Sphere growing exponentially while
citizens struggled on, surviving despite colonial mismanagement Manassas continued to struggle. All of that began to change in 2729,
and the world’s subsequent abandonment by the Terran Alliance. when Richard Davion came to the throne on New Avalon. Richard had
Thus, when Lucien Davion offered their world a place in his Crucis served with numerous Manassans in the AFFS and visited the world
Pact, Manassans were quick to accept. Still, despite the promises from on several occasions. He believed in Manassas’ potential and felt it
New Avalon and the benefits that did accrue with the creation of the was a stain on Davion honor for such a loyal people to be ignored
Pact, Manassas never truly prospered. As the Pact evolved into the for so long. In the midst of reforming the Davion military following
Federated Suns, Manassas became one of the first worlds in what the hidden war with House Kurita and its Draconis Combine, and
would be known as the Suns’ Outback. less than enthused with the Star League’s attitude toward his realm’s
Manassas remained a backwater on the Golden Five’s backdoor, views on the integrity of Davion succession, Prince Davion decided to
an open secret no one wished to deal with or devote the resources merge honor and pragmatism. Needing to distract his people from
to fixing. This attitude was especially vexing for Manassans, whose domestic issues and show the Star League that House Davion could
people loyally served in the armies of the Davion princes on all fronts match it at its best, Richard formed the Outback Revival Project (ORP),
and during the Civil War. A Manassan regiment or fighter wing made which aimed to invigorate the Outback worlds via vigorous “soft
up part of the Davion Guards since the early twenty-fifth century. The terraforming” projects. Richard knew that his realm could not match
Manassan Planetary Congress did not make matters easy on itself, the Star League’s Department of Mega Engineering in terms of serious
as the four major ethnic groups had very different views on how planetary engineering, but in the areas of biome modification and
their world should develop. Those of German extraction looked to manipulation on already habitable worlds, the Federated Suns had the
resuscitate the dream of aquaculture, despite its limitations; the ethnic resources to make a try of it.
Portuguese wished to develop large-scale mining operations for In 2735, the Federated Suns’ best planetary biologists, xenobiologists,
resource extraction; and the Laotians and American descendants held and other scientists descended on Manassas to set up both the
divergent views on arid land agriculture. Tensions never boiled over into ORP and its test case project: Project EUROPA—the revival of the
violence, but the ethnic diversity that gave Manassas its extraordinary terrestrial ecology of Manassas. Though discussion varies as to why
cultural tapestry also contributed to its inability to provide a consistent EUROPA’s success was so rapid (early propaganda claimed Davion
narrative and focus that could have helped its people attract strong ingenuity, whilst revisionist studies state that a natural recovery of
and consistent resources throughout its developmental years. the ecosystem was already underway), the fact remained that within

Khampheng’s
Outpost

FA R D E S O L
AT I O N
LT
BE

R
EEN

Savage Station

EE
GR

DM
BIG
BIG MOUTH TO N
GUE
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NO
B AY
Lost Cause INSELN
Project Europa
LITT Primary Research
L E TO Unterseeisch
N J AC K S O N I
GUE NLAND SEA Ostlandung
Guinea Station
(IE Staging Camp)
L
G R E E N B E LT L
A
S

Nacre Crater
AIN

W
NT

NG
LAN XA
OU

E
LM

Luster Crater
ESO L AT I O N WA
L Meuong Thoa
Leiria NEAR D N S TO
NE
O
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HA
S
Miracle Oasis
S
LT

IL
AV
BE

R
MA
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AS
EE

S
IN
GR

TA
ALL
MO
UN Davion Guards
MAHASA
MUT
Rocha de Altura Sisattanak Monument
S TO N E W

M
WILLIA
PRINCE E
LAK

Stone Mountain
Culpepper

O OCEANO VI
RG
Tha Heua
IN
IA SANCTUM
PE ISLES
Clarksburg NI
NS
Neu Hamburg UL
A

Porto

Bull Run

5
Atlas

fifteen years, the Manassan worlds eventually failed


Green Belt had expanded by and fell off the maps by
an order of magnitude and the early Third Succession
did so again by 2775. The War, Manassas found a
population began to thrive, way to prosper from its fall
and townships grew around from grace. As technology
the many ORP base stations, continued to decline, worlds
bio-ranches, and research where remnants of the
hubs. Unfortunately, just Star League’s technology
as Manassas bloomed and remained became hunting
the world emerged as a net grounds for technological
exporter of food products, scavengers. For Manassas,
the rising tensions of the this scavenging came from
late Star League, the fall of an unusual source: the Noble
House Cameron, and the Houses of the Golden Five.
Star League Civil War forced Several attempts were made
the ORP’s closure as the to recover technology from
Davion military consumed within the Dead Zones, but
all available funding. The the Manassas Run of 2874
bounty of Manassas’ golden gave these efforts some
age lasted barely ten years; interstellar notoriety. The
crops were left to wither in the fields, or rotted in warehouses. first Manassas Run involved a competition between three Golden
Shipping was increasingly diverted to support first the SLDF and later Five noble champions to see who could recover the most valuable
the AFFS, until finally the brutality of the First Succession War gutted technological artifact in the shortest possible time from the Dead
the merchant lines that served Manassas. Zones. Though the Run was little more than an effort by bored nobles
The First Succession War ended all hope for Manassas’ continued to entertain themselves, it captured the local imagination. In 2787,
growth and prosperity. As the DCMS advanced towards New Avalon, small Manassas sent invitations to eleven of the Golden Five’s noble houses,
raids and strategic strikes became the norm. A major raid in early 2796 inviting them to participate in a new Run. Every four years after that,
nearly destroyed the world when the DCMS forces singled out the Davion an ever-increasing field of champions struck out for glory, forging ever
research labs there for destruction. Bombarding the world with orbital deeper into the world’s interior in search of technology and fame.
fire, and the use of strategic chemical and biological weapons, the Kurita Though little of real value was ever recovered during the many Runs,
raiders poisoned and corrupted Manassas’ delicate but strengthening the tourist market and exclusive Noble Clubs (havens for all kinds of
terrestrial ecosystem. Amazingly, although the damage did result in vice and entertainment) revived the Manassan economy.
the overall shrinkage of the Green Belts, the Manassan ecology largely Many of the worst sorts of social miscreants followed on the heels
shrugged off the worst effects of that assault, a testament to the work of the Manassas Run and its noble founders. Yet where many worlds
of the Manassan and Davion would have sought to curb
scientists. But the immediate these less savory elements
damage to the bio-ranches of society, the Manassans
and the major population embraced them, opening
centers of the Four Provinces up their world to industries
was far more calamitous. of vice and pleasure. The
By 2800, there were only actual (and sometime
11,000,000 Manassans left feigned) lawlessness of parts
alive and large swathes of the of the world, the deadly
planet—particularly those competition of the Run
close to former ORP facilities— (where anything goes and no
were declared “Dead Zones”, rules exist except to survive
off-limits areas where no and return with a valid
Manassan dared tread. lostech prize), and the heady,
For fifty years, Manassas almost Canopian, pleasure
struggled to recover and industry, created a venue that
survive, even as emigration became a microcosm of the
fur ther weakened its Third Succession War. Private
population. Where many gangs and knights, fighting

6
Atlas

and competing for noble favor, and rare technological


spoils, are cast amid a frontier world of devastated
glories—a world where hidden treasures and the actions
of a few can shape the lives of the many.
Since the technological revival of the mid-thirty-first
century, the Manassas Congress was very careful to
ensure that technological advancement did not detract
from the aesthetics of the world. Though recovered
science has helped to restore some sections of the Green
Belt in and around the Four Provinces, the planetary
government is very careful to ensure that the Dead Zones
remain a persistent feature. The preservation of these
ruins of the Federated Suns’ technological height, and
the many interesting techno-archaeological resources
contained therein, eventually led to establishment
of an Interstellar Expeditions headquarters base on
Manassas. The opportunities to expose IE staff to rough
living, authentic dig sites, technological research and
hazardous environment training—all within a jump
of some of the most advanced research institutions in
known space—made Manassas and its capital fertile
grounds to cultivate IE’s next generation of explorers.
Despite the natural fit for Interstellar Expeditions,
the seventy-ninth Manassas Run, held in 3099, caused
a number of local problems. When the champions for
one of El Dorado’s First Families raided an IE dig that had
actually found an intact research database, the 3099 Run
turned especially deadly. Several late-arriving nobles sent
what were little more than hired pirates into the Run to
lay claim to the prize. Within days, IE mobilized its own on-
world forces and a grand chase towards the Four Provinces
began. Three weeks in, having learned of the find via MIIO
agents on world, a company of agents from the NAIS
landed and ignited a pitched four-way battle between IE,
the El Doradans, other noble champions, and the NAIS.
The result was a bloodbath, the suspension of the Run
and the landing of the entire First NAIS Cadet Cadre four
weeks later to clean up. Since the “Bloody Run” of 3099,
new rules have been set in place to protect IE operations,
and to allow for NAIS oversight of finds. However, despite
these changes, the Run remains a dangerous and often
fatal endeavor. Nevertheless, successful Runners and
those crowned “Run Champion” can often retire on their
winnings and grants from grateful noble sponsors.

7
a Time of War Adventure Seeds

DIG AND RUN “WHAT A WONDERFUL PLACE FOR A DIG, OLD BOY!”
Recommended Group Size: 2-4 player characters
Recommended Group Type: Military, Mercenary
Recommended Skill Levels: Veteran (Key Skill levels of 4-6)
Manassas is a rough place and Interstellar Expeditions takes no chances when sending dig teams into its Dead Zones. Small BattleMech or armored
units are the norm for escort and IE pays well, as they need as many staff to graduate (and live) as possible. “Zoners”—those who survive dangerously
close to the Dead Zones and away from the Green Belt—are a constant, if low-level, problem. The real risk comes from the Runners, especially when they
think you might be onto something valuable.
Complications: A few obstacles for players to tackle.
Sir, I Think You Should See This?: Well, the boffins found something, and—before anyone could stop them—they announced their find “in the clear” to
IE’s HQ in Bull Run. Because of this, it would appear that certain less-than-savory elements among the current Manassas Run are now beating a path
to the dig…and the same fools who called up the devil now need you to protect them.
Just Keep Runnin’: Well, it would seem this year’s crop of Runners is better than the last, as they blew through the camp and snagged a vital data core.
You have clear orders from IE HQ: retrieve that core or don’t come back.
Here Comes the Cavalry: Well, you caught up to the Runners, and apparently a few who were not invited to the current party have decided to crash it
anyway. Just as you felt you had them in a position to strike, the NAIS has arrived to save the day. Unfortunately, it’s not your day they want to save, so
it looks like you now have to wade through some Davion regulars to get your prize…
Tips: This adventure seed gives a gamemaster the opportunity to introduce PCs to a large organization like IE, which can lead to further campaigns
in the future, while also allowing the PC group to overcome steadily mounting challenges with multiple points of success (or failure). The PCs could, at
any time, choose to work with or against any of the varied groups hunting for the current prize, or go rogue and join in the Run for personal glory. Or
perhaps they could even enter the official Manassas Run for IE and hope they live to see the Green Belt again. Depending on their success (and whoever
they had to fight with to win it), the players could easily end up with new friends (and enemies) from among IE, various Run-sponsoring nobles, career
Runners, or even the NAIS.

JOIN OR DIE! “THE RUN’S NOT THAT BAD.”


Recommended Group Size: 2-4 player characters
Recommended Group Type: Military, Mercenary
Recommended Skill Levels: Veteran (Key Skill levels of 4-6)
You’re not crooked or blacklisted, but you’re not the pin-ups of noble mercenary service either. Also, how were you to know that the fellow you cleaned
out at the poker table was a recently ennobled fool who has more clout than sense? It’s not his money he wants back either; it’s his pride and his family
controls most of the shipping on and off the world. So, the deal is: if you don’t win the Run for him, you might never get off Manassas.
Complications: A few obstacles for players to tackle.
You’re On Your Own: Just to make things interesting, your “sponsor” has made sure you will get no help; you are on your own. It seems like he
wants you to fail…
We’re Being Hunted: As you move deeper into the Dead Zones, it seems someone is dogging your trail. Dealing with Zoners and stray Runners is bad
enough, but whoever is tracking you is not playing around; they want your scalp.
It’s Whom You Know: Somehow, you did it! You got the prize, beat the odds, and even though the little prick has his precious honor back, he still refuses
to get you off world. Looks like you need to take matters into your own hands.
Tips: This campaign is for PC groups who want a challenge and for GMs who can run a campaign that is very difficult—but still achievable—for
resourceful players who can think outside the box. The odds are certainly stacked against the hard-luck PCs, and players will need to be just as devious as
the gamemaster’s NPCs in meeting and overcoming the obstacles in their path. The rewards can be redemption and fame, whilst failure will see the PCs
bodies dumped in a Dead Zone and quickly forgotten.

8
Rules Annex

SURFACE GRAVITY HPG Class defines the presence of a local hyperpulse generator on
Surface Gravity has a distinct affect on the performance of virtually the planet, indicating its ability to transmit signals to other systems
all combat units in game play. Values higher than 1.00 reflect worlds nearby. Such stations are always located on the planetary surface,
where units are significantly heavier than they are under normal Terran and are largely considered inviolate by all but the most serious attack
gravity, while values lower than 1.00 reflect worlds where units are forces. (Attacking an HPG is still considered a crime against humanity
significantly lighter. The full effects of gravity on combat may be found by most civilized realms.) Class A stations reflect major interstellar
on p. 55 of Tactical Operations. communications hubs, while Class B stations usually send transmissions
in massive bundles less frequently. Although any HPG can send an
ATMOSPHERIC PRESSURE emergency signal to a nearby system within hours of an attacking
This detail describes the relative density and breathability of the force’s discovery, many raiders target worlds with Class B stations (or
local atmosphere, and can have a profound impact on game play if the no stations at all), in the hopes that their arrival will raise the alarm
atmosphere is anything but “Standard (Breathable).” Thinner or Thicker among nearby systems more slowly. Assault forces, meanwhile, may
atmospheres can affect the use of several unit types in gameplay target Class A worlds in an effect to secure a realm’s communications
and may even have an impact on weather conditions. Likewise, hub and disrupt responses to a border-wide campaign.
atmospheres classified as Tainted or Toxic can affect how various Native Life describes (in very basic terms) the highest level of native-
combat units’ function and suffer damage in game play. For rules born life forms the world has. More life-barren worlds in the Inner
covering Atmospheric Pressure, see pp. 54-55 of Tactical Operations Sphere may be host only to microbes or plants, while more evolved
for pressure variations, and p. 56 of Tactical Operations for Tainted and planets often host their own species of animal life up to and including
Toxic Atmosphere effects. mammals. Though this rarely impacts a planetary campaign, it cannot
be ignored that many local creatures can pose a threat—or a boon—
EQUATORIAL TEMPERATURE AND SURFACE WATER to raiders and invaders in some circumstances, ranging from being a
A world’s Equatorial Temperature helps define whether the world can source for local food in the event of supply shortage, or a hazard to
be broadly classified as hot, warm, or cold by indicating the temperate establishing secure perimeters while operating outside of vehicular
(in degrees Celsius) it averages at the equator—typically the warmest protection. This detail, however, does not cover introduced species the
region on the planet’s surface. Temperatures at the north and south human population may have imported to the world, so while a target
pole of most worlds may average as much as 30 degrees colder than world may be host only to native-born trees, horses originally raised on
at the world’s equator, but it is always important to know that local
Terra may yet make an appearance.
conditions such as weather and terrain can vary these averages
Population defines the number of humans estimated to be
somewhat. Nevertheless, the equatorial temperature helps players
living on world. Worlds with particularly high populations—those
gauge whether much of the world will likely be arctic, tropical, desert,
numbering in the billions—are often highly developed, with many
and so forth. If gameplay falls in regions where temperatures are
major cities. Sparsely populated worlds—with populations in the
extreme (below –30 Celsius or above 50 Celsius), Extreme Temperature
millions or less—are less likely to have major cities than they are
rules (see p. 62, TO), will apply.
small towns or even tiny outposts and domed arcologies. As a more
Surface Water reflects the percentage of the world’s surface that is
densely populated world often raises the threat of local armed
covered in water, and essentially defines whether the world might be
covered in vast, lifeless wastelands, lush forests, or miniscule, rocky resistance or merely more eyes to spot incoming invaders and more
islands. Worlds with low Surface Water values (50 percent or less) voices to raise an alarm, raiders tend to target lower populace worlds,
will rarely see much rainfall or snowfall weather effects, and water or while invaders often attempt to secure the greater manpower and
woods features on terrain maps may instead be considered sinkholes, infrastructure reflected in high population worlds.
craters, and rough terrain instead to reflect the lack of significant water
sources and vegetation. Worlds with higher Surface Water values, SOCIO-INDUSTRIAL LEVELS
meanwhile, will much more likely have active, precipitation-heavy The world’s Socio-Industrial Level is a five-letter code used to
weather patterns, and support more water and woods terrain features. broadly define the world’s level of wealth and development using a
series of classic A-F letter grades. The more “A”s and “B”s that appear
RECHARGING STATION, HPG CLASS, in this code versus “D”s and “F”s will generally denote a world that is
NATIVE LIFE, AND POPULATIONS more self-sufficient, technological sophisticated, and resource wealthy
These details describe other noteworthy features of a target system than the average. As many of these factors can be used to enhance
that could affect campaigns to greater or lesser degree. role-playing aspects of game play, an in-depth explanation of this code
Recharging Stations describes whether a system has any space structure may be found on pp. 366-373 of A Time of War.
station capable of recharging a JumpShip’s KF drive (and, if so, at which
of the two standard Jump Points they are located). Recharging stations LANDMASSES AND CAPITAL CITIES
are often small and fairly unarmed, but also act as spaceborne hubs of The major landmasses (continents, regions, and/or island chains)
trade and communication to the local world. Raiders often avoid these identified on each world are then listed, with the planetary capital city
stations by taking non-standard jump points, so their arrival cannot listed (in parentheses) beside the name of the landmass where it is
be blown to the locals, but more significant invasions often begin by located. Traveling between landmasses often requires the use of high-
seizing the local recharge stations instead, to secure effective strategic speed rails (overland), aerospace transit (via DropShips, airships, and
control over the jump point. other aerospace craft), or seagoing vessels.

10
Optional Rules

The following additional special rules are intended to provide further MANASSAN MOSS SKINK
flavor to games set on the world featured in this supplement. For the The largest living native terrestrial animal on Manassas is a reptilian
most part, these rules may be considered advanced and optional, as analogue called the moss skink, which has developed a unique method
they primarily reflect conditions and/or features unique to this one for dealing with the long Manassan nights. Unable to keep its body
planet or planetary system. heat up to survivable temperatures over the twenty-six-hour night, the
fifteen-centimeter moss skink has developed a symbiotic relationship
MANASSAS FLORA AND FAUNA OVERVIEW with a local moss. The moss and the skink feed voraciously during the
Until a little over 1,000 years ago, Manassas possessed a well- day, the skink on algae beds and the moss on sunlight. The skink’s large
developed ecology that was progressing through its first true range allows the moss to spread its spores far and wide near the algae
flowering of more advanced genera across and around its single super- beds for young skinks to pick up, whilst at night, the moss generates
continent. That all ended with the near-destruction of the Manassan heat by breaking down compounds contained in the algae.
moon and the bombardment that followed. Little of the planet’s native The moss skink is generally harmless to humans and other animals.
large fauna remains; modified descendants of imported Terran species The major problem with this species is that, without effective predation
now dominate the majority of the local biosphere, alongside the still- for over a millennium, they are extremely populous and invasive,
evolving survivors of smaller native creatures. and have an irritating habit of crawling into every nook, cranny,
As Inner Sphere worlds go, the Manassan biome has no large piece of machinery, and moving part they can find—often causing
predators or hostile creatures that can seriously threaten humans. unprotected equipment to break, jam, or short out. In those regions
However, many introduced Terran species have gone feral over the without suitable manmade population control efforts, moss skinks
centuries, with many near the major cities heavily impacting the often reach “plague-like proportions.”
local ecology. Players wandering the planet’s wilderness may thus
find themselves occasionally menaced by the likes of feral creatures Mass: 0.095 kg
common to Terra: bears, boars, coyotes, wolves, and deer. Nevertheless, STR BOD DEX RFL INT WIL EDG
if not for the Dead Zones left over from the Succession Wars (and, of 3 1 5 6 2 2 1
course, humanity itself ), Manassas may well be one of the safest living Size Class (Modifier): Tiny (–4)
worlds in the Inner Sphere. BAR (M/B/E/X): Mossy hide 1/0/0/0
Damage (AP/BD): 0M/1
Move (W/R/S): 1/2/3 (amphibious)
Traits: Cold-Blooded, Compulsion (Hard-to-reach hiding spots),
Susceptible, Thick-Skinned (Mossy hide)
Skills: Animal Agility (+2), AniMelee (+0), Climbing (+2), Perception
(+2), Stealth (+3), Swimming (+4)

MANASSAS TERRAIN
The populated areas on Manassas are highly developed
MAPSHEET TABlE
and biologically active, but as one travels inward on the
Result Map
mega-continent of Stonewall, the land becomes more
desolate and barren. The Manassas Mapsheets Table reflects 1 or less Roll on Badlands Terrain Table (see p. 263, TW)
this by using a modified 2D6 roll result to determine which 2 Open Terrain #1 (MS5, MSC2)
mapsheets describe the area, based on how close to shore 3 Desert Sinkhole #2 (MS3, MSC1)
the players are operating. 4 Open Terrain #1 (MS5, MSC2)
MANASSAS

To properly use the Manassas Mapsheets Table, determine 5 Desert Sinkhole #2 (MS3, MSC1)
in advance how close to shore the scenario is taking place, as 6 DropPort #1 (MS7, MSC2)
well as the year in which the scenario is taking place. Then roll 7 Rolling Hills #2 (MS3, MSC1)
2D6 for each mapsheet needed, applying the following roll 8 Military Base #1 (MS7, MSC2)
modifiers as appropriate:
9 Military Base #2 (MS7, MSC2)
• –2 per 15 full kilometers inland (for scenarios set before 2730) 10 Rolling Hills #2 (MS3, MSC1)
• –1 per 15 full kilometers inland (for scenarios set between 2730 and 2950) 11 Rolling Hills #2 (MS3, MSC1)
• –1 per 45 full kilometers inland (scenarios set between 2950 and 3100) 12 Woodland (MS6, MSC2)
• –1 per 30 full kilometers inland (scenarios set after 3100) 13-15 Roll on Wetlands Terrain Table (see p. 263, TW)
• +2 for scenarios taking place within 5 to 10 kilometers of the shore 16 or more Roll on Coastal Terrain Table (see p. 263, TW)
• +4 for scenarios taking place on the shoreline

11
Atlas

LONE STAR
Star Type (Recharge Time): M1V (202 hours)
Position in System: 5 (of 12)
Time to Jump Point: 2.96 days
Number of Satellites: 1 (Vespa) (2450–2825);
None (after 2825)
Surface Gravity: 0.8
Atm. Pressure: Standard (Breathable)
Equatorial Temperature: 22°C (Arid, before 2800);
–5°C (Arid, after 2822);
Surface Water: 40%
Recharging Station: Zenith, Nadir (before 2780);
None (after 2780)
HPG Class: A (before 2780); None (after 2780)
Highest Native Life: None
Population: 573,000,000 (2780); 25,000,000 (2822);
None (3150)
Socio-Industrial Levels: A-A-A-A-A (2780);
C-D-C-D-D (2822); N/A (3150)
Landmasses (Capital City): The Belt (Volgadon)

LONE STAR
Owing to its 120-year terraforming process, Lone Star was one of that came to serve as its settlers’ principal source of fresh water. The
the last worlds settled within the Terran Hegemony. As a terraforming large continental interiors, meanwhile, were hyper-arid, with terrain
subject, Lone Star was especially challenging. Located well beyond varieties spanning the gamut of deserts found all across the Inner
its primary’s conventional life zone, the planet was desperately cold, Sphere: hot ergs, chilled rocky plains, saline wastes, dry mountains,
much like Mars in the Terran home system. Its atmosphere was thin and more. Today, of course, these continents and oceans are mostly
and nitrogenous, with its modest water reserves entirely locked up covered in ice.
in sheets of polar ice. Yet, despite the difficulties in establishing and Before its fall, Lone Star had some regions with very pleasant
maintaining a habitable climate, Lone Star was finally declared open climates and its populations largely concentrated in those areas.
for settlement in 2533. Part of the planetary terraforming effort even In 2765, the planet’s 573 million residents lived in nine major
required moving a local asteroid (Vespa) into orbit to host a skyhook metropolitan regions. Eight of these dense metropolises (collectively
and mines. called “The Pond Cities”) were located along the northern and southern
The success of Lone Star’s transformation was a matter of national temperate-zone coasts of the Ponds, with four cities per ocean. Those
pride. It also resolved some political issues in creating a new provincial regions boasted temperatures moderated by the oceans and fed by
capital world without the “baggage” of the much-older colony systems abundant freshwater, either collected from ocean-driven precipitation
around it. By 2600, its population was in the hundreds of millions; its or supplied by the polar meltwater rivers.
local industry was burgeoning, thanks to tax breaks and cheaper land The preplanned Pond Cities were compact for their populations,
than most of the Hegemony; and its agricultural sector was exporting an arrangement driven by land-price analyses by Lone Star’s
a wide range of luxury foods. development corporations: dense urban areas saw faster price growth
Lone Star’s land is concentrated in an unusual belt of continents than typical colonial sprawls across low-cost rural lands. To maximize
that follow the prime meridian around the poles. These five linked their economic and political power, the first planetary government
landmasses all had formal names in the system’s early settlement used its zoning powers to bottle up its settlers and their descendants
days, but the residents obstinately came to refer to the unbroken in the Pond Cities. By 2765, each of these cities claimed over fifty
expanses as simply “The Belt.” In its terraformed heydays, most of million residents in its soaring skyscrapers and arcologies. Yet, despite
the world’s free water came to be concentrated in two roughly some off-world depictions, individual accommodations were spacious.
circular, highly saline oceans (known to the locals as “Big Pond” Multi-tiered transit systems of buses, trains (both underground and
and “Other Pond”), respectively situated almost antipodal to each elevated), and VTOLs provided reasonably swift movement for the
other in the eastern and western hemispheres. The abundance of huge populations. There were no suburban sprawls around the cities;
polar land, and Lone Star’s low axial tilt, produced large ice caps they transitioned immediately to nature preserves and farm fields.

4
Atlas

All eight Pond Cities were also unusual in layout thanks to the give “Loners” (as the planet’s inhabitants referred to themselves) a
enormous tides generated by Lone Star’s sun. These swells could meat- and dairy-rich diet unknown on less fortunate worlds. With no
often rise more than twenty times as high as those of Terra’s lunar native ecosystem to protect and rich soil produced as a byproduct of
tides; although the pull of the system’s fourth planet had prevented terraforming, Lone Star’s agricultural sector cultivated a complicated
tidal locking, Lone Star had a rotational cycle fifty-six hours long, and mix of plants and animals originally imported from many worlds across
thus possessed slow tides. For coastal cities, this prompted several the Hegemony.
adaptations. Four of the Pond Cities sat on natural and manmade Lone Star’s ninth metropolis was its capital city, Volgadon, situated
highlands along the coasts. Among them, the city Cliffside on Big at a narrow point in The Belt within the planet’s northeastern quadrant.
Pond frequently won architectural awards for the dramatic arcologies Volgadon straddled a low continental divide between the two major
it built along its granite cliffs. By comparison, three other cities favored polar rivers (Grande and Autre) that drained to Big Pond and Other
columns and pilings that enabled them to rise above their estuaries Pond, respectively. The city was built around a large, elaborate canal-
and tidal flats. The cunningly named Stiltsville on Other Pond made a and-lock system that linked Grande and Autre, effectively tethering the
point of incorporating its massive pilings into its architecture, rather two oceans together. Despite having much less water coverage than
than trying to hide them as simple foundations—a feat that inspired Terra, Lone Star was highly dependent on inexpensive water transport
the brutalist “Big Iron” architectural style that became popular in because of its cities’ concentration around the Ponds. Volgadon’s
the mid-twenty-seventh century. Finally, the Pond City of Mudflat canals thus provided a final, critical link to global trade. Predictably,
took a more confrontational approach, pitting the Hegemony’s the savage fighting between Stefan Amaris and SLDF forces destroyed
engineering against nature by expanding into the tidal zones with these canals, which would not be repaired until 2783.
sealed buildings, dykes, and “amphibious infrastructure” designed to Volgadon was an oasis on The Belt, but grew little food for itself.
either survive or prevent daily submersion. It was normal for dykes About once every eight weeks, Lone Star’s sixty-day year and axial tilt
to be made of ferroglass, so residents could stroll beside transparent warmed the north pole, which caused cold, humid winds to roll off the
walls of high tide water, while the sealed lower floors of buildings northern icecap and across the deserts, delivering fierce, days-long
would continue normal business as fish swam outside their windows. dust storms to the region. Lone Star’s slow rotation did little to deflect
Lone Star’s dramatic tides even served its electrical needs, providing the southern march of these storms. This plant-suffocating, ultra-fine
a lower-cost alternative to fusion power. halide dust made it impossible for local farmers to compete effectively
Inland from the surging seas, the Pond Cities grew crops in with their Pond City counterparts, who did not need greenhouses and
abundance, supporting herds of free-ranging farm animals that dust canopies. Thus, the capital’s economy was dominated by its public

Ice Station
Antelope

Crossout
Locks Sepranta

Redding

Hunlare

GYGES Swartzhof
S
FIELD KUMARI
KANDAM AUT
RE R
BEGLEY IV ER
S W I N G WAY Cliffside BASIN
ISLANDS
E Mudflat GAD
ND Volgadon
GRA ER TER EIRUS Antediluvia
SE NER

RIV RAC
ES
R
A
GA

ND
LA
ER
GG
DO

Vespa
Impact Site SE
T H E VA S T LE
K
DUST SEA Tidesink SA
ND
BIG OTHER
S

POND POND
T H E B E L T
T R E AT Y
ISLANDS
DRY ISLAND

PHIALE T H E B E L T
T

B AY
H

A
LY D I S
E

D
FIEL
O
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DEN
NE
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GAR INOUS Treadwater


RA

A LC
NG
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EM
L T

Washlind
OUN
TA I

S
TA I N
NS

OUN

MU
THE AM
EM

Soakfoot LO
NG
RA
NE

O
Ice Station
Zebra

5
Atlas

sector, electricity production (cascades of dams on the two watersheds had suffered at least one WMD attacks. With most of its agricultural
produced abundant power), and tourism on the manmade, tide-free zones suffering damage from biological weaponry, and roughly three-
lakes behind the dams. quarters of its herd animals killed off, Lone Star’s agricultural output
While Lone Star’s population lived primarily in the urban zones, there was as devastated as its cities’ once-vast manufacturing districts.
were other cities and towns scattered elsewhere. These much-smaller Worse yet, the quick battle to seize Vespa wrecked the station-keeping
cities included the likes of mining cities, such as Swartzhof (which was drives it used to maintain the asteroid-moon’s orbit against the tidal
destroyed during the SLDF’s liberation effort). influences of the sun and Lone Star IV.
One of the advantages that made Lone Star an agricultural exporter In the thirteen years since its liberation and the onset of the First
and regional capital for the Hegemony was its short transit time. Succession War, Lone Star made little progress toward recovery.
DropShips could reach the planet, exchange cargos, and return to Not only had it suffered severe damage to its industry and cities, its
the jump point all within planetar y government
the span of a conventional was a wreck, and tens
JumpShip’s recharge period. of millions of wartime
Because the local sun was refugees struggled to
relatively dim, clusters of sur vive without even
recharge stations were the most basic support.
constructed just inside Like many Hegemony
the proximity limits of the worlds, Lone Star’s people
zenith and nadir points violently threw from office
and—prior to the Amaris anyone who had served
Coup—were home to Star in government during
League Navy’s Second Star Amaris’ rule, and the SLDF
Squadron. These facilities, proved unable to spare any
further protected by the personnel to manage the
system’s SDS network, world’s day-to-day affairs.
became primary targets for the SLDF during its liberation campaign. Private businesses and House troops were able to re-establish some
Lone Star was never able to afford to replace the stations before its basic services and security in the absence of government interference,
final environmental collapse. but with the lack of regulation, even these efforts were hindered by
The short transit distance and least-inflated land prices of the corruption and price-gouging.
Hegemony also made Lone Star a favored site for export-oriented The post-Amaris government of the Terran Hegemony only
manufacturing. By the Star League Civil War, Loners were making made matters worse for Lone Star. In attempting to coordinate
a wide range of “background” components (from computer parts the recovery of its war-torn worlds, the crumbling interstellar
to myomers) used in many other industries across the Star League. bureaucracy often managed only to completely deprive vital
The planet’s business community was particularly adept at securing resources to some planets in vain, misdirected efforts to meet the
contracts for the Territorial States of the Periphery. Lobbying the small, needs of others. Like many, the people of Lone Star were aghast
oft-overlooked Star League offices that managed Periphery affairs when General Kerensky launched his Exodus. However, it followed
could get new restrictions placed on the Canopian, Concordat, or the lead of nearby Inglesmond in eschewing Hegemony-wide needs
Outworlds production of certain high-tech goods deemed “disruptive over those of its regional community. The Lone Star Province would
or insightful of secessionism.” With an inside track on such upcoming rebuild itself—hopefully deterring the adventurous Houses at the
restrictions, Lone Star’s manufacturers would position themselves to same time—and then aid its fellow Hegemony remnants. This plan
become the primary suppliers for those goods. A wide range of vital might have worked had the First Succession War been longer in
technologies from fusion reactors and JumpShip drive controllers to coming, and far less devastating in scope.
computers, medical scanners, and so forth, were built on Lone Star for After several initial defeats at the hands of Hegemony militias in the
Periphery export. While this practice was not limited to Lone Star, this Lone Star Province, the Houses took different approaches in their efforts
world did excel at it; the Periphery realms did not appreciate being to annex the area. For the Lyran Commonwealth, this meant stepping
so “economically enslaved” to slipshod factories six months and more up its diplomacy with worlds suffering from Combine raiders. For the
away from their borders, but had little option. Draconis Combine, it meant “taking off the kid gloves” by destroying
While Lone Star’s civilian population started with a weak majority the shipyards at nearby Inglesmond. Lone Star itself did not escape the
in favor of Stefan Amaris’ reign, the new, Director-General of the Dragon, either. Kuritan agents released bioweapons on the planet’s
Hegemony enjoyed only the most fragile grip on this opinion. The use polar ice caps, which specifically targeted the specially engineered flora
of terrorist bombings and chemical attacks to eliminate SLDF forces and algae that made it possible for terrestrial life to survive and thrive
and loyalist militia regiments left Loners wary of the new regime, and on the planet. These toxins in turn spread toward the interior reaches
some even formed resistance cells. When Kerensky finally liberated the via the bimonthly dust storms. Without directly killing a single Loner
planet in a campaign that ran from 2772 to 2774, each of the Pond Cities in battle, the so-called “Dragon Plague” thus undermined the world’s

6
Atlas

artificial ecosystem. The plague took a couple of terrestrial years to millions who had yet to evacuate began starving to death. By 2822,
run its course, during which time Lone Star’s populace concentrated Lone Star’s population was less than four percent of its pre-Amaris
all possible efforts on preserving the plants that helped maintain levels. ComStar, which had never managed to re-establish HPG services
Lone Star’s environment. So engaged by this effort, the planetary on the destitute world, wrote the world off its maps in 2824.
government could only surrender when DCMS forces finally threatened As if death by starvation were not enough, one last tragedy remained
a full invasion in 2789. As a “reward” for this bloodless capitulation, the to befall Lone Star: Vespa was going to hit the planet. Without the
Combine provided several atmospheric processors to the Loners, most giant station-keeping drives that kept the tiny moon in a stable orbit,
of which were destined for the surviving Pond Cities. its orbit became increasingly eccentric. In 2825, the fifteen-kilometer
House Kurita found little of value in Lone Star beyond the glory of asteroid struck the surface with an impact greater than the “dino-
conquering another Hegemony world. Having been ravaged so badly killing” Chicxulub impact on ancient Terra. Although none of the
in the Civil War, the local industries could produce little of strategic planet’s major population centers was directly hit by Vespa’s fall, the
value for the Combine’s war machine and so the planet received little aftermath effectively destroyed what little of the global environment
protection from the military that only recently threatened to force itself that could have been salvaged.
upon it. Because of this, Lone Star suffered a devastating blow when Today, unlike some other cases of failed terraforming, Lone Star
Lyran raiders destroyed the still-incomplete atmospheric processors retains a breathable atmosphere. Minerals in the crust are only
in 2803. The terraformed environment began an irrevocable slide slowly binding atmospheric oxygen at a rate of about one percent
back into its frigid, pre-human state as the artificially-maintained per millennium. However, it is a desperately cold world where the
greenhouse effect collapsed, and the population dwindled as a only surviving life are microbes at seafloor volcanic vents. Combine
two-decade exodus followed. Within a few years, virtually all local salvagers looted anything of value in the Second Succession War. Since
agriculture (using plague-resistant crops) ground to a halt, and the then, only climatologists visit, and then infrequently.

7
a Time of War Adventure Seeds

WHAT A PLEASANT BREEZE


Recommended Group Size: 2-4 player characters
Recommended Group Type: Military
Recommended Skill Levels: Green-Elite (Key Skill levels of 2-8)
North of the capital city, on the banks of the Autre River, is Swartzhof, a city of 75,000 that has grown up in a district with a complicated geological
history. In the district, ancient plumes of mantle-type rocks have intrusions of later, completely different volcanic deposits. The volcanism is a billion years
dead, but it left behind a mineral cornucopia. Mining operations based in Swartzhof yield chromium, nickel, manganese, copper, gold, platinum, and
related metals. Because free oxygen is new to the world, the deposits are not heavily weathered and easy to process into metals. (Some of the original
settlers wanted to name the city “New South Africa,” but the majority preferred to name it after an internationally famous pornography and action holovid
star, Amelia Swartzhof, who was born in the district.)
Excellent transportation systems supported Swartzhof’s enormous mining operations, including a large seaport on the river. With navigational
improvements, Autre was an aquatic highway that could deliver 100,000-ton freighters to the capital of Volgadon and its lock system, which led to either
ocean. There was also a large spaceport at Swartzhof, through which the city imported titanic mining machines and exported its mineral wealth. As a
bonus, the local weather was often pleasant: cool, sunny, very dry, and often with a northerly breeze.
Despite the city’s status as a mining and industrial hub, Swartzhof was strategically unimportant to planetary defense. Combined with the virtual
absence of other population centers for two hundred kilometers in every direction, an invader could conceivably seize the area for nearly a year before
the factories of the Pond Cities began to notice any shortfall of metals.
In 2772, the SLDF thought all of these conditions made Swartzhof a perfect beachhead for the world’s liberation. But for the Amaris Empire’s garrison
troops, Swartzhof’s isolation meant they could attack the assault force without restraint.
Complications: A few obstacles for players to tackle.
Look What I Can Do: In all the excitement at Swartzhof, the planet thought it would be a good idea to show its new visitors one of its famous dust storms.
Only this one proved to be a once-in-a-century storm that would last for days. BattleMechs, aerospace fighters, and characters on the streets alike will
have trouble seeing more than thirty meters. Historically, this drove Amaris’ forces to blanket the city with bombs in hopes of catching some of the
invisible SLDF invaders, but it is an opportunity for both sides to exploit.
Unexpected Guests: For most of the three days the 2772 dust storm raged at Swartzhof, both sides were prone to blundering into each other. Civilian
sympathizers on both sides took to using the local communication network to report troop movements for their favored side, while opposing scouts
often called in BattleMech, aerospace, or orbital fire support.
Tips: For A Time of War scenarios, this is an excellent opportunity to use respirators and look into the rules on illnesses and poisons (see pp. 245-249,
AToW) to represent the “brown lung” effect of breathing in Lone Star’s halide dust. Total Warfare and Alpha Strike combat scenarios should refer to the
rules for Lone Star’s dust storms on p. 12.

8
a Time of War Adventure Seeds

WHO WANTS TO TELL THE COORDINATOR?


Recommended Group Size: 2-8 player characters
Recommended Group Type: Military, Scientists
Recommended Skill Levels: Regular-Veteran (Key Skill levels of 2-6)
After diplomacy failed, the Houses began resorting to strong-arm tactics to annex worlds from the incapacitated Hegemony. This, among many other
actions, eventually avalanched into the First Succession War. While common historical treatises on the First War focus on the titanic battles between the
five House armies that ravaged the worlds of the former Hegemony, the truth was that there was a sixth combatant in the First Succession War: the Terran
Hegemony itself.
The Hegemony never truly recovered from the Star League Civil War, in part because of widespread policies that banned anyone who served in
government under Amaris’ reign from serving in government post-Amaris. This prevented almost everyone with useful bureaucratic experience—from
local governors to meter maids—from effectively doing their jobs. Their replacements were war-scarred, ideological novices who faced the nigh-
impossible job of rebuilding a shattered realm while surrounded by enemies on all sides. These leaders did such a poor job that, in many cases, Hegemony
worlds eventually came to welcome an allegiance with a neighboring House, or joined such realms after brief negotiations. Some planets, though, could
not countenance a partnership with the avaricious Successor States, and so continued to try rebuilding themselves and their fallen Hegemony until they
were forced to surrender at gunpoint.
Lone Star was one of the Hegemony loyalists. It attempted to form a coherent interstellar alliance with other Lone Star district worlds, though its
poverty, shattered industry, and bumbling planetary government meant it could contribute little to the regional community. Nevertheless, when the
Combine did arrive, its militia fought, and even managed to repulse the first raid.
If there was a little more time to expand the militia, or a little more success getting the world back on its feet, or planetary security had caught the
Combine saboteurs dispersing bioagents on the ice caps, then history might have played out very differently.
Complications: A few obstacles for players to tackle.
Did They Loot a Mackie Museum?: As one of the poorer Hegemony worlds after the Civil War, Lone Star had to make do with older, second-hand salvage
and export-grade equipment. On the other hand, a couple of companies of militia MCK-9H Mackies can ruin the day of DCMS troops sitting in their
landing zones. Historically, one of the DCMS officers in the understrength invasion drew the unfortunate “honor” of informing Minoru Kurita of their
failure against museum hardware (and was never seen alive again).
Ice Station Zebra: The PCs are DCMS, Hegemony, or planetary personnel who have annoyed someone enough to be sent to Lone Star’s ice caps. DCMS
forces will need to deploy dozens of multi-ton bioagent dispersal modules to catch the polar winds without the locals getting wise and stopping them.
Hegemony and/or local forces would want to stop any activities being performed by invaders to their world. Local scientists studying the life cycle of
polar bacteria, meanwhile, might just wonder what DCMS personnel are doing on their planet.
Tips: These scenarios can give a gamemaster a chance to exercise the A Time of War hostile environment rules (see p. 237, AToW), or pit Hegemony
upgrades of elderly Age of War designs against Star League-era DCMS equipment.

9
a Time of War Adventure Seeds

SATAN’S MALLET
Recommended Group Size: 2-8 player characters
Recommended Group Type: Military, Technicians
Recommended Skill Levels: Regular-Veteran (Key Skill levels of 2-6)
Lone Star was a moonless world when humanity reached it, but the terraforming process—borrowing directly from Terra IV’s Project Lowell—required
a skyhook to gently deliver vast amounts of volatiles. Faster cometary deliveries of light elements would, ironically, slow the terraforming because their
impacts would ravage the transforming environment for decades. Unlike the Phobos Skyhook, the resulting Vespa Skyhook was not in a truly stable orbit
because of the influences of nearby planets and Lone Star’s sun. And unlike the expansive Terran system, Lone Star’s was very compact: no less than six
planets orbited within 0.5AU of the sun, and there were twelve planets overall. These influences had prevented Lone Star’s tidal lock to the nearby star,
but also made moons (at least at Vespa’s altitude) untenable. The Hegemony had addressed this with WarShip-scale fusion engines that supplied the
micro-gravity thrust required for Vespa’s orbital stability but the SLDF’s liberation of the system from Amaris forces wrecked that stationkeeping drive.
Within fifty years, Vespa’s orbit had been pumped into a highly eccentric orbit that was grazing Lone Star’s atmosphere.
2825 was the last chance to loot the frozen, dying planet, and both the Lyran Commonwealth and Draconis Combine knew it. Lone Star had been
looted by many salvage operations during the First Succession War, all of which focused on industry, militia and SLDF stockpiles, and technically savvy
survivors. What was left by 2825 interested only opportunists, mercenaries, and looters: the artistic and financial wealth of a Hegemony world, which had
been uninteresting to the government salvagers before them.
Complications: A few obstacles for players to tackle.
It’s A Small World After All: The well-known, well-mapped Hegemony planet meant that several groups of looters who showed up at the last minute
might target the same Hegemony District Bank and Platinum Reserves, or the same Lone Star Museums of Expensive Antiquities and Overvalued Art.
Hopefully, the characters brought enough guns to stake their claims.
Spare Some Rations?: ComStar said the world was dead and abandoned, so the characters felt no compunctions about visiting with cargo freighters
meant to depart burdened with nothing but gold, gems, and artwork. Finding that survivor community near their salvage site could present a
moral quandary.
Don’t Forget Your Mittens: Even before Vespa’s “asteroid winter,” the collapsing greenhouse effect on Lone Star meant the planet was chilling fast.
By 2825, temperatures in interesting salvage sites might be easily cold enough to strain characters’ gear (or give their BattleMechs a much needed
assist in cooling) at –40oC and below.
Say Chicxulub Three Times Fast: Pinning down the final impact of Vespa is difficult for many reasons, including the difficulty of modeling asteroid
aerodynamics in the upper atmospheres of planets. Another issue is that after crossing Lone Star’s Roche limit, Vespa has shed its regolith hide
into an ever-evolving ring arc that is producing an erratic rain of debris and making it hard to track its several large metallic core fragments. Players
should consider Tactical Operations’ meteor shower rules (p. 56), earthquakes (p. 55), assorted wind conditions (p. 61) or, if a core fragment lands
within 100 kilometers of their forces, the afterlife.
Tips: These scenarios can give a gamemaster a chance to exercise the A Time of War hostile environment rules (see p. 237, AToW) or Tactical Operations’
terrain and weather conditions. And more than just rules, it’s a chance to run characters through a desolate, frozen wasteland of once-wealthy cities
under the clock of a continent-shaking doom.

10
Rules Annex

MAPSHEETS TABLES
D6 Result Map

VOLGADON*
1 Lake Area (BT, MS2, MSC1)
2 River Valley (MS2, MSC1, HPLR)
3 City (Suburbs) (MS6, MSC2)**
4 Scattered Woods (MS2, MSC1)
5 Wide River (BT, MS6, MSC2)
6 BattleForce (MS6)
*Volgadon is vulnerable to the Lone Star dust storms described on p. 12.
**Place Light and Medium buildings of varying heights in each clear non-paved hex.

D6 Result Map

SWARTZHOF*
1 Wide River (BT, MS6, MSC2)
2 City Street Grid/Park #1 (MS4)**
3 Large Lakes #2 (MS4, MSC1)
4 Desert Mountain #1 (MS3, MSC1)
5 Open Terrain #1 (MS5, MSC1)
6 Wide River (BT, MS6, MSC2)
*Swartzhof is vulnerable to the Lone Star dust storms described on p. 12.
**Place Light and Medium buildings of varying heights in each clear non-paved hex.

2D6 Result Map


2 CityTech Map (MS2, MSC1, HPCR)
3 City (Skyscraper) (MS6, MSC2)
4 Coast #1 (MS7)**
POND CITY*

5 Coast #2 (MS7)**
6 CityTech Map (MS2, MSC1)**
7 Large Mountain #2 (MS5, MSC1)***
8 River Delta/Drainage Basin #1 (MS4, MSC1)**
9 River Delta/Drainage Basin #1 (MS4, MSC1)**
10 City (Skyscraper) (MS6, MSC2, HPCR)
11 City (Downtown) (MS6, MSC2)
12 City Street Grid/Park #2 (MS4, MSC1)
*Place Light, Medium, and Heavy buildings of varying heights in appropriate paved hexes.
**Treat all depth 0 water as Mud (see p. 50, TO) and all clear terrain as Swamp (see p. 51, TO)
***Treat all elevation changes as sheer cliffs (see p. 39, TO) unless the hex has pavement.

11
Optional Rules

The following additional special rules are intended to provide further


flavor to games set on the world featured in this supplement. For the
most part, these rules may be considered advanced and optional, as
they primarily reflect conditions and/or features unique to this one
planet or planetary system.

LONE STAR DUST STORMS


A likely target for any invaders of Lone Star is the capital city
Volgadon. However, about every two months (i.e., once per local year,
during the summer), winds blowing down from the northern pole
generate continent-blanketing storms of fine saline-rich dust. (This
also happens a month later from the south pole, but only a few hermits
and mining facilities lie in the path of Lone Star’s southern dust storms.)
Long-Term Effects: In the long term, these dust storms can clog
engines, cause respiratory ailments, and short out inadequately
sealed electronics. Gamemasters may resolve these long-term effects
by requiring any personnel and equipment exposed to dust (without
suitable safeguards such as filter masks and environmental shielding)
to make a 2D6 roll once for every full hour of exposure. On a result
of 2, unprotected personnel will experience severe respiratory
irritation the locals call “brown lung”, while exposed electronics and
engine components will become clogged or caked to the point of
malfunction by dust particles. Equipment so effective will become
non-functional until repaired by a successful Technician Skill check,
with a –1 modifier to the dice roll. Personnel affected by “brown
lung” will suffer a –1 Attribute modifier to BOD and STR scores, and
a –1 dice roll modifier to all Skill checks for each time they suffer a
“brown lung” roll effect. These “brown lung” modifiers stack, to a
maximum of –3 per Attribute and Skill roll modifier, until treated
with a successful MedTech Skill roll (with a dice roll modifier equal to
the level of “brown lung” the character currently suffers) and a day or
more of bed rest. If a character suffering from the maximum level of
“brown lung” receives an additional “brown lung” effect result before
being properly treated, the character goes into severe respiratory
distress and becomes incapacitated. MedTech Skill checks needed to
treat and stabilize a character in this condition will suffer a –4 dice
roll modifier; if this roll fails, the afflicted character will go into acute
respiratory failure and die within seconds.
Short-Term Effects: In the short term, a Lone Star dust storm will
turn a battlefield into a short-ranged brawl, if opponents can find each
other at all. If wind speeds are low (moderate gale or less), the effects of
a Lone Star dust storm mimic those of Light Smoke (see p. 47, TO) that
will blanket all outdoor and/or exposed areas, and will be found up to
100 levels above the underlying terrain. In heavy gale or stronger wind
conditions, heavier sand particles will compound these effects, adding
the Blowing Sand condition (see p. 62, TO) as well.

13

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