TEXT: TOURING THE STARS
  INGLESMOND
  INGLESMOND
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN208
  ©2016 The Topps Company Inc. All rights Reserved. Touring the Stars: Inglesmond, Classic BattleTech, BattleTech, BattleMech 
  and ’Mech are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other 
  countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
  Under License From
  TOURING THE STARS
  INGLESMOND
  TM
  ®
  
  INTRODUcTION
  3
  W
  elcome to Touring the Stars, a campaign supplement designed to offer players the opportunity to learn about the worlds of 
  the Inner Sphere, Periphery, and beyond.
  The background information contained in the Atlas section gives players a world’s geography, history, notable events, and other 
  tools needed create an unlimited number of BattleTech games for play, while the A Time of War section offers plot seeds and details 
  for the planet’s more notable events. These plot seeds can be used as stand-alone games, woven into an existing game or as part of 
  a larger on-going campaign.
  The Rules Annex section explains planetary Atlas information for use in gameplay, as well as optional terrain tables, weather, and 
  flora/fauna rules. Terrain tables can be used as a random chart to determine gameplay maps, or simply as a guide to provide ideas 
  on the types of terrain found on the world. This section also contains a list of other rules that can be used to enhance your game 
  experience. All players should agree whether or not to use any or all of these features before play.
  Note: The last four pages of this PDF are sized for 11” x 17” paper. Please keep this in mind when printing out the document.
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  cREDITS
  Project Development: Joshua C. Perian
  BattleTech Line Developer: Randall N. Bills
  Assistant Line Developer: Ben H. Rome
  Products Developer: Ray Arrastia
  Writing: Michael Miller
  Editing: Herbert A. Beas II
  Production Staff
  Layout: Ray Arrastia
  Maps: Ray Arrastia, David Kerber, Patrick Wynne
  Factchecking/Playtesting: Geoff Swift, Chris Wheeler.
  Special Thanks: An extra special thanks to Herb 
  for putting up with my continuity headaches, 
  and turning the Touring the Stars drafts into 
  something presentable.
  We began on Terra, a lonely, blue-green speck in the vastness of the void. It has been more than a millennium since 
  mankind ventured to the stars beyond home, and while it has been a tumultuous history—at the very least—we have 
  discovered, explored, and conquered worlds that our ancestors could only dream about. Humanity now occupies more 
  than two thousand worlds stretched across a vast range of interstellar space known as the Inner Sphere.
  For humanity as a whole, Terra, at the heart of it all, will forever be known as “Home.” But for the far greater majority 
  of us, “home” is a very different speck amidst the infinite black. Our homes are many, varied, beautiful, and filled with 
  rich histories—each unique to itself. 
  In the grand scale of interstellar history, it often becomes so easy to forget this, to see planets and solar systems as 
  dots on an abstracted map. But, at the core of the matter, each of those dots is a place where men, women, and children 
  live, work, love, and survive. Join us on a special tour of the Sphere, as we explore the richness of these worlds like 
  never before!
  —Professor Bertram Habeas, Touring the Stars: One World at a Time, Free Republic Press
  
  4
  ATLAS
  Located close to Terra, Inglesmond was discovered in the first waves 
  of interstellar exploration but ignored for centuries. It had plenty of 
  water, but also an inhospitably reducing atmosphere of nitrogen, 
  methane, and carbon dioxide. The Terran Alliance began terraforming 
  the planet in the late twenty-third century, when Projects Aphrodite 
  and Lowell wound down. Inglesmond wasn’t a particular priority for 
  the Alliance and had no colonies lined up for it, but the planetary 
  engineering corporations had enormous lobbying clout with the 
  government and even more highly-paid personnel to keep employed. 
  Eventually, a British group expressed interest in settling this world and 
  planned a colonial expedition to take place around 2350 when the 
  terraformers estimated their work would be sufficiently complete.
  The Terran Hegemony happened first. In 2349, Michael Cameron 
  selected Inglesmond (then-named “New Britain”) as a trial world 
  for a program aimed at defusing regional patriotism on Terra itself. 
  New Britain was gifted as a “custom-made paradise” to Brazilian 
  settlers, as part of a propaganda effort meant to convince them 
  that the Hegemony was of great benefit to Brazil. The overarching 
  goal was to secure the loyalty of those who continued to espouse 
  devout patriotism to their increasingly defunct Terran nation-states, 
  and gradually wean them from such impulses via settlements on 
  far-flung worlds. Polling showed the project was quite successful 
  at securing the Brazilians’ favor, so Cameron would continue these 
  efforts with other worlds such as Brownsville, Lone Star, and New 
  Dallas. Meanwhile, the Lusophone Brazilian settlers had developed 
  the slang name, “English World” for New Britain, a name that was 
  erroneously immortalized as “Inglesmond” by English-speaking 
  Hegemony bureaucrats.
  Inglesmond is an unusual world, though far from the oddest 
  discovered by humanity. It has a circular orbit of 0.83 AU around its 
  bright primary, creating a local year only 290 Terran days long. This 
  produces somewhat short seasons, which are particularly extreme due 
  to the planet’s axial tilt of nearly seventy degrees. Its large moon, which 
  follows an equatorial orbit, is apparently the product of a massive 
  impact that occurred in Inglesmond’s youth and is the obvious cause 
  of this extreme tilt, and also its stability against the interference of the 
  system’s other gravitational sources. 
  This has made it possible for Inglesmond to retain a stable—if 
  bizarre—climate. The poles spend a quarter of the year each aimed 
  almost directly at the sun, giving a large area of the planet continuous 
  illumination for the summer, when they become quite hot. Summer 
  averages around forty degrees Celsius in the polar zones, and some 
  polar island interiors exceed eighty degrees. During the winter, each 
  pole falls mostly into darkness, where the region chills to freezing. 
  Polar sea ice development is limited in winter, however, due to the 
  enormous thermal mass of the oceans. But it is the equator where 
  the climate is oddest. Spending over half the year barely illuminated 
  and at high obliquity to the sun, while the other half of the year falls 
  directly under the sun and provides a normal twenty-one-hour day/
  night cycle, the equator thus experiences continually cool or cold 
  temperatures. For this reason, Inglesmond’s single permanent ice “cap” 
  is actually an ice “belt” that stretches around its equator.
  Moderating the polar temperature extremes is their extensive water 
  coverage. Both poles only possess scattered islands, while three of 
  Inglesmond’s five continents (Ceara, Amazonas, and Catarina—ranked 
  largest to smallest) are in the middle latitudes of the northern and 
  INGLESMOND 
  Star Type: G7V (188 hours)
  Position in System: 2 (of 7)
  Time to Jump Point:  6.57 days
  Number of Moons: 1 (Martim Vaz)
  Surface Gravity: 0.92
  Atm. Pressure: Standard (Breathable)
  Average Temp: 22 oC (see text)
  Surface Water: 70 percent
  Recharging Station: Zenith, Nadir (2787);  
  None (3150) 
  HPG Class: A (2787); None (3150)
  Highest Native Life: None
  Population: 4,270,000,000 (2787); 12,000 (3150)
  Socio-Industrial Levels: A-A-A-A-A (2787);  
  F-F-B-F-C (3150) 
  Landmasses (Capital City): Para, Ceara 
  (Doosamontana [3150]), Amazonas, Catarina 
  (Novas Brasilia [2787]), Ionus, Sergipe
  
  5
  ATLAS
  southern hemispheres. The largest continent, Para, and smallest 
  continent, Sergipe, form a belt of land around the equator that serves 
  to anchor the planetary ice belt. There are two large oceanic passages 
  across the equator, both of which stay ice-free year round due largely 
  to warm water currents coming off the poles. The ice-free northern and 
  southern edges of Para and Sergipe are prone to severe flooding during 
  spring and fall, when the equator is most brightly lit. Today’s remnant 
  human population lives entirely on Ceara in the northern hemisphere, 
  at about sixty degrees latitude, where seasonal temperature swings 
  are tolerable and there is some nighttime or dusk during the summer.
  The middle latitude continents have thriving, terrestrial-derived 
  ecosystems that do well in the moderate climate of those regions. Many 
  of the imported flora and fauna were slightly genetically “tweaked” to 
  adapt to long days and nights, especially the plant life. Today, as it was 
  in the Star League’s heyday, Inglesmond’s middle latitude lands run the 
  gamut of terrestrial biomes, from rainforests to deserts and swamps. 
  The deep ocean ecosystems are also in good shape and prospering, 
  and the world has one of the largest known populations of cetacean 
  species in the Inner Sphere—even larger than Terra’s. Coral reefs and 
  coastal ecosystems are still young despite vigorous seeding efforts 
  from the planet’s populated days, but—as with the rest of the world—
  these reefs have been doing well without human interference.
  Despite an unusual environment, Inglesmond thrived. It was settled 
  by colonists from wealthy Brazil; surrounded by the most developed, 
  industrialized, and wealthiest colonies in human space; and by 
  2349 there was a large body of experience in managing its colonial 
  development, which helped drive its economic growth. Inglesmond 
  settled down to be a quiet, loyal, and industrious member of the 
  Hegemony for over four centuries.
  If Inglesmond could be said to have an economic niche, it was 
  one focused on civilian production. Like most worlds, its economy 
  was dominated by domestic planetary activities, but also enjoyed 
  a healthy trade balance exporting high-value goods that made 
  best use of JumpShips’ and DropShips’ small cargo capacities: from 
  medicines, electronics, and jewelry (as this world was rich in heavy 
  metals), to exotic materials like high-boron alloys. Inglesmond 
  manufactured few noteworthy military products, but its large 
  civilian shipyards churned out common merchant JumpShips and 
  DropShip classes. The world was advanced, wealthy, mineral-rich, 
  and even had bountiful farms.
  The world’s large population concentrated on the temperate 
  middle latitude continents, which were (and are) thick with forests 
  and grasslands. Aesthetically, few of its cities were particularly 
  distinctive; they were built at the height of the Hegemony and drew 
  upon architectural influences from across the Inner Sphere. There was, 
  however, a minority who favored the mobile aquatic cities that could 
  migrate between hemispheres to avoid the planet’s seasonal extremes, 
  and the planet hosted several waterborne arcologies, including at 
  least one Atlantis class floating city—perhaps the largest oceanic 
  habitat structure ever built in the Hegemony. Apart from these sailing 
  arcologies, Inglesmond’s transportation was typical: fusion-powered 
  aircraft for long-ranged travel, high-speed trains, automated highways, 
  and light rail in dense urban areas, while the abundant waters lent 
  themselves to bulk freight shipping. 
  M A R  D E
   D O I S  S A N T O S
  V A S T O  O C E A N O
  ILHA DOS 
  BALEIAS
  BAIDANSIA
  (formerly Baía da Ânsia)
  A M A Z O N A S
  I O N A S
  C E A R A
  S E R G I P E
  C A T A R I N A
  P A R A
  Carutapera
  Rio Ruidoso
  Nhamunda
  Jutaí
  São Tomé
  Poleiro de Alicea
  Doosmontana
  (formerly Montanha do Deus)
  Forte Bosque
  Tefé
  Mutagua
  (formerly Muitas Águas)
  Ponsperanz
  (formerly Ponto Esperança)
  ILHABELA
  ILHA DAS ABELHAS
  Praispentes
  (formerly Praia dos Serpentes)
  Penscam
  (formerly Penhascosão)
  Penscoho
  (formerly Penhascosinho)
  O C E A N O  S E R E N O
  M A R  D O  N O R T E
  O  C O R R E D O R
  L A G O S  B R I L H A N T E S
  São Geraldo
  Cidade Fenda
  Água Doce
  Telha
  Ponto dos Anjos
  Cidade Murcego
  Anzol
  MO
  NT
  AN
  HA
  S R
  IJO
  M
  O
  N
  TA
  NHAS BA
  I
  X
  O
  MO
  NT
  A
  N
  H
  A
  S 
  A
  C
  I
  M
  A
  BAÍA FILIPE
  Filipe
  Cidade das Ondas
  Primeira Luz
  Viseu
  Barreirinhas
  Novas Brasilia
  MONTANHAS AVERMELHADAS
  São Luís
  Boa Partida
  M A R  M U R A D A
  
  6
  ATLAS
  Inglesmond’s planetary government followed the Hegemony 
  norm, but by the twenty-eighth century, local nobles dominated the 
  planetary legislature’s upper house, creating an atypically conservative 
  and elitist theme in local politics. Thanks to immigration, the primary 
  language of the local population was Star League Standard English. 
  Descendants of the original Brazilian settlers remained a distinct part 
  of the planet’s society, but by the 2700s, they were merely one part 
  of a much larger whole. Their Portuguese language survived as a 
  secondary tongue and for this reason Inglesmond became a significant 
  source of Portuguese literature and media during the Star League era. 
  The Brazilian cultural love of football also survived here and some 
  the Hegemony’s dominant football teams and players hailed from 
  this world, winning Hegemony (and Star League) championships an 
  average of once per decade. 
  While the cities were “Hegemony Generic,” many of Inglesmond’s 
  government buildings and, eventually, homes of the wealthy and 
  famous developed a “neo-baroque” interior decoration style. This 
  evolved into the gaudier, wide-
  spread “Cameron Baroque” or 
  “Star League Baroque” during 
  the twenty-eighth century, 
  but the “original” neo-baroque 
  is still used as a mark of class 
  by those who want to show 
  some reserve and refinement 
  in their wealth.
  During the Star League 
  Civil War, Inglesmond was 
  ambivalent. Like most of the 
  Hegemony, its few voters 
  favored Stefan Amaris, being 
  disgusted with Richard 
  Cameron’s incompetence 
  and the manner in which his 
  policies were endangering 
  the Hegemony as metropole 
  of the Star League. However, 
  Inglesmond evinced a mercenary attitude toward Amaris: when the 
  SLDF and Houses refused to recognize the new Emperor, their support 
  began to wane. After seeing some of Amaris’ brutality toward less 
  cooperative worlds, the people of Inglesmond generally kept their 
  collective head down and cooperated with the Terran government 
  until the SLDF arrived in 2773. The SLDF found the world still under 
  a nominal Amaris government, but garrisoned by mercenaries and 
  soldiers from the Draconis Combine. The SLDF drove those forces off 
  Inglesmond with no casualties, but before Kerensky’s troops could deal 
  with the pro-Amaris government, most of politicians in high offices 
  resigned abruptly to well-paid retirements. This was a contingency plan 
  by the planetary government in case the SLDF won; it was suspected 
  the newly retired politicians might return to office in a stage-managed 
  counterrevolution if Amaris eventually defeated the SLDF.
  While some have derided Inglesmond as “spineless” during the Civil 
  War, that was because its people considered themselves loyal to the 
  Hegemony itself, rather than its contending leaders. As an example 
  of its loyalty, by 2776 it was entirely willing to stress its economy 
  both to both a militia to deter further Combine adventurism and 
  also to feed the SLDF. Inglesmond dutifully took up contracts for its 
  new masters and its taxes shifted to Kerensky’s puppet “Hegemony-
  in-Exile” government quickly after their liberation. Supporting the 
  SLDF meant a significant militarization of the planet, which this 
  industrialized world accomplished quickly. Its surviving militia units 
  were tasked with deterring Kuritan aggression as the Combine 
  occupied nearby worlds like Telos IV, Imbros III, and Styx as soon as 
  Amaris and Kerensky left.
  When the Civil War ended and the High Council was dissolved, 
  Inglesmond—largely untouched despite years of conflict around 
  it—looked to its own needs at first, waiting for the Terran Hegemony 
  to reorganize its war-battered member worlds. By 2782, however, 
  the planetary leadership recognized that the Hegemony was in a 
  moribund state and began attempting to re-organize the nation on 
  its own, as did a number of well-off Hegemony worlds. Unfortu-
  nately, the “unofficial” nature of these efforts was poorly received. 
  Empire-building was rampant 
  amongst novice Hegemony 
  administrators, nobles, and 
  planetary governments to the 
  point that pragmatic efforts to 
  restore the Terran realm found 
  no traction. With the departure 
  of the SLDF, Inglesmond ac-
  cepted that a graceful recovery 
  was out of the question, and 
  shifted to wartime mobiliza-
  tion. With a few like-minded 
  worlds in the Hegemony’s Lone 
  Star District, it would simply 
  have to defend itself and its fel-
  low worlds against the circling 
  House vultures until Terra was 
  on its feet again.
  The First Succession War 
  still came as a shock to the 
  people of Inglesmond. Most had anticipated the defection of a few 
  Hegemony planets to the nearest Houses, but the accelerating, naked 
  land grab that heralded the war was unanticipated. When House 
  Kurita’s forces inevitably entered the region in the early months of 
  2786, Inglesmond’s defenders, a mix of SLDF veterans and cutting-
  edge war machines, bled the Combine invaders badly on nearby 
  Deneb, Algedi, Kervil, and Styx. 
  Two things turned the tide against Inglesmond, however. First, 
  the Combine managed a devastating raid against the planet’s LTV 
  Aerospace shipyards in 2787, destroying millions of tons of partially 
  built WarShips and a pair of WarShips borrowed from nearby Dieron. 
  Second, the Combine (and all the Houses) willingly used far more 
  weapons of mass destruction than even the “brutal” Amaris did during 
  Star League Civil War. 
  When driven back to Inglesmond, the defenders openly courted 
  Houses Steiner and Davion with offers of allegiance in exchange 
  for surcease from the Kuritans. Though constrained by their own 
  strategic concerns, the Lyrans and the Suns managed to send a 
  
  7
  ATLAS
  regiment of mixed troops each as “exploratory forces”, but their arrival 
  only turned the Siege of Inglesmond into a four-way debacle. In the 
  course of the fighting, all three of the House combatants resorted to 
  nuclear scorched earth tactics, desperate to deny such a wealthy and 
  industrialized Hegemony world to the others.
  The Combine finally claimed nominal suzerainty over Inglesmond by 
  2789, but abandoned the nuclear winter-shrouded wasteland in 2799 
  when no useful salvage could be found amid the radioactive craters 
  of its industrial complexes. After a perfunctory search for survivors in 
  2801, ComStar struck this world off its maps.
  Unlike many terraformed worlds that died during the Succession 
  Wars, the planetary engineering on Inglesmond was thorough. The 
  planet proved easier to work with than Mars or Venus because it 
  receives illumination similar to Terra. There was also little in the way of 
  native life to overcome beyond some microbes, the atmosphere had 
  a good partial pressure of nitrogen, and liquid water was bountiful. 
  Effort was put toward sequestering the major oxygen sinks, like iron 
  in the oceans, so continuous artificial atmospheric processing was not 
  required after the late twenty-fourth century. Amazingly, Inglesmond’s 
  ecosystem, climate, and ozone layer have all bounced back to their 
  antebellum norms despite the deployment of an estimated eleven 
  gigatons of nuclear weaponry during the early years of the First 
  Succession War. It has helped greatly, of course, that the planet has 
  been free of humans for three centuries. The ecosystem is thus doing 
  well, and is maintaining oxygen levels while natural greenhouse effects 
  remain at stable levels. This native environment could last almost 
  indefinitely without maintenance
  Salvagers returned to Inglesmond several times throughout the First, 
  Second, and Third Succession Wars. The callous lostech scavengers 
  often hunted down survivors who approached their ships because 
  the native presence endangered the legal claims for salvage. Lyran 
  intelligence forces later found a DCMS recovery operation in 2803 had 
  deployed nuclear weapons against four large survivor communities 
  rather than deal with the complications they posed. ComStar 
  recertified Inglesmond as uninhabited in a publicly announced visit 
  in 2822, and again after a secret expedition in 2912. Because of these 
  surveys’ mixed results, Inglesmond is sometimes shown as inhabited 
  on 2822 maps and sometimes not.
  Today, the planet is occupied by several dozen feuding hunter-
  gatherer tribes that often arm themselves with metal implements 
  salvaged from ruins. The most powerful tribe, an inbred group of 
  several clans, rules from a decrepit Castle Brian that still manages to 
  produce some geothermal electricity and distilled water. This Castle 
  Brian is located within a massive granite mountain, earning the 
  name “Doosamontana” from its inhabitants – probably a corruption 
  of Star League-era Portuguese for “God Mountain.” The modern 
  inhabitants were discovered by Coalition scouts during the Jihad, 
  when evaluating the world as a secret staging base for the attack 
  on Terra, but the First Succession War bioweapons still lingered in 
  the environment in mutated forms and the Coalition had no time 
  to develop adequate countermeasures. The Republic of the Sphere 
  treats Inglesmond as a “planetary nature preserve” rather than an 
  inhabited system, and allows remote study of the natives by a multi-
  national team of researchers.
  
  8
  A TIME Of WAR ADvENTURE SEEDS
  SHOOTING STARS
  Recommended Group Size: 2-6 player characters
  Recommended Group Type: Military, Covert Ops
  Recommended Skill Levels: Green-Elite (Key Skill levels of 2-8)
  After several humiliating setbacks in the Hegemony’s Lone Star district 
  between 2786 and 2787—some at the hands of Inglesmond’s militia—the 
  Draconis Combine re-evaluated the strategic capabilities of this overlooked 
  world. Between its wealth, heavy industry, and political stability, the Kuritans 
  quickly determined that Inglesmond could raise several brigades of truly 
  formidable militia in just a few years, and potentially support them with 
  WarShips emerging from their own still-upgrading shipyards. As the DCMS 
  faced the imminent pressure of two giant foes in the Lyran Commonwealth and 
  Federated Suns, ignoring this world for much longer put the very real chance of 
  a resurgent Terran Hegemony (or at least a portion of it) at the Dragon’s back. 
  By late 2787, Inglesmond had yet to fully mobilize and remained dependent 
  on a few key facilities. With the fall of Dieron in December of 2786, the planet 
  was struggling to complete the first batch of WarShip hulls its upgraded LTV 
  Aerospace yards were building, but it was still making progress. Meanwhile, the 
  Combine found itself entrenched in an all-out war against the Davions while 
  holding the Steiners at bay. Even with its resources strained, the Dragon could 
  no longer afford to ignore this secondary threat. Best to strike soon.
  Because the Combine’s navy was mostly tied up fighting the Houses, the plan 
  to break Inglesmond’s naval yards and naval defenses rested on a diversionary 
  attack at Lone Star (which had been largely overlooked to this point), and 
  then sending a small group of converted DropShips into the system via the 
  Inglesmond-Martim Vaz L1 pirate point. Some of the DropShips would engage 
  the battle station there with nuclear-tipped Barracudas, drawing the defenders’ 
  attention, while other DropShips and dispersed fighters carrying Alamos would 
  race toward the shipyards orbiting Martim Vaz. No one was expected to return, 
  so it was acceptable for the fighters to make a one-way, non-stop burn toward 
  the shipyard; they had fuel for that.
  Complications: A few obstacles for players to tackle.
  Why Aren’t Those Shooting?: The heavy use of nuclear weapons at the 
  pirate point startled Inglesmond’s defenders, who had only seen them used 
  tactically on other Lone Star district worlds, and thus drew the available 
  aerospace defenders to deal with those berserk “pocket WarShips.” The militia 
  was, however, aware some invading forces were headed for the moon, but 
  their leadership ordered all attention be given to the nuclear threat. It was a 
  close decision.
  Counterfactual Speculative Histories: The 2787 destruction of Inglesmond’s 
  shipyard and its subsequent nuclear bombardment the following year have 
  long been popular topics for the Inner Sphere’s “speculative wargamers” and 
  “counterfactual historians” because the battle itself could easily have turned 
  out differently. And if it did, the course of the Succession Wars might have 
  gone differently, as within another few years Inglesmond would have been 
  unassailable, at least in the sense that the Houses could not spare enough 
  troops from their titanic conflicts to deal with a Hegemony rump state that 
  had a small fleet and some of the Hegemony’s industry.
  Tips: This is an opportunity to use or avoid nuclear weapons in a naval 
  conflict; the fighters headed for the shipyards are unlikely to use their few 
  Alamos against defenders, while the DropShips at the pirate point will use their 
  Santa Anas profligately against WarShips that might survive them. Rules for 
  nuclear weapons are found in Jihad Hotspots: 3070 (see p. 130, JHS3070). Rules 
  for L1 pirate points are found in Strategic Operations (see pp. 87-89, and pp. 134-
  135, SO), and offer the opportunity for the battle to hinge on a misjump.
  RUMBLE IN THE RUBBLE
  Recommended Group Size: 2 to 8 player characters
  Recommended Group Type: Military, Salvage Experts
  Recommended Skill Levels: Green-Regular (Key Skill levels of 
  1-4)
  By 2803, about a million survivors from the 2788-2789 
  nuclear scouring had congregated on the continent of 
  Amazonas. They had been overlooked by ComStar in its 2801 
  rescue operation because of the survivors’ strict radio silence 
  procedures, and because they were not on the continents of 
  Ceara or Catarina, where most of the pre-war population had 
  lived and died. Amazonas had mostly been a nature reserve 
  with few nuclear targets like factories, cities, radio emitters, 
  and campfires that caught the eye of House gunners. Its 
  ecosystems had bounced back from the nuclear winter, and 
  the invaders had favored modern, pure-fusion weapons 
  that produced little fallout. Strict quarantine procedures for 
  newly arrived refugees kept bioweapons from getting loose 
  on Amazonas. 
  Left alone for eleven years, Inglesmond’s Amazonas 
  survivors had re-established agriculture, a functioning 
  telecommunications network (by fiberoptic lines), and were 
  building towns with decent materials and infrastructure. The 
  survivors were apparently quite industrious.
  In 2803, orbital surveys by Draconis Combine salvage teams 
  (investigating a world ComStar declared dead in 2801) noted 
  the survivor communities, who thought they had missed 
  some undamaged towns. Plus they would get the honor of 
  informing the Combine that the world was still inhabited and 
  useful. When they found survivors, the salvagers assumed that 
  anyone on the battered planet would welcome any aid from 
  the stars.
  Complications: A few obstacles for players to tackle.
  How Many BattleMechs?: As it turned out, part of the reason 
  that the survivors had settled Amazonas where they did 
  was an Inglesmond militia base had escaped destruction. 
  The wilderness training facility had not only included 
  functioning power plants, machine shops, clinic, and food 
  stores, but also an intact militia ’Mech battalion. Not all of 
  that battalion was functioning in 2802 for lack of parts, but 
  the operable ’Mechs were late SLDF models.
  It’s the Only Way To Be Sure: After the first militia attacks 
  destroyed the salvagers’ small BattleMech guard detail and 
  their WorkMechs, the Kuritan response had been to retreat 
  to orbit and improvise aerial freefall casings and altimeter 
  fuses for the fusion demolition charges normally used to 
  excavate Castles Brian. However, the civilian smallcraft 
  pressed into the role of bombers took obvious and 
  suspicious routes toward the four cities. A more alert militia 
  might have halted this attack.
  Tips: This scenario is an opportunity to host battles in a 
  post-apocalyptic wasteland, albeit one free of the usual 
  cinematic fallout and biohazard threats. Inglesmond is 
  rebuilding a civilization, but the barbarian hordes threaten 
  all that work.
  
  9
  RULES ANNEx
  The following section is designed to assist both players and 
  gamemasters in using this series to create games and/or campaigns 
  based on the worlds described herein. The following rules primarily 
  rely on the players’ understanding of the core game rules found in 
  Total Warfare (TW), Tactical Operations (TO), and A Time of War (AToW) 
  but additional references may be made to Strategic Operations (SO) and 
  other rulebooks.
  Players and gamemasters alike should realize that these rules are 
  substantially less rigid than core rules. Players creating tracks and 
  scenarios using the material in this annex are encouraged to accept, 
  modify, or even completely ignore these guidelines if they prove 
  too cumbersome.
  USING PLANETARY DATA
  The world featured in this product was presented with a block of 
  basic planetary data. This data provides key details that players can use 
  to further tailor their game play, reflecting the unique features of the 
  world. The following rules identify the core rules that apply, based on 
  the indicated world data.
  Across the Ages: It should also be noted that many of the worlds 
  presented in this series will have data that actually changes greatly 
  over time—as in the case of Lone Star, which radically changes 
  between 2822, 2825, and beyond. Players and gamemasters should 
  thus account for the time period their games are set in when using 
  worlds that have such variable data values.
  STAR TYPE, POSITION IN SYSTEM,  
  TIME TO JUMP POINT
  These lines are most pertinent to the advanced aerospace aspects 
  of gameplay defined in Strategic Operations, and will generally have no 
  impact on games that focus entirely on ground combat.
  Star Type identifies the color, size, and stability of the world’s primary 
  star, as well as how long an arriving JumpShip requires to charge its K-F 
  drive while in system (using only its jump sail). Particularly large and/
  or unstable stars can be prone to odd lighting effects that can affect 
  combat, such as glares and solar flares. Rules for Glare and Solar Flare 
  effects may be found in Tactical Operations (see p. 58, TO).
  Position in System indicates how many orbital positions away from 
  the star the world orbits; an “orbital position” may be held by other 
  planets or asteroid belts.
  The Time to Jump Point indicates how many days’ worth of travel 
  DropShips accelerating (at 1 G, the same acceleration produced by 
  gravity on Terra) would take to travel from the system’s standard zenith 
  or nadir jump points to the world. This transit time includes a mid-point 
  turnover and 1-G deceleration rate as well, which are standard transit 
  rates to and from most worlds. Longer distances between the world 
  and its local jump point mean longer transit times for incoming vessels 
  and thus more time for local defenders to arrange defenses once they 
  realize there are inbound attackers.
  NUMBER Of SATELLITES
  This line indicates how many natural satellites (moons) the world 
  has (and their names, if applicable). Many orbital facilities may be 
  found in the LaGrange Points (regions where the gravitational forces 
  between the planet and its moon or moons cancel each other out), 
  and some of these same points (specifically, places near the L-1 points) 
  are occasionally used as “pirate points” by daring raiders who wish to 
  radically cut down transit times and local defense preparations. 
  In night combat situations, worlds with one or more moons or rings 
  may produce lighting effects caused by solar reflections off the lunar 
  surfaces (depending, of course, on lunar phases), while worlds without 
  any moons at all may present equally distracting effects. To reflect 
  these possible effects as applicable, see the Full Moon Night, Moonless 
  Night, or Pitch Black rules, on p. 58 of Tactical Operations.
  SURfAcE GRAvITY
  Surface Gravity has a distinct effect on the performance of virtually 
  all combat units in game play. Values higher than 1.00 reflect worlds 
  where units are significantly heavier than they are under normal Terran 
  gravity, while values lower than 1.00 reflect worlds where units are 
  significantly lighter. The full effects of gravity on combat may be found 
  on p. 55 of Tactical Operations.
  ATMOSPHERIc PRESSURE
  This detail describes the relative density and breathability of the 
  local atmosphere, and can have a profound impact on game play if the 
  atmosphere is anything but “Standard (Breathable)”. Thinner or Thicker 
  atmospheres can affect the use of several unit types in gameplay 
  and may even have an impact on weather conditions. Likewise, 
  atmospheres classified as Tainted or Toxic can affect how various 
  combat units’ function and suffer damage in game play. For rules 
  covering Atmospheric Pressure, see pp. 54-55 of Tactical Operations 
  for pressure variations, and p. 56 of Tactical Operations for Tainted and 
  Toxic Atmosphere effects.
  EQUATORIAL TEMPERATURE AND SURfAcE WATER
  A world’s Equatorial Temperature helps define whether the world can 
  be broadly classified as hot, warm, or cold by indicating the temperate 
  (in degrees Celsius) it averages at the equator—typically the warmest 
  region on the planet’s surface. Temperatures at the north and south 
  pole of most worlds may average as much as 30 degrees colder than 
  at the world’s equator, but it is always important to know that local 
  conditions such as weather and terrain can vary these averages 
  
  10
  RULES ANNEx
  somewhat. Nevertheless, the equatorial temperature helps players 
  gauge whether much of the world will likely be arctic, tropical, desert, 
  and so forth. If gameplay falls in regions where temperatures are 
  extreme (below –30 Celsius or above 50 Celsius), Extreme Temperature 
  rules (see p. 62, TO), will apply.
  Surface Water reflects the percentage of the world’s surface that is 
  covered in water, and essentially defines whether the world might be 
  covered in vast, lifeless wastelands, lush forests, or miniscule, rocky 
  islands. Worlds with low Surface Water values (50 percent or less) 
  will rarely see much rainfall or snowfall weather effects, and water or 
  woods features on terrain maps may instead be considered sinkholes, 
  craters, and rough terrain instead to reflect the lack of significant water 
  sources and vegetation. Worlds with higher Surface Water values, 
  meanwhile, will much more likely have active, precipitation-heavy 
  weather patterns, and support more water and woods terrain features.
  REcHARGING STATION, HPG cLASS,  
  NATIvE LIfE, AND POPULATIONS
  These details describe other noteworthy features of a target system 
  that could affect campaigns to greater or lesser degree. 
  Recharging Stations describes whether a system has any space 
  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 
  are often small and fairly unarmed, but also act as spaceborne hubs of 
  trade and communication to the local world. Raiders often avoid these 
  stations by taking non-standard jump points, so their arrival cannot 
  be blown to the locals, but more significant invasions often begin by 
  seizing the local recharge stations instead, to secure effective strategic 
  control over the jump point.
  HPG Class defines the presence of a local hyperpulse generator on 
  the planet, indicating its ability to transmit signals to other systems 
  nearby. Such stations are always located on the planetary surface, 
  and are largely considered inviolate by all but the most serious attack 
  forces. (Attacking an HPG is still considered a crime against humanity 
  by most civilized realms, even in the post-Clan Invasion eras.) Class A 
  stations reflect major interstellar communications hubs, while Class B 
  stations usually send transmissions in massive bundles less frequently. 
  Although any HPG can send an emergency signal to a nearby system 
  within hours of an attacking force’s discovery, many raiders target 
  worlds with Class B stations (or no stations at all), in the hopes that 
  their arrival will raise the alarm among nearby systems more slowly. 
  Assault forces, meanwhile, may target Class A worlds in an effect to 
  secure a realm’s communications hub and disrupt responses to a 
  border-wide campaign.
  Native Life describes (in very basic terms) the highest level of native-
  born life forms the world has. More life-barren worlds in the Inner 
  Sphere may be host only to microbes or plants, while more evolved 
  planets often host their own species of animal life up to and including 
  mammals. Though this rarely impacts a planetary campaign, it cannot 
  be ignored that many local creatures can pose a threat—or a boon—
  to raiders and invaders in some circumstances, ranging from being a 
  source for local food in the event of supply shortage, or a hazard to 
  establishing secure perimeters while operating outside of vehicular 
  protection. This detail, however, does not cover introduced species the 
  human population may have imported to the world, so while a target 
  world may be host only to native-born trees, horses originally raised on 
  Terra may yet make an appearance.
  Population defines the number of humans estimated to be living on 
  world. Worlds with particularly high populations—those numbering 
  in the billions—are often highly developed, with many major cities. 
  Sparsely populated worlds—with populations in the millions or 
  less—are less likely to have major cities than they are small towns 
  or even tiny outposts and domed arcologies. As a more densely 
  populated world often raises the threat of local armed resistance or 
  merely more eyes to spot incoming invaders and more voices to raise 
  an alarm, raiders tend to target less populace worlds, while invaders 
  often attempt to secure the greater manpower and infrastructure 
  reflected in high population worlds.
  SOcIO-INDUSTRIAL LEvELS
  The world’s Socio-Industrial Level is a five-letter code used to 
  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 
  in this code versus “D”s and “F”s will generally denote a world that is 
  more self-sufficient, technological sophisticated, and resource wealthy 
  than the average. As many of these factors can be used to enhance 
  role-playing aspects of game play, an in-depth explanation of this code 
  structure may be found on pp. 366-373 of A Time of War.
  LANDMASSES AND cAPITAL cITIES
  The major landmasses (continents, regions, and/or island chains) 
  identified on each world are then listed, with the planetary capital city 
  listed (in parentheses) beside the name of the landmass where it is 
  located. Traveling between landmasses often requires the use of high-
  speed rails (overland), aerospace transit (via DropShips, airships, and 
  other aerospace craft), or seagoing vessels.
  
  11
  OPTIONAL RULES
  The following additional special rules are intended to provide 
  further flavor to games set on the world featured in this product. 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.
  cIBOLAN WHALE
  This oceanic behemoth is an immigrant from El Dorado and 
  apparently was named in reference to another “lost city.” By 2694, 
  Inglesmond’s oceans had been filled with many of Terra’s cetacean 
  species, some recovered from extinction by fossil DNA extraction, and 
  it was a source of pride to the population that they were helping to 
  undo the damage of pre-homo stellaris humans on the home world. 
  However, not everyone on Inglesmond was sensitive to the nuances 
  of this honor and some, such as the Baron Brance von Liddleschitte, 
  thought the goal was simply to have as many whale-like entities as 
  possible. He was quite stubborn and sufficiently connected to force 
  the Terran Hegemony, Inglesmond, and Federated Suns governments 
  to authorize the import. Finding public scorn rather than accolades 
  for his charitable work, Baron Liddleschitte abandoned plans for 
  further imports and retired to the Grand Canal of Mars, which had 
  a much more understanding demographic than the “unwashed 
  plebeians” of Inglesmond.
  Ironically, the ungrateful people of Inglesmond almost immediately 
  came to love the imported Cibola whales. Until puberty (when they 
  begin a growth spurt that takes them from ten to over fifty tons), the 
  xeno-mammals were able to move on land in the manner of terrestrial 
  pinnipeds and often play in ways that humans find adorably clumsy. 
  Their faces are relatively mobile and convey emotions by expression; 
  their long-jawed “dog grin” is easily understood by humans. The 
  Cibola whales are bright and friendly animals; although they are 
  predators, they avoid attacking humans and many of the terrestrial 
  cetacean “immigrants” on Inglesmond, which they have been known 
  to play with and even assist in a manner similar to the Terran dolphin. 
  The famous Rafael Case in 2697, when an imported Cibola whale 
  towed a disabled sailboat (occupied by the Rafael family) several 
  hundred kilometers to an inhabited island, started Inglesmond’s 
  appreciation for the giants. Sometime in the thirty-first century, the 
  Inglesmond population of the whales exceeded the population on 
  their home world.
  Cibolan whales are bright animals, but their curiosity, expressiveness, 
  and playfulness have led to incorrect exaggerations of that intelligence. 
  While communicating to some degree among their kind (the Cibolan 
  whale “song” is unmusical barks, grunts, and rumbles) and apparently 
  possessing fantastic long-term memories, they do not quite seem to 
  equal terrestrial gray parrots or bottlenose dolphins. They do recognize 
  individuals of other species even after decades of separation, and 
  pods of Cibolan whales are able to communicate among each other 
  to spread warnings of threats (whalers, predators, weather). Their 
  infrasonic rumbles are relayed across oceans in mere days if sufficient 
  numbers of pods are present.
  The whales are opportunistic, pack-hunting predators that are 
  equally happy consuming fish, squid, and krill, so long as they acquire 
  the enormous amounts of calories needed. Their cooperative hunting 
  behaviors include “bubble herding” schools of fish. Cibolan whales, like 
  their terrestrial counterparts, primarily depend upon sonar, though 
  their vision is decent. They dive and remain submerged as long as 
  Terran cachalots to hunt seafloor pray, but their nitrogen-affixing 
  bone marrow spares them decompression sickness experienced by 
  terrestrial deep-diving mammals.
  They organize into pods of five to ten whales. When not hunting 
  (which takes up about fifty percent of their waking time), Cibolan 
  whales will rest on the surface in close formation to conserve calories, 
  often “gossiping” (as El Doradan xenobiologists refer to the continuous 
  barking and grunting in a resting pod).
  An unusual attribute of the Cibolan whales is their apparent 
  immortality. They reach adulthood within twenty years, when they 
  are merely some twenty meters long and forty tons, but continuously 
  grow slowly thereafter. They are highly resistant to disease and cancer, 
  and severe injuries up to and including amputations will regenerate 
  over weeks and months. This means Cibolans generally only die due 
  to mishap or predation. The eldest known Cibolan is on El Dorado and 
  is 920 years old based on growth rings in its lost teeth, which means 
  it was an adult before humans arrived on that old colony. Such a 
  methuselah is about forty meters long and 300 tons.
   
  STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
   
  40 
  700 
  3 
  4 
  6 
  4 
  6
  Mass: 100,000 kg (adult)
  Size Class (Modifier): Monstrous (+6)
  BAR (M/B/E/X): 6/5/5/5 (Thick Hide)
  Damage (AP/BD): 6M/160
  Move (W/R/S): 30/40 (Swimming) 
  Traits: Fast Learner, Hardy, Fit
  Skills: AniMelee (+3), Perception (+6), Tracking (+4)
  Note: Juvenile Cibolan whales weigh only 10,000 kg, and may move 
  on land at their swimming “Cruise” rate. Juvenile whales reduce the STR 
  and BOD of adults by a factor of 10, reduce their size to Monstrous 
  (+5), reduce all BAR values by 2 points, and possess a damage AP/BD 
  of 4M/16.
  INGLESMOND TERRAIN
  Inglesmond has a wide range of terrain like any inhabited planet. 
  The random map tables found on p. 263 of Total Warfare is a reasonable 
  representation of most of the world’s terrain. For scenarios set in and 
  around the survivor community located in Amazonas, the Wooded 
  Terrain Table is recommended.
  
  12
  M A R  D E
   D O I S  S A N T O S
  V A S T O  O C E A N O
  ILHA DOS 
  BALEIAS
  BAIDANSIA
  (formerly Baía da Ânsia)
  A M A Z O N A S
  I O N A S
  C E A R A
  S E R G I P E
  C A T A R I N A
  P A R A
  Carutapera
  Rio Ruidoso
  Nhamunda
  Jutaí
  São Tomé
  Poleiro de Alicea
  Doosmontana
  (formerly Montanha do Deus)
  Forte Bosque
  Tefé
  Mutagua
  (formerly Muitas Águas)
  Ponsperanz
  (formerly Ponto Esperança)
  ILHABELA
  ILHA DAS ABELHAS
  Praispentes
  (formerly Praia dos Serpentes)
  Penscam
  (formerly Penhascosão)
  Penscoho
  (formerly Penhascosinho)
  O C E A N O  S E R E N O
  M A R  D O  N O R T E
  O  C O R R E D O R
  L A G O S  B R I L H A N T E S
  São Geraldo
  Cidade Fenda
  Água Doce
  Telha
  Ponto dos Anjos
  Cidade Murcego
  Anzol
  MO
  NT
  AN
  HA
  S R
  IJO
  M
  O
  N
  TA
  NHAS BA
  I
  X
  O
  MO
  NT
  A
  N
  H
  A
  S 
  A
  C
  I
  M
  A
  BAÍA FILIPE
  Filipe
  Cidade das Ondas
  Primeira Luz
  Viseu
  Barreirinhas
  Novas Brasilia
  MONTANHAS AVERMELHADAS
  São Luís
  Boa Partida
  M A R  M U R A D A
  INGLESMOND
  
  A01
  P01
  N03
  N06
  N08
  L03
  L05
  L06
  L07
  L08
  J03
  J04
  J05
  J06
  J07
  H02
  H03
  H04
  H05
  H06
  H07
  F01
  F02
  F03
  F04
  F05
  F06
  F07
  D01
  D03
  D04
  D06
  D06
  B01
  B06
  M03
  M05
  M06
  M08
  O03
  O08
  K03
  K04
  K05
  K06
  K07
  I02
  I03
  I04
  I05
  I06
  I07
  G01
  G02
  G03
  G04
  G05
  G06
  G07
  E01
  E02
  E04
  E05
  E06
  E06
  E07
  C01
  C03
  C06
  C06
  1
  3
  2
  N
  KEY
  Plains
  Desert
  Woods
  Water
  Mountains
  KEY
  PLAINS
  WATER
  FOREST
  ITEM OF 
  INTEREST
  DESERT
  DROPPORT
  MOUNTAINS
  CITY
  EPICENTER OF  
  METROPOLITAN  
  COMPLEX;  POPULATION 
  OF SURROUNDING 
  AREA > 50,000,000
  CITY
  POPULATION OF 
  SURROUNDING 
  AREA < 1,000,000
  ARCTIC
  MOUNTAIN 
  PEAK
  RUINS
  ILHA DOS 
  BALEIAS
  A M A Z O N A S
  Carutapera
  Rio Ruidoso
  Nhamunda
  Jutaí
  São Tomé
  Poleiro de Alicea
  Forte Bosque
  Tefé
  (for
  M A R  M U R 
  
  A01
  A01
  N08
  N11
  N13
  N13
  N16
  N18
  L08
  L10
  L11
  L12
  L13
  L13
  L15
  L16
  J08
  J09
  J10
  J11
  J12
  J13
  J14
  J15
  J16
  H08
  H09
  H10
  H11
  H12
  H13
  H14
  H15
  H16
  F08
  F09
  F10
  F11
  F12
  F13
  F14
  F15
  F16
  D08
  D09
  D11
  D11
  D13
  D14
  D16
  B06
  B11
  B11
  B16
  M08
  M10
  M11
  M13
  M13
  M15
  O08
  O13
  O13
  O18
  K08
  K09
  K10
  K11
  K12
  K13
  K14
  K15
  I08
  I09
  I10
  I11
  I12
  I13
  I14
  I15
  G08
  G09
  G10
  G11
  G12
  G13
  G14
  G15
  E08
  E09
  E11
  E11
  E12
  E13
  E14
  E16
  C08
  C11
  C11
  C13
  C16
  P01
  P01
  5
  7
  4
  6
  M A R  D E
   D O I S  S A N T O S
  V A S T O  O C E A N O
  BAIDANSIA
  (formerly Baía da Ânsia)
  I O N A S
  C E A R A
  S E R 
  Doosmontana
  (formerly Montanha do Deus)
  Mutagua
  erly Muitas Águas)
  Ponsperanz
  formerly Ponto Esperança)
  ILHABELA
  ILHA DAS ABELHAS
  Praispentes
  (formerly Praia dos Serpentes)
  Penscam
  (formerly Penhascosão)
  Penscoho
  (formerly Penhascosinho)
  O  C O R R E D O R
  São Geraldo
  Cidade Fenda
  Água Doce
  Ponto dos Anjos
  Cidade Murcego
  MO
  NT
  AN
  HA
   D A
  
  A01
  A01
  N18
  N21
  N23
  L17
  L18
  L18
  L20
  L21
  L22
  L23
  L23
  J17
  J18
  J19
  J20
  J21
  J22
  J23
  J24
  H17
  H18
  H19
  H20
  H21
  H22
  H23
  H24
  F17
  F18
  F19
  F20
  F21
  F22
  F23
  F24
  D16
  D18
  D19
  D21
  D21
  D23
  D24
  D01
  B16
  B21
  B21
  B01
  M16
  M18
  M18
  M20
  M21
  M23
  M23
  O18
  O23
  K16
  K17
  K18
  K19
  K20
  K21
  K22
  K23
  K24
  I16
  I17
  I18
  I19
  I20
  I21
  I22
  I23
  I24
  G16
  G17
  G18
  G19
  G20
  G21
  G22
  G23
  G24
  E16
  E17
  E18
  E19
  E21
  E21
  E22
  E23
  E24
  E01
  C16
  C18
  C21
  C21
  C23
  C01
  P01
  0110
  9
  8
  10
   I P E
  C A T A R I N A
  P A R A
  O C E A N O  
   A R  D O  N O R T E
  L A G O S  B R I L H A N T E S
  elha
  Anzol
  RIJ
  O
  M
  O
  N
  TA
  NHAS BA
  I
  X
  O
  MO
  NT
  A
  N
  H
  A
  S 
  A
  C
  I
  M
  A
  BAÍA FILIPE
  Filipe
  Primeira L
  Viseu
  Barreirinhas
  Novas Brasilia
  MONTANHAS AVERMELHADAS
  São Luís
  Boa Partida
  
  N23
  N01
  N03
  L25
  L01
  L02
  L03
  J25
  J01
  J02
  J03
  H25
  H01
  H02
  F25
  F01
  M25
  M01
  M03
  O23
  O03
  K25
  K01
  K02
  K03
  I25
  I01
  I02
  G25
  G01
  P01
  0109
  0108
  0107
  0106
  0105
  0104
  0103
  0102
  0101
  0309
  0308
  0307
  0306
  0305
  0304
  0303
  0302
  0301
  0508
  0507
  0506
  0505
  0504
  0503
  0502
  0501
  0707
  0706
  0705
  0704
  0703
  0702
  0701
  0906
  0905
  0904
  0903
  0902
  0901
  1105
  1104
  1103
  1102
  1101
  1306
  1305
  1304
  1303
  1302
  1301
  1507
  1506
  1505
  1504
  1503
  1502
  1501
  0208
  0207
  0206
  0205
  0204
  0203
  0202
  0201
  0408
  0407
  0406
  0405
  0404
  0403
  0402
  0401
  0607
  0606
  0605
  0604
  0603
  0602
  0601
  0806
  0805
  0804
  0803
  0802
  0801
  1005
  1004
  1003
  1002
  1001
  1205
  1204
  1203
  1202
  1201
  1406
  1405
  1404
  1403
  1402
  1401
  +0
  N
  +6
  P
  +6
  P
  +6
  P +6
  P +6
  P
  +6
  P +6
  P +6
  P
  +6
  P
  +6
  P +6
  P
  +6
  P
  R E N O
  Cidade das Ondas
  z
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN208 Battletech - Touring The Stars - Inglesmond [OEF][2016].pdf