TEXT:  TOURING THE STARS
  BENET III
  BENET III
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN202
  ©2016 The Topps Company Inc. All rights Reserved. Touring the Stars: Benet III, 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
  BENET III
  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: Patrick Wynne
  Editing: Herbert A. Beas II
  Production Staff
  Cover Design and Layout: David Kerber
  Maps: Ray Arrastia, David Kerber, Patrick Wynne
  Factchecking/Playtesting: Aaron Cahall, Geoff 
  Swift, Chris Wheeler
  Special Thanks: Susan, Karon, Bernard, Simon, Milly, 
  Alice, and the street kids for keeping me sane.
  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
  BENET III
  Star Type (Recharge Time): M5V (206 hours)
  Position in System: 3 (of 8)
  Time to Jump Point:  2.45 days
  Number of Satellites: None
  Surface Gravity: 0.65
  Atm. Pressure: High (Tainted)
  Equatorial Temperature: 28 °C (Arid)
  Surface Water: 60%
  Recharging Station: None
  HPG Class: B
  Highest Native Life: Reptiles
  Population: 681,035,000 (3096)
  Socio-Industrial Levels: B-B-A-B-D 
  Landmasses (Capital City): Sierra (Donner)
  BENET III
  First surveyed in 2239, the Benet system was initially written off 
  as unsuitable for colonization. According to legend, the system 
  was named for an unrequited love by the survey mission captain, 
  who took his own life after filing the official paperwork to register 
  the name. Although originally pronounced in the French fashion, 
  over the subsequent centuries the name shifted to have a hard 
  consonantal ending.
  Despite the assessment, the first colonists arrived nearly two 
  decades after the system’s survey. These first settlers were employees 
  of an industrial conglomerate drawn to the planet’s potential mineral 
  wealth, rather than one or more of Terra’s coherent ethnic groups. As 
  a result, the populace was never dominated by any one culture and 
  any traditions that grew up over the years were generally localized 
  and small-scale in nature. Planetfall for the initial batch of settlers—all 
  employees of various mining and manufacturing corporations and 
  their families—saw the establishment in 2261 of a small community 
  that would grow into the city of Morningside, later to function as the 
  planet’s first capital.
  To the early colonists, it was obvious how Benet would likely 
  have gone ignored indefinitely, were it not for its abundant mineral 
  deposits. Sierra, the sole continental landmass, is volcanic in origin, 
  with a string of still-active volcanoes stretching across the northern 
  reaches. Surrounding the peaks and extending most of the way 
  south into Sierra’s interior is a wide swath of badlands that made the 
  central regions of the continent unsuitable for large settlements, so 
  the majority of Benet’s population resided along the southern coastal 
  regions, with smaller communities scattered along the shores of 
  the Northern Sea. The Scitte Isles, located far off in the Eastern Sea, 
  were completely uninhabited, being barely able to support a meager 
  amount of native life, let alone human enclaves. Automated harvesters 
  crisscrossed these islands, collecting the chemically rich biological 
  byproducts of what animal life was found there, and periodic transports 
  brought the results back to Sierra for processing.
  The primary hindrance to more widespread settlement of Sierra’s 
  interior was the dangerous and unpredictable gasses that spew forth 
  both from the northern range volcanoes as well as many fissures 
  amid the badlands’ rough terrain. Frequent seismic activity made 
  it difficult to predict when and where an outgassing would occur, 
  but the deeper into the badlands and closer to the active volcanoes 
  one went, the greater the chances. In the foothills surrounding 
  the volcanoes, the air was so permeated by poisonous gas that 
  rebreathers were necessary; even people living near the southern 
  end of the badlands tended to keep rebreathers on their persons at 
  all times. Today, evidence of this difficult environment is apparent 
  in the number of ghost towns—some quite large—that dotted this 
  region, most having been abandoned during the Succession Wars 
  as it became more and more difficult to maintain the technology 
  necessary to safely live under threat of wandering gas clouds.
  Sierra was divided into four administrative districts. Gakken County, 
  covering the majority of the continent, was largely uninhabited, with 
  only the narrow northern coast amenable to settlement. Beaux Pawl 
  was the largest town in the county, but mostly served to support the 
  research facilities and military bases sprinkled across the badlands. The 
  town was also home to the planet’s main orbital tracking station (which 
  unfortunately made it the focus of a number of attacks throughout the 
  Succession Wars). The station doubled as an astronomical research 
  
  ATlAS
  5
  facility and produced many prestigious award winners from its staff. 
  Traffic at the small Beaux Pawl spaceport mainly brought in necessities 
  bound for the bases with only a trickle of outbound mineral shipments.
  Kehl County, in the southwest, was the most heavily populated 
  region on Benet and home to the majority of the planet’s industrial 
  facilities. Johnston Industries operated the largest of these complexes 
  in the foothills around Martine. During the FedCom Civil War, the 
  forests of western Kehl saw intense action between the Forty-first 
  Avalon Hussars and the Fifth Donegal Guards. A number of military 
  bases throughout the region not only provided protection for the 
  valuable factories but also functioned as high-capacity supply depots 
  for several large-scale operations conducted by various ruling powers, 
  dating all the way back to Operation SMOTHER in the 2720s. The 
  massive Martine and Rohan spaceports handled more traffic than 
  the other five spaceports on Benet put together, mostly outbound 
  shipping from Johnston and other manufacturers, as well as raw 
  mineral exports.
  Marquis County, a narrow strip of land surrounding the city of 
  Marquis Falls, was the location of what passed for a resort area on 
  Benet. The richest inhabitants of the planet, including all of the senior 
  management at Johnston Industries, owned extensive estates in this 
  county, particularly in the exclusive Hylene Isles just off the coast. 
  Several resort towns dotted the coast and spearfishing in the crystal-
  blue waters was a popular activity. While Benet did not get much in the 
  way of tourist trade, the Marquis shore was a popular destination for 
  corporate visitors and high-ranking military staff.
  The fourth district, the Donner Administrative District, became 
  home to the planetary capital city of Donner, which lay in the heart 
  of the region. Donner became the capital after a severe gas eruption 
  during the Third Succession War forced the evacuation of Morningside. 
  The establishment of Donner as the capital also coincided with the 
  rise of the Ducrimmon-Davions as Benet’s ruling family. A purely 
  administrative city, Donner possessed very little in the way of nightlife 
  or cultural vibrancy to speak of. Extending for a hundred kilometers 
  around Donner stood four of the planet’s seven spaceports, three 
  of which were devoted almost entirely to Benet’s food distribution 
  network. The lack of adequate agricultural output to sustain the 
  planet’s population necessitated a massive amount of off-world 
  imports and extensive rail lines to facilitate food distribution across the 
  continent, at least until the JumpShip shortages of the Succession Wars 
  forced the world into an expensive agricultural independence. 
  More than anything else in its history, Benet III became known 
  for the so-called “Death Mists” that eventually rendered the planet 
  uninhabitable. Since the mid-3050s, the frequency and intensity 
  of large-scale gas venting in the badlands had been on an increase. 
  Scientists grew especially alarmed in the early 3080s, when two of 
  the most devastating outgassings on record forced the evacuation of 
  nearly a million inhabitants from northern Kehl County. Even with the 
  aid of local militia and the Twelfth Vegan Rangers, the death toll from 
  these events climbed to the tens of thousands. Despite this tragedy, 
  many in the corporate community derided the scientists’ warnings 
  as “alarmist fear-mongering”. A study commissioned by Johnston 
  Industries in 3086 concluded that the recent outgassings fell well 
  within Benet’s historical parameters, and claimed the deaths were due 
  to inadequate government services and poor leadership, rather than 
  any danger from the planet itself.
  AN
  GR
  Y M
  OUN
  TAIN
  S
  Terminus Station
  W E S T E R N 
  S E A
  E A S T E R N 
  S E A
  GAKKEN
  COUNTY
  KEHL DISTRICT
  DONNER 
  ADMINISTRATIVE
   DISTRICT
  MARQUIS COUNTY
  AURORA BADLANDS
  I
  R
  O
  N 
  MO
  UNTAI
  N
  S
  Beaux Pawl
  Chunchucmil
  OCTOBER
  ISLES
  HYLENE
  ISLES
  SCITTE
  ISLES
  SCITTE
  ISLES
  Morningside
  S I E R R A
  S I E R R A
  WADDI RIVER
  Donner
  Martine
  Rohan
  Keener
  Marquis Falls
  Waupaca
  Fort McCoy
  Firebase Rosslyn
  Fanshaw
  Mount Miasma 
  (Volcano)
  Mount Kauhu
  (Volcano)
  Verlanta
  XOCCHEL RIVER
  LAKE
  TORMENT
  
  ATlAS
  6
  By early 3093, nearly the entire northern half of Kehl County had 
  been abandoned, though government officials still maintained that 
  the evacuations were temporary and that people would eventually 
  be able to return to their homes and businesses. Behind the scenes, 
  however, officials were growing increasingly worried about the 
  situation. Records later released to the public (during lawsuits against 
  Johnston Industries) indicate that the corporation was beginning 
  to shift its assets to facilities on other worlds such as Addicks, while 
  continuing to downplay the local danger to the public.
  The crisis reached its critical point nearly a year later, when a week 
  of nearly non-stop seismic activity opened up thousands of gas vents 
  across the continent. As prevailing winds 
  carried most of the noxious fumes southwards, 
  the northern coast was spared the worst of the 
  event, although several hundred people—
  mostly elderly or those already ill—lost their 
  lives in and around Beaux Pawl.
  For the inhabitants of Sierra’s southern 
  regions, however, the death toll was much 
  higher. Without little to no warning, massive 
  clouds of poisonous gas swept down from 
  the badlands and across the towns of Kehl 
  County. Millions found themselves helpless, 
  without rebreathers or shelter from the gas. 
  Everyone else on Benet hunkered down in 
  shelters to wait out the clouds, convinced by 
  years of denials and media manipulation that 
  the crisis would be temporary.
  In the initial days of the disaster, most 
  of Marquis County and the Donner 
  Administrative District were spared. Messages were sent out via HPG 
  to nearby worlds and to both Robinson and New Avalon requesting 
  assistance. In the meantime, local militia forces did what they could to 
  help the trapped populace by ensuring that everyone had adequate 
  supplies to see them through the crisis. Despite their efforts, the death 
  toll continued to rise. A number of Succession War-era shelters that 
  had seen little subsequent maintenance suffered catastrophic failures, 
  condemning tens of thousands more to an agonizing, choking death. 
  When, after the first week, DropShips arrived at the Martine and 
  Rohan spaceports, many were shocked to learn that rescue hadn’t 
  come. Instead, Johnston Industries was relocating as much of its 
  operations as possible to other systems. More than one firefight broke 
  out between local militia forces and mercenary-reinforced corporate 
  security troops escorting the DropShips. Though separated in their 
  isolated shelters, the people of Benet began to clamor for someone 
  to blame for their situation. Local radio channels were swamped with 
  accusations and recriminations, most directed at Johnston executives 
  and the politicians who had supported them.
  Twelve days after the beginning of what had come to be called the 
  “Death Mist”, the first help arrived. Under orders from Jerome Sandoval, 
  elements of the First Robinson Rangers and the Robinson DMM arrived 
  to provide assistance and transport to evacuate the planet. The process 
  went smoothly—though slowly—at first. Three days into the effort, 
  a surge of seismic activity in the Aurora Badlands of northern Kehl 
  County unleashed a new round of gas venting, causing the populace 
  and their rescuers to seek shelter together to ride it out. Over the next 
  two weeks, this pattern was repeated several times and every time 
  the body count crept higher. An almost constant stream of DropShips 
  traveled from surface to orbit, ferrying a pitiful few evacuees to safety. 
  Commercial JumpShips, contracted or even coerced by Jerome 
  Sandoval, supplemented the efforts of the military, but could only help 
  a small part of the planet’s population.
  In the second week of July, nearly a month after the crisis began, Duke 
  Tancred himself arrived in system to observe the rescue efforts. Many 
  on the ground, subjected to whisperings that Johnston executives 
  and the Duke had conspired to keep the severity of the looming crisis 
  hidden from the public, greeted his arrival angrily. Sandoval’s own 
  actions only made things worse. Four days after his arrival, JumpShips 
  from the Draconis Combine arrived at Benet. 
  Broadcasting their friendly intent, troops 
  from the Fifth Ghost and the Seventh Sword 
  of Light had come to assist in the evacuation 
  effort. Whether from desperation or failure to 
  read the mood of the people, Duke Sandoval 
  accepted the offer of aid and Combine 
  DropShips began landing to take in evacuees. 
  The citizenry, driven by rumors that the 
  Combine was stepping in to claim Benet once 
  the existing populace evacuated, reacted 
  badly and violence broke out. For the next 
  three days, the Combine’s aid workers found 
  themselves trapped in their own DropShips 
  by angry mobs and even some militia forces. 
  To their credit, the Robinson Rangers and 
  DMM troops stayed clear of the ruckus and 
  continued evacuating outlying communities. 
  Eventually, Tancred was forced to rescind his 
  acceptance of Combine aid and the Kuritan ships lifted off without a 
  single refugee on board. After broadcasting words of encouragement 
  and resolution to the remaining people on the planet, Tancred Sandoval 
  retreated to Robinson to discuss the situation with his cousin. The talks 
  from their meetings would eventually give rise to what became known, 
  unofficially, as the Sandoval Civil War just a few months later.
  The futile evacuation proceeded for the next four months, with 
  Benet’s atmosphere worsening each day. By the time the final refugee 
  transport lifted off from Mount Sheppard spaceport outside Donner, 
  millions had died, and not all from the gas clouds. Increasing tensions 
  as the continuing evacuation efforts dragged on led to many violent 
  outbursts that had to be controlled by the forces on the ground. A 
  little more than ten percent of the pre-crisis population survived 
  the Death Mists. Environmental scientists delivered even more bad 
  news in a series of conferences dedicated to the disaster in 3096: the 
  concentration of poisonous elements in Benet’s atmosphere had 
  reached a tipping point and it would be centuries—if ever—before 
  the environment returned to normal. At the conclusion of the 
  conferences, the March government on Robinson declared Benet 
  abandoned and off-limits; ComStar officially removed the system 
  from its maps shortly thereafter.
  The first governor of the Benet III colony was Hamish McClaugherty 
  of Robinson, whose family maintained a prominent position in 
  the planet’s administration until the end of its habitation. Jessika 
  McClaughtery, a direct descendant of Hamish’s younger brother, was 
  the last mayor of Donner and made a point of being on the final shuttle 
  of the evacuation.
  
  A TImE Of WAR AdvENTURE SEEdS
  7
  PIllAGE, PlUNdER, PIlfER  “IT’S A FINDERS KEEPERS KIND OF WORLD.”
  Recommended Group Size: 4-6 players
  Recommended Group Type: Military, mercenary, special ops, covert ops
  Recommended Skill Levels: Regular to Veteran (Key Skill levels 3-5)
  Inspired by the chaos surrounding Benet III’s evacuation, unscrupulous parties have elected to plunder the world’s abandoned cities and factories. 
  Johnston Industries’ extensive facilities in Kehl County offer a tempting target for the boldest scavengers.
  Complications: A few obstacles for players to tackle.
  A Nasty Surprise: The folks running Johnston Industries are no idiots; they fully expected that someone might raid their abandoned factories in the hopes 
  of finding something useful or profitable. That’s why they’ve left a number of little “surprises” for anyone who tries. These surprises can range from simple 
  booby traps, such as machinery rigged with explosives or other deterrents, to mercenaries contracted to stay behind as long as possible and protect the 
  factories from pillage. Considering Johnston’s extensive contacts in the government, an AFFS protective force would not be out of the question.
  Everybody Wants Something: The potential riches to be gained from raiding the Johnston factories would be irresistible to many different parties, not 
  just the one that hired the players. Before they can abscond with any treasures, the players will have to contend with other scavenging NPC groups. 
  The potential for mayhem and accidental disaster while engaging in combat in a factory setting should keep the players on their toes.
  It’ll Be Our Little Secret: Johnston Industries is ostensibly a responsible corporation, but who knows just what secret projects they had going on in their 
  Benet facilities? What better place to hide something they didn’t want anyone to know about than a crap-hole planet like Benet III? It would be just 
  the players’ luck to stumble across some hidden project deep within the bowels of the factory, something that Johnston would do anything to ensure 
  never came to light. Forbidden bioweapons? HPG research to circumvent ComStar’s stranglehold? Technological horrors inspired by the hated and 
  feared Manei Domini? Whatever it is, it can’t be good.
  Tips: It’s up to the gamemaster to decide what is left in the abandoned Johnston factories, or even just how abandoned they really are. The chaos of 
  the planetary evacuation can offer a great many wrinkles to this mission. Perhaps the players stumble across a group of citizens hiding out in the factory 
  because they couldn’t get to an evac shuttle in time. Do the players help them or continue with their mission? How will the players transport any loot 
  they find away from the factory without alerting whatever authorities remain on planet? What will they do if their employer double-crosses them once 
  they deliver the goods and tries to leave them on a world that will soon be uninhabitable?
  
  A TImE Of WAR AdvENTURE SEEdS
  8
  AcTION ScIENcE! “NERDS, GUNS, POLITICS, AND POISONOUS AIR. WHAT COULD POSSIBLY GO WRONG?”
  Recommended Group Size: 4-6 players
  Recommended Group Type: Military, mercenary
  Recommended Skill Levels: Green to Veteran (Key Skill levels 1-5)
  Increasing seismic activity on Benet over the past several years has been cause for concern among the scientific community. The players are hired 
  to provide protection for an expedition to the Northern Range to investigate the danger to the planet, unaware that there may be a more immediate 
  danger stalking them.
  Complications: A few obstacles for players to tackle.
  Local Troubles: While the badlands of Sierra are largely uninhabited, there do exist several small communities who live their lives unencumbered by 
  social conformity. These people do not take kindly to any intrusions into their domain and have little fear of any show of force less than a full-on military 
  operation. The meager protection provided to the expedition by the players is certainly not enough to deter attack. Though the players may have a 
  better armed and better-trained force, the natives of the badlands have more experience with the region and a large enough reserve of combatants 
  to balance out any advantages.
  Sin After Sin: The purpose of the expedition may be to gain knowledge regarding the planet’s troubles, but human nature doesn’t take a back seat to 
  scientific progress. Conflicts, whether based on personal or professional friction, have a habit of coming out when least desirable. As security for the 
  expedition, the players may have to deal with the consequences of such interpersonal conflicts. How will they handle it if one of the lead scientists 
  turns up dead in his quarters one night? Who killed him and why?
  Cross-Purposes: Not everyone believes in the ecological danger facing Benet III. Some powerful people will stop at nothing to prevent the truth from 
  coming out. The players may have even been approached—as a group or individually—beforehand by agents of these powerful interests with an 
  offer to enrich their own pockets by ensuring that any unwelcome findings made by the expedition never make it back to the public. How will the 
  players handle not knowing whom they can trust, even amongst themselves? Conversely, the expedition’s sponsors may have been well aware of the 
  political and corporate opposition to their goals and tasked the players with ferreting out anyone who would try to block the truth from coming out.
  Tips: Isolating the players and NPCs in a hostile environment and then throwing complications into the mix can provide some interesting storytelling 
  and roleplaying opportunities. Do not hesitate to make the atmosphere of Benet III into an adversary for the players; as they get deeper and deeper 
  into the badlands the air quality will become increasingly poisonous and their lives will depend upon both their equipment and trust in their comrades. 
  
  RUlES ANNEx
  9
  The following section is designed to assist both players and 
  gamemasters with guidelines and reference tables for using Objectives 
  to create games and/or campaign 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 
  mAPSHEET TABlES
  GAKKEN cOUNTY
  2D6 Result
  Map
  2
  Desert Hills (MSC1)
  3
  Desert Sinkhole #1 (MSC1)
  4
  Box Canyon (MSC2)
  5
  City Ruins (MSC1)
  6
  Box Canyon (MSC2)
  7
  Desert Mountain #1 (MSC1)
  8
  Desert Mountain #2 (MSC1)
  9
  Deep Canyon #2 (MSC2)
  10
  Desert Hills (MSC1)
  11
  Rolling Hills #2 (MSC1)
  12
  CityTech* (MSC1)
  *Place Light and Medium buildings of varying heights in each clear non-paved hex.
  KEHl cOUNTY
  2D6 Result
  Map
  2
  Desert Hills (MSC1)
  3
  Box Canyon (MSC2)
  4
  BattleTech (MSC1)
  5
  City Hills Residential #1 (MSC1)
  6
  Open Terrain #2 (MSC2)
  7
  Open Terrain #1 (MSC1)
  8
  Desert Hills (MSC1)
  9
  Rolling Hills #1 (MSC1)
  10
  Desert Hills (MSC1)
  11
  Rolling Hills #2 (MSC1)
  12
  CityTech* (MSC1)
  *Place Light and Medium buildings of varying heights in each clear non-paved hex.
  mARQUIS cOUNTY
  2D6 Result
  Map
  2
  Rolling Hills #1 (MSC1)
  3
  Rolling Hills #2 (MSC1)
  4
  Woodland (MSC2)
  5
  City Suburbs (MSC2)
  6
  River Valley (MSC1)
  7
  Rolling Hills #1 (MSC1)
  8
  Open Terrain #2 (MSC2)
  9
  Open Terrain #1 (MSC2)
  10
  BattleTech (MSC1)
  11
  River Delta #1 (MSC1)
  12
  Rolling Hills #2 (MSC1)
   
  dONNER cOUNTY
  2D6 Result
  Map
  2
  Rolling Hills #1 (MSC1)
  3
  CityTech* (MSC1)
  4
  CityTech* (MSC1)
  5
  City Street Grid Parks (MSC1)
  6
  City Downtown* (MSC2)
  7
  Rolling Hills #2 (MSC1)
  8
  City Residential* (MSC2)
  9
  Rolling Hills #2 (MSC1)
  10
  Scattered Woods (MSC1)
  11
  Open Terrain #2 (MSC2)
  12
  CityTech* (MSC1)
  *Place Light and Medium buildings of varying heights in each clear non-paved hex.
  
  RUlES ANNEx
  10
  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 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
  11
  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.
  dEATH mISTS
  Benet III has become famous for the so-called “Death Mists” that 
  caused the planet’s complete abandonment in the mid-3090s. The 
  atmosphere pre-3094 should be considered Tainted (Poisonous), 
  although the farther one gets from the volcanic peaks in the northern 
  reaches of Gakken County, the more breathable it becomes. Down 
  south, in Marquis County and the Donner Administrative District, 
  the air is breathable without external support, and thus the Tainted 
  atmosphere condition will no longer apply. Player groups operating 
  in the badlands or deeper into Gakken can be subjected to random 
  venting of deadly gasses. So close to the source, these gasses are 
  considered Caustic rather than Poisonous (see p. 56, TO) with effects 
  levels that vary from Tainted to Toxic, depending upon the location 
  and time period (as determined by the gamemaster or via random roll).
  Post-3094, after the runaway outgassing of Death Mists, all of Benet 
  III’s atmosphere is considered to have a Toxic (Poisonous) atmosphere, 
  with Caustic effects added for any scenarios set within 20 kilometers of 
  a volcano or other gas vent.
  The rules for Tainted and Toxic atmospheres are found in Tactical 
  Operations (see pp. 56-57, TO).
  ScREE RAT
  The Benetian scree rat, despite its name, is a lizard-like creature 
  quite a bit larger than the average rat. Native to the badlands of central 
  Sierra, this creature is well adapted to life among the region’s rocks and 
  rough terrain. As an ambush predator, the scree rat’s scaly, rock-like 
  skin allows it to hide among the post-glacial talus and await its prey. 
  It is adept at scrambling at great speed across the badlands’ uneven 
  surfaces. Scree rats hunt in packs, and have little fear of humans; many 
  intruders into a scree rat domain have found themselves on the wrong 
  end of a horrifying assault by half a dozen or more these creatures 
  suddenly emerging from cracks in the ground and surrounding rocks.
  The scree rat’s resistance to the poison gasses so common in its 
  home territory has made its blood desirable as a folk remedy to treat 
  those who have been exposed to the toxic air. It is believed, however, 
  that not even the scree rat survived the Death Mists.
  Mass: 30 kg
   STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
   
  2 
  4 
  3 
  10 
  2 
  4 
  4
  Size Class (Modifier): Small (–1)
  BAR (M/B/E/X): Scaly hide 2/2/1/1
  Damage (AP/BD): 1M/2
  Move (W/R/S): 10/20/40
  Traits: Aggressive, Armor (+2), Camouflage (+1), Pack Hunter (6-10), 
  Poison Resistance (+2)
  Skills: AniMelee (+2), Climbing (+4), Running (+4)
  RAPIER fISH
  The largest aquatic animal on Benet III, the rapier fish inhabits the 
  warm coastal waters off Marquis County and sport fishing for this 
  creature was a favorite pastime of the rich and well-to-do. Covered in 
  a bony carapace and possessing a thin, sharpened snout for offensive 
  purposes, the rapier fish was a deadly hunter of smaller species but 
  usually was not aggressive towards humans unless provoked. The 
  favorite prey of the rapier fish was the colored kettlefish, which it 
  would spear on its namesake feature and then draw into its mouth 
  using a muscular ridge that undulated along the sides of the spike. 
  Rapier fish rapiers were considered the best tool to use in the popular 
  Benetian sport of spearfishing and a good quality one could fetch high 
  prices on the open market. The status of the rapier fish following the 
  atmospheric catastrophe is unknown.
  Mass: 80 kg
   STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
   
  3 
  5 
  5 
  7 
  2 
  2 
  5
  Size Class (Modifier): Medium (0)
  BAR (M/B/E/X): Bony carapace 3/2/1/2
  Damage (AP/BD): 2M/3
  Move (W/R/S): 17/36 (Swimming)
  Traits: Armor (+3)
  Skills: AniMelee (+3), Swimming (+6) 
  BENET III TERRAIN
  Benet III’s Sierra supercontinent is broadly divided into 
  four counties. The dominant terrain features of these 
  counties are reflected by the various mapsheet tables 
  presented here. Remember that for any scenarios set on 
  Benet III, the planet’s volcanism and geysers create an ever-
  present hazard of toxic and sometimes caustic chemical 
  taints in the local atmosphere. These effects are covered by 
  the Death Mists rules on this page.
  Eruptions: As an added option, scenarios set in the 
  Gakken County region—where the planet’s geology is most 
  unstable—may feature volcanic or chemical eruptions 
  that take place right where the action is. To reflect these 
  effects, the players may consider using the rules for Magma 
  and Hazardous Chemical eruptions found in Tactical 
  Operations (see pp. 36-38, and p. 49, TO, respectively). The 
  rules for geysers (see p. 48, TO), may also prove handy. If 
  the Hazardous Liquid Pools Table is used to randomly 
  determine the severity of a chemical-outgassing eruption, 
  apply a +3 modifier to the 1D6 roll, and treat any modified 
  result of 6 or more as Deadly.
  
  12
  AN
  GR
  Y M
  OUN
  TAIN
  S
  Terminus Station
  W E S T E R N 
  S E A
  E A S T E R N 
  S E A
  GAKKEN
  COUNTY
  KEHL DISTRICT
  DONNER 
  ADMINISTRATIVE
   DISTRICT
  MARQUIS COUNTY
  AURORA BADLANDS
  I
  R
  O
  N 
  MO
  UNTAI
  N
  S
  Beaux Pawl
  Chunchucmil
  OCTOBER
  ISLES
  HYLENE
  ISLES
  SCITTE
  ISLES
  SCITTE
  ISLES
  Morningside
  S I E R R A
  S I E R R A
  WADDI RIVER
  Donner
  Martine
  Rohan
  Keener
  Marquis Falls
  Waupaca
  Fort McCoy
  Firebase Rosslyn
  Fanshaw
  Mount Miasma 
  (Volcano)
  Mount Kauhu
  (Volcano)
  Verlanta
  XOCCHEL RIVER
  LAKE
  TORMENT
  BENET III
  
  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
  AN
  G
  Terminus Station
  W E S T E R N 
  S E A
  MARQUIS COUNTY
  HYLENE
  ISLES
  S I E 
  Marquis Falls
  Fort McCoy
  Firebase Ro
  Mount Mias
  (Volcano)
  
  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
  Y 
  MOU
  NTAI
  NS
  GAKKEN
  COUNTY
  KEHL DISTRICT
  DONNER 
  ADMINISTRATIVE
   DISTRICT
  AURORA BADLANDS
  I
  R
  O
  N 
  MO
  UNTAI
  N
  S
  Beaux Pawl
  Chunchucmil
  OCTOBER
  ISLES
  Morningside
   A
  S I E R R A
  WADDI RIVER
  Donner
  Martine
  Rohan
  Keener
  Waupaca
  slyn
  Fanshaw
  a 
  Mount Kauhu
  (Volcano)
  Verlanta
  XOCCHEL RIVER
  LAKE
  TORMENT
  
  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
  E A S T E R N 
  S E A
  SCITTE
  ISLES
  SCITTE
  ISLES
  
  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
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN202 Battletech - Touring The Stars - Benet III [OEF][2016].pdf