TEXT: TOURING THE STARS
  TYRFING
  TYRFING
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN212
  ©2016 The Topps Company Inc. All rights Reserved. Touring the Stars: Tyrfing, 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
  TYRFING
  TM
  ®
  
  3
  INTROdUcTION
  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: Herbert A. Beas II
  Editing: Ray Arrastia
  Production Staff
  Layout: Ray Arrastia
  Maps: Ray Arrastia, David Kerber, Patrick Wynne
  Factchecking/Playtesting: Ray Arrastia, David Kerber, 
  Joshua Perian, Paul Sjardijn, Chris Wheeler
  Special Thanks: A special thanks to Øystein Tvedten 
  and Ulla Hansen, from my Facebook friends list, for 
  the help on some terminology…
  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
  In the early days of mankind’s expansion into deep space, the 
  Tyrfing system was surveyed and found to be a borderline candidate 
  for colonization. With a stable orbit within the habitable zone of a 
  brilliant, stable sub-dwarf star, and possessing a Terran-friendly gravity, 
  abundant reserves of free water, and a magnetic field strong enough 
  to protect against harmful cosmic rays, its only real problem was an 
  atmosphere comprised of far too much carbon dioxide and far too 
  little oxygen. With other, more promising colonial prospects already 
  at large, the system—then identified as Tabit—was flagged for later 
  development; a waystation was placed at the zenith jump point to 
  support ships heading deeper into the sectors that would eventually 
  form the core of what is now the Free Worlds League.
  It was not until the early 2200s that the fifth world in the Tabit system 
  got a serious second look. Noting high concentrations of industrial-
  grade minerals in many of the planet’s lowlands—particularly within 
  the equatorial landmasses and their surrounding sea beds—the 
  Terran Alliance government approved access to the world for Pacific 
  Trans-Stellar, a conglomerate of several North American mining and 
  refining concerns. PTS established several self-contained outposts 
  on the planet surface, focused primarily on harnessing the planet’s 
  resources for further colonial shipbuilding. Though the conglomerate 
  held little real interest in developing Tabit V for full-scale settlement, a 
  rider in its claim deal with the Alliance insisted on an effort to maintain 
  and encourage the world’s potential habitability. Paying lip service to 
  this clause, PTS subcontracted a number of exoplanetary agricultural 
  firms to begin work on “seeding” the planet with imported plant life, 
  including modified trees, grasses, and algae. By specifying “ideal” 
  locations for these efforts far from their mining concerns, the industrial 
  conglomerate planned to argue that these efforts would effectively 
  enable unrestricted growth for what they termed a “low-intensity 
  terraforming effort.” Given a wide berth, the agro-firms could seed 
  as much imported, genetically modified flora as they liked, allowing 
  their natural processes to gradually transform the planet’s CO2-rich 
  atmosphere into something more suitable for human lungs.
  What escaped the Alliance government’s knowledge was the fact 
  that, among these subcontractors, was a hydroponics company 
  affiliated with the Ryan Iceship Cartel—an organization that was 
  secretly backing a number of “rogue colonies” right under the Alliance 
  government’s nose. Under the guise of routine supply shipments to 
  Tabit V’s agro facilities, the hydroponics company shipped a large 
  number of dissidents and migrants from Terra to establish their own 
  fledgling settlements in the planet’s hinterlands. By the mid-2230s, 
  unbeknownst to both Alliance authorities and the local PTS mining 
  camp directors, Tabit V had over 90,000 unregistered residents, living 
  in a hidden city of interconnected habitats amid a vast stretch of fast-
  growing jungle in the southern-most continent.
  Then the Outer Reaches Rebellion erupted, and all contact with Tabit 
  V was lost.
  It is unclear exactly what fate befell the mining and agricultural 
  interests on the planet. All that is known for certain is that, somewhere 
  in the years leading up to the Terran Alliance’s Demarcation Declaration, 
  the system’s waystation was destroyed, and the PTS mining settlements 
  somehow discovered and subsequently invaded the hidden colony. 
  Cut off from Alliance support, with its waystation destroyed, and all 
  TYRFING
  Star Type (Recharge Time): F6V (177 hours)
  Position in System: 5 (of 9)
  Time to Jump Point: 13.87 Days
  Number of Satellites: 2 (Dvalli, Durin)
  Surface Gravity: 1.04
  Atm. Pressure: Standard (Breathable, until 2780; 
  Tainted, 2780-2820; Toxic, after 2820)
  Equatorial Temp: 33oC (Arid, 2765); 38oC (Desert, 3150)
  Surface Water: 47 percent
  Recharging Station: Zenith (until 2780),  
  Nadir (until 2788); None (after 2788)
  HPG Class: B (2788); None (after 2788)
  Highest Native Life: Microbes
  Population: 2,865,000,000 (2765); 340,000 (3150)
  Socio-Industrial Levels: A-A-A-B-B (2765);  
  F-F-D-D-D (3150)
  Landmasses (Capital City): Angantyr,  
  Arngrim (Hjalmar), Heidrek, Svafrlami
  
  ATlAS
  5
  indications that its planets were barren and inhospitable (thanks 
  to PTS efforts to protect their claim with their underwhelming 
  terraforming effort), Tabit V dropped off the shipping maps entirely. 
  Despite the environmental precautions taken, and the decades of 
  success in seeding the planet with flora, Tabit V simply lacked any 
  sustainable native food sources. Thus, the world’s human population 
  died out sometime over the next twenty years, leaving behind their 
  empty habitats, and an ever-accelerating proto-biosphere dominated 
  by aggressive, genetically modified algae, grass, and woodlands. 
  Fueled by an abundance of water in and near their original 
  cultivations, and the energy of Tabit’s brilliant white sun, rampant 
  growth spread across the planet’s northern and southern temperate 
  zones first, before gradually encroaching on the polar and tropical 
  reaches. In the meantime, the Inner Sphere underwent political 
  changes every bit as dramatic as those happening on the forgotten 
  planet. The Terran Alliance, grown insular and unstable, collapsed in 
  civil war in 2314, and was reborn a year later as the Terran Hegemony. 
  Other nearby powers arose, such as the Marik Commonwealth and the 
  Federation of Skye. It was not until the late 2340s that humans once 
  more visited the Tabit system, and were astonished to find a world 
  within that was warm, green, and inviting enough for colonization—at 
  least in its highlands. 
  In the 2350s, a new wave of settlers came to Tabit V. With many of 
  these hailing from a number of Terra’s old Scandinavian nation-states, 
  they established colonies in the rocky mountain lands of the planet’s 
  largest continent. Drawing on their ancient roots, they renamed their 
  new homeworld Tyrfing, after a magic sword from Norse mythology, 
  and named the planetary landmasses, moons, and first cities from 
  other elements of the Tyrfing Cycle. Importing additional resources 
  to support their new colonies and accelerate the planet’s ongoing 
  terraformation, Tyrfing’s new inhabitants expanded their influence for 
  several decades before they stumbled upon the ruins of an ancient 
  agro facility in the western reaches of the massive Arngrim continent. 
  With records of the first settlements lost during the Alliance’s civil war, 
  and Pacific Trans-Stellar long defunct, this was the first confirmation 
  that humans had maintained an active presence on Tyrfing before the 
  Hegemony’s arrival. This discovery would lead to a century’s worth 
  of local exploration and research, eventually uncovering the ruins of 
  many PTS mining sites, associated agro-facilities, and—eventually—
  the hidden, subterranean remains of a heretofore unknown colony. 
  Once more drawing on old Norse lore, the Tyrfingers dubbed these 
  subterranean ruins Svartálfaheimr (world of the dark elves), and 
  established the site as a protected historical landmark.
  Under Hegemony rule, Tyrfing’s development continued at a brisk 
  pace. The mineral mines reopened, while terraforming accelerated to 
  the point where even the lowlands became safe for sustained living. 
  More than that, the world became increasingly well known for its 
  sheer, exotic beauty. Overlooked entirely during the first colonists, 
  and in the early years of its resettlement, much of Tyrfing’s geology 
  in the lowland valleys—particularly on the Angantyr continent and in 
  western Arngrim—was rich with large, naturally occurring, crystalline 
  formations. Sparkling in the planet’s bright sunlight with a riot of 
  brilliant colors, many of these alien formations were laced with pockets 
  of phosphorescent chemicals that enabled them to glow in the early 
  H R I N G
  F O L D A R
  K J A R T A N S V Ǫ T N
  S V A L H E I M
  U N N H E I M
  E Y G A R Ð R
  S V A N V A N G R
  Hadding
  Hervard
  Hrani
  Eyfura
  Hjörvard
  VE
  GR
   J
  ǪT
  NA
  H
  ÚF
  U 
  HǪ
  GN
  A
  Sonargǫltr
  (Castle Brian)
  A R N G R I M
  A N G A N T Y R
  S V A F R L A M I
  H E I D R E K
  BÓLMR
  Hjalmar
  Gardariki
  Gestumblindi
  (Castle Brian)
  Sifka
  Hlöð
  Hervor
  Munarvágr
  Blótspánn
  (Castle Brian)
  Glæsisvellir
  (Castle Brian)
  Málmlogi
  (Castle Brian)
  Myrkviðr
  (Agro Station Ruins)
  D
  V
  ER
  GRANNS
  GREAT CRYSTAL VALLEY
  RUNASKÓGR
  SKEGJAÐRKETILL
  SVARTÁLFAHEIMR
  EIKBRANDSV ǪLLR
  S
  K
  J
  AL
  D
  M
  EY
  J
  AR
  Barri
  F
  O
  LK
  TJ
  AL
  D
  EIKBRANDSV ǪLLR
  Crystalpeak
  
  ATlAS
  6
  evening hours just after local sunset. The largest, and arguably most 
  dazzling, of these glowing giant crystals were found throughout the 
  Great Crystal Valley—a kilometers-long expanse in eastern Angantyr, 
  which likely formed as a result of ancient tectonic activity and water 
  erosion. Adding to the (slightly embellished) legends of archaeological 
  sites like Svartálfaheimr, these crystalline formations ensured a 
  booming tourist industry on Tyrfing throughout the Hegemony era.
  In the time of the Star League, Tyrfing’s prominence was such 
  that it became a provincial capital for the Terran Hegemony. Heavily 
  industrialized by this point, it was home to some three billion people at 
  the time of the Amaris coup, and possessed both a sophisticated space 
  defense network and no less than five of the Star League’s Brian Castles. 
  Unfortunately, these features made it a veritable fortress during the 
  Amaris years, when Aleksandr Kerensky launched his campaign to 
  liberate the Hegemony. Tyrfing was thus assaulted by the SLDF’s Fifth 
  Army, escorted by its Twelfth 
  Fleet, in the latter half of 
  2775. The fighting for Tyrfing, 
  from the first engagements 
  in space to the final actions 
  on the ground, was long and 
  bloody. Amaris’ defenders 
  were quick to deploy nuclear 
  weapons to hold back 
  the Star League troops as 
  soon as they made landfall. 
  Though the SLDF invasion 
  commander did his best to 
  minimize the risk to civilian 
  lives—with evacuations of 
  populated areas and sweeping 
  containment actions aimed 
  at driving the Usurper’s 
  forces deeper into their 
  fortifications—widespread 
  destruction still resulted 
  between orbital fire and a 
  combination of nuclear and 
  chemical strikes by both sides. 
  By the time the SLDF siege ended, in mid-2777, Tyrfing’s planetary 
  infrastructure and economy lay in ruins. Severe ecological damage from 
  the use of various nuclear and chemical weapons—combined with the 
  uncontrolled spread of toxins from the industrial cities firebombed and 
  shelled early in the campaign—rendered much of the world’s most 
  developed regions uninhabitable. The postwar reconstruction efforts 
  on Tyrfing had only just begun by the time of Kerensky’s Exodus, but 
  that did not stop the emigration of local residents as the planet’s 
  atmosphere and weather patterns grew ever more inhospitable. Even 
  so, the world was still significant enough for the Free Worlds League to 
  annex it in the midst of the Star League’s collapse.
  In late 2788, just three years after the start of the First Succession 
  War, the still-struggling planet came under attack once more—by not 
  one new invader, but all four of the other Great Houses. Attracted by 
  rumors of significant weapon caches and equipment abandoned there 
  by the SLDF and Amaris forces—along with reports that House Marik 
  was making progress in reactivating the remnants of the planetary SDS 
  network—strike forces from the Lyran Commonwealth and Capellan 
  Confederation arrived first in the month of July. Even as these raiders 
  clashed with each other and the on-site FWLM defenders in a three-way 
  war for Tyrfing, they were joined less than a month later by a Federated 
  Suns attack group. The Draconis Combine—either intent on thwarting 
  the Suns’ expedition, or simply eager to capture their own technological 
  advantages from the ruins—landed its own forces in October.
  The five-way fight for Tyrfing unleashed even more of the chemical 
  and nuclear horrors the world had suffered during Kerensky’s liberation, 
  all but annihilating the last 
  of its major cities and Castles 
  Brian alike. An untold number 
  of skirmishes, temporary 
  alliances, and inevitable 
  betrayals took place in the 
  months to come, culminating 
  in one of the most dramatic 
  firefights in the Great Crystal 
  Valley, where elements from all 
  eleven of the involved ’Mech 
  regiments clashed amid the 
  vivid landscape of what was 
  once the planet’s most breath-
  taking nature preserve. The 
  six-day, five-sided battle for the 
  valley tore apart and burned 
  away what remained of its 
  now-poisoned woodlands, and 
  most of the ancient and iconic 
  crystal growths throughout 
  the land were trampled or 
  blasted to dust.
  By the time the last of the invading ships departed, in late February 
  of 2789, Tyrfing was beyond saving. None of its major industrial cities 
  remained standing, and the resident population was less than eight 
  million. In the wake of the fighting, Captain-General Kenyon Marik 
  ordered hostile-environment salvage crews to recover whatever 
  equipment they could from the ruins of the planet’s devastated Castles 
  Brian, before scorching the remainder with incendiaries. Afterward, he 
  reduced Tyrfing’s garrison to specialized conventional troops while 
  volunteers and government agencies attempted to bring relief to the 
  local survivors. By of the end of the First War, Tyrfing’s population was 
  five million and still falling, with the majority of the decline attributed 
  to after-effects from all the fighting, and a global lack of effective 
  
  ATlAS
  7
  medical infrastructure. The Free Worlds League officially quarantined 
  the system in 2824.
  And yet, long after its second great collapse, life persisted on 
  Tyrfing. Isolated pockets of human survivors continued to eke out a 
  meager existence amid the ruins, many in small communities scattered 
  among the planet’s mountains and remote valleys. Although several 
  of these survivor communities did perish in the generations to come, 
  either from sickness, lack of resources, or conflict with rival groups, an 
  astonishingly large number managed to persevere to modern times. 
  An IE survey of Tyrfing, in 3090, broadly identified two large and 
  distinct remnant populations of local humans: the mountain-dwelling 
  Highland clans of Heidrek and Arngrim, and the deformed agrarian 
  enclaves of the lowlands nearby. Both of these populations have been 
  reduced to a scavenger existence, but retained sufficient technological 
  and engineering knowhow to adapt to their environs, passing down 
  knowledge by word of mouth and practical apprenticeship. Amazingly, 
  after all these years, many of these populations remain largely isolated 
  from each other, and it seems as though even the Highland clans rarely 
  encounter fellow clans. A huge part of why is in the nature of their 
  survival, and a complex weave of lore that varies a bit from community 
  to community. 
  For the highlanders, the lowlands are a place of savage monsters, 
  sickness, and poisons—the legacy of the wars that ruined their world 
  and drove them to the relatively untainted lands of their mountains—
  and each clan seems to share a fear of travelling too far down from their 
  mountain havens. With each clan homed in a different peak, living off 
  whatever sparse, but edible animals and plants live there (all descended 
  from imported stock gone wild), and drinking waters from the snowmelt, 
  the most amazing of these groups are those that still make use of 
  modern technology. Guns, electric lighting, and indoor heating are 
  available in several highland clan communities, courtesy of scavenged 
  technology. The most powerful of these clans even possess BattleMechs, 
  IndustrialMechs, and combat vehicles—or at least the decrepit husks of 
  same—whose engines and parts have been repurposed or simply jury-
  rigged for more mundane purposes. Exactly how many of these clans 
  have managed to obtain and keep these machines is unknown, but 
  at least one family—the Olsek Clan—boasts a pair of fully operational 
  Griffins, which they claim that some of their special huntsmen (called 
  jotun-rytters, or “giant-riders”) can actually operate.
  In the lowlands live the genetically damaged descendants of those 
  survivors who never made it to the high grounds. Suffering from 
  generations of sustained living in the toxic and radioactive ruins 
  below, the lowlanders are less technologically sophisticated and some 
  communities seem downright barbaric. Yet most have established 
  agricultural enclaves, complete with ranches and pens to maintain food 
  animals, and farmlands for growing crops. Less reliant on wild growth 
  and conservation of resources, the lowland enclaves are actually more 
  populous than those of the highland clans, but they have less in the 
  way of high technology. Conventional vehicles have been observed 
  among these communities—most now in extreme states of disrepair, 
  and jury-rigged to work on crude bio-fuels for purposes other than 
  originally intended (such as a skeletal sports car, which had been fitted 
  with wooden-spoked wheels and an improvised farming plow to till 
  fields). Many of these lowlanders are dimly aware of the existence of 
  the highland clans, but they too have an ingrained lore that tells them 
  to avoid them. For security against “monsters” (a term they use broadly 
  for a host of wild creatures also mutated by the lowland environs), 
  many of these groups maintain parties of hunters, with the most elite 
  among them—the Dødsbringere (“Death bringers”)—tasked with 
  tracking and killing of the most dangerous prey of all: other humans.
  Interstellar Expeditions maintains an anthropological observation 
  site in the mountains of Tyrfing to this day, just far enough from the 
  locals to avoid interference in their affairs, but close enough to keep an 
  eye on the continuing evolution of this ruined world’s peoples.
  
  8
  A TImE OF WAR AdvENTURE SEEdS
  IT’S A PARTY IN THE vAllEY  
  ANd EvERYONE’S INvITEd!
  Recommended Group Size: 2-4 player characters
  Recommended Group Type: Military
  Recommended Skill Levels: Regular-Veteran (Key Skill 
  levels of 2-5)
  The five-way battles for Tyrfing in the early days of the 
  First Succession War culminated in a massive clash in the 
  Great Crystal Valley. But that was just one firefight among 
  a months-long crossfire that began when LCAF and CCAF 
  units raided the planet and clashed with its resident 
  FWLM defenders in July of 2788. By the time it was over in 
  February of 2789, Tyrfing was a bombed-out ruin whose 
  ultimate loser was the planet itself.
  Complications: A few obstacles for players to tackle.
  Who to Trust, When to Dust: With so many players 
  on the stage, winnowing down the contenders can 
  involve a few short-term truces between parties whose 
  realms are not technically at war with each other: 
  Davions collaborating with Mariks; Liaos partnering 
  with Steiners; Steiners aiding Davions. Of course, all 
  bets are off the instant the mutual enemy is destroyed; 
  the trick is being the first one to shoot an ally when 
  he’s at his weakest.
  Room for One More?: In the midst of this mayhem, it 
  seems that everyone overlooked one more faction that 
  had plans for this world—the Tyrfingers themselves. 
  Evidently armed with equipment from caches yet 
  uncovered by the other powers, they have thrown 
  together their own ad hoc little army to join the battle.
  It’s All Fun and Games Until Someone Brings the Nukes: 
  As if it isn’t bad enough that the fight has turned into a 
  chaotic free-for-all, someone is getting ready to flip the 
  nuclear reset switch. Guess whose job it will be to head 
  them off before they can clear their own forces out, roll 
  out their launchers, and drop the Big One?
  Tips: With so much worth fighting over on Tyrfing, 
  there will be forces everywhere, and almost anything 
  worth fighting for will be targeted by at least two enemy 
  commands at any given time. Be ready for complex 
  Initiative rolls for three or more sides, and consider the 
  introduction of Negotiation Skill checks for anyone 
  trying to establish temporary ceasefires. If weapons 
  of mass destruction come into play, consult the rules 
  in Interstellar Operations, but try to make preventing a 
  nuclear attack a viable option; it’s not really all that fun to 
  have an entire hard-fought battle decided by the single 
  press of a button.
  WAR OF THE mOUNTAIN GIANTS!
  Recommended Group Size: 2 to 8 player characters
  Recommended Group Type: Pirate, Explorer, Mercenary, Military
  Recommended Skill Levels: Veteran (Key Skill levels of 4-6)
  Centuries ago, several surviving clans of Tyrfingers retreated to the snowy 
  mountains high above the toxic remains of their homeworld. There, they have 
  subsisted on what scarce resources remained available to them, while simultaneously 
  growing increasingly insular. After generations of harsh living, several clans have 
  begun to spread out, widening their territories by moving toward the lower lands. 
  It was only a matter of time before these clans encounter one another, or meet their 
  mutual enemies: the hulking mutants of the lowlands. 
  Complications: A few obstacles for players to tackle.
  Lowland Savagery: Some of the surviving Tyrfing clans have actually eked out an 
  existence in the poisoned lands below the mountains. One of the largest such groups 
  are those who call the toxic wastes of the Great Crystal Valley home. After generations 
  of harsh living, genetic damage from the biological and nuclear devastation of old, 
  and inter-breeding, many of these savages are twisted mutations of the human norm, 
  but still quite intelligent, and remarkably adaptable. Indeed, contrary to what some 
  might think, these “lowlanders” may not be barbarians at all…
  Unleash the Titans!: A few of the surviving highland clans have managed to retain 
  the true gems of Tyrfing’s past: BattleMechs. Handing down skills from generation 
  to generation, these machines have received just enough technical support to 
  remain operational, relying on their fusion reactors to power and heat their small 
  communities. Using them for more than power sources is rare, but as the clans 
  begin to clash, the time has come for the jotun-rytters to step up to their birthright 
  and fight for their clan!
  Wait, You Have a Ship?: Although intelligence based on Interstellar Expeditions 
  reports isn’t nearly as misleading as some pre-Clan ComStar documents, things can 
  escape their notice. In this case, it turns out that at least one more distinct survivor 
  community exists on Tyrfing, holed up in the partially excavated husk of a Star 
  League-era Castle Brian that didn’t quite fully collapse the last time House armies 
  clashed here. These survivors have lived, effectively underground, for generations, 
  and as insular as the highland and lowland groups are today, these bunker-dwellers 
  are downright xenophobic. Yet, strangely, they have a desire—ingrained upon 
  them through centuries of self-indoctrination, and access to Star League-era 
  documentation “proving” the existence of worlds beyond their own—that they are 
  destined to leave their ruined world behind. Naturally, of course, they will need a 
  ship to do so…the kind any unwitting explorers might happen to have arrived in.
  Tips: Adventures involving the survivor communities on Tyrfing can be fun, 
  especially when bearing in mind their isolated nature, fears of one another, and 
  primitive-yet-knowledgeable existence. Of the various groups, the highland clans will 
  be most normal, having lived above the poisons and radiation that tainted their world 
  for so many years. The lowlanders will likely look frightening and dangerous, with their 
  mutations, poisoned communities, and larger numbers, but many are actually rather 
  civilized, and may actually turn out to be more welcoming. If bunker-dwelling groups 
  exist, however, they may be the worst of both types—hyper-paranoid, technologically 
  savvy, and mutated by their exposure to habitats that were the very focus of many of 
  the nuclear and chemical weapons that ruined their world.
  
  9
  RUlES ANNEx
  The following section is designed to assist both players and 
  gamemasters in using this series to create games and/or campaigns 
  based on the worlds described herein. The following rules primarily 
  rely on the players’ understanding of the core game rules found in 
  Total Warfare (TW), Tactical Operations (TO), and A Time of War (AToW) 
  but additional references may be made to Strategic Operations (SO) and 
  other rulebooks.
  Players and gamemasters alike should realize that these rules are 
  substantially less rigid than core rules. Players creating tracks and 
  scenarios using the material in this annex are encouraged to accept, 
  modify, or even completely ignore these guidelines if they prove too 
  cumbersome.
  USING PlANETARY dATA
  The world featured in this product was presented with a block of 
  basic planetary data. This data provides key details that players can use 
  to further tailor their game play, reflecting the unique features of the 
  world. The following rules identify the core rules that apply, based on 
  the indicated world data.
  Across the Ages: It should also be noted that many of the worlds 
  presented in this series will have data that actually changes greatly 
  over time—as in the case of Lone Star, which radically changes 
  between 2822, 2825, and beyond. Players and gamemasters should 
  thus account for the time period their games are set in when using 
  worlds that have such variable data values.
  STAR TYPE, POSITION IN SYSTEm,  
  TImE TO JUmP POINT
  These lines are most pertinent to the advanced aerospace aspects 
  of gameplay defined in Strategic Operations, and will generally have no 
  impact on games that focus entirely on ground combat.
  Star Type identifies the color, size, and stability of the world’s primary 
  star, as well as how long an arriving JumpShip requires to charge its K-F 
  drive while in system (using only its jump sail). Particularly large and/
  or unstable stars can be prone to odd lighting effects that can affect 
  combat, such as glares and solar flares. Rules for Glare and Solar Flare 
  effects may be found in Tactical Operations (see p. 58, TO).
  Position in System indicates how many orbital positions away from 
  the star the world orbits; an “orbital position” may be held by other 
  planets or asteroid belts.
  The Time to Jump Point indicates how many days’ worth of travel 
  DropShips accelerating (at 1 G, the same acceleration produced by 
  gravity on Terra) would take to travel from the system’s standard zenith 
  or nadir jump points to the world. This transit time includes a mid-point 
  turnover and 1-G deceleration rate as well, which are standard transit 
  rates to and from most worlds. Longer distances between the world 
  and its local jump point mean longer transit times for incoming vessels 
  and thus more time for local defenders to arrange defenses once they 
  realize there are inbound attackers.
  NUmBER OF SATEllITES
  This line indicates how many natural satellites (moons) the world 
  has (and their names, if applicable). Many orbital facilities may 
  be found in the LaGrange Points (regions where the gravitational 
  forces between the planet and its moon or moons cancel each 
  other out), and some of these same points (specifically, places near 
  the L-1 points) are occasionally used as “pirate points” by daring 
  raiders who wish to radically cut down transit times and local  
  defense preparations. 
  In night combat situations, worlds with one or more moons or rings 
  may produce lighting effects caused by solar reflections off the lunar 
  surfaces (depending, of course, on lunar phases), while worlds without 
  any moons at all may present equally distracting effects. To reflect 
  these possible effects as applicable, see the Full Moon Night, Moonless 
  Night, or Pitch Black rules, on p. 58 of Tactical Operations.
  SURFAcE GRAvITY
  Surface Gravity has a distinct effect on the performance of virtually 
  all combat units in game play. Values higher than 1.00 reflect worlds 
  where units are significantly heavier than they are under normal Terran 
  gravity, while values lower than 1.00 reflect worlds where units are 
  significantly lighter. The full effects of gravity on combat may be found 
  on p. 55 of Tactical Operations.
  ATmOSPHERIc PRESSURE
  This detail describes the relative density and breathability of the 
  local atmosphere, and can have a profound impact on game play if the 
  atmosphere is anything but “Standard (Breathable)”. Thinner or Thicker 
  atmospheres can affect the use of several unit types in gameplay 
  and may even have an impact on weather conditions. Likewise, 
  atmospheres classified as Tainted or Toxic can affect how various 
  combat units’ function and suffer damage in game play. For rules 
  covering Atmospheric Pressure, see pp. 54-55 of Tactical Operations 
  for pressure variations, and p. 56 of Tactical Operations for Tainted and 
  Toxic Atmosphere effects.
  EQUATORIAl TEmPERATURE ANd SURFAcE WATER
  A world’s Equatorial Temperature helps define whether the world can 
  be broadly classified as hot, warm, or cold by indicating the temperate 
  (in degrees Celsius) it averages at the equator—typically the warmest 
  region on the planet’s surface. Temperatures at the north and south 
  pole of most worlds may average as much as 30 degrees colder than 
  at the world’s equator, but it is always important to know that local 
  conditions such as weather and terrain can vary these averages 
  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.
  
  10
  RUlES ANNEx
  Surface Water reflects the percentage of the world’s surface that 
  is covered in water, and essentially defines whether the world might 
  be covered in vast, lifeless wastelands, lush forests, or miniscule, 
  rocky islands. Worlds with low Surface Water values (50 percent or 
  less) will rarely see much rainfall or snowfall weather effects, and 
  water or woods features on terrain maps may instead be considered 
  sinkholes, craters, and rough terrain instead to reflect the lack of 
  significant water sources and vegetation. Worlds with higher 
  Surface Water values, meanwhile, will much more likely have active, 
  precipitation-heavy weather patterns, and support more water and 
  woods terrain features.
  REcHARGING STATION, HPG clASS,  
  NATIvE lIFE, ANd POPUlATIONS
  These details describe other noteworthy features of a target system 
  that could affect campaigns to greater or lesser degree. 
  Recharging Stations describes whether a system has any space 
  station capable of recharging a JumpShip’s KF drive (and, if so, at which 
  of the two standard Jump Points they are located). Recharging stations 
  are often small and fairly unarmed, but also act as spaceborne hubs of 
  trade and communication to the local world. Raiders often avoid these 
  stations by taking non-standard jump points, so their arrival cannot 
  be blown to the locals, but more significant invasions often begin by 
  seizing the local recharge stations instead, to secure effective strategic 
  control over the jump point.
  HPG Class defines the presence of a local hyperpulse generator on 
  the planet, indicating its ability to transmit signals to other systems 
  nearby. Such stations are always located on the planetary surface, 
  and are largely considered inviolate by all but the most serious attack 
  forces. (Attacking an HPG is still considered a crime against humanity 
  by most civilized realms, even in the post-Clan Invasion eras.) Class A 
  stations reflect major interstellar communications hubs, while Class B 
  stations usually send transmissions in massive bundles less frequently. 
  Although any HPG can send an emergency signal to a nearby system 
  within hours of an attacking force’s discovery, many raiders target 
  worlds with Class B stations (or no stations at all), in the hopes that 
  their arrival will raise the alarm among nearby systems more slowly. 
  Assault forces, meanwhile, may target Class A worlds in an effect to 
  secure a realm’s communications hub and disrupt responses to a 
  border-wide campaign.
  Native Life describes (in very basic terms) the highest level of native-born 
  life forms the world has. More life-barren worlds in the Inner Sphere may 
  be host only to microbes or plants, while more evolved planets often host 
  their own species of animal life up to and including mammals. Though this 
  rarely impacts a planetary campaign, it cannot be ignored that many local 
  creatures can pose a threat—or a boon—to raiders and invaders in some 
  circumstances, ranging from being a source for local food in the event 
  of supply shortage, or a hazard to establishing secure perimeters while 
  operating outside of vehicular protection. This detail, however, does not 
  cover introduced species the human population may have imported to 
  the world, so while a target world may be host only to native-born trees, 
  horses originally raised on Terra may yet make an appearance.
  Population defines the number of humans estimated to be living on 
  world. Worlds with particularly high populations—those numbering in 
  the billions—are often highly developed, with many major cities. Sparsely 
  populated worlds—with populations in the millions or less—are less likely 
  to have major cities than they are small towns or even tiny outposts and 
  domed arcologies. As a more densely populated world often raises the 
  threat of local armed resistance or merely more eyes to spot incoming 
  invaders and more voices to raise an alarm, raiders tend to target less 
  populace worlds, while invaders often attempt to secure the greater 
  manpower and infrastructure reflected in high population worlds.
  SOcIO-INdUSTRIAl lEvElS
  The world’s Socio-Industrial Level is a five-letter code used to 
  broadly define the world’s level of wealth and development using a 
  series of classic A-F letter grades. The more “A”s and “B”s that appear 
  in this code versus “D”s and “F”s will generally denote a world that is 
  more self-sufficient, technological sophisticated, and resource wealthy 
  than the average. As many of these factors can be used to enhance 
  role-playing aspects of game play, an in-depth explanation of this code 
  structure may be found on pp. 366-373 of A Time of War.
  lANdmASSES ANd cAPITAl cITIES
  The major landmasses (continents, regions, and/or island chains) 
  identified on each world are then listed, with the planetary capital city 
  listed (in parentheses) beside the name of the landmass where it is 
  located. Traveling between landmasses often requires the use of high-
  speed rails (overland), aerospace transit (via DropShips, airships, and 
  other aerospace craft), or seagoing vessels.
  
  11
  OPTIONAl RUlES
  The following additional special rules are intended to provide 
  further flavor to games set on the world featured in this product. For 
  the most part, these rules may be considered advanced and optional, 
  as they primarily reflect conditions and/or features unique to this one 
  planet or planetary system.
  TYRFING’S FlORA ANd FAUNA
  Tyrfing’s native life forms, when the planet was first discovered, 
  amounted to little more than microbial forms. To make the planet 
  habitable, humanity imported numerous genetically modified plants 
  and algae forms meant to help reprocess the carbon dioxide-heavy air 
  into something humans could breathe without respirators. Designed 
  specifically to spread fast and “breathe” heavy, these plants quickly 
  overran the landscape after the first settlers died out. When the planet 
  was settled again, additional flora and fauna were imported to provide 
  for sustainable crops and meats that human residents would be able 
  to consume for a more balanced diet and greater sustainability. Many 
  species were allowed to go wild, and the result was an ecosystem 
  suitable enough for human living and long-term stability, especially 
  as other miracles of Star League engineering kicked in to reinforce the 
  ecosphere.
  Because of these factors, the plant and animal life on Tyrfing is 
  readily familiar to any human. The majority of the cattle, fish, and game 
  species on planet hail from those creatures usually found on Terra 
  itself, although many have adapted to the somewhat warmer nature 
  of Tyrfing. The plant life, itself modified from Terran forms, also looks 
  readily familiar to anyone who hails from a terrestrial environment.
  In the wake of Tyrfing’s devastation during the fall of the Star League 
  and the First Succession War, many of the planet’s animal and plant 
  species perished, were severely reduced in number, or have been 
  badly altered by the effects of long-term exposure to toxic chemicals 
  and radioactive fallout. The ecosystem proved solid enough to survive 
  all this, but deformities, illness, and stillbirths remain much higher 
  among the people, plants, and animals of Tyrfing than one would find 
  in an unblemished biosphere. This means that encountering mutated 
  animal forms is common, and gamemasters may feel free to create 
  some rare, exotic alterations to any common terrestrial species a visitor 
  to post-war Tyrfing might come across. It is strongly recommended 
  that any mutations that change a creature’s stats be limited to no 
  more than 10-15 percent of the original base stat for that creature, and 
  that most are obvious due to a physiological deformity. Characters 
  consuming Tyrfing animal or plant matter should also check for 
  random illnesses (see pp. 245-249, AToW), unless they are born from 
  among the populations of Tyrfing’s lowland communities.
  TYRFING clANS
  The human populations on Tyrfing are divided into (at least) 
  two broad groups: the mountain-dwelling highland clans and the 
  lowlanders of the valleys. While Tyrfing’s native ecosystem was ruined, 
  both groups have managed to survive thanks to sustained populations 
  of terrestrial plant and animal species, many of which have been allowed 
  to grow wild. Unfortunately, this has presented both groups with unique 
  problems relating to their food sources. For the more arctic reaches of 
  the highlands, the mountains have provided little room for sustainable 
  agriculture, forcing the highland clans to rely more on meat from hunted 
  animals—many of which are now growing scarce, despite their best 
  efforts—and strict birth control measures and “culling rites” used to keep 
  their populations sustainable. For the lowlanders, the tainted soils and 
  water of their native environs has only perpetuated their effects over the 
  generations; although their diets are more balanced, the toxic effects are 
  rampant, resulting in consistently high rates of illness and birth defects 
  (which may be reflected by applying the Mutation Trait effects to such 
  characters—see p. 53, AToWC). 
  Both of these groups descend (at least to significant degree) from 
  the planet’s original Hegemony-era settlers, and thus they both speak a 
  warped version of Star League Standard English, with a lot of Scandinavian 
  terminology thrown in. The separation between the groups, however, 
  has resulted in several dialects of this language. Technologically, they 
  are scavengers first and foremost, with many in each group trained in a 
  variety of technological and mechanical skills to keep what little advanced 
  equipment they have left in working order. Operators for such equipment 
  tend to be as revered as those with technical skills as well. In the few cases 
  where a highland clan has one or two functional ’Mechs to its name, it may 
  have maybe two or three warriors (hunters) trained to operate them—all 
  of which would rate as “Green” against the professionally trained forces of 
  any true military organization.
  The lowlanders, strangely enough, speak a slightly different dialect 
  of the same tongue, suggesting a common root, but their survival in 
  the more poisonous lands beneath the mountains has led to lifetimes’ 
  worth of genetic damage. Players and GMs can find rules for mutations 
  in A Time of War Companion (p. 53, AToWC), which can apply not only to 
  the Lowland peoples, but any animal life found in the lowlands as well. 
  The lowland terrain also remains rather poisonous today. Consult the 
  Optional Rules section to see how these will affect gameplay. 
  Personal weaponry on Tyrfing is largely restricted to slug-throwers 
  for firearms, regardless of the groups encountered. Swords, knives, and 
  other archaic weapons (including bows and arrows) are also accessible 
  by all Tyrfing groups.
  TYRFING’S TERRAIN
  In most cases, Tyrfing’s terrain and environmental conditions remain 
  as varied as any found on Terra, and before the First Succession War, the 
  planet was pretty much a temperate paradise with the added allure of 
  the Giant Crystal formations (see p. 12). After the Amaris Crisis and the 
  five-way battles over it in the early years of the First War, however, the 
  lower lands were irrevocably tainted by environmental damage.
  Scenarios set in the “highlands” of Tyrfing should largely make use 
  of mapsheets and terrain features that are sparsely wooded, uneven, 
  and rocky. The Hills, Flatland, and Mountain Terrain Tables found in 
  Total Warfare (see p. 263, TW) reflect the features of this landscape, 
  while weather can run the gamut from mild or rainy to windy and 
  snowy. Under a fairly hot sun, Tyrfing’s temperatures in the mountains 
  gets cold enough for some heavy snowfall but can be survived easily 
  enough using basic winter attire.
  Scenarios set in Tyrfing’s “lowlands” are more varied and much more 
  consistently wooded, despite being far less hospitable to unprotected 
  humans. Virtually all Mapsheet Tables in Total Warfare may apply to the 
  lowland areas, with the exception of the Mountain Terrain Table. Lowland 
  terrain regions can also make use of the Hazardous Liquid Pools and 
  Tainted Atmosphere rules found in Tactical Operations (see pp. 49 and 56, 
  
  OPTIONAl RUlES
  12
  TO, respectively), and will have Poisonous/Radiological to any unprotected 
  humans other than those born in the lowlands. Because toxic pools and 
  radiation tend to collect in lower areas, it is recommended that when using 
  such environmental hazards, the effects be localized to any water features 
  and sinkholes on the terrain maps; in the case of the Tainted Atmosphere 
  rules, treat lower-level terrain features not filled with hazardous liquids 
  and/or water as Toxic Atmosphere instead of Tainted.
  GIANT cRYSTAlS
  Although their occurrence in nature is quite rare—especially in the 
  glowing, outsized form typically depicted in fiction—giant crystal 
  formations are an exotic and visually appealing sight on the terrain 
  tables of many science fiction and fantasy games. The crystalline 
  formations on worlds like Arcturus and Tyrfing are an example of 
  such massive formations, as are the subterranean selenite crystals 
  found in several locations on Terra. The following rules cover the use 
  of such giant crystal formations in the context of BattleTech scenarios, 
  regardless of their real-world improbability.
  As terrain features, Giant Crystal formations are placed and 
  function on the game map in the same manner as Buildings, with 
  each individual, single-hex formation receiving a Construction Factor 
  (CF) and height. For the purposes of these game rules, the maximum 
  height and CF of a Giant Crystal formation is up to the players, but for a 
  general rule of thumb, it is recommended that such formations should 
  not stand taller than 2 levels above the underlying terrain, and should 
  not possess a CF value greater than 15 times the formation’s height in 
  levels. While truly massive formations can be represented by placing 
  multiple Crystal Formations in adjacent hexes, each hex of crystals 
  must tracks its damage separately. 
  Unlike Buildings, Giant Crystal formations are considered solid 
  structures, and so cannot be “entered” or passed through by non-infantry 
  ground units. Non-Infantry units capable of doing so may climb and 
  stand on top of Giant Crystal formations, but doing so requires a Piloting 
  or Driving Skill check, with an additional +2 modifier to the target 
  number (to reflect the extremely uneven surface). As with Buildings, 
  Giant Crystal formations can only support a total weight equal to their 
  current CF value in tons, and will collapse if this weight limit is exceeded.
  Because of their smaller size and greater ability to take advantage 
  of the natural irregularities in the formation’s surfaces, infantry 
  units (including battle armor), may enter and climb a Giant Crystal 
  formation’s hex as though it were a normal Building. However, such 
  infantry units will not receive the damage reducing benefits of infantry 
  inside Buildings. Instead, any infantry units occupying a Giant Crystal 
  formation hex—whether they are inside or on top of the formation—
  are treated as if they are occupying a hex of Heavy Woods for line of 
  sight and combat formations.
  Giant Crystal formations may suffer damage from direct attacks or 
  Missed Shots (see pp. 81-83, TO) as a normal structure. If the damage 
  source is fire and/or heat-based (e.g. flamers, Inferno munitions, 
  and plasma weapons), divide the weapon’s rated damage in half, 
  rounded down (to a minimum of 0). Weapons that deliver only heat 
  damage—such as the Clan Plasma Cannon—treat their “heat” damage 
  as physical damage instead when attacking a Giant Crystal formation, 
  before halving their effects. Lasers and PPCs, which have a much more 
  focused point of impact, are not considered heat-based weapons for 
  the purposes of these rules.
  Giant Crystal formations reduced to a CF of 0 or less, are treated as 
  a Rubble hexes.
  Shard Damage: For any conventional infantry unit adjacent to or on 
  top of a Crystal Formation when it is struck by weapons fire, roll 2D6, 
  subtracting 4 from the result if the infantry unit is on the opposite side 
  of the formation from where the attack is coming. On a result of 8+, the 
  infantry unit suffers 1D6 ÷ 2 points of damage (rounded up). This reflects 
  injuries from large shards of crystals being blown off the main structure.
  Glowing Crystals: Though ultra-rare (at least in nature), some 
  Crystal Formations may glow, their colors depending on the source of 
  the glow and/or the crystals’ chemical composition. Regardless of color 
  or reason, glowing Giant Crystal formations are considered illuminated 
  in any scenario where Darkness rules are in play; this illumination also 
  affects all adjacent hexes, illuminating any units adjacent to or on top 
  of the formation itself. 
  If a glowing Giant Crystal formation is destroyed by damage, it will 
  no longer illuminate the adjacent hexes, but may continue to glow 
  brightly enough to continue illuminate the rubble hex they become. 
  To determine whether or not one of these destroyed Giant Crystal 
  formations continues to glow, roll 2D6 when the formation is reduced 
  to rubble. On a result of 10 or more, the hex continues to illuminate 
  itself for the remainder of the scenario.
  
  13
  H R I N G
  F O L D A R
  K J A R T A N S V Ǫ T N
  S V A L H E I M
  U N N H E I M
  E Y G A R Ð R
  S V A N V A N G R
  Hadding
  Hervard
  Hrani
  Eyfura
  Hjörvard
  VE
  GR
   J
  ǪT
  NA
  H
  ÚF
  U 
  HǪ
  GN
  A
  Sonargǫltr
  (Castle Brian)
  A R N G R I M
  A N G A N T Y R
  S V A F R L A M I
  H E I D R E K
  BÓLMR
  Hjalmar
  Gardariki
  Gestumblindi
  (Castle Brian)
  Sifka
  Hlöð
  Hervor
  Munarvágr
  Blótspánn
  (Castle Brian)
  Glæsisvellir
  (Castle Brian)
  Málmlogi
  (Castle Brian)
  Myrkviðr
  (Agro Station Ruins)
  D
  V
  ER
  GRANNS
  GREAT CRYSTAL VALLEY
  RUNASKÓGR
  SKEGJAÐRKETILL
  SVARTÁLFAHEIMR
  EIKBRANDSV ǪLLR
  S
  K
  J
  AL
  D
  M
  EY
  J
  AR
  Barri
  F
  O
  LK
  TJ
  AL
  D
  EIKBRANDSV ǪLLR
  Crystalpeak
  TYRFING
  
  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
  K J A R T A N S V Ǫ T N
  Hadding
  Hervard
  Hrani
  Eyfura
  Hjörvard
  VE
  GR
   J
  ǪT
  NA
  S V A
  BÓLMR
  RUNASKÓGR
  SKEGJ
  EIKBRANDSV ǪLLR
  
  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
  H R I N G
  F O L D A R
  S V A L H E I M
  H
  ÚF
  U 
  HǪ
  GN
  A
  A N G A
  F R L A M I
  H E I D R E K
  Gardariki
  Gestumblindi
  (Castle Brian)
  Sifka
  Hlöð
  Herv
  Blótspánn
  (Castle Brian)
  Glæsisvellir
  (Castle Brian)
  D
  V
  ER
  GRANNS
  GREAT CRY
  ÐRKETILL
  S
  K
  J
  AL
  D
  M
  EY
  J
  AR
  Crystalpeak
  
  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
  U N
  E Y G A R Ð R
  S V A N V A N G R
  Sonargǫltr
  (Castle Brian)
  A R N G R I M
  N T Y R
  Hjalmar
  r
  Munarvágr
  Málmlogi
  (Castle Brian)
  Myrkviðr
  (Agro Station Ruins)
  TAL VALLEY
  SVARTÁLFAHEIMR
  EIKBRA
  Barri
  F
  O
  LK
  TJ
  AL
  D
  
  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
  N H E I M
  SV ǪLLR
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN212 Battletech - Touring The Stars - Tyrfing [OEF][2016].pdf