TEXT:  TOURING THE STARS
  LONE STAR
  LONE STAR
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN201
  ©2016 The Topps Company Inc. All rights Reserved. Touring the Stars: Lone Star, 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
  LONE STAR
  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
  Cover Design and Layout: David Kerber
  Maps: Ray Arrastia, David Kerber, Patrick Wynne
  Special Thanks: A special thanks to Roberta Elder 
  for the help with the System Generation draft.
  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
  
  ATLAS
  4
  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 
  the last worlds settled within the Terran Hegemony. As a terraforming 
  subject, Lone Star was especially challenging. Located well beyond 
  its primary’s conventional life zone, the planet was desperately cold, 
  much like Mars in the Terran home system. Its atmosphere was thin 
  and nitrogenous, with its modest water reserves entirely locked up 
  in sheets of polar ice. Yet, despite the difficulties in establishing and 
  maintaining a habitable climate, Lone Star was finally declared open 
  for settlement in 2533. Part of the planetary terraforming effort even 
  required moving a local asteroid (Vespa) into orbit to host a skyhook 
  and mines. 
  The success of Lone Star’s transformation was a matter of national 
  pride. It also resolved some political issues in creating a new provincial 
  capital world without the “baggage” of the much-older colony systems 
  around it. By 2600, its population was in the hundreds of millions; its 
  local industry was burgeoning, thanks to tax breaks and cheaper land 
  than most of the Hegemony; and its agricultural sector was exporting 
  a wide range of luxury foods.
  Lone Star’s land is concentrated in an unusual belt of continents 
  that follow the prime meridian around the poles. These five linked 
  landmasses all had formal names in the system’s early settlement 
  days, but the residents obstinately came to refer to the unbroken 
  expanses as simply “The Belt.” In its terraformed heydays, most of 
  the world’s free water came to be concentrated in two roughly 
  circular, highly saline oceans (known to the locals as “Big Pond” 
  and “Other Pond”), respectively situated almost antipodal to each 
  other in the eastern and western hemispheres. The abundance of 
  polar land, and Lone Star’s low axial tilt, produced large ice caps 
  that came to serve as its settlers’ principal source of fresh water. The 
  large continental interiors, meanwhile, were hyper-arid, with terrain 
  varieties spanning the gamut of deserts found all across the Inner 
  Sphere: hot ergs, chilled rocky plains, saline wastes, dry mountains, 
  and more. Today, of course, these continents and oceans are mostly 
  covered in ice.
  Before its fall, Lone Star had some regions with very pleasant 
  climates and its populations largely concentrated in those areas. 
  In 2765, the planet’s 573 million residents lived in nine major 
  metropolitan regions. Eight of these dense metropolises (collectively 
  called “The Pond Cities”) were located along the northern and southern 
  temperate-zone coasts of the Ponds, with four cities per ocean. Those 
  regions boasted temperatures moderated by the oceans and fed by 
  abundant freshwater, either collected from ocean-driven precipitation 
  or supplied by the polar meltwater rivers.
  The preplanned Pond Cities were compact for their populations, 
  an arrangement driven by land-price analyses by Lone Star’s 
  development corporations: dense urban areas saw faster price growth 
  than typical colonial sprawls across low-cost rural lands. To maximize 
  their economic and political power, the first planetary government 
  used its zoning powers to bottle up its settlers and their descendants 
  in the Pond Cities. By 2765, each of these cities claimed over fifty 
  million residents in its soaring skyscrapers and arcologies. Yet, despite 
  some off-world depictions, individual accommodations were spacious. 
  Multi-tiered transit systems of buses, trains (both underground and 
  elevated), and VTOLs provided reasonably swift movement for the 
  huge populations. There were no suburban sprawls around the cities; 
  they transitioned immediately to nature preserves and farm fields. 
  
  ATLAS
  5
  All eight Pond Cities were also unusual in layout thanks to the 
  enormous tides generated by Lone Star’s sun. These swells could 
  often rise more than twenty times as high as those of Terra’s lunar 
  tides; although the pull of the system’s fourth planet had prevented 
  tidal locking, Lone Star had a rotational cycle fifty-six hours long, and 
  thus possessed slow tides. For coastal cities, this prompted several 
  adaptations. Four of the Pond Cities sat on natural and manmade 
  highlands along the coasts. Among them, the city Cliffside on Big 
  Pond frequently won architectural awards for the dramatic arcologies 
  it built along its granite cliffs. By comparison, three other cities favored 
  columns and pilings that enabled them to rise above their estuaries 
  and tidal flats. The cunningly named Stiltsville on Other Pond made a 
  point of incorporating its massive pilings into its architecture, rather 
  than trying to hide them as simple foundations—a feat that inspired 
  the brutalist “Big Iron” architectural style that became popular in 
  the mid-twenty-seventh century. Finally, the Pond City of Mudflat 
  took a more confrontational approach, pitting the Hegemony’s 
  engineering against nature by expanding into the tidal zones with 
  sealed buildings, dykes, and “amphibious infrastructure” designed to 
  either survive or prevent daily submersion. It was normal for dykes 
  to be made of ferroglass, so residents could stroll beside transparent 
  walls of high tide water, while the sealed lower floors of buildings 
  would continue normal business as fish swam outside their windows. 
  Lone Star’s dramatic tides even served its electrical needs, providing 
  a lower-cost alternative to fusion power.
  Inland from the surging seas, the Pond Cities grew crops in 
  abundance, supporting herds of free-ranging farm animals that 
  give “Loners” (as the planet’s inhabitants referred to themselves) a 
  meat- and dairy-rich diet unknown on less fortunate worlds. With no 
  native ecosystem to protect and rich soil produced as a byproduct of 
  terraforming, Lone Star’s agricultural sector cultivated a complicated 
  mix of plants and animals originally imported from many worlds across 
  the Hegemony.
  Lone Star’s ninth metropolis was its capital city, Volgadon, situated 
  at a narrow point in The Belt within the planet’s northeastern quadrant. 
  Volgadon straddled a low continental divide between the two major 
  polar rivers (Grande and Autre) that drained to Big Pond and Other 
  Pond, respectively. The city was built around a large, elaborate canal-
  and-lock system that linked Grande and Autre, effectively tethering the 
  two oceans together. Despite having much less water coverage than 
  Terra, Lone Star was highly dependent on inexpensive water transport 
  because of its cities’ concentration around the Ponds. Volgadon’s 
  canals thus provided a final, critical link to global trade. Predictably, 
  the savage fighting between Stefan Amaris and SLDF forces destroyed 
  these canals, which would not be repaired until 2783.
  Volgadon was an oasis on The Belt, but grew little food for itself. 
  About once every eight weeks, Lone Star’s sixty-day year and axial tilt 
  warmed the north pole, which caused cold, humid winds to roll off the 
  northern icecap and across the deserts, delivering fierce, days-long 
  dust storms to the region. Lone Star’s slow rotation did little to deflect 
  the southern march of these storms. This plant-suffocating, ultra-fine 
  halide dust made it impossible for local farmers to compete effectively 
  with their Pond City counterparts, who did not need greenhouses and 
  dust canopies. Thus, the capital’s economy was dominated by its public 
  O T H E R
  P O N D
  B I G
  P O N D
  SWINGWAY 
  ISLANDS
  GRANDE
  RIVER
  AUTRE RIVER
  T H E  B E L T
  T H E  B E L T
  T H E  B E L T
  Vespa
  Impact Site
  Ice Station
  Zebra
  Ice Station
  Antelope
  Cliffside
  Stiltsville
  Washlind
  Tidesink
  Antediluvia
  Soakfoot
  Treadwater
  Mudflat
  Volgadon
  Swartzhof
  Redding
  THE VAST
  DUST SEA
  SELEK SANDS
  TREATY 
  ISLANDS
  PHIALE
   BAY
  GARNER
  SEA
  BEGLEY 
  BASIN
  DRY  ISLAND
  O
  N
  E
  R
  A
  N
  G
  E MOUNTA
  INS
  O
  N
  E
  RA
  NG
  E M
  OUN
  TAI
  NS
  Crossout 
  Locks
  LYDIA
  FIELDS
  GARDENS OF
  ALCINOUS
  GYGES
  FIELDS
  KUMARI
  KANDAM
  DOGGERLAND
  GADEIRUS
  TERRACES
  THE MU 
  LOAM
  Sepranta
  Hunlare
  
  ATLAS
  6
  sector, electricity production (cascades of dams on the two watersheds 
  produced abundant power), and tourism on the manmade, tide-free 
  lakes behind the dams.
  While Lone Star’s population lived primarily in the urban zones, there 
  were other cities and towns scattered elsewhere. These much-smaller 
  cities included the likes of mining cities, such as Swartzhof (which was 
  destroyed during the SLDF’s liberation effort).
  One of the advantages that made Lone Star an agricultural exporter 
  and regional capital for the Hegemony was its short transit time. 
  DropShips could reach the planet, exchange cargos, and return to 
  the jump point all within 
  the span of a conventional 
  JumpShip’s recharge period. 
  Because the local sun was 
  relatively dim, clusters of 
  recharge stations were 
  constructed just inside 
  the proximity limits of the 
  zenith and nadir points 
  and—prior to the Amaris 
  Coup—were home to Star 
  League Navy’s Second Star 
  Squadron. These facilities, 
  further protected by the 
  system’s SDS network, 
  became primary targets for the SLDF during its liberation campaign. 
  Lone Star was never able to afford to replace the stations before its 
  final environmental collapse. 
  The short transit distance and least-inflated land prices of the 
  Hegemony also made Lone Star a favored site for export-oriented 
  manufacturing. By the Star League Civil War, Loners were making 
  a wide range of “background” components (from computer parts 
  to myomers) used in many other industries across the Star League. 
  The planet’s business community was particularly adept at securing 
  contracts for the Territorial States of the Periphery. Lobbying the small, 
  oft-overlooked Star League offices that managed Periphery affairs 
  could get new restrictions placed on the Canopian, Concordat, or 
  Outworlds production of certain high-tech goods deemed “disruptive 
  or insightful of secessionism.” With an inside track on such upcoming 
  restrictions, Lone Star’s manufacturers would position themselves to 
  become the primary suppliers for those goods. A wide range of vital 
  technologies from fusion reactors and JumpShip drive controllers to 
  computers, medical scanners, and so forth, were built on Lone Star for 
  Periphery export. While this practice was not limited to Lone Star, this 
  world did excel at it; the Periphery realms did not appreciate being 
  so “economically enslaved” to slipshod factories six months and more 
  away from their borders, but had little option. 
  While Lone Star’s civilian population started with a weak majority 
  in favor of Stefan Amaris’ reign, the new, Director-General of the 
  Hegemony enjoyed only the most fragile grip on this opinion. The use 
  of terrorist bombings and chemical attacks to eliminate SLDF forces 
  and loyalist militia regiments left Loners wary of the new regime, and 
  some even formed resistance cells. When Kerensky finally liberated the 
  planet in a campaign that ran from 2772 to 2774, each of the Pond Cities 
  had suffered at least one WMD attacks. With most of its agricultural 
  zones suffering damage from biological weaponry, and roughly three-
  quarters of its herd animals killed off, Lone Star’s agricultural output 
  was as devastated as its cities’ once-vast manufacturing districts. 
  Worse yet, the quick battle to seize Vespa wrecked the station-keeping 
  drives it used to maintain the asteroid-moon’s orbit against the tidal 
  influences of the sun and Lone Star IV.
  In the thirteen years since its liberation and the onset of the First 
  Succession War, Lone Star made little progress toward recovery. 
  Not only had it suffered severe damage to its industry and cities, its 
  planetary government 
  was a wreck, and tens 
  of millions of wartime 
  refugees struggled to 
  survive without even 
  the most basic support. 
  Like many Hegemony 
  worlds, Lone Star’s people 
  violently threw from office 
  anyone who had served 
  in government during 
  Amaris’ rule, and the SLDF 
  proved unable to spare any 
  personnel to manage the 
  world’s day-to-day affairs. 
  Private businesses and House troops were able to re-establish some 
  basic services and security in the absence of government interference, 
  but with the lack of regulation, even these efforts were hindered by 
  corruption and price-gouging.
  The post-Amaris government of the Terran Hegemony only 
  made matters worse for Lone Star. In attempting to coordinate 
  the recovery of its war-torn worlds, the crumbling interstellar 
  bureaucracy often managed only to completely deprive vital 
  resources to some planets in vain, misdirected efforts to meet the 
  needs of others. Like many, the people of Lone Star were aghast 
  when General Kerensky launched his Exodus. However, it followed 
  the lead of nearby Inglesmond in eschewing Hegemony-wide needs 
  over those of its regional community. The Lone Star Province would 
  rebuild itself—hopefully deterring the adventurous Houses at the 
  same time—and then aid its fellow Hegemony remnants. This plan 
  might have worked had the First Succession War been longer in 
  coming, and far less devastating in scope. 
  After several initial defeats at the hands of Hegemony militias in the 
  Lone Star Province, the Houses took different approaches in their efforts 
  to annex the area. For the Lyran Commonwealth, this meant stepping 
  up its diplomacy with worlds suffering from Combine raiders. For the 
  Draconis Combine, it meant “taking off the kid gloves” by destroying 
  the shipyards at nearby Inglesmond. Lone Star itself did not escape the 
  Dragon, either. Kuritan agents released bioweapons on the planet’s 
  polar ice caps, which specifically targeted the specially engineered flora 
  and algae that made it possible for terrestrial life to survive and thrive 
  on the planet. These toxins in turn spread toward the interior reaches 
  via the bimonthly dust storms. Without directly killing a single Loner 
  in battle, the so-called “Dragon Plague” thus undermined the world’s 
  
  ATLAS
  7
  artificial ecosystem. The plague took a couple of terrestrial years to 
  run its course, during which time Lone Star’s populace concentrated 
  all possible efforts on preserving the plants that helped maintain 
  Lone Star’s environment. So engaged by this effort, the planetary 
  government could only surrender when DCMS forces finally threatened 
  a full invasion in 2789. As a “reward” for this bloodless capitulation, the 
  Combine provided several atmospheric processors to the Loners, most 
  of which were destined for the surviving Pond Cities. 
  House Kurita found little of value in Lone Star beyond the glory of 
  conquering another Hegemony world. Having been ravaged so badly 
  in the Civil War, the local industries could produce little of strategic 
  value for the Combine’s war machine and so the planet received little 
  protection from the military that only recently threatened to force itself 
  upon it. Because of this, Lone Star suffered a devastating blow when 
  Lyran raiders destroyed the still-incomplete atmospheric processors 
  in 2803. The terraformed environment began an irrevocable slide 
  back into its frigid, pre-human state as the artificially-maintained 
  greenhouse effect collapsed, and the population dwindled as a 
  two-decade exodus followed. Within a few years, virtually all local 
  agriculture (using plague-resistant crops) ground to a halt, and the 
  millions who had yet to evacuate began starving to death. By 2822, 
  Lone Star’s population was less than four percent of its pre-Amaris 
  levels. ComStar, which had never managed to re-establish HPG services 
  on the destitute world, wrote the world off its maps in 2824. 
  As if death by starvation were not enough, one last tragedy remained 
  to befall Lone Star: Vespa was going to hit the planet. Without the 
  giant station-keeping drives that kept the tiny moon in a stable orbit, 
  its orbit became increasingly eccentric. In 2825, the fifteen-kilometer 
  asteroid struck the surface with an impact greater than the “dino-
  killing” Chicxulub impact on ancient Terra. Although none of the 
  planet’s major population centers was directly hit by Vespa’s fall, the 
  aftermath effectively destroyed what little of the global environment 
  that could have been salvaged.
  Today, unlike some other cases of failed terraforming, Lone Star 
  retains a breathable atmosphere. Minerals in the crust are only 
  slowly binding atmospheric oxygen at a rate of about one percent 
  per millennium. However, it is a desperately cold world where the 
  only surviving life are microbes at seafloor volcanic vents. Combine 
  salvagers looted anything of value in the Second Succession War. Since 
  then, only climatologists visit, and then infrequently.
  
  A TImE Of WAR AdvENTURE SEEdS
  8
  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.
  
  A TImE Of WAR AdvENTURE SEEdS
  9
  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.
  
  A TImE Of WAR AdvENTURE SEEdS
  10
  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.
  
  RULES ANNEx
  11
  The following section is designed to assist both players and 
  gamemasters with guidelines and reference tables for using Objectives 
  to create games and/or campaigns based on the target systems, 
  factories, or cities described herein. The following rules primarily rely 
  on the players’ understanding of the core game rules found in Total 
  Warfare (TW) and Tactical Operations (TO), but additional references 
  may be made to Strategic Operations (SO).
  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 planet in this supplement is 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 information identifies the core rules that apply, 
  based on the indicated world data.
  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.
  mAPSHEETS TABLES
  vOLGAdON*
  D6 Result
  Map
  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.
  SWARTZHOf*
  D6 Result
  Map
  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.
  PONd cITY*
  2D6 Result
  Map
  2
  CityTech Map (MS2, MSC1, HPCR)
  3
  City (Skyscraper) (MS6, MSC2)
  4
  Coast #1 (MS7)**
  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.
  
  RULES ANNEx
  12
  SURfAcE GRAvITY
  Surface Gravity has a distinct affect 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 
  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.) 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 lower 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.
  
  OPTIONAL RULES
  13
  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.
  
  14
  O T H E R
  P O N D
  B I G
  P O N D
  SWINGWAY 
  ISLANDS
  GRANDE
  RIVER
  AUTRE RIVER
  T H E  B E L T
  T H E  B E L T
  T H E  B E L T
  Vespa
  Impact Site
  Ice Station
  Zebra
  Ice Station
  Antelope
  Cliffside
  Stiltsville
  Washlind
  Tidesink
  Antediluvia
  Soakfoot
  Treadwater
  Mudflat
  Volgadon
  Swartzhof
  Redding
  THE VAST
  DUST SEA
  SELEK SANDS
  TREATY 
  ISLANDS
  PHIALE
   BAY
  GARNER
  SEA
  BEGLEY 
  BASIN
  DRY  ISLAND
  O
  N
  E
  R
  A
  N
  G
  E MOUNTA
  INS
  O
  N
  E
  RA
  NG
  E M
  OUN
  TAI
  NS
  Crossout 
  Locks
  LYDIA
  FIELDS
  GARDENS OF
  ALCINOUS
  GYGES
  FIELDS
  KUMARI
  KANDAM
  DOGGERLAND
  GADEIRUS
  TERRACES
  THE MU 
  LOAM
  Sepranta
  Hunlare
  LONE STAR
  
  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
  B I G
  P O N D
  SWIN
  ISLA
  GRANDE
  RIVER
  T H E  B E L T
  Soakfoot
  Mudflat
  TREATY 
  ISLANDS
  GARNER
  SEA
  DRY  ISLAND
  GYGES
  FIELDS
  DOGGERLAND
  THE MU 
  LOAM
  Hunlare
  
  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
  WAY 
  DS
  T H E  B E L T
  Vespa
  Impact Site
  Cliffside
  Stilt
  Washlind
  THE VAST
  DUST SEA
  PHIALE
   BAY
  BEGLEY 
  BASIN
  O
  N
  E
  R
  A
  N
  G
  E MOUNTA
  INS
  Crossout 
  Locks
  GARDENS OF
  ALCINOUS
  KUMARI
  KANDAM
  GADEIRUS
  TERRACES
  Sepranta
  
  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
  O T H E R
  P O N D
  AUTRE RIVE
  Ice Station
  Zebra
  Ice Station
  Antelope
  ville
  Tidesink
  Antediluvia
  Treadwater
  Swartzhof
  Redding
  
  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
  T H E  B E L T
  olgadon
  SELEK SANDS
  O
  N
  E
  RA
  NG
  E M
  OUN
  TAI
  NS
  DIA
  ELDS
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN201 Battletech - Touring The Stars - Lone Star [OEF][2016].pdf