TEXT: TOURING THE STARS
  REGIS ROOST
  REGIS ROOST
  A BATTLETECH SOURCEBOOKS COMPANION
  
  TM
  TM
  TM
  TM
  E-CAT35SN220
  ©2018 The Topps Company Inc. All rights Reserved. Touring the Stars: Regis Roost, 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
  REGIS ROOST
  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 to create an unlimited number of BattleTech games, 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 become part 
  of a larger 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: Brent Evans
  Assistant Line Developer: Ray Arrastia
  Writing: Aaron “Gravedigger” Pollyea
  Editing: Herbert A. Beas II
  Production Staff
  Layout: Ray Arrastia
  Maps: Ray Arrastia, David Kerber, Patrick Wynne
  Factchecking/Playtesting: Aaron Cahall, Geoff 
  Swift, Chris Wheeler
  Special Thanks: I’d like to thank Joshua Perian for 
  giving me the opportunity to once again write for 
  BattleTech and to expand the universe that we all love.
  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
  Unlike many worlds added to the Taurian Concordat during the thirty-
  first century, Regis Roost was not a colony world, nor did it enjoy its status 
  as a member of the Concordat. The world was originally settled in 2977 
  by the Regis Company, a conglomerate of families similar to the Terran 
  system’s Belters led by the wealthy Regis clan. The star system they found 
  was a small one, with only two planets: a large gas giant, and a single, 
  habitable world that possessed an extensive ring system. When Neville 
  Regis, patriarch and CEO of Regis Company, discovered that the habitable 
  world’s ring system and its shepherd moons were more metal-rich than 
  most of the asteroids his family had mined over the past hundred years, he 
  decided that this world would be where fortunes were made.
  Regis Roost quickly became one of the best-kept secrets in the 
  Taurian corporate sector. Once every two months, the Regis Company 
  JumpShip Orsini appeared in the New Vandenburg system and 
  unloaded DropShips full of titanium, germanium, and iridium before 
  disappearing back to where it came from, taking with it thousands 
  of workers from Regis, Regis-friendly corporations, and their families. 
  Rival corporations across the Concordat attempted to ascertain the 
  location of the conglomerate’s deep-space holdings in hopes of either 
  buying them out, or employing mercenaries to attack and control 
  their lucrative mining facilities. None of these efforts met with any 
  success. The close-knit family structure of the Regis Company’s upper 
  echelons made it difficult for outsiders to gain the information needed 
  to backtrack Orsini’s course. It would not be until 3030 that Regis Roost 
  was finally “discovered” by an Interstellar Expeditions vessel trying to 
  complete an archive of potentially habitable systems found in one of 
  their partial Star League Stellar Catalogs.
  What the IE team discovered was a temperate world, with a 
  breathtaking ring system that was swarming with small craft. Scattered 
  stations and small refineries, devoted to mining the ring fragments, 
  doubled as living spaces for the locals. Each of the planet’s small, shepherd 
  moons—located at opposing edges of the ring system—possessed 
  larger, more durable structures built by the Regis Company. The inner 
  moon, Tagaen, served as the distribution point for material collected 
  on the planetary surface, including most of the food supporting the 
  ring system workers. The outer moon, Morrison, acted as the system’s 
  primary spaceport, refinery, and corporate headquarters for the Regis 
  Company. With little gravity of their own, both of “the Roost’s” moons 
  enabled the microgravity-dwelling Regis workers to move between their 
  worksites and orbital communities with little difficulty or adjustment.
  Before the IE craft left the Regis Roost system with knowledge of 
  the mother lode, the Regis Company delivered a team of lawyers to 
  accompany them back to New Vandenburg, where they formally staked 
  their claim to the entire system, and requested the Concordat’s protection 
  against banditry. Seeing the Regis Roost system as a resource amounting 
  to trillions of C-Bills, the Concordat government refused to grant full rights 
  of exploitation to Regis Company. While Regis had demonstrated its 
  ability to exploit the vast resources in the Roost’s orbit, the Concordat felt 
  the company had not shown as much interest in developing the planet 
  beyond limited agriculture to support its employees. The Concordat courts 
  thus ruled that the Regis Company could not claim the entire planet for 
  itself, and opened the system for immediate colonization in 3031.
  Tensions immediately rose between the space-based Regis 
  Company personnel and the quickly growing population of dirtside 
  Concordat settlers. The first incident occurred in late 3031, when 
  the Ministry of Trade and Colonization claimed the right of eminent 
  domain to seize Tagaen, its port, and trans-shipment facilities “to better 
  serve the citizens settling the surface.” Although the MoTC offered to 
  compensate the Regis Company for its loss by providing free transport 
  of foodstuffs from the surface for the next one hundred years, this did 
  REGIS ROOST
  Star Type (Recharge Time): M6V (207 hours)
  Position in System: 1 (of 2)
  Time to Jump Point: 2.34 days
  Number of Satellites: 2 (Tagaen and Morrison),  
  plus Ring System
  Surface Gravity: 0.85
  Atm. Pressure: Standard (Breathable)
  Equatorial Temp: 28oC (Temperate)
  Surface Water: 41 percent
  Recharging Station: None
  HPG Class: B
  Highest Native Life: Insects
  Population: 44,000,000* (3150)
  Socio-Industrial Levels: C-D-D-C-A
  Landmasses (Capital City): Greenfield (Landhere), 
  Sienne (Toscane), Borlal (Basilica), Down Under 
  (Lighthouse)
  * The combined population of Ring System, Tagaen, and 
  Morrison is approximately 1,500,000 in 3150.
  
  ATlAS
  5
  little to offset the independence Regis and its employees had grown 
  to enjoy. The strain of railing against the MoTC proved too much for 
  Neville Regis, who died on 4 February 3032 from a brain aneurysm 
  while meeting with a Concordat arbiter over the “Tagaen Incident.” 
  “Remember Neville” would become a company-wide rallying cry 
  against the Concordat government for decades to come. 
  The death of Neville Regis solidified a growing gap between the 
  original ring settlers and the waves of ground colonists. The “Ringers,” 
  as they came to be known, began to see themselves as tenants on 
  their own land, with little protection for the facilities and culture they’d 
  built, and few benefits from those who lived on the world below. The 
  “Roosters”—as they called the surface-dwellers—were Concordat 
  loyalists, who often defended their position with the opinion that the 
  Ringers were benefiting from Taurian markets, while failing to provide 
  decent jobs and infrastructure to those outside of their space-based 
  corporate families. The growing divide became exceptionally clear 
  during the first planetary elections held in 3035. 
  Running for the presidency of Regis Roost was the Regis Company’s 
  new CEO, Karl Regis (Neville Regis’ son), who represented the Ringers’ 
  interests. Unfortunately for him, in the mere three years since the world 
  was opened to colonization, the Concordat delivered millions of settlers 
  whose voting clout easily outnumbered that of the smaller Ringer 
  population. Karl had little recourse except to publicly congratulate 
  his opponent, Tamara Boudon, for her victory. In the election’s wake, 
  however, he brought the Regis Company’s considerable economic 
  might to work against the now-exclusively dirtside government 
  “elected” by the Concordat citizenry.
  On 6 July 3037, President Boudon began eminent domain 
  proceedings to formally acquire the moon Morrison—including the 
  Regis Company headquarters and primary Ringer spaceport located 
  there—for use as a permanent base for a future TDF aerospace 
  garrison. Despite the protests of Karl Regis and the knowledge that 
  the planetary government would have to resettle nearly 500,000 
  corporate employees and their dependents, the vote was nearly 
  three-to-one in support of the proposal. On 30 September 3037, Karl 
  Regis reportedly watched as the first shuttles from the planet’s surface 
  approached Morrison to begin an enforced resettlement of Ringers. 
  He subsequently broadcast a widely popular speech decrying the 
  Concordat government for not only abusing the right of eminent 
  domain, but also prosecuting a war of aggression against non-
  planetary dwellers. He ended his speech shouting “Remember Neville!” 
  as Ringer cargo ships approaching Morrison released gravel-sized 
  pellets of titanium. With the high velocity enabled by fusion rocketry, 
  the pellets ripped through the shuttles, killing their crews and the 
  company of planetary police accompanying them.
  The violence between Ringers and Roosters continued to escalate 
  for nearly two years, but neither gained the upper hand. The Concordat 
  government declared the Regis Company a terrorist organization and 
  froze its financial assets, a move that did little to harm the conglomerate 
  as it had already moved a significant amount of its holdings to Davion 
  banks. The colonists took control of the Regis Company’s agricultural 
  concerns, nationalizing them in the hopes of starving the Ringers out, 
  but Regis used its business connections (and outright bribery) to prevent 
  TDF involvement while hiring mercenaries to protect their assets.
  G R E E N F I E L D
  G R E E N F I E L D
  S I E N N E
  B O R L A L
  B O R L A L
  D O W N  U N D E R
  O R S I N I  S E A
  R O V E R E  S E A
  ANNALDI’S
  DIVE
  STOCKS
  POND
  INVESTOR’S
  SEA
  IN-THE-BOX
  BAY
  OUT-OF-THE-BOX
  BAY
  DAMP KAY
  A
  S
  SE
  T MOUNT
  A
  I
  N
  S
  CO
  RE PEAK
  S
  W
  E
  AL
  TH 
  MOUN
  TA
  I
  N
  S
  W
  E
  A
  LT
  H MOUN
  T
  A
  I
  N
  S
  B
  R
  A
  ND MOU
  N
  T
  A
  I
  N
  S
  M
  A
  R
  K
  E
  T
   MOU
  N
  T
  A
  I
  N
  S
  H
  OA
  RD MOUNTA
  I
  N
  S
  O
  VE
  RP
  RICE PE
  A
  K
  S
  Stockpile
  PARADIGM PLAINS
  THE HARD SALE
  PIVOT POINT
  PARTNERS POINT
  SYNERGY JUNGLE
  STRATEGY JUNGLE
  INCULCATED 
  ICELANDS
  QUALITY 
  DESERT
  META 
  DESERT
  INVESTMENT STRAITS
  O R S I N I  S E A
  C E L E S T I N E  S E A
  C E L E S T I N E  S E A
  C E L E S T I N E  S E A
  Neville Regis
  Memorial
  Landhere
  Lighthouse
  Basilica
  Toscane
  Forwidia
  Ideaton
  Potentialton
  The Greenflume
  (Volcano)
  GLOBAL REACHES
  THE RIPOFF
  REVENUE REST
  LEVERAGE LANDS
  EVIDENCE 
  LOST
  SKINPEEL 
  BARRENS
  I
  N
  FL
  UEN
  CE PE
  AK
  S
  GOLDEN DRYLANDS
  GAMECHANGE
  JUNGLE
  LUCRELAWN
  VALUE JUNGLE
  Caracciolo’s 
  Gain
  Elonda
  Racinna
  VALIDITY PLAINS
  EMPOWERED
  FOREST
  ORGANIC 
  FLATLANDS
  MONATERY
  COAST
  Impacta
  Scraperton
  Bountina’s 
  Nursery
  THE CHEWED
  BIGHT
  Horsemantis
  Central Nest
  Pigroach
  Mines
  CALABRIAN
  SEA
  Prospero’s 
  Gardens
  Rooster’s
  Tollpass
  Lavishino 
  Farms
  Crosspoint
  Toll-locks
  WARMGLOW 
  JUNGLE
  
  ATlAS
  6
  Following a series of aerospace strikes against Rooster ground 
  targets, mercenary forces hired by the Regis Company assaulted 
  Tagaen on 5 June 3039. Ringer forces encountered heavy resistance as 
  soon as they landed, in the form of a task force consisting of Concordat 
  Constabulary units advised by Special Task Groups from the Taurian 
  Ministry of Intelligence. Casualties were extraordinarily high, thanks 
  to the low-oxygen environment on Tagean’s surface and within its 
  exposed tunnels. Despite possessing only transport craft equipped 
  with low-power civilian weapons systems and facing TMI-operated 
  anti-vehicle weaponry, the Ringers’ lightly armored low-gee infantry 
  and seemingly endless numbers drove the Taurian forces into retreat 
  after hours of heavy combat. 
  After the Battle of Tagaen, a sort of status quo developed between 
  the two groups. The Regis Company and other orbit-based companies 
  came to see themselves as a single group with shared goals, finally and 
  formally uniting in 3040 as the Ringer Cooperative with Karl Regis as its 
  CEO. The same year, President Boudon was removed from office in the 
  second planetary election, and replaced with a more diplomatic (and 
  Ringer-friendly) choice in Alan Mouisse. Peace seemed possible at last, 
  with two separate states operating 
  in the Regis Roost system. While 
  not ideal, both President Mouisse 
  and CEO Regis knew that an uneasy 
  peace was better than trying to 
  force together two groups who 
  distrusted each other so intensely. 
  Each also knew that any further 
  violence could bring down the TDF 
  on both sides, removing many of 
  the freedoms each enjoyed.
  In the years between 3040 and 
  the breakaway of the Calderon 
  Protectorate in 3066, Regis Roost 
  saw sustained economic growth 
  and a population boom. The 
  Ministry of Trade and Colonization 
  negotiated the use of Ringer 
  orbital facilities and warehouses to assist in transferring material to 
  new Taurian colonies such as Carthage, Argos, and faraway Hellespont. 
  Those same warehouses also saw enormous wealth returning from the 
  new colony worlds. Just a tiny fraction of these profits proved enough 
  to boost Regis Roost’s economy and nearly eliminated unemployment 
  entirely. The average living conditions for both Ringer and Rooster 
  citizens rose to standards enjoyed on Taurus itself.
  These boom times ended with the breakaway of the Calderon 
  Protectorate. The loss of resources to the Protectorate meant the 
  Concordat government was even less willing to tolerate the Ringers’ 
  semi-independence, and even less so their continued financial 
  ties to Federated Suns banks. Against the wishes of the planetary 
  government, the TDF assigned multiple small-sized, combined-
  arms mercenary commands to the Regis Roost system in order to 
  ensure resources and taxes kept flowing to New Vandenburg and 
  the Hyades Cluster. 
  Local media became heavily censored and filled with pro-Taurian 
  propaganda; mercenary forces “policed” major population centers 
  and spaceports on Morrison, Tagaen, and the planetary capital of 
  Landhere, and Ringer mining and transport craft were routinely 
  boarded and confiscated for weeks at a time for “possible terrorist 
  connections.” Fearing the Regis Roost system would follow the same 
  path to independence that the Hellespont system took in late 3066, 
  Protector Grover Sharplen sent Vince Olya to dissolve the planet’s 
  elected government and act as its “President Pro Tempore.” To enforce 
  his rule, a reinforced regiment of mixed infantry and armor, raised from 
  training centers across the Hyades Cluster, backed Olya.
  Fighting immediately erupted across the system as Roosters 
  and Ringers alike united against Olya. The Roosters relied on high 
  explosives used in mining, and large-caliber firearms designed to hunt 
  the planets’ native basking crabs for their resistance, while the Ringers 
  used small mining spacecraft and high-velocity rocks. The Taurian 
  government eventually went so far as to allow the Word of Blake’s 
  Twenty-Sixth Division to stage in the occupied ring facilities in 3069 in 
  an effort to suppress the rebellion.
  During one engagement in 
  3068, mercenary forces loyal 
  to Olya attempted to capture 
  former President Walter Rogers 
  at a disused spaceport while 
  mercenaries hired by Rogers and 
  his loyalists fought a delaying 
  action to ensure the government 
  officials could escape to a waiting 
  Ringer Cooperative DropShip. 
  In orbit, a Ringer mining ship 
  let loose a rock large enough to 
  survive atmospheric reentry. Not 
  intending to make a direct hit 
  on Olya’s forces, the rock struck 
  an area two kilometers away, 
  releasing the explosive equivalent 
  of approximately 100 kilotons of 
  TNT. The blast wave and flying debris caused heavy casualties amongst 
  Olya’s unarmored infantry forces and provided enough of a distraction 
  for the government-in-exile to board their waiting DropShip and 
  escape to orbit.
  After nearly twenty years of guerrilla warfare against their own 
  government, the combined forces of Regis Roost celebrated as the 
  Taurian government finally pulled the last of its forces out of the 
  system. Overstretched by its campaign in the Pleiades Cluster, and 
  lacking the support of a Word of Blake division, the Concordat simply 
  no longer had the resources to fight rebellions on its border worlds. 
  Declaring its independence in 3088, Regis Roost’s newly united 
  government formed as a parliamentary republic with a legislative 
  branch split into two houses—one representing the Ringers and the 
  other the Roosters. This system has proven stable, providing a political 
  and economic environment that has helped to make Regis Roost one 
  of the wealthiest independent systems rimward of the Hyades Cluster.
  
  7
  A TImE Of WAR AdvENTURE SEEdS
  THE EARlY YEARS  
  “MAYBE I SHOULDN’T BE ASKING HOW MUCH IT’S WORTH…”
  Recommended Group Size: 4-6 player characters
  Recommended Group Type: Military, Mercenary, Pirates, Special Forces, or Covert 
  Ops
  Recommended Skill Levels: Regular - Veteran (Key Skill levels of 3-5)
  The Regis Company is making so much money from its hidden source that people 
  are getting interested. The Very Important People don’t really care about how they 
  learn where all of this material is coming from, as long as they learn it first.
  Complications: A few obstacles for players to tackle.
  Black Hat, Will Travel: While most of the Inner Sphere is distracted with the 
  buildup of the Fourth Succession War and its aftermath, many companies and 
  states in the Periphery see the vast resources exploited by the Regis Company as 
  a way to break into the big leagues. Even mercenary forces are playing at spying 
  to try to become independently wealthy. With so many spies and information 
  brokers, the players will have a lot of competition in trying to steal the location 
  of Regis Roost from the Regis Company.
  Making it Personal: Once the players have the information, word will get out 
  quickly that they have it. Not only will every other group that has been out to 
  get the data be after the players, but the Regis Company, with its large wallet, 
  will be in on the action. How will the players keep the information safe, and how 
  will they keep themselves safe?
  Worth Killing For? Worth Dying For?: Will the players stay true to their contract 
  or original orders once they know how far some groups are willing to go to get 
  ahold of the location? Will the players decide that the risk of trying to auction 
  off the information is worth the danger? After they hand over the data to the 
  person they were working for, it’s possible the Regis Company won’t hold back 
  its hired thugs. Are the players’ lives worth more than some ones and zeros?
  Tips: This type of adventure is perfect for a gamemaster who wants to give players 
  a less combat-oriented mission in favor of a focus on espionage, intrigue, and double-
  dealing. With so many groups seeking the location of Regis Roost, the gamemaster 
  should have a number of NPC spies and agents ready with distinct personalities and 
  goals in order for players to easily distinguish them from each other. This also gives 
  the gamemaster the opportunity to introduce ideas and plot hooks from across 
  the rimward reaches of known space. While New Vandenburg was the center of the 
  historical spy game involving Regis Roost, by no means is the gamemaster limited to 
  using that world; any world in or near the Taurian Concordat could quickly become a 
  center of clandestine activities.
  cOcK fIGHT  
  “ONE MAN’S TERRORIST IS ANOTHER MAN’S FREEDOM FIGHTER.”
  Recommended Group Size: 4 to 8 player-characters
  Recommended Group Type: Military, Mercenary, Police, 
  Special Forces, or Covert Ops
  Recommended Skill Levels: Green to Elite (Key Skill levels of 
  1-8)
  Both sides of the Regis Roost conflict are trying to gain an 
  upper hand, but that is difficult when one is based in the rings 
  and the other on the planet’s surface. Perhaps the players can 
  break the deadlock and give either the Ringers or the Roosters 
  the advantage they need.
  Complications: A few obstacles for players to tackle.
  Eyes in the Sky: If the players are working for the Roosters, how 
  will they handle having little to no ability to recon enemy 
  positions? If the players are working for the Ringers, how 
  will they deal with assaulting opponents who have become 
  adept at hiding their movements from the always-watching 
  eyes in the sky? Stealth? Misdirection? Blunt force?
  It’s Just Like Shooting Basking Crabs Back Home!: With 
  no military industry on Regis Roost, how will the players 
  cope when they start running low on the supplies they 
  brought with them? Will they try to leave on a supply run, 
  or will they “go native” and rely on locally-produced slug-
  throwers and body armor that looks like it came out of a 
  post-apocalyptic tri-vid?
  When Things Get Bad: It’s a rare occurrence, but how will the 
  players handle the possibility of the Ringers dropping rocks 
  from orbit onto threats they feel are getting out of control? 
  How will the players try to avoid making the Ringers believe 
  that they have no other option? Will the players even think 
  about the morality of using what is effectively a weapon of 
  mass destruction?
  Tips: This part of the campaign is directed toward a 
  combat-oriented player group. This seed also can be used 
  as a basis for the planet’s rebellion against ‘President’ Olya, 
  not just the fight between the Ringers and Roosters. The 
  gamemaster should keep in mind that neither the Ringers 
  nor Roosters should be seen as heroes or villains—they are 
  a combination of both. Both have done horrible things in the 
  past, and among both are people who want to do the right 
  thing for both groups. This grey area isn’t present for the fight 
  against the Taurian puppet president, and the gamemaster 
  may find many opportunities for players to become involved 
  in resolving old conflicts between the Ringers and Roosters as 
  they attempt to work together against “President” Olya. The 
  gamemaster should also keep in mind how far the players 
  are from any sort of resupply, as the only sort of material 
  coming through the orbital spaceports are minerals, not 
  weapons. How will the players handle the destruction of their 
  man-portable PPC? Perhaps going into combat with a muzzle 
  loading black-powder gun is better than going in with just a 
  combat knife.
  
  8
  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 Regis Roost. The following rules draw on 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.
  
  9
  RUlES ANNEx
  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.
  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.
  
  10
  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.
  REGIS ROOST flORA ANd fAUNA
  Evolutionarily speaking, Regis Roost is in the same developmental 
  stage as Earth in the Carboniferous Period. Regis Roost’s dense forests 
  and thick algae, with colors ranging from very dark green to black, 
  produce high oxygen levels that led to large arthropods. On Regis 
  Roost, these massive insect-like creatures look more terrifying than 
  they really are, but generally avoid humans because they are too 
  warm to be seen as food. They only become dangerous if spooked or 
  panicking, such as if an individual steps on a Basking Crab, falls into a 
  nest of Velvet Shelled Milkapedes, or finds their vehicle’s vents clogged 
  by a swarm of meter-wide Cockerelflies.
  BASKING cRAB
  The Regis Roost Basking Crab is notable for being the one of the 
  largest arthropods found on any planet so far. Basking Crabs are two 
  meters wide with six upward facing eyes, a large segmented jaw on 
  the top of its body, and six legs. The Basking Crab is seen during the 
  days, buried halfway in beach sand and resembling large smooth 
  rocks. During the night, the Basking Crab hunts the coastal waters for 
  fish-analogues or other smaller arthropods. During the day, it buries 
  itself in the warm sand to use the day’s heat to help digest its meal. Old 
  and large Basking Crabs present the most significant danger to people 
  unaware of their presence, as they tend to dig themselves deeper and 
  can lurk just below a thin layer of sand. Stepping on these hidden 
  Basking Crabs is a sure way to lose a foot as the animal panics and bites 
  at the foot, grinding the appendage away with its interlocking jaws.
  Mass: 60kg
   
  STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
   
  4 
  8 
  1 
  6 
  1 
  5 
  2
  Size Class (Modifier): Medium (0)
  BAR (M/B/E/X): 3/2/1/2 (Chitin Hide)
  Damage (AP/BD): 2M/2
  Move (W/R/S): 2 (land), 10/20/40 (Water)
  Traits: Aggressive, Armor (+3), Camouflage (+1), Poor Vision (-4)
  Skills: AniMelee (+2), Stealth (+1), Swimming (+5)
  REGIS ROOST, TEGAEN, ANd mORRISON 
  TERRAIN ANd PlANETARY cONdITIONS
  Regis Roost is a fairly typical inhabited world, with a wide range of 
  biomes and possible terrain modifications and conditions to choose 
  from (see p. 28, TO) with some being more applicable than others. 
  Bug Storms (see p. 40, TO) are an excellent example of the local fauna 
  interfering in combat situations. Meteor Showers (p. 56, TO) could 
  occur on Regis Roost or its two moons due to bombardment by the 
  Ringers, or from collisions between large ring fragments sending rocks 
  on a collision course with the players.
  mAPSHEETS TABlES
  REGIS ROOST
  2d6 Result
  Map*
  2
  Heavy Forest #2 (MS4, MSC1)
  3
  Heavy Forest #1 (MS4, MSC1)
  4
  Scattered Woods (MS2, MSC1)
  5
  Open Terrain #2 (MS5, MSC1)
  6
  Open Terrain #1 (MS5, MSC1)
  7
  Open Terrain #1 (MS5, MSC1)
  8
  Open Terrain #2 (MS5, MSC1)
  9
  Woodland (MS6, MSC2)
  10
  Coast #1 (MS7)
  11
  Rolling Hills #1 (MS3, MSC1)
  12
  City (Suburbs) (MS6, MSC2)
  TAGAEN ANd mORRISON
  2d6 Result
  Map**
  2
  Moonscape #2 (MS5, MSC2)
  3
  Moonscape #1 (MS5, MSC2)
  4
  Moonscape #1 (MS5, MSC2)
  5
  DropPort #1 (MS7, MSC2)
  6
  DropPort #1 (MS7, MSC2)
  7
  DropPort #2 (MS7, MSC2)
  8
  Moonscape #1 (MS5, MSC2)
  9
  Moonscape #2 (MS5, MSC2)
  10
  Moonscape #2 (MS5, MSC2)
  11
  Desert Sinkhole #1 (MS3, MSC1)
  12
  Desert Sinkhole #2 (MS3, MSC1)
  *Because of the dense vegetation of Regis Roost, all Light Woods hexes are considered Heavy Woods (see p. 
  32, TW). Players may also choose to add extra Light Woods Hexes equal to the number of hexes upgraded to 
  Heavy Woods. These extra hexes should be divided equally amongst players and placed however they may wish.
  **If for any reason the maps used for Tegean or Morrison have Light Woods, Heavy Woods, or Water these 
  hexes should be replaced with Rubble (see p. 33, TW) due to both moons lacking atmospheres and any life 
  on their surfaces. Players should also use the following terrain conditions: Atmospheric Pressure: Vacuum (p. 
  54, TO), and Low Gravity: 0.05G (Tagaen) and 0.10G (Morrison) (see p. 55, TO).
  
  11
  G R E E N F I E L D
  G R E E N F I E L D
  S I E N N E
  B O R L A L
  B O R L A L
  D O W N  U N D E R
  O R S I N I  S E A
  R O V E R E  S E A
  ANNALDI’S
  DIVE
  STOCKS
  POND
  INVESTOR’S
  SEA
  IN-THE-BOX
  BAY
  OUT-OF-THE-BOX
  BAY
  DAMP KAY
  A
  S
  SE
  T MOUNT
  A
  I
  N
  S
  CO
  RE PEAK
  S
  W
  E
  AL
  TH 
  MOUN
  TA
  I
  N
  S
  W
  E
  A
  LT
  H MOUN
  T
  A
  I
  N
  S
  B
  R
  A
  ND MOU
  N
  T
  A
  I
  N
  S
  M
  A
  R
  K
  E
  T
   MOU
  N
  T
  A
  I
  N
  S
  H
  OA
  RD MOUNTA
  I
  N
  S
  O
  VE
  RP
  RICE PE
  A
  K
  S
  Stockpile
  PARADIGM PLAINS
  THE HARD SALE
  PIVOT POINT
  PARTNERS POINT
  SYNERGY JUNGLE
  STRATEGY JUNGLE
  INCULCATED 
  ICELANDS
  QUALITY 
  DESERT
  META 
  DESERT
  INVESTMENT STRAITS
  O R S I N I  S E A
  C E L E S T I N E  S E A
  C E L E S T I N E  S E A
  C E L E S T I N E  S E A
  Neville Regis
  Memorial
  Landhere
  Lighthouse
  Basilica
  Toscane
  Forwidia
  Ideaton
  Potentialton
  The Greenflume
  (Volcano)
  GLOBAL REACHES
  THE RIPOFF
  REVENUE REST
  LEVERAGE LANDS
  EVIDENCE 
  LOST
  SKINPEEL 
  BARRENS
  I
  N
  FL
  UEN
  CE PE
  AK
  S
  GOLDEN DRYLANDS
  GAMECHANGE
  JUNGLE
  LUCRELAWN
  VALUE JUNGLE
  Caracciolo’s 
  Gain
  Elonda
  Racinna
  VALIDITY PLAINS
  EMPOWERED
  FOREST
  ORGANIC 
  FLATLANDS
  MONATERY
  COAST
  Impacta
  Scraperton
  Bountina’s 
  Nursery
  THE CHEWED
  BIGHT
  Horsemantis
  Central Nest
  Pigroach
  Mines
  CALABRIAN
  SEA
  Prospero’s 
  Gardens
  Rooster’s
  Tollpass
  Lavishino 
  Farms
  Crosspoint
  Toll-locks
  WARMGLOW 
  JUNGLE
  REGIS ROOST
  
  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
  G R E E
  B O R L A L
  D O W N  U N D E R
  O R S I N I  S E A
  OUT-OF-THE-BOX
  BAY
  B
  R
  A
  ND MOU
  N
  T
  A
  I
  N
  S
  H
  OA
  RD MOUNTA
  I
  N
  S
  PIVOT POINT
  C E L E S T I N E  S E A
  Neville Regis
  Memorial
  Landhere
  Lighthouse
  GOLDEN DRYLANDS
  V
  Caracciolo’s 
  Gain
  Prospero’s 
  Gardens
  Crosspoint
  Toll-locks
  
  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
  N F I E L D
  G R E E N F I E L D
  R O V E R E  S E 
  ANNALDI’S
  DIVE
  INVESTOR’S
  SEA
  IN-THE-BOX
  BAY
  W
  E
  AL
  TH 
  MOUN
  TA
  I
  N
  S
  W
  E
  A
  LT
  H MOUN
  T
  A
  I
  N
  S
  M
  A
  R
  K
  E
  T
   MOU
  N
  T
  A
  I
  N
  S
  O
  VE
  RP
  RICE PE
  A
  K
  S
  Stockpile
  PARADIGM PLAINS
  THE HARD SALE
  SYNERGY JUNGLE
  INCULCATED 
  ICELANDS
  META 
  DESERT
  GLOBAL REACHES
  THE RIPOFF
  EVIDENCE 
  LOST
  GAMECHANGE
  JUNGLE
  LUCRELAWN
  E JUNGLE
  Elonda
  Racinna
  Impacta
  Scraperton
  Bountina’s 
  Nursery
  Horsemantis
  Central Nest
  Rooster’s
  Tollpass
  
  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
  S I E N N E
  B O 
  STOCKS
  POND
  DAMP KAY
  A
  S
  SE
  T MOUNT
  A
  I
  N
  S
  CO
  RE PEAK
  S
  PARTNERS POINT
  STRATEGY JUNGLE
  INVESTMENT STRAITS
  C E L E S T I N E  S E A
  C E L E S T I N E  S E A
  Basilica
  Toscane
  Ideaton
  Potentialton
  The Greenflume
  (Volcano)
  REVENUE REST
  LEVERAGE LANDS
  SKINPEEL 
  BARRENS
  I
  N
  FL
  U
  VALIDITY PLAINS
  EMPOWERED
  FOREST
  ORGANIC 
  FLATLANDS
  MONATERY
  COAST
  THE CHEWED
  BIGHT
  Pigroach
  Mines
  CALABRIAN
  SEA
  Lavishino 
  Farms
  WARMGLOW 
  JUNGLE
  
  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
   A L
  QUALITY 
  DESERT
  R S I N I  S E A
  Forwidia
  E
  AK
  S
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN220 BattleTech - Touring The Stars - Regis Roost [2018].pdf