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TOURING THE STARS

JARDINE

A BATTLETECH SOURCEBOOKS COMPANION


TOURING THE STARS

JARDINE
TM

Under License From


E-CAT35SN215
®

©2020 The Topps Company Inc. All rights Reserved. Touring the Stars: Jardine, 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.
Introduction

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 Herbert Redburn, Touring the Stars: One World at a Time, Interstellar Free Press

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 for play, while the A Time of War section offers plot seeds and
details for the planet’s more notable events. These plot seeds can be used as stand-alone games, woven into an existing game, or as
part of a larger on-going campaign.
The Rules Annex section explains planetary Atlas information for use in gameplay, as well as optional terrain tables, weather, and
flora/fauna rules. Terrain tables can be used as a random chart to determine gameplay maps, or simply as a guide to provide ideas
on the types of terrain found on the world. This section also contains a list of other rules that can be used to enhance your game
experience. All players should agree whether or not to use any or all of these features before play.
Note: The last four pages of this PDF are sized for 11” x 17” paper. Please keep this in mind when printing out the document.

CREDITS

STAR LEAGUE CLAN INVASION JIHAD


Project Development: Joshua C. Perian
BattleTech Line Developer: Ray Arrastia
Writing: Herbert A. Beas II
BattleTech Line Editor: Aaron Cahall
Production Staff
Cover Design and Layout: David Kerber
Maps: Ray Arrastia, David Kerber
Special Thanks: To BattleTech. Thanks for all the
fun times! SUCCESSION WARS CIVIL WAR DARK AGE ILCLAN

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JARDINE (HERAKLEION)

Star Type (Recharge Time): G2V (183 hours)


Position in System: 3rd (of 5)
Time to Jump Point: 9.12 days
Number of Satellites: Two (Oahu, Tonga)
Surface Gravity: 0.92
Atm. Pressure: Standard (Breathable)
Equatorial Temperature: 25°C (Tropical [2765/3067]);
19°C (Cold [3150])
Surface Water: 53 percent
Recharging Station: None
HPG Class Type: B (2765); None (3150)
Highest Native Life: Mammals
Population: 443,560,000 (2765); None? (3150)
Socio-Industrial Levels: C-D-C-C-B (2765); N/A (3150)
Landmasses (Capital City): Taveuni (Luzon Hou [2765]),
Mussau, Rapa Nui (Hope [3067])

Editor’s Note: While much speculation and official denials of the so-called “Five Worlds Conspiracy” persist into modern times, numerous
historical records confirm the existence of Jardine and its fate, from the early years of the Succession Wars through the opening days of the
Jihad. As late as 3130, the world remained unlisted on navigation charts, though it was declared a secured protectorate of both the Marik-
Stewart Commonwealth and the Duchy of Tamarind-Abbey, who only permitted limited access to it for civil and scientific expeditions. As
of 3150, Jardine’s protected status is unclear, but official maps still omit its location.
The following documentation derives from numerous sources, the most prominent of which are the accounts of Dr. Brooklyn Stevens, an
independent explorer who reportedly rediscovered the planet in late 3067. Extensive efforts were made to verify the details enclosed here,
but errors may remain. Mystique still surrounds Jardine, the Hidden Worlds of which it was one, and the enigmatic powers who shaped
ComStar and the Word of Blake over the centuries after the fall of the First Star League.

JARDINE (HERAKLEION)
Bathed in the light of a yellow sun not much different than Terra’s fauna proved far less diverse than its early discoverers expected. Entire
Sol, but orbiting from a mean distance of just over 0.8 AUs, Jardine was orders of animals found on planets of similar development, such as
a world of warmth and beauty. Geologically young and tectonically analogs of Terra’s marsupials, simians, ungulates, and many reptilian
active, the planet was lush with jungles and forests, especially on the and amphibian species, were completely absent on Jardine. In their
northeastern continent of Rapa Nui, and throughout the southern half place were a disproportionate number of other species, most of which
of the large Rapa Nui landmass. Despite its active volcanism, Jardine’s took on decidedly felid and avian morphology. For this reason, many
weather patterns were relatively milder and more stable than those biologists studying Jardine during its early settlement years came to
of Terra. Combined with the abundance of mineral-enriched soil, nickname it “the Planet of the Cats” or “the Feline Aviary.”
freshwater lakes, hot springs, and river complexes that radiated across With so much of its land covered by temperate and tropical forests
whole continents, this climate created an environment almost entirely against a backdrop of volcanic mountain chains and hot springs,
shrouded in vegetation. Indeed, what few deserts and arid badlands Jardine felt like a second homeland to its founding colonials, most of
existed amid this global garden were found only in the deepest whom hailed from the various island states of Terra’s Pacific Islands and
reaches of the continents of Mussau and Taveuni. coastal regions affiliated with the so-called “Ring of Fire.” Over time,
While these features produced a world well-suited to a broad these settlers developed a local culture that was an eclectic mix of
range of wildlife—including the humans and other animal species Hawaiian, Filipino, Polynesian, and Maori ethnicities. To maintain the
eventually transplanted there during its colonization—Jardine’s native native beauty of their world, many early colonies imposed a multitude

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Atlas

of laws and traditions aimed at limiting heavy industry along the major In early 2811, raiders presumably operating out of the Lyran
riverways and coastlines, while declaring huge swaths of woodlands Commonwealth struck Jardine without warning or mercy. The
and jungle off-limits to large-scale human habitation. These ecological attack lasted barely more than a week, but in that time most of the
restrictions—at least partly aimed at making Jardine a garden paradise planet’s major cities were razed and cobalt-salted nuclear weapons
for wealthy tourists—hobbled the planet’s commercial development transformed Taveuni into an infernal hellscape. Unable to call for help
so significantly and for so long that major corporations came to see while their planetary government and infrastructure lay in ruins, the
Jardine as a poor candidate for expanding their businesses. Thus, by surviving populace succumbed to despair and panic as skies across the
the time Jardine formally entered the emergent Free Worlds League, globe darkened with the smoke and ash from Taveuni’s firestorms.
the planet’s economy had become almost entirely agrarian in nature. It was amid this chaos that the first aid ships arrived, hailing from the
Its biggest exports took the form of exotic foods, decorative flowers, last place anyone expected: Terra.
and an assortment of domesticated beasts—the most well-known and According to the sketchy evidence that remains, what followed was
coveted of these being the tabiranth, a felinoid animal as large and part of the greatest secret project ever conceived by Jerome Blake and
tamable as the terrestrial horse. Conrad Toyama, masters of the nascent ComStar. The details of this
Although the Star League era did see a rise in Jardine’s industrial operation remain sparse even today, but they confirm that Jardine was
development—particularly across Taveuni, where most of the selected as one of five potential base worlds that Blake and Toyama
planetary spaceports, light aerospace support industries, and the planned to use as emergency fallbacks for ComStar’s control over the
capital city of Luzon Hou stood—Jardine never shook its image as a HPG network in the event that one or more of the Successor States
commercial and strategic backwater, with abundant but ultimately chose to ignore Terra’s neutrality. Though each of the five were chosen
unremarkable resources. This suited the locals just fine, as they had for different reasons, all were said to be “remote and unremarkable”
grown accustomed to an existence absent of the interstellar hustle within their respective realms—the kind of planets that nobody would
and bustle seen elsewhere in the Inner Sphere. Even as the Star League particularly miss among the rampant chaos of the early Succession
crumbled and the drums of war sounded throughout the Successor Wars. To further obfuscate their disappearance, ComStar altered all
States, the people of Jardine felt certain that their sleepy and self- records of their locations, names, and even their system composition,
sufficient world, several jumps from the Steiner-Marik front, would under the guise of Blake’s ongoing efforts to conduct and maintain
never endure the thundering strides of BattleMechs and the screaming a census of the Inner Sphere’s HPG network in the wake of the Star
fire of aerospace fighters. League’s collapse. Thus, around this time, Jardine vanished amid the
Until the day the sky fell on them. shuffle of dying worlds, while a similar world—dubbed Herakleion—

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Atlas

appeared in its place as JumpShip navigators received their updated or merely the desire to evade easy conscription into ComStar’s
maps and interstellar travel advisories. To the rest of mankind, the ranks, some of the local populace chose to venture into the planet’s
backwater planet known for little more than its stunning natural sprawling wilderness. It is unclear how much resistance these first
beauty, birds, and exotic riding cats sold almost exclusively to the separatists encountered from the planet’s new keepers, but over time
wealthy elite, faded into obscurity. they evolved into tribes collectively known as the Wayward. In general,
Further ensuring the secrecy of ComStar’s Five Worlds project, the the Guardians and the Wayward seemed content to coexist, viewing
hidden worlds were completely cut off from all interstellar trade and themselves as countrymen and fellow survivors of the Succession
communications routes, and navigational buoys seeded at their main Wars “holocaust,” but this arrangement hinged on the Wayward
jump points warned off any visitors with the promise of a grim death. tribes maintaining the same level of discretion as the city-dwellers.
For those who dared venture closer, automated picket sensors lurked Wayward tribes that failed to do so—say, by cultivating traditional,
about, ready to alert hidden defenses ranging from Star League-era open-field farmlands, or by building roads and structures that could
drones to manned assault ships. ComStar handpicked the personnel be seen at high atmosphere—were swiftly and decisively punished.
sent to these worlds for their exceptional loyalty and discretion, Furthermore, though they openly allowed city-dwellers to leave the
with most prohibited upon pain of death from ever leaving their enclaves and become Wayward, the Guardians maintained perimeters
new homes. JumpShip traffic was around their holdings upon which
restricted to barely enough vessels these self-exiled individuals were
to cover supply needs. For extra not allowed to encroach. Guardian
measure, no JumpShip captain patrols often hunted down and
assigned to these top-secret supply destroyed Wayward tribes who failed
runs ever received the entire route to respect these unspoken borders.
once the worlds vanished from the Though some tribes defended
public eye. As ComStar became ever themselves, typically using weapons
more insular under Toyama’s reign and equipment scavenged from the
and the rise of ROM, the Hidden ruins or smuggled out of Guardian
Worlds sunk further under layers of facilities, even those conflicts were
quasi-mystical security measures tightly confined to avoid detection
and selective “purges,” until none but from the air. No Jardinian—from
ComStar’s most fanatical officers (and Guardian to Wayward—wanted to be
those who already lived there) even responsible for attracting attention
suspected that they existed. from the “Lost” (their collective term
For Jardine, the decades and for anyone beyond “the Five”).
eventually centuries that followed As it became clear that no
were a time of sheltered peace in Successor State would challenge
an age of unrelenting warfare. Led ComStar’s control over Terra and the
to believe that the Succession Wars were even more savage than Inner Sphere’s HPG network, the need for Jardine and the other secret
they actually were, the populace embraced their ComStar saviors, fallback sites receded. Over time, the Guardians who managed these
and worked with them to ensure their mutual survival. Together, worlds and the increasingly secretive officers in ComStar who acted as
the Jardinians and their “Guardian” masters pursued a grand their coordinators and protectors on the interstellar stage evolved into
strategy of eliminating all signs of human civilization on the planet, a cabal of Blake-worshipping devotees with an agenda all their own.
abandoning the few major cities and towns remaining while enacting These conspirators—most of whom operated through ROM—came to
strict population control measures to reduce their numbers over see the Hidden as ideal places to train hyper-elite, hyper-loyal special
time. Heavy industries were dismantled entirely or moved below forces and to pursue numerous experimental research projects. In
ground, while foliage and wildlife were encouraged to overtake their Jardine’s case, the research took the form of advanced medicine and
abandoned ruins. Farmers meticulously reworked their fields to blend cybernetics development, with many recruits and test subjects chosen
into the natural environment, and food animals roamed, grazed, and from among the local populace.
reproduced unchecked. Wireless communication and fusion power The development of extensive bionic medicine on a world founded
were curtailed to bare minimums and restricted to only periodic within the broadly anti-cyborg Free Worlds League was a curious
use in appropriately shielded areas. In their place was a reliance on choice. But, in 3035, those capabilities enabled one of the most fateful
older wire-based technologies and the harnessing of power through decisions in Inner Sphere history when members of the Hidden’s ruling
cleverly disguised geothermal and water current sources. By the end cabal sent a high-value patient to Jardine in a desperate bid to save his
of the thirtieth century, only one major inhabited enclave remained on life: Thomas Marik. Critically wounded in the bombing that claimed the
Jardine: the city of Hope, located on the edge of a volcanic field in the lives of his father and nearly all other heirs to the Captain-Generalcy,
heavily forested Rapa Nui continent. the one-time Acolyte of ComStar was close to death by the time he
Not everyone on Jardine wished to live within the bounds of the arrived on Jardine. The cybernetics used to save his life were extensive,
Guardians’ controlled environments. Driven either by wanderlust sophisticated, and far too numerous to conceal. Wary that a fragmented

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Free Worlds League would never accept him as a legitimate ruler (and Master’s most loyal follower, a heavily modified Jardinian man known
likely hoping to ensure ComStar’s complete mastery over a Successor simply as Apollyon. Bestowed with the title of Precentor Manei Domini,
State from the shadows) the cabal convinced Thomas Marik to remain Apollyon remained on Jardine as its Supreme Guardian and military
sequestered on their Hidden world, while a body double returned to governor when the Master left the world to take up residence on Mars.
Atreus and took power in his stead. There, he was tasked with preparing the latest batch of Manei Domini
The subsequent events are pure conjecture, even a full century in preparation for the “Third Transfer,” a moment where the Master’s
later, but somehow the cyborg Thomas Marik achieved a cult of prophesies claimed that the Word’s hidden glory and humanity’s
personality during his convalescence. Gradually, he gathered a salvation would be revealed for all to see.
following among not only Jardine’s locals but also among the Hidden Mere months before the opening salvoes of the Jihad, however,
cabal. By the time of the Clan Invasion, it is believed that Marik Jardine’s fate was forever changed when a mercenary explorer
had almost entirely lost interest in leading the Free Worlds League named Brooklyn Stevens and her crew pierced centuries of security
through his double, and instead had come to see himself as a prophet precautions and discovered the planet’s existence. Unwittingly
second only to the sainted Jerome Blake himself. When the Schism arriving just after the bulk of the Manei Domini and its transport fleet
took place in 3052, he and his followers rose to claim the leadership deployed out-system, Dr. Stevens managed to land close to Hope,
of the Hidden cabal and, through it, what they saw as ComStar’s true and made contact with a local Wayward tribe in the nearby woods.
heart and soul: the Word of Blake. Though Marik himself remained After miraculously evading soldiers from Apollyon’s own Fifty-second
unseen, whispers within the breakaway Order soon began to echo Division, Stevens escaped with knowledge not only of Jardine’s true
the philosophies of its secret “Master.” fate, but also tales of the Hidden worlds, and the cyborg-enhanced
At first, Marik was content to puppet the Word of Blake from behind armies that the Word’s unseen Master had managed to raise far from
the scenes, as he once did his own Free Worlds League. Executing his any state’s prying eyes.
extreme directives across the Inner Sphere was the Word’s Sixth of Stevens and her crew, along with a Wayward Jardinian woman they
June movement, a group of ultra-zealots led by the likes of Cameron rescued during their adventure, vanished soon afterward when the
St. Jamais and Demona Aziz. On Jardine, Marik the Master also began Jihad erupted across the Inner Sphere. But news of their discovery
to cultivate an even more fanatical and fearsome following among leaked out. Although their warnings came far too late to prevent the
the cybernetic super-soldiers the Hidden cabal developed in the Jihad, the existence of Jardine as the Manei Domini’s birthplace was a
decades prior. secret the Master could not afford to leave exposed. Under his orders,
Drawn mostly from the loyal populations of the Hidden worlds, Precentor Apollyon directed the bombardment of the volcanic
the first wave of what would become known as the Manei Domini fields near Hope. While the exact method of this bombardment is
were conceived as special operatives for ROM, or mere test subjects unclear—with theories given that range from redirected asteroids
for new bionic techniques and technologies. With their non-existent to the use of hyper-massive thermonuclear weapons—the resulting
backgrounds, shrouded origins, and layers of secrecy that shielded impacts caused enough destabilization of the surrounding crust to
their very existence even from ComStar itself, these men and women trigger a chain reaction of volcanic eruptions. The lava flows and ash
were the perfect ghosts for the Master’s grand vision. As spies and plumes that continue to this day have resurfaced more than sixty
commandos, these agents boasted superhuman capabilities thanks percent of the Rapa Nui continent, and shrouded the planet in an
to their sophisticated cybernetics, and defied any foreign intelligence endless gray haze.
service that ever tried to track them. By reporting only to the Hidden Today, Jardine is a ghost of its former self. Now plunging ever
cabal, the early cyber-soldiers could pursue ComStar’s darkest goals closer to a full-blown ice age, much of its native fauna has perished
under ironclad deniability, as even the Order’s Primuses (and, allegedly, along with most of the planet’s lush woodlands and rainforests.
several Precentors of ROM) were left in the dark about their existence. Between the semi-radioactive ruins and hot zones of Taveuni,
Under Thomas the Master, the Domini received a greater sense of and the ongoing traps volcanism of Rapa Nui, two of its three
purpose: the destruction of humanity’s one true enemy—the Clans. main landmasses are effectively uninhabitable. Meanwhile, on the
Over fifteen years, the Master and his agents solidified their remaining continent of Mussau, each passing year sees the deserts
control over the Word of Blake and built up their strength, buying up expand as the jungles continue to wither away. While rumors persist
mercenary contracts and forming pacts with numerous allies while that some human habitation remains on the world, and that some
infiltrating the ranks of nearly every major House and Periphery state’s unaccounted-for Word of Blake forces may have even made their
armed forces. Among the Hidden worlds, production and development way there in the wake of the Jihad, no surveys to date have been
stepped up to provide additional might in the form of secret fleets able to confirm such claims.
and an assortment of cutting-edge super-weapons. For Jardine, this Given the rate of Jardine’s current decline, most climate studies
meant a surge in the recruitment, augmentation, and equipping of conducted over the last fifty years predict that the planet will be
new cyborg warriors and special operatives. By the end of 3066, the rendered completely lifeless and uninhabitable by the middle of the
Manei Domini’s ranks swelled to some 6,000 such devotees, led by the thirty-third century.

7
a Time of War Adventure Seeds

WHEN THE STARS FELL “WE’VE COME FROM TERRA; WE’RE HERE TO HELP…”
Recommended Group Size: 4–8 player characters
Recommended Group Type: Police, Civilian, Military
Recommended Skill Levels: Green-Regular (Key Skill levels of 1–4)
In the hellish fires of the First Succession War, many worlds perished or suffered severe damage from the horrors of nuclear, chemical, and biological
warfare. As a backup plan—initially to prevent their network’s collapse should the House Lords disregard Terra’s neutrality and assault humanity’s
homeworld—five alternate base-worlds were selected from within those same realms. To ensure their survival in a universe where even Terra was not
sacrosanct, these worlds would need to be “hidden” from all prying eyes.
For Jardine, this meant engineering a planet’s “death”, and erasing its very name from the star charts—whether the locals wanted this or not.
The players' group may be militia or retired ex-Hegemony soldiers, House or mercenary forces passing through, or they may be ComStar agents laying
the groundwork for Jardine's "great disappearing act." Or the players may even be common Jardinian citizens and first responders trying to stop ComStar
from cutting Jardine off from the rest of the Inner Sphere.
Complications: A few obstacles for players to tackle.
Steiner Blitzkrieg: In the midst of the First Succession War, Jardine suffered severe damage from a devastating raid against the commercial industries
and spaceports on the continent of Taveuni. The raiders—believed to be elements of House Steiner’s LCAF, or maybe even a covert operations force
sent by Loki—struck with particular barbarity, plowing through the cities and countryside with absolutely no regard for collateral damage. Adding
deadly insult to savage injury, the raiders salted the earth on their way out, unleashing a mix of nuclear and chemical weapons on Taveuni that killed
millions. But why hit such a minor world, so far out of their way, with such force? Some things aren’t adding up.
Terra’s Blessings: As the Inner Sphere sank further into war, and the Free Worlds League grappled with the Steiners and Liaos on distant fronts, the cries
for help from Jardine—a strategically insignificant system—went largely unanswered. Soon, however, shiploads of rescue workers and security teams
did arrive, bearing the logo of Jerome Blake’s ComStar. With their guidance and support, they promised to lead Jardine back to recovery, vowing to
remain for as long as it takes.
The New Order: ComStar’s “bait and switch” gambit succeeded brilliantly. Jardine, relabeled Herakleion on the maps for good measure, vanished from
the public eye amid the chaos of the Succession War. Meanwhile, the “aid workers” from ComStar cemented their hold on the planet, managing the
population by evacuating the “poisoned sectors,” establishing a garrison, and building protected research facilities aimed at medical pursuits. Under
ComStar control, Jardine would recover completely off the grid. Naturally, not everyone was thrilled with this idea.
Tips: This is an opportunity to play it from either side. ComStar’s agents, selected for their fierce loyalty and discretion, largely believe that their efforts
are aimed at establishing Jardine’s safety as a “hidden world” so that the planet can thrive even in worst-case scenarios. Doing so, however, will require
extreme efforts to control the local population and build support for ComStar’s increasingly centralized enclave at the city of Hope. More suspicious
Jardine natives, of course, may quickly learn just how brutal these control measures will be—and the lengths to which ComStar will go to make sure the
Inner Sphere forgets about their humble planet.

8
a Time of War Adventure Seeds

NOT QUITE AS DEAD AS ADVERTISED


“WHAT DO YOU MEAN ‘SOMEONE’S STILL DOWN THERE?’”
Recommended Group Size: 3–6 player characters
Recommended Group Type: Military, Mercenary, Covert Ops
Recommended Skill Levels: Regular–Veteran (Key Skill levels of 3–6)
While conducting a discrete survey of Jardine, either for research or as part
of an ongoing effort to find clues about the Word of Blake and its vanished
survivors, the players’ group (or their employers) discovers evidence of recent
human activity on this devastated world. Could they be lostech scavengers,
remnants of the Wayward, or something else entirely? Someone’s got to
investigate!
Complications: A few obstacles for players to tackle.
Word of Who?: Whoever these survivors are, they claim to have no knowledge
of the Word of Blake, Manei Domini, or even the “Guardians” who came
to Jardine ages ago. They could be native Waywards lying about such
things—after all, look what happened after someone else said too much
to outsiders—or they could be on the level. Perhaps they arrived after the
asteroid fall, or they came from some overlooked group of survivors missed
in the Succession Wars.
I Saw it First!: The recent human activity is a definite effort to dig up remains
left by ComStar/Word of Blake’s work on Jardine. The folks in charge of the
dig—be they rogue scavengers or a state-funded special operations team—
are positive they’re on to something worth killing over. Whether it’s just a
bunch of old warehouses of lostech and maybe an off-site backup from the
days of the Word, or a cache set up by someone else, they’re not about to
share their findings with anyone.
Domini Vindictus!: Decades after the birth of the Republic of the Sphere, a
variety of pro-Word of Blake fringe groups began to emerge throughout the
Inner Sphere. While most were little more than isolated clusters of hate-based
anarchists taking up the aesthetics of the fallen Word of Blake, some—like
the White Hand terrorist organization—proved powerful enough to pose
a threat on multiple worlds. Of these neo-Blakists, the most enigmatic and
dangerous were the Cult of Apollyon, a terror group that rose to venerate
a trinity they refer to as “The Master, the Protégé, and the Destroyer.” While
the source of their surprising funding and support is unknown, the Cult’s
stated aim is to finish what the architects of the Jihad started (though this
could mean anything from annihilating the Clans to taking over the Inner
Sphere.) In honor of their “holy forebears,” many Cult members have taken
to replacing some of their limbs and organs with modified prosthetics and
implants (though rarely to the level of the infamous Manei Domini they so
revere.) It should therefore come as little surprise that, among their many
secret activities, is an active effort to find and claim any remnants of the
Word’s darkest secrets and technologies—including the elusive Hidden
Worlds. Don’t expect reason or mercy from these fanatics.
Tips: The post-bombardment nature of Jardine has transformed the world
into a mix of hellish inferno and encroaching ice age. If the terrain and climate
itself isn’t trying to kill unwary visitors, the increasingly desperate wildlife and
any surviving human inhabitants almost certainly will.
If the players find themselves interacting with Waywards, it’s important to
remember that such survivors may outwardly seem to have adapted a primitive
lifestyle, but most are quite technologically savvy. At the height of the Master’s
pre-Jihad power, these hearty folk maintained a keen understanding of their
world and its history, alongside a society that practically worshipped and
practiced human ingenuity.

9
Rules Annex

The following section is designed to assist both players and to radically cut down transit times and local defense preparations.
gamemasters with guidelines and reference tables for using Objectives In night combat situations, worlds with one or more moons or rings
to create games and/or campaign based on the target systems, may produce lighting effects caused by solar reflections off the lunar
factories, or cities described herein. The following rules primarily rely surfaces (depending, of course, on lunar phases), while worlds without
on the players’ understanding of the core game rules found in Total any moons at all may present equally distracting effects. To reflect
Warfare (TW), Tactical Operations: Advanced Rules (TO:AR), Tactical these possible effects as applicable, see the Full Moon Night, Moonless
Operations: Advanced Units and Equipment (TO:AUE), and A Time of War Night, or Pitch Black rules, on p. 58 of Tactical Operations.
(AToW) but additional references may be made to Strategic Operations
(SO) and other rulebooks. SURFACE GRAVITY
Players and gamemasters alike should realize that these rules are Surface Gravity has a distinct affect on the performance of virtually
substantially less rigid than core rules. Players creating tracks and all combat units in game play. Values higher than 1.00 reflect worlds
scenarios using the material in this annex are encouraged to accept, where units are significantly heavier than they are under normal Terran
modify, or even completely ignore these guidelines if they prove
gravity, while values lower than 1.00 reflect worlds where units are
too cumbersome.
significantly lighter. The full effects of gravity on combat may be found
USING PLANETARY DATA on p. 55 of Tactical Operations.
The planet in this supplement is presented with a block of basic
planetary data. This data provides key details that players can use to ATMOSPHERIC PRESSURE
further tailor their game play, reflecting the unique features of the This detail describes the relative density and breathability of the
world. The following information identifies the core rules that apply, local atmosphere, and can have a profound impact on game play if the
based on the indicated world data. atmosphere is anything but “Standard (Breathable).” Thinner or Thicker
Across the Ages: It should also be noted that many of the worlds atmospheres can affect the use of several unit types in gameplay
presented in this series have data that actually changes greatly over and may even have an impact on weather conditions. Likewise,
time. In the case of Jardine, this data radically changes between 2765, atmospheres classified as Tainted or Toxic can affect how various
3067, and beyond. Players and gamemasters should thus account for combat units’ function and suffer damage in game play. For rules
the time period their games are set in when using worlds that have covering Atmospheric Pressure, see pp. 54-55 of Tactical Operations
such variable data values. for pressure variations, and p. 56 of Tactical Operations for Tainted and
Toxic Atmosphere effects.
STAR TYPE, POSITION IN SYSTEM,
TIME TO JUMP POINT EQUATORIAL TEMPERATURE AND SURFACE WATER
These lines are most pertinent to the advanced aerospace aspects
A world’s Equatorial Temperature helps define whether the world can
of gameplay defined in Strategic Operations, and will generally have no
be broadly classified as hot, warm, or cold by indicating the temperate
impact on games that focus entirely on ground combat.
Star Type identifies the color, size, and stability of the world’s primary (in degrees Celsius) it averages at the equator—typically the warmest
star, as well as how long an arriving JumpShip requires to charge its K-F region on the planet’s surface. Temperatures at the north and south
drive while in system (using only its jump sail). Particularly large and/ pole of most worlds may average as much as 30 degrees colder than
or unstable stars can be prone to odd lighting effects that can affect at the world’s equator, but it is always important to know that local
combat, such as glares and solar flares. Rules for Glare and Solar Flare conditions such as weather and terrain can vary these averages
effects may be found in Tactical Operations (see p. 58, TO). somewhat. Nevertheless, the equatorial temperature helps players
Position in System indicates how many orbital positions away from gauge whether much of the world will likely be arctic, tropical, desert,
the star the world orbits; an “orbital position” may be held by other and so forth. If gameplay falls in regions where temperatures are
planets or asteroid belts. extreme (below –30 Celsius or above 50 Celsius), Extreme Temperature
The Time to Jump Point indicates how many days’ worth of travel rules (see p. 62, TO), will apply.
DropShips accelerating (at 1 G, the same acceleration produced by Surface Water reflects the percentage of the world’s surface that is
gravity on Terra) would take to travel from the system’s standard zenith covered in water, and essentially defines whether the world might be
or nadir jump points to the world. This transit time includes a mid-point covered in vast, lifeless wastelands, lush forests, or miniscule, rocky
turnover and 1-G deceleration rate as well, which are standard transit islands. Worlds with low Surface Water values (50 percent or less)
rates to and from most worlds. Longer distances between the world will rarely see much rainfall or snowfall weather effects, and water or
and its local jump point mean longer transit times for incoming vessels
woods features on terrain maps may instead be considered sinkholes,
and thus more time for local defenders to arrange defenses once they
craters, and rough terrain instead to reflect the lack of significant water
realize there are inbound attackers.
sources and vegetation. Worlds with higher Surface Water values,
NUMBER OF SATELLITES meanwhile, will much more likely have active, precipitation-heavy
This line indicates how many natural satellites (moons) the world weather patterns, and support more water and woods terrain features.
has (and their names, if applicable). Many orbital facilities may be
found in the LaGrange Points (regions where the gravitational forces RECHARGING STATION, HPG CLASS,
between the planet and its moon or moons cancel each other out), NATIVE LIFE, AND POPULATIONS
and some of these same points (specifically, places near the L-1 points) These details describe other noteworthy features of a target system
are occasionally used as “pirate points” by daring raiders who wish that could affect campaigns to greater or lesser degree.

10
Rules Annex

HPG Class defines the presence of a local hyperpulse generator on


the planet, indicating its ability to transmit signals to other systems
nearby. Such stations are always located on the planetary surface,
and are largely considered inviolate by all but the most serious attack
forces. (Attacking an HPG is still considered a crime against humanity
by most civilized realms.) Class A stations reflect major interstellar
communications hubs, while Class B stations usually send transmissions
in massive bundles less frequently. Although any HPG can send an
emergency signal to a nearby system within hours of an attacking
force’s discovery, many raiders target worlds with Class B stations (or
no stations at all), in the hopes that their arrival will raise the alarm
among nearby systems more slowly. Assault forces, meanwhile, may
target Class A worlds in an effect to secure a realm’s communications
hub and disrupt responses to a border-wide campaign.
Native Life describes (in very basic terms) the highest level of native-
born life forms the world has. More life-barren worlds in the Inner
Sphere may be host only to microbes or plants, while more evolved
planets often host their own species of animal life up to and including
mammals. Though this rarely impacts a planetary campaign, it cannot
be ignored that many local creatures can pose a threat—or a boon—
to raiders and invaders in some circumstances, ranging from being a
source for local food in the event of supply shortage, or a hazard to
establishing secure perimeters while operating outside of vehicular
protection. This detail, however, does not cover introduced species the
human population may have imported to the world, so while a target
world may be host only to native-born trees, horses originally raised on
Terra may yet make an appearance.
Population defines the number of humans estimated to be
living on world. Worlds with particularly high populations—those
numbering in the billions—are often highly developed, with many
major cities. Sparsely populated worlds—with populations in the
millions or less—are less likely to have major cities than they are
small towns or even tiny outposts and domed arcologies. As a more
densely populated world often raises the threat of local armed
resistance or merely more eyes to spot incoming invaders and more
voices to raise an alarm, raiders tend to target lower populace worlds,
while invaders often attempt to secure the greater manpower and
infrastructure reflected in high population worlds.

SOCIO-INDUSTRIAL LEVELS
The world’s Socio-Industrial Level is a five-letter code used to
broadly define the world’s level of wealth and development using a
series of classic A-F letter grades. The more “A”s and “B”s that appear
in this code versus “D”s and “F”s will generally denote a world that is
more self-sufficient, technological sophisticated, and resource wealthy
than the average. As many of these factors can be used to enhance
role-playing aspects of game play, an in-depth explanation of this code
Recharging Stations describes whether a system has any space structure may be found on pp. 366-373 of A Time of War.
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 LANDMASSES AND CAPITAL CITIES
are often small and fairly unarmed, but also act as spaceborne hubs of The major landmasses (continents, regions, and/or island chains)
trade and communication to the local world. Raiders often avoid these identified on each world are then listed, with the planetary capital city
stations by taking non-standard jump points, so their arrival cannot listed (in parentheses) beside the name of the landmass where it is
be blown to the locals, but more significant invasions often begin by located. Traveling between landmasses often requires the use of high-
seizing the local recharge stations instead, to secure effective strategic speed rails (overland), aerospace transit (via DropShips, airships, and
control over the jump point. other aerospace craft), or seagoing vessels.

11
Optional Rules

The following additional special rules are intended to provide further torso are covered); –1 to all BAR values if attacking from below; BAR 2
flavor to games set on Jardine. For the most part, these rules may be vs acid-based damage
considered advanced and optional, as they primarily reflect conditions
and/or features unique to this planet or planetary system. MENEHUNE
The Menehune were proto-sapient creatures that originally lived in
MINOKAWA the woodlands of Jardine’s Rapa Nui continent and eventually spread
Although hardly large enough to swallow either of Jardine’s moons, to the planet’s other major landmasses alongside human habitation.
the silvery-gray eyes, hooked wingtips, extra-strong talons, and blue- Exhibiting both simian and feline features, these child-sized, semi-
gray plumage of Jardine’s largest bird of prey made naming it after the humanoid creatures were covered in thin fur that varied from a light
Minokawa of ancient Philippines legend practically inevitable. Though reddish-orange to a deep brown or black, with yellow-green to golden
largely native to the Mussau landmass, where they have been known eyes and pointed ears that rose from their heads at what would be
to take up residence in the vast savannas that ring the larger desert the temples on a human skull. Their four-fingered hands and feet
regions, these great avians have also been known to migrate across featured semi-retractable claws and opposable digits that made them
the nearby islands and nest among the upper canopies of jungle lands. especially adept at climbing and digging, while their long tails aided
Minokawa even claimed impressive footholds within the Rapa Nui and in balance. Although mostly bipedal in nature, most Menehune would
Taveuni continents, but the climate changes sparked by the Blakist drop to all fours when running, both for speed and to lower the profile
bombardment have largely wiped out these enclaves. they exposed to attackers. Because of their size, shape, and numerous
Minokawa are nocturnal hunters and often rely on their three-meter examples of proto-human behavior that included rudimentary tool
wingspan to glide for great distances in absolute silence to better use and an ability to mimic the sounds of other creatures—including
surprise their usual prey, usually smaller land animals but sometimes human speech, to the alarm of many researchers—they were named
ranging as large as the Jardinian firecat. Typically operating in hunting for a dwarfish people of ancient Hawaiian lore.
flocks of five or seven, it is common for several minokawa to harry Over centuries of study, biologists determined that the Menehune
their targets, flushing any clusters out of hiding and scattering them were on par with—and possibly even smarter than—terrestrial
before a single bird swoops in to take the prize. At that point, between chimpanzees. Countless observations noted that these creatures
the beast’s serrated beak, talons, and the “thumb claws” that jut from formed complex communities (clowder-tribes), used their own crude
the leading edge of its wings, the prey’s flesh is torn apart in a matter proto-languages, and demonstrated an aptitude for learning how to
of seconds. In the case of larger or more powerful prey, even a failed use or improvise a variety of tools and pack-hunting tactics for the
attack can prove lethal, usually causing enough damage to result in purposes of capturing food, and securing shelter. The Menehune
rapid blood loss as the hunting flock simply glides along, waiting for demonstrated avid curiosity in human activities, and recorded
their target to die. instances of aggressive behavior toward humans were exceedingly
Because so many Mussauan species have developed caustic few and far between. But their skittish nature, their habit of swiping
defenses, like the firecat’s acid spray, minokawa have developed their any food or human devices they could make a speedy getaway with,
own defense in the form of a special compound they secrete during and their tendency to mimic human screams and shouts both to
certain times of the Jardinian year. This peculiar, sap-like film coats distract and to startle, led many Jardinians to see them more as pests
their upside feathers over time, and hardens into a kind of transparent, than anything else.
semi-rigid layer that acts like a light armor sheath in many ways. This The devastation of all forest and jungle biomes on Jardine has all but
peculiar adaptation, however, can impair the minokawa’s speed and wiped out the Menehune’s natural habitats, and it is largely believed
maneuverability while airborne, and it is not uncommon to find such that this species went extinct by 3100.
birds aggressively plucking at their hardened plumage between
molting cycles to deal with the excess. Mass: 19.1 kg (adult)
STR BOD DEX RFL INT WIL EDG
Mass: 20.5 kg 3 4 5 8 4 3 2
STR BOD DEX RFL INT WIL EDG Size Class (Modifier): Small (–1)
6 4 4 6 7 6 1 BAR (M/B/E/X): 0/0/0/0 (Thin Fur)
Size Class (Modifier): Medium (0) Damage (AP/BD): 1M/2
BAR (M/B/E/X): 2/2/1/1 (Coated Feathers)* Move (W/R/S): 12/24/50 (Land)
Damage (AP/BD): 2M/4 Traits: Animal Cognition, Compulsion (Curiosity), Fast Learner, Good
Move (W/R/S): 1/65 (Ground/Flight) Hearing (+2), Night Vision (+1), Offensive Adaptation (Claws), Pack
Traits: Armor (+2), Flight (+2), Night Vision (+2), Offensive Adaptation Hunter (4-12), Skittish, Tool User
(Beak/Talons), Pack Hunter (3–9) Skills: Animal Agility +3, Animal Language +2, AniMelee +2, Climbing
Skills: AniMelee +4, Perception +4, Tracking +2 +4, Perception +4, Sound Mimicry +1, Stealth +2, Swimming +2,
*Coated Feathers: Roll 1D6 (per flock) to determine coverage (1=No Tracking +2
coverage; 2-4=Covers head and torso only; 5-6 Covers wings, head, and
torso only); –15 Flight speed if wings are covered (–5 if only head and

12
Optional Rules

OTHER NOTABLE JARDINE FAUNA if the scenario takes place in the Rapa Nui continent, and an additional
In addition to the Menehune and the Minokawa birds, Jardine is +3 if the scenario takes place after the asteroid bombing. On a
noteworthy as the homeworld of the horse-sized tabiranth (prized modified result of 9+, the area is a Volcanic Field and will make use of
across the Inner Sphere as an exotic riding mount and guard beast), the Magma rules (see pp. 34, TO:AR), with all water terrain, sinkholes,
and the Jardinian Firecat (a smaller forest predator that emerged as an or crater interior hexes treated as magma of equivalent depth. If the
invasive species on nearby Shasta in the late 3060s). Statistics on these modified roll result is 9 or 10, the volcanic activity was recent, but the
creatures can be found in A Time of War (see p. 244, AToW) and A Time lava has cooled enough to the point where most—if not all—magma is
of War Companion (see p. 123, AToWC), respectively. crusted over (the extent of crusting is up to the players). If the modified
roll result is 11 or higher, the lava flows are active, and all magma hexes
TERRAIN AND WEATHER begin the scenario in liquid form.
While Jardine’s biomes were once as varied as those found on Terra, Quakes and Eruptions: In the event any area on the scenario map
the planet has been broadly described as a jungle world thanks to the is determined to be an active Geyser or Volcanic Field, players may
sheer extent of its forests and woodlands and limited desertification. also find earthquakes and eruptions to be a real and present danger.
Prior to the Succession Wars, the world’s largest environmental As with Geysers and Magma, the rules for Earthquakes are found in
hazard came from its constant geological activity. After the nuclear Tactical Operations: Advanced Rules (see p. 53, TO:AR), while eruption
bombardment of Rapa Nui in the First Succession War, and the utterly rules are covered in the Magma rules. The chance for any Earthquake
devastating asteroid strike on Taveuni in 3068, most of its once-green or Eruption occurrence is up to the players, but a 2D6 target number
landscapes have become barren and deadly. of 11 is recommended, to be rolled at the start of every turn in the
scenario, with the same modifiers applied as were used to determine
MAPSHEET AND TERRAIN CONDITIONS whether the area is tectonically active. If the modified roll equals or
The Mapsheets Tables presented below reflect the nature of Jardine’s exceeds the target number, the possible quake or eruption takes
dominant terrain, based on where—and when—a scenario is set. place. Quakes will have an intensity equal to 1D6–1, and last for 1D6
While the Rapa Nui and Taveuni continents demonstrate the greatest turns, while magma eruptions should continue for the duration of
degree of change after certain milestones in their history, the global the scenario.
decline of the planet’s entire biosphere will affect terrain and weather All This and Fire, Too?: Volcanic eruptions and flowing magma
even on the landmass of Mussau and the planet’s many smaller islands. tend to burn pretty much anything they come into contact with, and
In addition to the recommended maps, the following terrain features Jardine’s vast forests provide abundant opportunities to transform
also figure prominently on Jardine: an already disastrous situation into utter hell. Players interested in
Jungles and Forests: Many of Jardine’s vast woodlands tend to exploring this added environmental crisis would do well to employ the
grow more densely than found on other worlds. To represent this, Fire and Smoke rules (see pp. 41–45, TO:AR). At the end of each turn in
in any scenario where wooded terrain covers a third or more of the which an unharmed wooded or jungle hex stands within 1 hex of liquid
map area, the players may treat all Woods hexes as Jungle hexes of magma, or is in a hex where magma damage is delivered during an
equivalent density (see p. 29, TO:AR). eruption event, players should roll to see if that wooded or jungle hex
Geyser Fields: Given the planet’s active volcanism, geyser fields bursts into flames, treating this check as an attempt to start a fire using
are a common sight all over Jardine, particularly in areas where the a direct-fire energy weapon (Base Target Number 7+). Once ignited,
ground gives way to deep fissures or pools of water. Examples of the wooded/jungle hexes will continue to burn—and generate any
such terrain are found on all of the Random Terrain Tables found in appropriate smoke—for the remainder of the scenario, or until the fire
this product. To determine if such terrain is an active geyser field, roll damage has reduced the Terrain Factor of such hexes to 0, if the Terrain
2D6 before the start of the scenario. Apply a +1 modifier to the result Factor rules are in play (see p. 63, TO:AR).
if the scenario takes place on the Rapa Nui continent, and another
+3 modifier if the scenario takes place after the 3068 asteroid strike. WEATHER AND LIGHTING CONDITIONS
On a result of 9+ the area is an active geyser field, and will use the Prior to the asteroid impacts of 3068 and the massive geologic
Geyser rules (see p. 46, TO:AR). Place 1D6–1 geysers in any water upheavals that followed, Jardine weather and climate were not
hex, or in any other terrain features with a depth of 1 or deeper. No unlike those of Terra. Taveuni’s devastation changed all that. As the
geyser should be placed within 3 hexes of another geyser. If a geyser continent burned under a relentless series of eruptions, clouds of
is located within a lake or a sinkhole larger than 2 hexes across, smoke, ash and soot soon blanketed the world in darkness. Global
treat the lake/sinkhole as if it is filled to ground level with a Class 2: temperatures plunged as this “nuclear winter” effect took hold and
Hazardous Liquid Pool (see p. 47, TO:AR). show no signs of recovering as the intense volcanism continues
Volcanic Fields: Almost as common as geyser fields—and indeed, nearly a full century later.
far more so on Rapa Nui after the asteroid strike of 3068—are active To reflect Jardine’s post-3068 climate in gameplay scenarios, the
volcanic fields, where lava flows and eruptions constantly scour the following rules are recommended:
landscape. As with Geyser Fields, examples of this terrain are found in Waning Light: Before the start of the scenario, make a 2D6 roll to
the Random Terrain Tables. To determine if an indicated mapsheet is determine the base level of atmospheric clarity available, regardless of
an active Volcanic Field area, roll 2D6 before the start of the scenario. any other weather conditions. Apply a –1 modifier to this roll for every
As with the Geyser Field check, apply a +1 modifier to this roll’s result 20 full years the scenario takes place after 31 December 3068.

13
Optional Rules

If the modified result is 8 or higher, the local skies are clear—or at Ash behaves like snow for purposes of movement and to-hit
least enough to impose no in-game effects other than those from modifiers, but will not impose Extreme Temperature conditions, nor
ambient weather; if the scenario takes place at night, Jardine’s two will it cause Ice effects or reduce heat for heat-tracking units. Ash
moons provide the Full Moon lighting condition (see pp. 56, TO). that accumulates like Deep Snow is unaffected by weapons fire (it
If the modified 2D6 result is less than 8, but greater than 2, the level just scatters and resettles). Finally, the irritant effects of blowing ash
of persistent soot and smoke in the high atmosphere reduces daytime requires the use of filter masks to avoid breathing issues. Conventional
lighting to constant Dusk/Dawn conditions (see p. 56, TO), while infantry without such gear—or any other unprotected personnel
nighttime lighting is as dark as a Moonless Night (see p. 56, TO). outside of a sealed environment during an ashfall—must roll 2D6 at
If the modified result is 2 or less, a surge in volcanic activity has the start of their movement. On a result of 4 or less, the affected unit
ejected even more ash into the sky than usual, resulting in Full Moon is impaired and may perform no other actions beyond movement for
conditions by day, and Pitch Black lighting by night (see pp. 56, TO). the rest of the turn.
Stormy Century: If rolling randomly for weather conditions on Salted Earth: During a devastating raid in the first weeks of
Jardine, use the General Weather Table (see p. 67, TO:AR), but treat a 2811, presumably by Lyran forces or their proxies, a massive nuclear
result of 1 (Light) as a result of 3 (Rain), and treat a result of 5 (Extreme bombardment took place on the continent of Taveuni. The strategic
Temperatures) as a result of 4 (Snow) for all scenarios set within 50 years warheads used were laced with a combination of cobalt and strontium
of 31 December 3068. In addition to this, apply a +2 modifier to all and air-burst for maximum radiological effect, rendering Taveuni
Weather Table rolls if the scenario is set within 25 years of 31 December virtually uninhabitable for centuries to come. While most of the lethal
3068, followed by a +1 modifier for scenarios set between 25 and 50 fallout decayed to levels safe enough for human life by the middle of
years of that date. Any modified roll results over 6 are treated as 6. the thirty-first century, there are still pockets of the continent where
For scenarios set more than 50 years after 3068, treat a roll of 1 ambient radiation remains a deadly hazard.
(Light) on the General Weather Table as a result of 4 (Snow). If a result To reflect the dangers of this “salted earth,” roll 2D6 prior to any
of 5 is rolled, indicating Extreme Temperatures, divide the 1d6 roll scenario set on Taveuni after 15 January 2811, with a +4 roll modifier
for the Extreme Temperatures Table by 2, and round up. If Extreme applied for every 25 full years from that date. On a modified result
Temperature rules are in play and additional weather conditions are of 10 or higher, the area is considered safe for gameplay purposes. If
desired, treat any rainfall results as their equivalent in snow, sleet, or the modified result is 6 or less, however, the area suffers the effects
hail (players’ choice). of a Toxic (Radiological) Atmosphere (see pp. 54, TO:AR). On any
Snow or Ash?: If a randomly determined weather condition other modified roll result, the area suffers the effects of a Tainted
indicates Snowfall, Snow Flurries, or a Blizzard, a 2D6 roll should be (Radiological) Atmosphere. If using A Time of War, long-term effects
made to determine if the precipitation is actually snow or ash from from exposure to tainted atmosphere may occur if the modified roll
volcanic activity. Apply a +2 modifier to this roll if the scenario takes result was 10 or 11. These long-term effects can include growth of
place more than 50 years after 3068, plus another +2 modifier to the cancerous tissue and necrosis, as well as weight and hair loss, and use
roll if the Extreme Temperatures rules are in effect. On a modified result the Disease rules (see pp. 245–249, AToW).
of 8 or more, the snowfall is indeed snowfall. Otherwise, it is ash.

14
Optional Rules

MAPSHEETS TABLE
2d6 Result Map (Pre-2811) Map (2811 and Later)†
2 Desert Mountain #1 (MS3, MSC1)** Mountain Lake (MS2, MSC1)*
3 Desert Sinkhole #1 (MS3, MSC1)* Desert Mountain #2 (MS3, MSC1)**
4 Rolling Hills #1 (Map Pack: Grasslands) Desert Sinkhole #2 (MS3, MSC1)*
TAVEUNI

5 Rolling Hills #2 (Clan Invasion Box) Hilltops #1 (Clan Invasion Box)


6 Heavy Forest #1 (MS4, MSC1) Scattered Woods (MS2, MSC1)
7 Heavy Forest #2 (MS2, MSC1) Woodland (MS6, MSC2)
8 Woodland (MS6, MSC2) Rolling Hills #3 (Map Pack: Grasslands)
9 City Street Grid/Park #1 (MS4, MSC1) River Delta/Drainage Basin #2 (MS4, MSC1)*
10 City Street Grid/Park #2 (MS4, MSC1) City Ruins (MS3, MSC1)
11 Lakes (Map Pack: Grasslands)* Lakes (Map Pack: Grasslands)*
12 Streams (Map Pack: Grasslands)* Grasslands #2 (Beginner Box)
* Possible Geyser Field Area. See Geyser Fields, under Mapsheet and Terrain Conditions.
** Possible Volcanic Field Area. See Volcanic Fields, under Mapsheet and Terrain Conditions.
† Possible Salted Earth Area. See Salted Earth, under Weather and Lighting Conditions.

2d6 Result Map (pre-3069) Map (3069 and Later)


2 BattleTech (CBT, MS2, MSC1)* City Ruins (MS2, MSC1)
3 Rolling Hills #4 (Map Pack: Grasslands) Hilltops #1 (Clan Invasion Box)
4 Large Mountain #1 (MS5, MSC2) Mountain Lake (MS2, MSC1)**
RAPA NUI

5 Large Mountain #2 (MS5, MSC2) Barren Lands #2 (Clan Invasion Box)


6 Lakes (Map Pack: Grasslands)* Desert Sinkhole #1 (MS3, MSC1)*
7 Heavy Forest #1 (MS4, MSC1) Scattered Woods (MS2, MSC1)
8 Scattered Woods (MS2, MSC1) Grasslands #1 (Beginner Box)
9 Mountain Lake (MS2, MSC1)** Moonscape #1 (MS5, MSC2)**
10 Heavy Forest #2 (MS4, MSC1) Large Lakes #2 (MS4, MSC1)**
11 Rolling Hills #3 (Map Pack: Grasslands) Barren Lands #1 (Clan Invasion Box)**
12 Wide River (MS6, MSC2)* Desert Sinkhole #2 (MS3, MSC1)*
*Possible Geyser Field Area. See Geyser Fields, under Mapsheet and Terrain Conditions.
**Possible Volcanic Field Area. See Volcanic Fields, under Mapsheet and Terrain Conditions.

2d6 Result Map (All eras)


MUSSAU AND ISLANDS

2 Desert Sinkhole #2 (MS3, MSC1)*


3 Mountain Lake (MS2, MSC1)**
4 Desert #1 (Beginner Box)
5 Scattered Woods (MS2, MSC1)
6 Rolling Hills #1 (Map Pack: Grasslands)
7 Heavy Forest #1 (MS4, MSC1)
8 Heavy Forest #2 (MS4, MSC1)
9 Woodland (MS4, MSC1)
10 Large Lakes #1 (MS4, MSC1)
11 Lakes (Map Pack: Grasslands)**
12 River Delta/Drainage Basin #1 (MS4, MSC1)*
*Possible Geyser Field Area. See Geyser Fields, under Mapsheet and Terrain Conditions.
**Possible Volcanic Field Area. See Volcanic Fields, under Mapsheet and Terrain Conditions.

15
16

JARDINE

Pukao

DA
VIS
LA
D NO ND
LT E
ME S LC A S
THE MOAI VO IELD
F
R A P A N U I
HINE-MOANA N U I
Hokitika
MAUNGAS
M ĀTA I T
AI
R A P A MEGA-GEYSER
FIELDS
AP
MA
PR NNE
OA
P U
AR M AW O F MAN

BU
NU CH
Karoro LO S T

RN
K AW TA N I W H A BA
SH

Hope

IN
(Volcano) AU Rikitea RA

G
KĀNI Kopara NEC
T A K

ĀK
WH Kikiwa
POIN A

AU
NA
T
V E AU
KŌURARA
A M U S S A
ĀK
AW U
ĪNA
NG
AB U N GR
IT TY
BURNING ĀKAU ŌKAIKAI A N
HĀW
IGH Rehua Eloaua
T
I (Volcano)
Whitehead
I U

S
SI IRA
KA

HE
Makarora LT ST EM ERT
ED RA

AS
TĀ N E ĀK IT DES
AS

AS

OF
EN AU OF
NG

U GOLD A

NG
A PU

AU
AM N RANG RU
RO TA H U

AU
TA N G A

ĀK
M I TU
PU
ASH TA
AM GL
INL AZE
PA K
ETI T A Hanalei B AT H A L
A PUGAD

SIN AN
ET MAUN
GAS
V

PA
Bathala
Luzon Hou IRA THE M

RO
OT EST ĀTA
AY LAK
E
L A K E I TA E U HI WA

SC
R A
U FO S TAT IA
TUK PO
A

O
KŌ HERE T TĪTĪ ED
N

AS
E S TŪ DRI SIN

NA
MA
T A V E U N I
FOREST
AMAN
R RO

T
F O A
NG TAU
I IB

EP
O EN U
GA R ĀH

EAK
PA R R A N G ATA H I PŌ
ING
SINAYA

PUG WIG
A HĀ

S
B AY ES KE MAGANDA

D I O ATA P U G

AD
T I O B AY SHOR AP Lalakoa

A
WERE ADIARTE G U B AT MALAKAS

LUM
(Volcano)
WERE E A MILILA G U B AT
NI
G U B AT

KS
Kuku Seabase Tamblot Cache Cebu
(Rumored) (Rumored)
Akupu DAGA

AD
NI’HAU (Volcano) TA L A
Ruku Seabase
(Rumored) HA G U B AT
UU Makuta
LA MANOA BADLANDS VI
N A U PA K A LAKE SA
Bohol
YA
FOREST LANAO N
CO
K A AWA KEA AS
HIA T
FOREST K AW B ATA
EA LAKE LA A
TO N W AIM E LO
B O N TO C Leyte D I W AT
GL HANALEI A S
ITT KE AK
OR
AL PU
PU PE
A
KS

A
PE

MO
K A ‘A LIMOKON

N
O PA E P PUG

AI

LA
PĀ PA K A U LU RI AD

IA
B AY PU AS
WA
GA NG
ARIDITY D
MAKALENA

Camp Waiouru
A N A G O L AY
A N A G O L AY MANGKUKULAM
A N A G O L AY

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