TEXT: TOURING THE STARS
  WYNN’S ROOST
  WYNN’S ROOST
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN217
  ©2017 The Topps Company Inc. All rights Reserved. Touring the Stars: Wynn’s 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
  WYNN’S 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: Randall N. Bills
  Assistant Line Developer: Ray Arrastia
  Writing: Michael Miller
  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: A special thanks for all the playtesters, 
  reviewers, and editors who made the System 
  Generation rules possible.
  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
  Wynn’s Roost was a member of the Outworlds Alliance settled during 
  the Golden Years of the Star League. The Alliance occupied a relatively 
  peaceful region of the Periphery, much safer for citizens of the Inner 
  Sphere to settle than other nations, such as the Taurian Concordat. 
  Unlike some independent worlds of the Periphery, Wynn’s Roost was 
  part of a developed region with existing industry and government. 
  Sufficient Star League oversight, provided in part by the Sixty-first Royal 
  Jump Division, was present in case “the natives got restless.” As a result, 
  the Outworlds Alliance received a significant share of Terran Hegemony 
  settlers, though not so many as the Rim Worlds Republic. Settlers from 
  the Federated Suns and Draconis Combine also colonized the passive 
  Alliance, producing a polyglot mix of booming mining colonies and 
  corporate satrapies nominally administered by the Alliance. 
  Settled by Turner Wynn of the Wynn Conglomerate, Wynn’s Roost 
  was largely a typical post-Reunification War, mining-industrial colony 
  of the Alliance. It existed to feed the Inner Sphere with rare materials 
  and consumer goods built with low-cost colonial labor working outside 
  the onerous regulations of the Great Houses. Wynn’s Roost orbited 
  close to its medium-sized K7V primary and had a transit time just shy 
  of four days, making it an ideal administrative and industrial center. 
  Couriers and transports could complete their 198-hour recharges in 
  approximately the same time it took for DropShips to reach the planet, 
  switch cargos, and return to the jump points. As the private domain of 
  Turner Wynn and the administrative center for several dozen worlds, 
  Wynn’s Roost received more extensive development and better 
  infrastructure than most of the Alliance’s Traders Domain region. That 
  development helped it survive the Succession Wars.
  During the Periphery Rebellion, Wynn’s Roost—and most of the Traders 
  Domain, Onverwacht Province, and Blommestein Province—remained 
  loyal to the Star League. Their populations almost entirely hailed from the 
  Inner Sphere and owed little loyalty to the meek Outworlds Alliance. As 
  the Succession Wars erupted, the outer provinces of the Alliance found 
  themselves suffering from their sudden independence. Some depended 
  on advanced technology to survive, though most were fairly habitable. 
  Many simply had tiny, temporary populations of miners and factory 
  workers and depended on trade with the Inner Sphere for everything from 
  food to replacement parts. Without that commerce, the worlds became 
  impoverished and were unable to maintain technological civilization. 
  When their Inner Sphere corporate masters began diverting JumpShip 
  fleets to answer wartime calls, entire populations fled (if they were small 
  enough to be evacuated) or withered away for lack of support.
  Many of the better-populated outer province worlds hired mercenaries 
  despite objections from Alpheratz. The most desperate worlds soon 
  launched covert raids on their neighbors to acquire the advanced 
  technology they needed to survive. When the Alliance central government 
  proved incapable of dealing with the escalating pirate raids, worlds began 
  to secede, both singly and in small clusters. Wynn’s Roost took most of the 
  Traders Domain in its 2835 secession, but the new nation was short-lived. 
  The Domain worlds were too different and too fractious to cooperate; the 
  Hegemony-loyal worlds hated the House-loyal worlds for the destruction 
  of the Hegemony, the Suns-settled worlds would not cooperate with the 
  Combine-settled worlds, and many planetary governors could not resist 
  the chance to be a pocket First Lord. By 2900, Wynn’s Roost was alone 
  and rarely visited except for pirate raids from its neighbors, which were 
  dwindling along with the JumpShips that they could not maintain.
  Gifted with bountiful water and arable land, Wynn’s Roost was able 
  to survive. Its government, based on some of the finest managerial 
  traditions of the Terran Hegemony, kept the planet politically stable 
  and established recovery policies that gradually filled in the gaps in 
  Roost’s industry and infrastructure. Unburdened by the Outworlds’ 
  WYNN’S ROOST
  Star Type (Recharge Time): K7V (198 hours)
  Position in System: 2 (of 8)
  Time to Jump Point:  3.70 days
  Number of Satellites: 1 (Santa Monica)
  Surface Gravity: 1.00
  Atm. Pressure: Standard (Tainted)
  Equatorial Temp: 34oC (High)
  Surface Water: 50 percent
  Recharging Station: None
  HPG Class: B (2787), None (3130)
  Highest Native Life: Amphibian
  Population: 92,700,000
  Socio-Industrial Levels: D-D-A-B-C (3025), C-C-A-
  B-C (3130)
  Landmasses (Capital City): Oneland, Twoland, 
  Threeland, Wynnland, and Turnerland (Turnerville)
  
  ATlAS
  5
  Omniss movement, Wynn’s Roost faced no objections to building a 
  militia and hiring mercenaries, paid well thanks to the world’s rich ore 
  deposits. Unfortunately, that same industry made the world a prime 
  target for pirates, who periodically managed to overwhelm the Roost’s 
  defenders to steal industrial equipment and, in particularly vicious 
  moments, shatter whole cities to discourage future resistance. After the 
  native pirates of the Outworlds Wastes died off, military forces fleeing 
  the Succession Wars replaced them. Only the decades-long efforts 
  of the Outworlds Alliance, Federated Suns, and Draconis Combine 
  eventually suppressed the pirate threat, though (to the greater benefit 
  of the Wastes) their desultory pirate hunting prevented the birth of any 
  of several possible Bandit Kingdoms. Thus, it took Wynn’s Roost until 
  the thirty-first century to reach an adequate standard of living for its 
  population; at that time, most of its homegrown technology was only 
  equivalent to Terra in the late twentieth century. The planet did even 
  better in the late thirty-first and early thirty-second centuries, recovering 
  some elements of twenty-first and twenty-second century technology.
  There were other reasons for Roost’s slow recovery: it is not an overly 
  pleasant planet. From orbit, it appears serenely blue, brown, white, and 
  green, much like Terra, with plentiful water and an oxygen-nitrogen 
  atmosphere. However, the ultraviolet level on Roost’s surface is quite 
  dangerous to terrestrial life and has stalled the advance of Roost’s native 
  animal life from its oceans. Further, to the olfactory joy of visitors, Wynn’s 
  Roost is richer in sulfur than Terra. Geological and biological action fills 
  the atmosphere and oceans with sulfur compounds in parts-per-million 
  levels, primarily sulfur dioxide and hydrogen sulfide. Many smaller 
  bodies of water are highly acidic, while in many areas the atmosphere 
  is dangerous to breathe unprotected. It does not require complicated 
  technology to filter Roost’s air and water, nor much to protect humans 
  from the high UV, but these factors make civilization more expensive. 
  Star League genetic engineering produced crops that thrive on the 
  UV levels and effortlessly filter or even exploit sulfur compounds, but 
  food is only one aspect of keeping humans alive on Wynn’s Roost. 
  Compounding those serious problems, Roost’s single large moon 
  masses approximately five percent as much as Roost itself and orbits 
  quite closely to the planet, leaving both tidally locked to each other. 
  Wynn’s Roost thus has an annoyingly long seventy-seven-hour day.
  Today, Wynn’s Roost has a thriving population. Decades of relative quiet 
  have allowed technology, albeit of a low level, to become widespread. 
  Industry is sophisticated and prolific enough to give the population a 
  good standard of living. Archaic fission reactors provide stable, plentiful 
  power and allow Wynn’s Roost to spread believable, terrifying rumors 
  amongst piracy-minded neighbors that it has fission weapons. (In fact, 
  such weapons have never been used by the Roost, if they even exist. There 
  are convincing test sites, though.) As of 3130, crude deuterium-burning 
  reactors are slowly replacing the fission reactors. The replacement is 
  slow because the government hopes to recover modern protium-fusing 
  designs “soon,” though “soon” has been “just another decade” for the 
  past half-century. Infrastructure is also in good shape; no urban dweller 
  wants for electricity, fresh air, or fresh water, and transportation and 
  telecommunication networks are well developed.
  With plentiful petroleum and thriving industry, the “Roosters” have 
  developed a car culture for long-distance travel, though their compact, 
  tented cities favor cleaner mass transit. Most cities, based on pre-
  Turner’s Toe
  Turnerville
  O N E L A N D
  T W O L A N D
  T U R N E R L A N D
  W Y N N L A N D
  T H R E E L A N D
  S P A R K L I N G
  S E A
  C O N S T A N T  S E A
  D E E P E N I N G 
  S E A
  A R C H A N A N 
  S E A
  HAMILTON
  HARBOUR
  RICHESS SEA
  LAKE
  MELLENCA
  LAKE
  THRINTA
  KOHA SEA
  EDGE
  REEF
  ISLE OF 
  MISTS
  RoostFusion
  Factory
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  Mount Victrix
  CLARKE’S
  BATH
  THE
  GUARDIANS
  THORPETT’S 
  HAUNTS
  Pollack
  Crane Rock
  Distraction 
  Point
  Chupikev
  Poet’s Landing
  Chilton
  Krestover
  Veryl’s Cove
  GOWER GAP
  BITTER FIELDS
  LAMNETH
  WOODS
  HAMMERHEAD
  REACHES
  ERMUELE GREENS
  VERDANT SWATH
  ALLIN
  FLATS
  RIME SEA
  PATHAK SEA
  KRYTHON SEA
  HYPERION 
  SEA
  SCHOLAR’S WASTE
  SMALL
  DESOLATION
  Corporate 
  Records
  Facility
  Langstone
  Mellenca
  Mount Layell
  Mount 
  Grimbor
  Mount Nebula
  Edifice
  The Orrery
  Tollin
  Cape
  Consequence
  Alicea
  
  ATlAS
  6
  planned industrial sites, are deliberately located by rivers or oceans to 
  benefit from inexpensive water transport. Roost uses fairly standard 
  ship designs, but its watercraft require unusually high corrosion 
  resistance. Its relatively small population struggles to support a diverse 
  aerospace industry, so it has few large aircraft models and no regular 
  supersonic intercontinental flights.
  The world’s cities and towns possess features common to planets 
  with breathable, but tainted, atmospheres. Buildings tend to be 
  close together and many business districts have streets roofed over 
  to provide a sealed, filtered environment. Because of the widespread 
  use of internal combustion ground vehicles, the “tenting” between 
  buildings also often serves as elevated roads while pedestrians, 
  bicyclists, and electrified public transports travel below. This may 
  convey the impression of an underground city and, depending on 
  local geography, the common spaces may be excavated tunnels 
  rather than tented. Most housing is in the form of condominiums 
  and row houses to exploit economies of scale in air filtration systems; 
  it is a mark of modest wealth on Wynn’s Roost to have a standalone 
  home. Similarly, it is a mark of civic pride for 
  a community to have large, tented Terran-
  normal parks and other public spaces. (The 
  Roost’s modest technology means these tend 
  to resemble large greenhouses rather than 
  the clear domes of more advanced planets.) 
  Buildings are typically slightly overpressurized 
  and entrances will feature antechambers 
  to block external air intrusion, though high 
  traffic entrances often use air curtains. The 
  slightly acidic rain of the planet is harmless to 
  humans but led to widespread use of tile and 
  acid-resistant brick façades. The “Roosters” 
  have used the opportunity to decorate their 
  public buildings with amazing mosaics. The 
  prosperity of the last three generations has seen the construction of 
  more conventional glass façade skyscrapers of the type found across 
  the Inner Sphere, but the older tile-and-brick buildings make the cities 
  of Wynn’s Roost distinctive and colorful.
  The planet exports little except minerals such as germanium, 
  platinum, rhenium, and rare earth elements. Being two billion 
  years old, the planet’s uranium has a high fraction of U235 without 
  enrichment, which eased the native development of fission reactors. It 
  also imports a trickle of advanced goods, especially military supplies. 
  Only a handful of traders visit annually, all from Federated Suns mineral 
  companies. Attracting further traffic is difficult without an HPG. Wynn’s 
  Roost established a trade mission on New Avalon in the thirty-second 
  century in hopes of bypassing that HPG gap.
  The planet has a relatively out-sized conventional militia, primarily 
  consisting of locally-built primitive tanks, mechanized infantry, and 
  some large oceanic gunboats deployed for fast responses to pirate 
  threats. It is barely able to support a wing of aerospace fighters and 
  rarely affords more than a company of mercenary BattleMechs. The 
  militia has put a great deal of thought into combating its Raven 
  Alliance neighbors, but has thus far been ignored in return. It has a 
  variety of contingency plans for challenging Clan opponents to trials 
  favoring “Rooster” strengths, such as the planet’s hostile terrain or sea 
  duels with its battleships, though assorted non-combat trials have 
  been considered (under Contingency Plan “Dance Off”). Mostly, Wynn’s 
  Roost tries to avoid trading with the Alliance or otherwise attracting 
  its attention, and is very polite to any Clan representatives (the “Dyson 
  Doctrine”). Nuclear weapons, if they exist, are explicitly banned from 
  use against Clan threats because of the likely response.
  The Roost’s Hegemony-pattern government is nominally a 
  representative democracy, but most governance is handled by the 
  professional executive branch. The legislature is primarily a rubber stamp 
  for regulatory and tax adjustments proposed by the executive branch 
  departments, and something of an ombudsman to the public. The 
  past century has seen several unusually popular planetary Presidents, 
  a role that is normally filled by faceless bureaucrats elected for up to 
  two seven-year terms by the populace on the basis of their civil service 
  exam results. President Annald Russolillo (3031-3044) stood out for 
  educational reforms, attracting foreign educators to shore up the school 
  systems, and hiring foreign technical specialists to help industry. His 
  success was secured based on the recognition that while Wynn’s Roost 
  has little hard currency for interstellar trade, 
  it can lavish domestically-produced material 
  wealth on skilled immigrants, granting them 
  large homes, high wages in planetary scrip, and 
  personal servants. The flamboyant President 
  Tanala Dyson (3059-3072) faced the thorny 
  diplomatic and military problem presented by 
  Clan Snow Raven, and developed the “Dyson 
  Doctrine” that has guided Wynn’s Roost since 
  then. Current President Christopher Gowens 
  is in his second of two possible terms (ending 
  in 3135) and is both a charismatic speaker and 
  an outstanding economist who engineered 
  Roost’s economic boom of the 3120s. His “New 
  Russolillo Skills Program” established the trade 
  mission on New Avalon and is attracting record numbers of skilled 
  immigrants from the Golden Five Worlds.
  Aside from unusual acidity in some bodies of water and tainted 
  air, Wynn’s Roost is a typical planet. It has varied terrain ranging from 
  arctic wastes to tropical islands and vast forests. Ecosystems, mostly 
  ignored by human residents, are in flux as imported, advanced 
  animals run wild against the cruder native insect, amphibian, and 
  plant life. Many native creatures have no defenses against pigs, dogs, 
  and rats. Imports not modified to survive the Roost’s sulfuric air and 
  ultraviolet light tend to fare poorly, but many imports were adapted 
  to the planet during the Star League.
  Visitors curious about the continental naming system should be 
  unsurprised to find that the planet’s major landmasses and capital 
  city were named by founder Turner Wynn. The continents Oneland, 
  Twoland, and Threeland were originally named for his wives, but 
  after the polygamous arrangement ended in a bitter divorce that 
  cost him tens of billions, he ordered the continents renamed. Wynn 
  refused to ever call his wives by name again, instead referring to them 
  numerically, and applied that same rule to the continents. Wynn has 
  been treated reasonably well in planetary histories, and the residents 
  seem disninclined to change the naming scheme. “They’re easy to 
  remember,” is a common explanation.
  
  7
  A TImE Of WAR AdvENTURE SEEdS
  WE WANT YOUR BUlldOZERS
  Recommended Group Size: 2-6 player characters
  Recommended Group Type: Military, Covert Ops
  Recommended Skill Levels: Green-Regular (Key Skill levels of 2-4)
  During the painful, generation-long demise of the Star League, from the Periphery 
  Rebellion to the Amaris Coup to the final conquest of the last free Hegemony world in 
  the 2790s, the colonial region of the Outworlds Alliance suffered. 
  By 2820, the critical imports that kept many worlds in the region alive, or at least 
  technologically advanced, were gone and vital systems were failing. The Outworlds 
  Alliance did not have the resources to support its sprawling corporate outback. In 
  response, Wynn’s Roost – which took its duties as capital of the Traders Domain seriously - 
  developed emergency programs to build vital equipment for the worlds in its district. It did 
  not have enough to spare for neighboring districts, who were desperate enough to launch 
  pirate raids on Wynn’s Roost. These raids, and the lack of Alliance support, led Wynn’s 
  Roost to secede in 2835 with the rest of the Domain, with the new nation retaining the 
  name, “Traders Domain.” The Domain itself would wither away in the next generation from 
  planetary depopulation, further secessions, and the Domain’s own inability to contain the 
  pirate problem (“No defense, no taxes,” was a common rallying cry by secessionists).
  A typical raid of the era was Ammon’s attack on Wynn’s Roost in 2822. Ammon was 
  a habitable but cold world with little industry except shut down germanium mines. It 
  needed the earthmoving equipment built by Wynn’s Roost to continue to mine coal 
  and stay warm. One alternative—evacuating Ammon’s 55,000 inhabitants to a warmer 
  world—was unthinkable to the tenacious residents. Meanwhile, Wynn’s Roost had no 
  need for germanium but many needs for the newly-built earthmoving equipment, as its 
  Star League-era vehicles were all but dead.
  Complications: A few obstacles for players to tackle.
  Amateur Spies: Ammon was two jumps from Wynn’s Roost. It knew the Roosters were 
  building crude diesel-and-hydraulic earthmovers to replace their fusion-and-myomer 
  WorkMechs, and that the planet’s militia was deployed trying to aid other Traders Domain 
  planets. What Ammon didn’t know was where the factories were or what defenses were 
  left. The spy cell established by Ammon consisted of librarians and sheriff’s deputies due 
  to a lack of more skilled investigators, so it would be easy for Rooster police officers to 
  respond to a company alarmed by phone inquiries about its locations and security.
  Save the Children…and Bulldozers?: The city of Turner’s Toe was on a vaguely toe-shaped 
  peninsula on the northern coast of Threeland. It was popular because it enjoyed pleasant, 
  constant trade winds, and had warm, nonacidic waters on an excellent deep water harbor. 
  Its spaceport warranted a small militia detachment, while its factories often had facilities 
  for employees such as daycare centers. When Ammon’s militia-turned-pirates burst from 
  the holds of an innocuous Mule, the Rooster militia rallied to stop them, only to find the 
  invaders looting earthmovers and wandering a factory filled with civilians.
  Tips: See Wynn’s Roost Trace Tainted Atmosphere on p. 10. Wynn’s Roost does not 
  have a lethal atmosphere, but it can harm humans over long exposures. Also, this is an 
  excellent chance to play amateur pirates and give players a chance to experience the 
  early Succession Wars’ piracy that helped devastate Periphery economies.
  AcId TEST Of BATTlE
  Recommended Group Size: 2 to 8 player characters
  Recommended Group Type: Military, Pirates
  Recommended Skill Levels: Green-Veteran (Key Skill 
  levels of 1-6)
  Two final insults led President Younger Wynn V to take 
  the Traders Domain into the 2835 secession. First, the 
  Outworlds Alliance impounded at Alpheratz a mercenary 
  force hired by Wynn’s Roost. The mercenaries were 
  eventually driven out of the Alliance by legal threats.
  Then, in 2833, a pirate group (suspected to be 
  mercenaries hired by Onverwacht) struck at the fusion 
  reactor facility that Wynn’s Roost had so painstakingly 
  built over the past decade. Besides the sheer difficulty 
  of constructing the factory in its highly defensible 
  location, an entire new school was founded and a 
  cadre of technicians and engineers trained to build 
  the reactors. The resulting reactors were crude and 
  not fit for even Age of War combat vehicles, but they 
  were precious, transportable fusion reactors that 
  could power desperate colonies throughout the 
  Traders Domain.
  The novice pirates planned to execute a quick 
  combat drop into the factory’s hellish terrain, and then 
  call in their spheroid DropShips for recovery once the 
  defenders were suppressed. Historically, the terrain—
  including particularly dense sulfuric fumes and acidic 
  waters—got the better of the pirates and they called 
  in their DropShips early. One DropShip pilot panicked 
  when they encountered hostile defenders on the 
  planned landing field (the factory’s parking lot) and 
  juked sideways into the factory. The factory--or rather, 
  the flaming rubble the 11,300-ton pirate Mule reduced 
  it to) also held the critical training school and the skilled 
  personnel taking shelter there.
  Complications: A few obstacles for players to tackle.
  It Stings: To aid in its defense, the factory was located 
  on an island in a dormant volcano’s lake-filled 
  caldera. Like many lakes in volcanic regions of 
  Wynn’s Roost, the sulfurous waters were highly acidic 
  and uncomfortable for the factory’s architects and 
  maintenance personnel. The terrain was difficult for 
  anything but infantry, while the water and heavy 
  fumes were difficult for anything but BattleMechs.
  Patrol Boats: The defenders have spent a long time 
  considering how to defend the factory. It is not 
  fortified or underground, as the island’s geology is 
  unsatisfactory for underground structures, but a 
  challenging number of missile-armed patrol boats rove 
  the sizable lake, and tanks reinforce the site’s infantry.
  Tips: Recommended maps included River Delta/
  Drainage Basin #1 and #2, and Large Lakes #1 and #2 
  (MS4, MSC1). Treat elevation changes as sheer cliffs 
  (see p. 39, TO) and see the Terrain rules on p. 10 for 
  environmental suggestions.
  
  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 Wynn’s Roost. 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.
  
  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.
  WYNN’S ROOST TERRAIN
  Wynn’s Roost possesses terrain typical of other inhabited 
  worlds. The various terrain tables found on p. 263, TO are 
  reasonable representations of the planet. 
  In areas plagued by higher volcanic activity, it may be worth 
  modifying the terrain by substituting hazardous liquid pools for 
  water (see p. 49, TO; class 1 recommended), though elsewhere the 
  water is not particularly dangerous, even to unprotected humans. 
  In the vicinity of such waters, the atmosphere is often sufficiently 
  tainted to use the tainted (poisonous) atmosphere rules (see p. 
  56, TO), though in other locations it is a long-term nuisance as 
  discussed below.
  WYNN’S ROOST  
  TRAcE TAINTEd ATmOSPHERE
  In most areas of Wynn’s Roost, the atmospheric sulfur 
  compounds are a mild nuisance, though that can fluctuate 
  suddenly depending on the weather and volcanic activity. These 
  traces do not rise to the level of tainted atmosphere (see p. 56, 
  TO) and are thus irrelevant to a Total Warfare or Alpha Strike game. 
  It is comparable to a trace-level tainted atmosphere (see p. 238, 
  AToW). 
  However, it is incorrect to dismiss the sulfur compounds as 
  merely a bad smell that causes “no permanent harm.” First, the 
  atmosphere threatens characters unprotected by respirators 
  with a 1S/1C attack once per two hours of exposure. (At the 
  gamemaster’s discretion, an exercising character—one who 
  is hiking, running, or swimming during most of an exposure 
  period—risks such damage every 15 minutes.) 
  Second, long-term exposure of six days or more may cause 
  permanent lung, eye, and skin injuries represented by a disease 
  (see p. 247, AToW) with slight effects (–1 to BOD or RFL, or Poor 
  Vision Trait, at the gamemaster’s discretion). This damage will not 
  heal on its own, instead representing permanent lung, skin, or eye 
  damage. Over a period of years, lung or skin cancers may develop, 
  the latter exacerbated by the high ultraviolet light on the surface 
  of Wynn’s Roost. 
  It is thus a point of etiquette on Wynn’s Roost that one does 
  not hold open exterior doors to flood a building with exterior 
  atmosphere (or challenge its filters and air curtains). Another 
  point of etiquette is based on the fact that long-time residents of 
  the planet do not have burned out senses of smell, but seem quite 
  adroit at separating the flatulent smell of the local atmosphere 
  from actual gastrointestinal emissions. The 2820 Ammon pirate 
  spy ring was broken because one of the spies who otherwise 
  blended in with the Roosters attempted to repeatedly blame 
  building leaks for his own gaseous leakage. A native Rooster 
  would have realized it was a hopeless excuse to make.
  
  11
  Turner’s Toe
  Turnerville
  O N E L A N D
  T W O L A N D
  T U R N E R L A N D
  W Y N N L A N D
  T H R E E L A N D
  S P A R K L I N G
  S E A
  C O N S T A N T  S E A
  D E E P E N I N G 
  S E A
  A R C H A N A N 
  S E A
  HAMILTON
  HARBOUR
  RICHESS SEA
  LAKE
  MELLENCA
  LAKE
  THRINTA
  KOHA SEA
  EDGE
  REEF
  ISLE OF 
  MISTS
  RoostFusion
  Factory
  I
  J
  IL
  IE
   R
  AN
  GE
  B
  R
  O
  K
  E
  N 
  H
  IL
  L
  S
  GR
  AY 
  HIL
  LS
  T
  O
  P
  A
  N
  GA
   MOUN
  TA
  I
  N
  S
  S
  T
  O
  N
  E
  C
  UR
  TAIN MOUNT
  AI
  N
  S
  P
  IN
  N
  AC
  LE
   M
  O
  U
  N
  T
  A
  I
  N
  S
  F
  O
  RT
  HENT
   R
  A
  N
  G
  E
  A
  V
  O
  L
  L
  U
   
  M
  O
  U
  N
  T
  A
  I
  N
  S
  H
  AR
  VES
  T HILLS
  N
  OR
  THE
  RN ST
  AC
  K
  S
  S
  O
  UT
  H
  E
  RN
   S
  TA
  CKS
  Mount Victrix
  CLARKE’S
  BATH
  THE
  GUARDIANS
  THORPETT’S 
  HAUNTS
  Pollack
  Crane Rock
  Distraction 
  Point
  Chupikev
  Poet’s Landing
  Chilton
  Krestover
  Veryl’s Cove
  GOWER GAP
  BITTER FIELDS
  LAMNETH
  WOODS
  HAMMERHEAD
  REACHES
  ERMUELE GREENS
  VERDANT SWATH
  ALLIN
  FLATS
  RIME SEA
  PATHAK SEA
  KRYTHON SEA
  HYPERION 
  SEA
  SCHOLAR’S WASTE
  SMALL
  DESOLATION
  Corporate 
  Records
  Facility
  Langstone
  Mellenca
  Mount Layell
  Mount 
  Grimbor
  Mount Nebula
  Edifice
  The Orrery
  Tollin
  Cape
  Consequence
  Alicea
  WYNN’S 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
  O N E L A N D
  S P A
  A R C H A 
  S E 
  HAMILTON
  HARBOUR
  RICHESS SEA
  I
  J
  IL
  IE
   R
  AN
  GE
  B
  R
  O
  K
  E
  N 
  H
  IL
  L
  S
  GR
  AY 
  HIL
  LS
  Distraction 
  Point
  Chupike
  ERMUELE GREENS
  SMALL
  DESOLATION
  
  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
  Turner’s Toe
  Turn
  T W O L A N D
  W Y N N L A N D
  R K L I N G
  S E A
  C O N S T A N T  S E A
   N 
  ISLE OF 
  MISTS
  RoostFusion
  Factory
  T
  O
  P
  A
  N
  GA
   MOUN
  TA
  I
  N
  S
  S
  T
  O
  N
  E
  C
  UR
  TAIN MOUNT
  AI
  N
  S
  N
  OR
  THE
  RN ST
  AC
  K
  S
  S
  O
  UT
  H
  E
  RN
   S
  TA
  CKS
  Mount Victrix
  CLARKE’S
  BATH
  THE
  GUARDIANS
  THORPETT’S 
  HAUNTS
  Pollack
  Poet’s Landing
  Chilton
  Krestover
  Veryl’s Cove
  GOWER GAP
  LAMNETH
  WOODS
  HAMMERHEAD
  REACHES
  HYPER
  SE
  SCHOLAR’S WASTE
  Co
  R
  F
  Me
  Mount Layell
  Moun
  Grimb
  Mount Nebula
  Edifice
  
  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
  rville
  T U R N E R L A N D
  T H R E E L A N D
  D E E P 
  S E 
  LAKE
  MELLENCA
  LAKE
  THRINTA
  KOHA SEA
  EDGE
  REEF
  P
  IN
  N
  AC
  LE
   M
  O
  U
  N
  T
  A
  I
  N
  S
  F
  O
  RT
  HENT
   R
  A
  N
  G
  E
  A
  V
  O
  L
  L
  U
   
  M
  O
  U
  N
  T
  A
  I
  N
  S
  H
  AR
  VES
  T HILLS
  Crane Rock
  BITTER FIELDS
  VERDANT SWATH
  ALLIN
  FLATS
  RIME SEA
  PATHAK SEA
  KRYTHON SEA
  N 
  porate 
  cords
  cility
  Langstone
  lenca
   
  r
  The Orrery
  Tollin
  Cape
  Consequence
  Alicea
  
  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
   I N G 
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN217 BattleTech - Touring the Stars - Wynns Roost [2016].pdf