TEXT:  TOURING THE STARS
  MANASSAS
  MANASSAS
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN204
  ©2016 The Topps Company Inc. All rights Reserved. Touring the Stars: Manassas, 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
  MANASSAS
  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: Matt Alexander
  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: To Josh, Joel, and John for all the 
  opportunities and support, and Andrea for allowing 
  me to bring out her inner nerd.
  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
  MANASSAS
  Star Type (Recharge Time): F3V (174 hours)
  Position in System: 3 (of 11)
  Time to Jump Point:  17.36 days
  Number of Satellites: 1 Fragmented (The Pearls)
  Surface Gravity: 0.98
  Atm. Pressure: Standard (Tainted)
  Equatorial Temperature: 25°C (Tropical) 
  Surface Water: 63%
  Recharging Station: None
  HPG Class: B
  Highest Native Life: Reptiles
  Population: 648,000,000 (2765); 98,000,000 (3150)
  Socio-Industrial Levels: D-D-B-C-D
  Landmasses (Capital City): Stonewall (Bull Run)
  MANASSAS
  Named in 2215 by the first people to colonize the world (who hailed 
  from Terra’s North America continent), early Manassas’ cultural dynamic 
  changed several times over the next three decades as additional waves 
  of colonists arrived from the Terran states of Portugal, Germany, and 
  Laos. These early settlers found a world with an apparently abundant 
  aquatic ecosystem, but a terrestrial biome that was still recovering 
  from a devastating series of cosmic impacts. A millennium before, a 
  huge asteroid hit Manassas’ closely-orbiting moon with a glancing 
  blow that shattered much of its surface, and bombarded the world’s 
  single supercontinent and surrounding seas with debris. The impacts, 
  combined with the already harsh climate of the interior lands, drove 
  ninety-five percent of Manassas’ surface life to extinction, and wiped 
  out half of its aquatic fauna. This mass extinction wiped out all of the 
  larger beasts that lived in the planet’s once-rich ecosystem, leaving 
  only the smaller and more adaptive creatures behind.
  The remnants of Manassas’ small moon have begun to recombine, 
  though the process will take many thousands of years to complete. 
  In the meantime, though beautiful, the lunar fragments (collectively 
  dubbed “the Pearls”) are a hazard to shipping and orbital craft above 
  the equatorial belt. Furthermore, once every 213 years, the “Storm of 
  Pearls”—a flurry of stellar debris heralded by the remains of the moon-
  damaging comet—returns to scour the planet’s low orbital zones of 
  anything that cannot move or weather the storm.
  Manassas’ single super-continent is called Stonewall, referencing 
  both a mid-nineteenth century Terran general, as well as the 
  impressively large mountain chain that cuts the south-east third of 
  the continent off from its remainder. This southeast area, known as the 
  Four Provinces, is where the majority of the population now lives, with 
  each province roughly analogous to the four early colonial settlement 
  zones. The capital city of Bull Run lies on the tip of the Virginia Peninsula 
  in the very south, with the other major cities of Porto, Neu Hamburg 
  and Tha Heua, arranged along the coast north-west of the capital. 
  Including those of the Four Provinces area, some ninety-five percent 
  of Manassans live in the Green Belt, the coastal regions where the 
  oceans counter the hostile climate that has rendered much of the 
  continental interior barren. It is within these regions that the terrestrial 
  ecology has reestablished itself. Prior to the twenty-eighth century, the 
  Green Belt was a narrow band along the shorelines, never wider than 
  100 kilometers, and usually much narrower. During the peak of the Star 
  League, terraforming efforts managed to extend these bands up to a 
  thousand kilometers inland, but over the last three hundred years, the 
  Belt has receded to an average width of five hundred kilometers. Lying 
  well within the present-day Belt, the Four Provinces remain solidly 
  connected by a thriving ecology, primarily populated by introduced 
  Terran flora and fauna that have adjusted to the planet’s twenty-six 
  hour day, and equally long “semi-night.” The long Manassan night is 
  kept aglow by the constant parade of the Pearls, whose close proximity 
  to Manassas provides enough light for crops to continue growing, 
  albeit slowly. 
  The first colonists on Manassas struggled to gain an initial 
  foothold. Early reports of the world’s aquatic biota espoused by 
  xenobiologist Marvin Miller proved unfounded. The claims of “Miller’s 
  Monsters,” famed sea creatures of immense size noted in Dr. Miller’s 
  early scouting reports, proved to be misleading. Miller’s now mythic 
  treatise on the potential benefits of Manassas’ aquatic resources and 
  its extraordinary, enormous (and exceptionally exaggerated) size 
  
  ATlAS
  5
  vanished once the colonists arrived to find their dreams of founding 
  a thriving world little more than a swindler’s lie. Manassas’ new 
  citizens struggled on, surviving despite colonial mismanagement 
  and the world’s subsequent abandonment by the Terran Alliance. 
  Thus, when Lucien Davion offered their world a place in his Crucis 
  Pact, Manassans were quick to accept. Still, despite the promises from 
  New Avalon and the benefits that did accrue with the creation of the 
  Pact, Manassas never truly prospered. As the Pact evolved into the 
  Federated Suns, Manassas became one of the first worlds in what 
  would be known as the Suns’ Outback.
  Manassas remained a backwater on the Golden Five’s backdoor, 
  an open secret no one wished to deal with or devote the resources 
  to fixing. This attitude was especially vexing for Manassans, whose 
  people loyally served in the armies of the Davion princes on all fronts 
  and during the Civil War. A Manassan regiment or fighter wing made 
  up part of the Davion Guards since the early twenty-fifth century. The 
  Manassan Planetary Congress did not make matters easy on itself, 
  as the four major ethnic groups had very different views on how 
  their world should develop. Those of German extraction looked to 
  resuscitate the dream of aquaculture, despite its limitations; the ethnic 
  Portuguese wished to develop large-scale mining operations for 
  resource extraction; and the Laotians and American descendants held 
  divergent views on arid land agriculture. Tensions never boiled over into 
  violence, but the ethnic diversity that gave Manassas its extraordinary 
  cultural tapestry also contributed to its inability to provide a consistent 
  narrative and focus that could have helped its people attract strong 
  and consistent resources throughout its developmental years.
  The Reunification War and early Star League passed Manassas 
  by, with the rest of the Inner Sphere growing exponentially while 
  Manassas continued to struggle. All of that began to change in 2729, 
  when Richard Davion came to the throne on New Avalon. Richard had 
  served with numerous Manassans in the AFFS and visited the world 
  on several occasions. He believed in Manassas’ potential and felt it 
  was a stain on Davion honor for such a loyal people to be ignored 
  for so long. In the midst of reforming the Davion military following 
  the hidden war with House Kurita and its Draconis Combine, and 
  less than enthused with the Star League’s attitude toward his realm’s 
  views on the integrity of Davion succession, Prince Davion decided to 
  merge honor and pragmatism. Needing to distract his people from 
  domestic issues and show the Star League that House Davion could 
  match it at its best, Richard formed the Outback Revival Project (ORP), 
  which aimed to invigorate the Outback worlds via vigorous “soft 
  terraforming” projects. Richard knew that his realm could not match 
  the Star League’s Department of Mega Engineering in terms of serious 
  planetary engineering, but in the areas of biome modification and 
  manipulation on already habitable worlds, the Federated Suns had the 
  resources to make a try of it.
  In 2735, the Federated Suns’ best planetary biologists, xenobiologists, 
  and other scientists descended on Manassas to set up both the 
  ORP and its test case project: Project EUROPA—the revival of the 
  terrestrial ecology of Manassas. Though discussion varies as to why 
  EUROPA’s success was so rapid (early propaganda claimed Davion 
  ingenuity, whilst revisionist studies state that a natural recovery of 
  the ecosystem was already underway), the fact remained that within 
  N O R D M E E R
  M A H A S A M U T
  O  O C E A N O
  Khampheng’s 
  Outpost
  Ostlandung
  Meuong Thoa
  Culpepper
  Clarksburg
  Unterseeisch
  BIG MOUTH
  BAY
  VERSTREUTEN 
  INSELN
  SANCTUM
  ISLES
  JACKSON INLAND SEA
  PRINCE WILLIAM
  LAKE
  BIG TONGUE
  LITTLE TONGUE
  FAR DESOLATION
  NEAR DESOLATION
  ST
  ON
  EW
  AL
  L 
  M
  OU
  NTA
  INS
  ST
  ON
  EW
  AL
  L 
  MO
  UN
  TAI
  NS
  Stone Mountain
  LAN XANG
  GREEN BELT
  VIRGINIA PENINSULA
  GREEN BELT
  GREEN BELT
  Leiria
  Sisattanak
  AS MARAVILHAS
  Rocha de Altura
  S T O N E W A L L
  Miracle Oasis
  Nacre Crater
  Luster Crater
  Davion Guards
  Monument
  Tha Heua
  Porto
  Neu Hamburg
  Bull Run
  Lost Cause
  Project Europa
  Primary Research
  Savage Station
  Guinea Station 
  (IE Staging Camp)
  
  ATlAS
  6
  fifteen years, the Manassan 
  Green Belt had expanded by 
  an order of magnitude and 
  did so again by 2775. The 
  population began to thrive, 
  and townships grew around 
  the many ORP base stations, 
  bio-ranches, and research 
  hubs. Unfortunately, just 
  as Manassas bloomed and 
  the world emerged as a net 
  exporter of food products, 
  the rising tensions of the 
  late Star League, the fall of 
  House Cameron, and the 
  Star League Civil War forced 
  the ORP’s closure as the 
  Davion military consumed 
  all available funding. The 
  bounty of Manassas’ golden 
  age lasted barely ten years; 
  crops were left to wither in the fields, or rotted in warehouses. 
  Shipping was increasingly diverted to support first the SLDF and later 
  the AFFS, until finally the brutality of the First Succession War gutted 
  the merchant lines that served Manassas.
  The First Succession War ended all hope for Manassas’ continued 
  growth and prosperity. As the DCMS advanced towards New Avalon, small 
  raids and strategic strikes became the norm. A major raid in early 2796 
  nearly destroyed the world when the DCMS forces singled out the Davion 
  research labs there for destruction. Bombarding the world with orbital 
  fire, and the use of strategic chemical and biological weapons, the Kurita 
  raiders poisoned and corrupted Manassas’ delicate but strengthening 
  terrestrial ecosystem. Amazingly, although the damage did result in 
  the overall shrinkage of the Green Belts, the Manassan ecology largely 
  shrugged off the worst effects of that assault, a testament to the work 
  of the Manassan and Davion 
  scientists. But the immediate 
  damage to the bio-ranches 
  and the major population 
  centers of the Four Provinces 
  was far more calamitous. 
  By 2800, there were only 
  11,000,000 Manassans left 
  alive and large swathes of the 
  planet—particularly those 
  close to former ORP facilities—
  were declared “Dead Zones”, 
  off-limits areas where no 
  Manassan dared tread.
  For fifty years, Manassas 
  struggled to recover and 
  survive, even as emigration 
  further weakened its 
  population. Where many 
  worlds eventually failed 
  and fell off the maps by 
  the early Third Succession 
  War, Manassas found a 
  way to prosper from its fall 
  from grace. As technology 
  continued to decline, worlds 
  where remnants of the 
  Star League’s technology 
  remained became hunting 
  grounds for technological 
  scavengers. For Manassas, 
  this scavenging came from 
  an unusual source: the Noble 
  Houses of the Golden Five. 
  Several attempts were made 
  to recover technology from 
  within the Dead Zones, but 
  the Manassas Run of 2874 
  gave these efforts some 
  interstellar notoriety. The 
  first Manassas Run involved a competition between three Golden 
  Five noble champions to see who could recover the most valuable 
  technological artifact in the shortest possible time from the Dead 
  Zones. Though the Run was little more than an effort by bored nobles 
  to entertain themselves, it captured the local imagination. In 2787, 
  Manassas sent invitations to eleven of the Golden Five’s noble houses, 
  inviting them to participate in a new Run. Every four years after that, 
  an ever-increasing field of champions struck out for glory, forging ever 
  deeper into the world’s interior in search of technology and fame. 
  Though little of real value was ever recovered during the many Runs, 
  the tourist market and exclusive Noble Clubs (havens for all kinds of 
  vice and entertainment) revived the Manassan economy.
  Many of the worst sorts of social miscreants followed on the heels 
  of the Manassas Run and its noble founders. Yet where many worlds 
  would have sought to curb 
  these less savory elements 
  of society, the Manassans 
  embraced them, opening 
  up their world to industries 
  of vice and pleasure. The 
  actual (and sometime 
  feigned) lawlessness of parts 
  of the world, the deadly 
  competition of the Run 
  (where anything goes and no 
  rules exist except to survive 
  and return with a valid 
  lostech prize), and the heady, 
  almost Canopian, pleasure 
  industry, created a venue that 
  became a microcosm of the 
  Third Succession War. Private 
  gangs and knights, fighting 
  
  ATlAS
  7
  and competing for noble favor, and rare technological 
  spoils, are cast amid a frontier world of devastated 
  glories—a world where hidden treasures and the actions 
  of a few can shape the lives of the many.
  Since the technological revival of the mid-thirty-first 
  century, the Manassas Congress was very careful to 
  ensure that technological advancement did not detract 
  from the aesthetics of the world. Though recovered 
  science has helped to restore some sections of the Green 
  Belt in and around the Four Provinces, the planetary 
  government is very careful to ensure that the Dead Zones 
  remain a persistent feature. The preservation of these 
  ruins of the Federated Suns’ technological height, and 
  the many interesting techno-archaeological resources 
  contained therein, eventually led to establishment 
  of an Interstellar Expeditions headquarters base on 
  Manassas. The opportunities to expose IE staff to rough 
  living, authentic dig sites, technological research and 
  hazardous environment training—all within a jump 
  of some of the most advanced research institutions in 
  known space—made Manassas and its capital fertile 
  grounds to cultivate IE’s next generation of explorers. 
  Despite the natural fit for Interstellar Expeditions, 
  the seventy-ninth Manassas Run, held in 3099, caused 
  a number of local problems. When the champions for 
  one of El Dorado’s First Families raided an IE dig that had 
  actually found an intact research database, the 3099 Run 
  turned especially deadly. Several late-arriving nobles sent 
  what were little more than hired pirates into the Run to 
  lay claim to the prize. Within days, IE mobilized its own on-
  world forces and a grand chase towards the Four Provinces 
  began. Three weeks in, having learned of the find via MIIO 
  agents on world, a company of agents from the NAIS 
  landed and ignited a pitched four-way battle between IE, 
  the El Doradans, other noble champions, and the NAIS. 
  The result was a bloodbath, the suspension of the Run 
  and the landing of the entire First NAIS Cadet Cadre four 
  weeks later to clean up. Since the “Bloody Run” of 3099, 
  new rules have been set in place to protect IE operations, 
  and to allow for NAIS oversight of finds. However, despite 
  these changes, the Run remains a dangerous and often 
  fatal endeavor. Nevertheless, successful Runners and 
  those crowned “Run Champion” can often retire on their 
  winnings and grants from grateful noble sponsors. 
  
  A TIME Of WAR AdvENTURE SEEdS
  8
  dIG ANd RUN “WHAT A WONDERFUL PLACE FOR A DIG, OLD BOY!” 
  Recommended Group Size: 2-4 player characters
  Recommended Group Type: Military, Mercenary
  Recommended Skill Levels: Veteran (Key Skill levels of 4-6)
  Manassas is a rough place and Interstellar Expeditions takes no chances when sending dig teams into its Dead Zones. Small BattleMech or armored 
  units are the norm for escort and IE pays well, as they need as many staff to graduate (and live) as possible. “Zoners”—those who survive dangerously 
  close to the Dead Zones and away from the Green Belt—are a constant, if low-level, problem. The real risk comes from the Runners, especially when they 
  think you might be onto something valuable.
  Complications: A few obstacles for players to tackle.
  Sir, I Think You Should See This?: Well, the boffins found something, and—before anyone could stop them—they announced their find “in the clear” to 
  IE’s HQ in Bull Run. Because of this, it would appear that certain less-than-savory elements among the current Manassas Run are now beating a path 
  to the dig…and the same fools who called up the devil now need you to protect them.
  Just Keep Runnin’: Well, it would seem this year’s crop of Runners is better than the last, as they blew through the camp and snagged a vital data core. 
  You have clear orders from IE HQ: retrieve that core or don’t come back.
  Here Comes the Cavalry: Well, you caught up to the Runners, and apparently a few who were not invited to the current party have decided to crash it 
  anyway. Just as you felt you had them in a position to strike, the NAIS has arrived to save the day. Unfortunately, it’s not your day they want to save, so 
  it looks like you now have to wade through some Davion regulars to get your prize… 
  Tips: This adventure seed gives a gamemaster the opportunity to introduce PCs to a large organization like IE, which can lead to further campaigns 
  in the future, while also allowing the PC group to overcome steadily mounting challenges with multiple points of success (or failure). The PCs could, at 
  any time, choose to work with or against any of the varied groups hunting for the current prize, or go rogue and join in the Run for personal glory. Or 
  perhaps they could even enter the official Manassas Run for IE and hope they live to see the Green Belt again. Depending on their success (and whoever 
  they had to fight with to win it), the players could easily end up with new friends (and enemies) from among IE, various Run-sponsoring nobles, career 
  Runners, or even the NAIS.
  JOIN OR dIE! “THE RUN’S NOT THAT BAD.” 
  Recommended Group Size: 2-4 player characters
  Recommended Group Type: Military, Mercenary
  Recommended Skill Levels: Veteran (Key Skill levels of 4-6)
  You’re not crooked or blacklisted, but you’re not the pin-ups of noble mercenary service either. Also, how were you to know that the fellow you cleaned 
  out at the poker table was a recently ennobled fool who has more clout than sense? It’s not his money he wants back either; it’s his pride and his family 
  controls most of the shipping on and off the world. So, the deal is: if you don’t win the Run for him, you might never get off Manassas.
  Complications: A few obstacles for players to tackle.
  You’re On Your Own: Just to make things interesting, your “sponsor” has made sure you will get no help; you are on your own. It seems like he 
  wants you to fail…
  We’re Being Hunted: As you move deeper into the Dead Zones, it seems someone is dogging your trail. Dealing with Zoners and stray Runners is bad 
  enough, but whoever is tracking you is not playing around; they want your scalp.
  It’s Whom You Know: Somehow, you did it! You got the prize, beat the odds, and even though the little prick has his precious honor back, he still refuses 
  to get you off world. Looks like you need to take matters into your own hands.
  Tips: This campaign is for PC groups who want a challenge and for GMs who can run a campaign that is very difficult—but still achievable—for 
  resourceful players who can think outside the box. The odds are certainly stacked against the hard-luck PCs, and players will need to be just as devious as 
  the gamemaster’s NPCs in meeting and overcoming the obstacles in their path. The rewards can be redemption and fame, whilst failure will see the PCs 
  bodies dumped in a Dead Zone and quickly forgotten.
  
  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 
  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.
  MAPSHEET TABlE
  MANASSAS
  Result
  Map
  1 or less
  Roll on Badlands Terrain Table (see p. 263, TW)
  2
  Open Terrain #1 (MS5, MSC2)
  3
  Desert Sinkhole #2 (MS3, MSC1)
  4
  Open Terrain #1 (MS5, MSC2)
  5
  Desert Sinkhole #2 (MS3, MSC1)
  6
  DropPort #1 (MS7, MSC2)
  7
  Rolling Hills #2 (MS3, MSC1)
  8
  Military Base #1 (MS7, MSC2)
  9
  Military Base #2 (MS7, MSC2)
  10
  Rolling Hills #2 (MS3, MSC1)
  11
  Rolling Hills #2 (MS3, MSC1)
  12
  Woodland (MS6, MSC2)
  13-15
  Roll on Wetlands Terrain Table (see p. 263, TW)
  16 or more
  Roll on Coastal Terrain Table (see p. 263, TW)
  MANASSAS TERRAIN
  The populated areas on Manassas are highly developed 
  and biologically active, but as one travels inward on the 
  mega-continent of Stonewall, the land becomes more 
  desolate and barren. The Manassas Mapsheets Table reflects 
  this by using a modified 2D6 roll result to determine which 
  mapsheets describe the area, based on how close to shore 
  the players are operating.
  To properly use the Manassas Mapsheets Table, determine 
  in advance how close to shore the scenario is taking place, as 
  well as the year in which the scenario is taking place. Then roll 
  2D6 for each mapsheet needed, applying the following roll 
  modifiers as appropriate:
  • –2 per 15 full kilometers inland (for scenarios set before 2730)
  • –1 per 15 full kilometers inland (for scenarios set between 2730 and 2950)
  • –1 per 45 full kilometers inland (scenarios set between 2950 and 3100)
  • –1 per 30 full kilometers inland (scenarios set after 3100)
  • +2 for scenarios taking place within 5 to 10 kilometers of the shore
  • +4 for scenarios taking place on the shoreline
  
  RUlES ANNEx
  10
  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.
  MANASSAS flORA ANd fAUNA OvERvIEW
  Until a little over 1,000 years ago, Manassas possessed a well-
  developed ecology that was progressing through its first true 
  flowering of more advanced genera across and around its single super-
  continent. That all ended with the near-destruction of the Manassan 
  moon and the bombardment that followed. Little of the planet’s native 
  large fauna remains; modified descendants of imported Terran species 
  now dominate the majority of the local biosphere, alongside the still-
  evolving survivors of smaller native creatures. 
  As Inner Sphere worlds go, the Manassan biome has no large 
  predators or hostile creatures that can seriously threaten humans. 
  However, many introduced Terran species have gone feral over the 
  centuries, with many near the major cities heavily impacting the 
  local ecology. Players wandering the planet’s wilderness may thus 
  find themselves occasionally menaced by the likes of feral creatures 
  common to Terra: bears, boars, coyotes, wolves, and deer. Nevertheless, 
  if not for the Dead Zones left over from the Succession Wars (and, of 
  course, humanity itself), Manassas may well be one of the safest living 
  worlds in the Inner Sphere.
  MANASSAN MOSS SKINK
  The largest living native terrestrial animal on Manassas is a reptilian 
  analogue called the moss skink, which has developed a unique method 
  for dealing with the long Manassan nights. Unable to keep its body 
  heat up to survivable temperatures over the twenty-six-hour night, the 
  fifteen-centimeter moss skink has developed a symbiotic relationship 
  with a local moss. The moss and the skink feed voraciously during the 
  day, the skink on algae beds and the moss on sunlight. The skink’s large 
  range allows the moss to spread its spores far and wide near the algae 
  beds for young skinks to pick up, whilst at night, the moss generates 
  heat by breaking down compounds contained in the algae. 
  The moss skink is generally harmless to humans and other animals. 
  The major problem with this species is that, without effective predation 
  for over a millennium, they are extremely populous and invasive, 
  and have an irritating habit of crawling into every nook, cranny, 
  piece of machinery, and moving part they can find—often causing 
  unprotected equipment to break, jam, or short out. In those regions 
  without suitable manmade population control efforts, moss skinks 
  often reach “plague-like proportions.”
  Mass: 0.095 kg
   STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
   
  3 
  1 
  5 
  6 
  2 
  2 
  1
  Size Class (Modifier): Tiny (–4)
  BAR (M/B/E/X): Mossy hide 1/0/0/0
  Damage (AP/BD): 0M/1
  Move (W/R/S): 1/2/3 (amphibious)
  Traits: Cold-Blooded, Compulsion (Hard-to-reach hiding spots), 
  Susceptible, Thick-Skinned (Mossy hide)
  Skills: Animal Agility (+2), AniMelee (+0), Climbing (+2), Perception 
  (+2), Stealth (+3), Swimming (+4)
  
  12
  N O R D M E E R
  M A H A S A M U T
  O  O C E A N O
  Khampheng’s 
  Outpost
  Ostlandung
  Meuong Thoa
  Culpepper
  Clarksburg
  Unterseeisch
  BIG MOUTH
  BAY
  VERSTREUTEN 
  INSELN
  SANCTUM
  ISLES
  JACKSON INLAND SEA
  PRINCE WILLIAM
  LAKE
  BIG TONGUE
  LITTLE TONGUE
  FAR DESOLATION
  NEAR DESOLATION
  ST
  ON
  EW
  AL
  L 
  M
  OU
  NTA
  INS
  ST
  ON
  EW
  AL
  L 
  MO
  UN
  TAI
  NS
  Stone Mountain
  LAN XANG
  GREEN BELT
  VIRGINIA PENINSULA
  GREEN BELT
  GREEN BELT
  Leiria
  Sisattanak
  AS MARAVILHAS
  Rocha de Altura
  S T O N E W A L L
  Miracle Oasis
  Nacre Crater
  Luster Crater
  Davion Guards
  Monument
  Tha Heua
  Porto
  Neu Hamburg
  Bull Run
  Lost Cause
  Project Europa
  Primary Research
  Savage Station
  Guinea Station 
  (IE Staging Camp)
  MANASSAS
  
  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
  O  O C E A N O
  B
  Rocha de Alt
  
  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
  Culpepper
  Clarksburg
  IG MOUTH
  BAY
  JACKSON INLAND SEA
  PRINCE WILLIAM
  LAKE
  BIG TONGUE
  LITTLE TONGUE
  FAR DESOLATION
  NEAR DESOLATION
  ST
  ON
  EW
  AL
  L 
  M
  OU
  NTA
  INS
  ST
  ON
  EW
  AL
  L 
  MO
  UN
  TAI
  NS
  Stone Mountain
  GREEN BELT
  VIRGINIA PENINSULA
  GREEN BELT
  Leiria
  Sisattanak
  AS MARAVILHAS
  ra
  S T O N E W A L L
  Miracle Oasis
  Nacre Crater
  Luster Crater
  Davion Guards
  Monument
  Tha Heua
  Porto
  Neu Hamburg
  Bull Run
  Lost Cause
  Project Europa
  Primary Research
  Savage Station
  Guinea Station 
  (IE Staging Camp)
  
  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
  N O R D M E E R
  M A H A S A M U T
  Khampheng’s 
  Outpost
  Ostlandung
  Meuong Thoa
  Unterseeisch
  VERSTREUTEN 
  INSELN
  LAN XANG
  GREEN BELT
  
  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
  SANCTUM
  ISLES
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN204 Battletech - Touring The Stars - Manassas [OEF][2016].pdf