TEXT: TOURING THE STARS
  IRON LAND
  IRON LAND
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN216
  ©2016 The Topps Company Inc. All rights Reserved. Touring the Stars: Iron Land, 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
  IRON LAND
  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 ongoing 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: Matt Alexander
  Editing: Herbert A. Beas II
  Production Staff
  Layout: Ray Arrastia
  Maps: David Kerber, Patrick Wynne
  Factchecking/Playtesting: Aaron Cahall, Stephan 
  Frabartolo, David Kerber, Joshua C. Perian, Eric 
  Salzman,Geoff Swift, Chris Wheeler, Patrick Wynne
  Special Thanks: To those who gave me the oppor-
  tunity to live and work where I am, which was the 
  inspiration for this writing.
  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
  Most abandoned worlds in the Inner Sphere were left as poisoned ruins 
  with hostile environments, but Iron Land differs from most in that it was 
  left intact. Abandoned when its populations of prisoners and their related 
  communities of freed settlers moved on, the lost world of Iron Land is just 
  that: a lost world. Only a small remnant population remains on the so-called 
  “Leprechaun World” today today, made up of scavenger locals who appear to 
  take a perverse delight in making life hell for any off-world visitors.
  Though quite hot by Terran standards, Iron Land seemed a relatively 
  benign world, suitable for colonization when first discovered. Later, 
  more detailed studies of the world put paid to the initial high hopes for 
  a colony, but it was not entirely without prospects. Located comfortably 
  within its star’s habitable zone, Iron Land is relatively small and dense, 
  with high concentrations of oxidized iron and siderophilic elements in all 
  layers of its crust, a geological oddity that puzzles planetologists to this 
  day. Large concentrations of germanium are also present, though only as 
  deep ore loads which are difficult to extract. The high metal content of 
  the local soils created a degree of toxicity that stood as the greatest factor 
  limiting colonization.
  Iron Land possesses three small continents. Norfolk in the south is 
  the largest of these, comprising some sixty percent of the world’s total 
  land area. Nepean lies 1,000 kilometers northwest of Norfolk, while 
  the rugged Phillip continent is situated 6,000 kilometers further to the 
  northeast. Covering the wetter regions of all three continents are dense 
  forests dominated by the Kingston pine and its various sub-species, while 
  the interiors and lower rainfall regions tend toward deserts and barren 
  uplands. The pine sub-species have developed an amazing ecological 
  flexibility and successfully diversified into many niches, but the Kingston 
  itself is notable for its strength, due to the high iron content in its wood. 
  Though difficult to fell and work, structures made of Kingston pine last 
  for extraordinary time spans with only minimal maintenance, although 
  oxidation often gives this wood a deep red hue even when treated. 
  Although well forested, and with floating “islands” of kelp dotting the 
  seas, Iron Land has not developed much fauna beyond insect life, either 
  terrestrially or aquatically.
  Founded by the Rim Worlds Republic in 2350, Iron Land was set up as 
  a prison world managed by the government on Apollo. The system was 
  never officially acknowledged as a Republic member world, positioned as 
  it was well beyond reach of the typical traveler, and thus intentionally far 
  removed from civilization. As a minor and unofficial part of the Rim, the 
  planet appeared on few official stellar maps. During what is now called 
  the planet’s First Settlement, the Apollo government used Iron Land as 
  a place of exile for those who could not or would not reform. The First 
  Settlement numbered less than 10,000 souls, with the balance of those 
  sent to Iron Land living in small, penal settlements such as Sydney, Cascade, 
  Queensbrough and Phillipsburg, all located on Norfolk. 
  For over four centuries, the Republic continued to use Iron Land as 
  a place of exile. But the fate of those sent to this world was less than the 
  legends would tell. Following an initial service period of hard labor, those 
  who survived the harsh environments of the metal-tainted labor camps 
  would progress to agricultural gangs, then semi-free status in the service 
  communities, before finally earning their ticket to freedom. Though never 
  allowed to depart Iron Land, those who gained these tickets were free to 
  lead a relatively easy—if rather dull—life in the planet’s civilian communities, 
  shortened as those lives were by chronic heavy metal poisoning.
  The successes of this Transportation Model (as it was known to the 
  locals) led to Iron Land’s downfall during the early Star League-era. The 
  very notoriety and ongoing results of this penal system led to increasingly 
  wilder stories of life on this remote planet. Though few to none of these 
  urban legends were true, the lack of government acknowledgement 
  or engagement in discussion on this “official secret” only helped fan the 
  flames of speculation. Moral reformation and progress in the Republic 
  during the twenty-seventh century saw the permanent exile of citizens 
  IRON LAND
  Star Type (Recharge Time): G2V (183 hours)
  Position in System: 3 (of 7)
  Time to Jump Point: 9.12
  Number of Satellites: None
  Surface Gravity: 1.1
  Atm. Pressure: Standard (Breathable)
  Equatorial Temp: 45oC (Very Hot)
  Surface Water: 83 percent
  Recharging Station: None
  HPG Class: None
  Highest Native Life: Insects
  Population: 20,000 (3150)
  Socio-Industrial Levels: F-F-A-D-B
  Landmasses (Capital City): Nepean, Norfolk 
  (Kingston), Phillip 
  
  ATLAS
  5
  to such penal colonies as abhorrent. The ever-darkening stories of Iron 
  Land only added to the strength of these arguments, even in the complete 
  absence of evidence. The so-called Anti-Transportation League, which 
  developed a large following, successfully lobbied for the closure of the Iron 
  Land penal settlement in 2615. The remaining exiles were either shipped 
  off to other prisons on “civilized worlds,” or given their full pardon and 
  settled elsewhere.
  Increasing concern over Lyran outposts on the Republic’s border, 
  combined with other strategic necessities amid the tensions of the 
  later Star League, ultimately prompted President Cynthia Amaris to re-
  establish settlements on Iron Land. Ironically, under what would become 
  known as Iron Land’s Second Settlement period, the world managed 
  to equal in reality what had once been only legend. In addition to the 
  planet’s heightened strategic importance, the Second Settlement of Iron 
  land brought back the prison camps that, combined with the changes 
  in Rim policies under Cynthia’s reign, eventually meant a harsher life for 
  those sent there.
  From 2725 until its fall to the SLDF in 2768, Iron Land was the non plus 
  ultra of prison planets. Under the successively brutal Second Settlement, 
  the Commandants—governors of the world, from Colonel Morisset, Major 
  Anderson, and Mr. Price—became notorious for the meticulous manner in 
  which they used ancient techniques of hard labor, brutality, degradation, 
  and isolation to exact a terrible toll on their charges. Though overlooked as 
  minor participants in the annals of House Amaris’s late Star League horrors, 
  the Iron Land Commandants would, at any other time, have been seen as 
  brutal and petty martinets of the first order. House Amaris was also more 
  than willing to release those who survived their sentence back into society, 
  in order to spread tales of Iron Land’s dread across the Rim.
  The Second Settlement period also saw far greater use of Iron Land 
  than ever before. Hundreds of thousands of convicts and political outcasts 
  were sent to this world on an annual basis. The old city of Sydney was 
  renamed Kingston and hugely expanded, as was Cascade, with both 
  settlements boasting landing fields for penal transports. New camps 
  were constructed to house the growing influx of detainees, with the 
  huge establishment at Longridge: the largest non-mechanized, human-
  powered, penal agricultural settlement ever established within the Inner 
  Sphere. Germanium mining on Iron World was always a secondary concern; 
  House Amaris had more economical sources for the material, leaving 
  extraction activities to independent operations, such as the Lyran-based 
  Commonwealth Mining Company.
  Commonwealth Mining, always eager to profit from the Star League’s 
  management of the Territorial States, saw the limited germanium mining 
  operations conducted by the small Rim Worlds firms as ripe for the taking. 
  In 2737, twelve years into Iron Land’s Second Settlement period, CMC 
  convinced the Star League government to grant them access to this world for 
  their own gain. Commonwealth Mining “co-opted” many of the independent 
  operators on Iron Land, often utilizing methods little better than those of the 
  penal settlements’ Commandants. This led to sabotage, riots, and eventually 
  armed resistance, which peaked in 2747 when covert ISF involvement to 
  destabilize the Lyran operations was discovered. Commonwealth Mining 
  eventually suffered more issues than the penal settlements, and came to 
  send many recalcitrant miners to Kingston for “reeducation.” Nonetheless, 
  some of the free miners managed to survive the brutality of the Amaris-
  backed Commandants, Commonwealth Mining, and the military agents 
  from Houses Steiner and Kurita alike. These survivors eked out their own 
  living on the fringes, to become part of the remnant population.
  D E L T A
  S E A
  G A M M A
  S E A
  B E T A
  S E A
  Burnt Pine
  D E L T A
  S E A
  N E P E A N
  N O R F O L K
  P H I L L I P
  Colony 7
  Colony 8
  Fremantle Work Camp
  Janszoon
  Camp 
  Cockatoo
  Cascade
  Queensbrough
  Phillipsburg
  Kingston
  Longridge
  Commonwealth 
  Mining Company HQ
  Leprechaun Tours
  Compound
  ADAMS REGION
  YOUNG REGION
  MCCOY REGION
  QUINTAL REGION
  CHRISTIAN REGION
  L
  O
  N
  G
  R
  I
  D
  GE
   MOU
  N
  T
  A
  I
  N
  S
  F
  A
  R
  R
  I
  D
  G
  E MOU
  N
  T
  A
  I
  N
  S
  BOTANY 
  COVE
  PENRYN 
  COVE
  SYDNEY 
  COVE
  SCARBRO 
  COVE
  CUMBERLAND 
  COVE
  FERRITIN FOREST
  RUSTWASH
  SWAMP
  BALDSPOT
  WASTES
  DUSTASTE
  WASTES
  HEXAFERRUM FOREST
  THERMITE
  FOREST
  WHISKEY
  ISLAND
   VAN DIEMEN
  ISLAND
  REPENTER’S
  GAOL
  NOBB’S
  HOLM
  Schurk’s
  Graveyard
  
  ATLAS
  6
  When elements of the SLDF finally liberated Iron Land in 2768, they were 
  appalled at the state to which the inmates and miners had been reduced, 
  and were ruthless in hunting down and eliminating those responsible. 
  During the SLDF’s brief occupation, however, little more could be done 
  for the planet’s unwilling residents beyond providing meager material 
  assistance. The SLDF’s departure soon after left more than 300,000 ex-
  inmates and miners stranded. The Lyran Commonwealth eventually 
  sent a detachment to the world in 2789, but Iron Land’s now-permanent 
  inhabitants were less than happy to see Steiner forces. After sixty years 
  of brutality at the hands of House Amaris and the Commonwealth 
  Mining Company, followed by the SLDF’s minimal efforts and subsequent 
  abandonment, the Iron Landers had developed a streak of hard-earned 
  independence and lack of respect for outsiders. 
  The Commonwealth’s occupation of Iron Land lasted only two years 
  before a DCMS task force arrived. The small Commonwealth garrison, 
  mercilessly harassed by the locals in an ever-escalating campaign 
  of sabotage and petty assault, was no match for the DCMS invaders. 
  However, it took the warriors of House Kurita little time to realize that 
  the reticent locals held no more love for the Draconis Combine than 
  they had the Lyrans. Following three 
  months of escalating civil unrest, and a 
  small number of fruitless reprisals by the 
  DCMS, the Combine pulled back from 
  Iron Land, but did so in a way that would 
  make the world next to useless for the 
  Commonwealth. Over the course of six 
  months, the DCMS and DCA overloaded 
  transports with civilians rounded up at 
  gunpoint and shipped them to worlds 
  in the Rasalhague Military District, while 
  rendering the mining operations useless 
  through nuclear strikes. Many Iron Landers 
  died en route to Combine space, or were 
  killed resisting their forced migration. By 
  early 2792, the Combine had removed or 
  killed roughly ninety percent of the local 
  population, leaving ruins in their wake. 
  Over the course of the next 250 years, the remaining Iron Landers, 
  instead of dying out, forged a new way of life. In what became known 
  locally as the Third Settlement period, they rebuilt what they could of 
  their world in their own way. Central to their life, the remains of the city 
  of Kingston were restored with loving care, but left largely empty as a 
  living museum, despite hosting the Iron Landers’ small government. A new 
  township, Burnt Pine, was raised in the uplands roughly 300 kilometers 
  north of Kingston, and it was there that the majority of the survivors 
  settled. Other Iron Lander communities spread out across the continent of 
  Norfolk, most in small family ranches, where they raised what crops they 
  could to sustain themselves.
  Outsider visitation to Iron Land never truly stopped; the occasional trader, 
  or raider, came to the world either to collect Kingston pine wood for sale 
  in the Inner Sphere, or to try and secure germanium stockpiles. Few of 
  these endeavors were truly successful, however, as the locals harassed any 
  off-worlders who stopped by, much as they had with the Combine and 
  Commonwealth forces. Over time, raids against these unwelcome visitors—
  once undertaken out of spite—turned into raids for the fun of it, and even 
  became part of some local coming-of-age rituals. Lethality was replaced with 
  chicanery and the cleverness of Iron Land traps—along with the humiliation 
  they can inflict on the unwitting—became a minor legend in the Coreward 
  areas. One of the Iron Landers’ favorite tools in their bag of tricks came in 
  the form of the dream “fish,” a large native arthropod whose flesh has a 
  hallucinogenic effect. The distillation of the dream fish’s flesh produces a 
  substance that creates deeply disturbing visions for those who ingest it.
  The Iron Landers’ society evolved to be highly patriarchal, with men 
  awarded nicknames based on their life stories, while women receive no 
  such accolades. The Council of Elders is strictly a male gathering; it is a 
  rare visitor who is welcomed to Iron Land, and a rarer one still who sees 
  an Iron Lander woman. Since the planet’s ravaging by Combine forces, 
  technology on Iron Land has regressed to that of nineteenth century Terra, 
  though the local’s ability to work the Kingston pine for construction and 
  ornamentation has created both a unique architecture and a distinctive 
  style that defies such low-tech simplicity. The local population, by some 
  estimates, now numbers around 20,000, all of whom trace their descent 
  from twenty families. Of the twenty families, some are more notable than 
  others, with names like Adams, Quintal, McCoy, Young, and Christian the 
  most prominent. Others, like Buffett, Evans, and Nobbs, always strive to 
  gain standing above the larger families. “Members of the original twenty 
  families all carried genetic advantages that that enabled them to survive 
  the planet’s metals-heavy environment long enough to reach childbearing 
  age. Still, the average life span of a typical 
  Iron Lander is less than fifty years. 
  The Clan invasion could have spelled the 
  end of the Iron Landers’ way of life, as Clan 
  Wolf and (much later) Clan Hell’s Horses made 
  several visits to this world when surveying 
  ex-Rim Worlds holdings in their Occupation 
  Zones. The Iron Landers adapted, as they 
  always did, disappearing into the hinterland 
  after the sheer power and ruthlessness of 
  the Clans became apparent. The populace 
  became adept enough to vanish from 
  Kingston and Burnt Pine within a day and 
  leave ghost towns to any visitor.
  When Clan Hell’s Horses eventually 
  abandoned its Coreward holdings, word 
  reached Iron Land that the immediate 
  threat of the Clans had passed. Though 
  the Iron Landers remained cautious, they have slowly become less fearful 
  of visitors and regained some of their former willingness to inflict the 
  riank (raid-prank) on those passing through. Recent thrill tourists have 
  begun visiting Iron Land from the Lyran Commonwealth, though not 
  in great numbers, as word of the “Leprechaun World” spread to those 
  seeking adventure on the fringes of human settlement. Bored nobles and 
  daredevils now journey to Iron Land expressly to experience a riank, or to 
  see if they can one-up the locals. Although this has led to some fatalities, 
  misunderstandings, and no small number of broken limbs, several regular 
  tour operators have begun building a successful relationship with the 
  locals, which involves fleecing the visiting tourists of any and all items of 
  value, while the tour operators charge exorbitant rates for the experience. 
  Where this growing contact with outsiders will lead the people of Iron Land 
  is not known, nor thought about much by the locals themselves. Still, some 
  optimists muse that learning to trust some outsiders—in their own odd 
  way, anyway—may one day see the reclusive inhabitants of this lost world 
  begin to reach out after three centuries of isolation and insular living. 
  Recently, Interstellar Expeditions has sent three separate expeditions to 
  Iron Land. Clashes with the operators, misunderstandings with the native 
  populace, and—in the locals’ eyes—unauthorized excavations at the 
  Longridge Ruins have made assignment to an IE expedition to Iron Land 
  a hazard posting.
  
  7
  A TImE Of WAR ADvENTURE SEEDS
  THE WOODS HAvE EYES! “DON’T EAT THE FISH!”
  Recommended Group Size: 4-8 player characters
  Recommended Group Type: Military, Mercenary, Civilian Adventurer
  Recommended Skill Levels: Green-Elite (Key Skill levels of 1-8)
  You thought the trip to the Leprechaun World would be a bit of fun, and it 
  has been for some. The old town of Kingston was like stepping back in time and 
  the forests are breathtaking. However, things got nastier than you expected and 
  the tour guide seems to know more than he is letting on. Johnny’s off his head 
  screaming about giant teddy bears chasing him, Sarah’s got two broken arms, 
  half the kit is missing, someone glued Joey’s dog to the cabin roof and now the 
  cruiser won’t start and it’s getting dark. To top it all off, you could swear the trees 
  have eyes.
  Complications: A few obstacles for players to tackle.
  It all seemed like such fun!: The tour guide seemed to be leading you to something 
  he knew was coming, but things got a little too rough even for him. People are 
  hurt, and one of the idiots from Donegal that joined the cruise late just pulled a 
  gun and started firing into the woods. Everything has gone very quiet.
  You spoke to the girl?: The tour guide is freaking out now: the lads from Arcturus 
  just got back and say they chased down a local girl they ran into, so they could 
  talk to her. The guide is really worried and is trying to get us all back in the 
  vehicles, but the Arcturans are having none of it. There is a noise like drums out 
  in the woods and it all seems a little ominous.
  High time we left: You somehow made it back to Kingston, though what 
  happened to the Arcturans was not made clear until you found what was 
  left of them in the central square. The yahoos from Donegal are still with 
  you, but they are all piss and no fight now. The ship is on the other side of 
  the ghost city, you just have to make it there, get off this awful place and 
  get your refund.
  Tips: Adventures on Iron Land are for sadistic Gamemasters who like keeping 
  players on their toes. Heavy weapons and large-scale military equipment will get 
  PCs nowhere, as the locals will fade away in the face of such power. However, for 
  players who want an interesting campaign, where they need to give as good as 
  they get in a game of prankmanship with the locals, a clever GM can have a lot of 
  fun. However, PCs must be careful—if they go too far, or break one of the many 
  unknown social taboos, things can turn nasty very quickly. 
  GHOSTLY ScUm! “WE’RE SOLAMHA, NOTHING MORE.”
  Recommended Group Size: 2 to 4 player-characters
  Recommended Group Type: Military, Clan Solahma, Pirate
  Recommended Skill Levels: Veteran (Key Skill levels of 4-6)
  You have been sent to scout Iron Land to determine 
  its potential as a long-term storage depot away from the 
  main lines of travel and communication. This is in no way a 
  glamorous assignment, but the future will require stockpiles of 
  materials, so duty demands you do the job properly.
  Complications: A few obstacles for players to tackle.
  An empty city will do nicely: It was weird finding an empty 
  city in pristine condition and you don’t trust the situation 
  one jot. However, it’s a perfect place for a depot, or so you 
  thought. Kit is going missing faster than you would expect 
  in a combat zone and all manner of equipment keeps 
  breaking. The hard word has come down to put a stop to it.
  Show of force: The efforts to stop the pilfering in Kingston by 
  the yet-unseen pests led to a few bruised troopers and hints 
  that our foe is human and knows the town. It’s time to show 
  the yokels what real power is and get them to back off.
  The garrison has lost it mind: After capturing a few of the 
  local troublemakers, your own trouble began. Nearly the 
  entire garrison is running around screaming at its own 
  shadows, the prisoners have been sprung and the ammo 
  dump just blew up. As the only ones functional enough to 
  deal with the situation, you and your crew might just have 
  to save the day.
  Tips: This adventure will force a PC group that has relied on 
  firepower in the past to learn new methods of dealing with a 
  situation. Wading in gung ho will only escalate the issues PCs 
  face. If the PCs and their garrison can learn the game, learn to 
  talk and accept the loss of a few supplies as the cost of doing 
  business, they may get a look inside the Iron Landers’ world. If 
  they persist with force first, they will live to see the ugly side of 
  the world of Iron Land.
  
  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 the world described herein. The following rules primarily rely 
  on the players’ understanding of the core game rules found in Total 
  Warfare (TW), Tactical Operations (TO), and A Time of War (AToW) but 
  additional references may be made to Strategic Operations (SO) and 
  other rulebooks.
  Players and gamemasters alike should realize that these rules are 
  substantially less rigid than core rules. Players creating tracks and 
  scenarios using the material in this annex are encouraged to accept, 
  modify, or even completely ignore these guidelines if they prove too 
  cumbersome.
  USING PLANETARY DATA
  The world featured in this product was presented with a block of 
  basic planetary data. This data provides key details that players can use 
  to further tailor their game play, reflecting the unique features of the 
  world. The following rules identify the core rules that apply, based on 
  the indicated world data.
  Across the Ages: It should also be noted that many of the worlds 
  presented in this series will have data that actually changes greatly 
  over time—as in the case of Lone Star, which radically changes 
  between 2822, 2825, and beyond. Players and gamemasters should 
  thus account for the time period their games are set in when using 
  worlds that have such variable data values.
  STAR TYPE, POSITION IN SYSTEm, 
   TImE TO JUmP POINT
  These lines are most pertinent to the advanced aerospace aspects 
  of gameplay defined in Strategic Operations, and will generally have no 
  impact on games that focus entirely on ground combat.
  Star Type identifies the color, size, and stability of the world’s primary 
  star, as well as how long an arriving JumpShip requires to charge its K-F 
  drive while in system (using only its jump sail). Particularly large and/
  or unstable stars can be prone to odd lighting effects that can affect 
  combat, such as glares and solar flares. Rules for Glare and Solar Flare 
  effects may be found in Tactical Operations (see p. 58, TO).
  Position in System indicates how many orbital positions away from 
  the star the world orbits; an “orbital position” may be held by other 
  planets or asteroid belts.
  The Time to Jump Point indicates how many days’ worth of travel 
  DropShips accelerating (at 1 G, the same acceleration produced by 
  gravity on Terra) would take to travel from the system’s standard zenith 
  or nadir jump points to the world. This transit time includes a mid-point 
  turnover and 1-G deceleration rate as well, which are standard transit 
  rates to and from most worlds. Longer distances between the world 
  and its local jump point mean longer transit times for incoming vessels 
  and thus more time for local defenders to arrange defenses once they 
  realize there are inbound attackers.
  NUmBER Of SATELLITES
  This line indicates how many natural satellites (moons) the world 
  has (and their names, if applicable). Many orbital facilities may be 
  found in the LaGrange Points (regions where the gravitational forces 
  between the planet and its moon or moons cancel each other out), 
  and some of these same points (specifically, places near the L-1 points) 
  are occasionally used as “pirate points” by daring raiders who wish to 
  radically cut down transit times and local defense preparations. 
  In night combat situations, worlds with one or more moons or rings 
  may produce lighting effects caused by solar reflections off the lunar 
  surfaces (depending, of course, 
  on lunar phases), while worlds 
  without any moons at all may 
  present equally distracting 
  effects. To reflect these possible 
  effects as applicable, see the 
  Full Moon Night, Moonless 
  Night, or Pitch Black rules, on p. 
  58 of Tactical Operations.
  SURfAcE GRAvITY
  Surface Gravity has a distinct 
  effect on the performance of 
  virtually all combat units in 
  game play. Values higher than 
  1.00 reflect worlds where units 
  are significantly heavier than 
  they are under normal Terran 
  gravity, while values lower 
  than 1.00 reflect worlds where 
  units are significantly lighter. 
  The full effects of gravity on 
  combat may be found on p. 55 
  of Tactical Operations.
  
  9
  RULES ANNEx
  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.
  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.
  
  10
  OPTIONAL RULES
  IRON LAND fLORA AND fAUNA 
  Though not a true mono-culture, the plant life of Iron Land is 
  dominated by the Kingston Pine and its numerous sub-species. The 
  great forests cover the wetter regions of every continent, with some 
  dwarf types having adapted to arid lands. Deserts of Iron Land possess 
  a limited ecology, with the occasional oasis acting as the rare haven for 
  life. These deserts are home to some arid-tolerant and exceptionally slow 
  growing sub-species of the Kingston Pine and other species that have 
  adapted themselves to co-exist with them. But by and large these are 
  spare wastelands, contrasting against the vast pine forests of the rest 
  of the world. Native animal life has not evolved beyond insects either 
  aquatically or terrestrially, with most forms benign to humans. All large 
  fauna is modified Terran stock, but like their human counterparts, is 
  limited in genetic diversity due to the iron-heavy natural environment. 
  IRON fLY
  The iron fly breeds and swarms once a year at perihelion and is the 
  single largest threat to human health on Iron Land after the environment 
  itself. At dawn on perihelion, billions of iron flies, none bigger than a 
  human finger, swarm from their burrows and mate. By midday, the 
  mating ritual is complete and the female iron flies seek a place to lay 
  their eggs. They can burrow into anything softer than metal, stone or 
  Kingston pine; while they typically prefer the soil, flesh works equally 
  well. People and animals caught outdoors during the iron fly mating 
  swarms risk serious injury or death within minutes as the swarms 
  return to earth. It is in this fashion that the iron fly nearly ended the first 
  settlement at Sydney in its first year and has devastated several visiting 
  missions over the years. Were it not for the critical role iron fly larvae have 
  tno local soil aeration, destroying the species or global containment 
  measures would not be out of the question.
  Mass:  0.5-0.7 g (individual)
   
  STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
    
  1 
  0 
  2 
  3 
  1 
  1 
  0
  Size Class (Modifier): Tiny (–4)
  BAR (M/B/E/X): 0/0/0/0 (None)
  Damage (AP/BD): 0M/1 (sting)
  Move (W/R/S): 15/45 (flight)
  Traits: Blood Rage, Exceptional Attack (Burrow [AP/BD: 4M/1]*), Flight, 
  Susceptible
  Skills: AniMelee (+2)
  Notes: *Swarm rules apply during mating season (see p. 119, AToWC); 
  Treat a 5-meter (diameter) iron fly swarm as having a damage capacity 
  of 40; Multiply Burrow attack BD by current swarm damage capacity, 
  divided by 10 (round normally). In tactical-scale play, iron fly swarms 
  are resolved as a Bug Storm (see pp. 40-41, TO).
  DREAm fISH
  The dream fish can grow as large as sixty centimeters in length, 
  though most only reach about half that size. The “fish,” a large mobile 
  and free-swimming arthropod, inhabits many of the fresh water rivers 
  on the Norfolk continent and (when prepared properly) is considered 
  a cultural delicacy in Iron Land society. Those who are not familiar with 
  the proper preparation methods, or who are dosed with the extract 
  that is distilled from proper preparation, face effects ranging from 
  severely disturbing dreams from eating the flesh, to days-long waking 
  nightmares from the distillation. 
  Other than their hallucinogenic effect, the dream fish pose no threat 
  to humans.
  Mass:  2-2.5 kg 
   
  STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
   
  1 
  1 
  1 
  5 
  1 
  1 
  0
  Size Class (Modifier): Extremely Small (–3)
  BAR (M/B/E/X): 0/0/0/0 (None)
  Damage (AP/BD): 0M/0 
  Move (W/R/S): 7/24 (swimming)
  Traits: Skittish, Susceptible
  Skills: AniMelee (+0), Perception (+1), Swimming (+5)
  Notes: Consuming an improperly prepared dream fish (or a single 
  dose of distilled dream fish extract) produces hallucinogenic effects 
  (see Sample Drugs and Poisons Table footnotes, p. 319, AToW). The 
  drug stats below use the rules for drugs and poisons in A Time of War 
  (see pp. 317-321, AToW). 
  DREAm fISH DRUG STATS
  [Dream Fish (flesh) – Vector: Ingested; Drug Strength: 4;  
  Duration: 3 hours; Effect: Hallucinogenic]
  [Dream Fish (distilled extract) – Vector: Ingested; Drug Strength: 5;  
  Duration: 6 hours; Effect: Hallucinogenic]
  IRON LAND TERRAIN
  Iron Land possesses terrain as diverse as any found on Terra. The 
  general mapsheet table (p. 263, TW) is a reasonable representation of 
  most of the world’s terrain.
  mAPSHEETS TABLES
  IRON LAND TERRAIN
  2d6 Result
  Map*
  2
  River Valley (MS2, MSC1)
  3
  Rolling Hills #1 (MS3, MSC1)
  4
  Scattered Woods (MS2, MSC1)
  5
  City Ruins (MS2, MSC1)
  6
  Scattered Woods (MS2, MSC1)
  7
  Large Lakes #2 (MS4, MSC1)
  8
  Scattered Woods (MS2, MSC1)
  9
  Woodland (MS6, MSC2)
  10
  Desert Sinkhole #2 (MS3, MSC1)
  11
  Woodland (MS6, MSC2)
  12
  Desert Sinkhole #2 (MS3, MSC1)
  
  11
  D E L T A
  S E A
  G A M M A
  S E A
  B E T A
  S E A
  Burnt Pine
  D E L T A
  S E A
  N E P E A N
  N O R F O L K
  P H I L L I P
  Colony 7
  Colony 8
  Fremantle Work Camp
  Janszoon
  Camp 
  Cockatoo
  Cascade
  Queensbrough
  Phillipsburg
  Kingston
  Longridge
  Commonwealth 
  Mining Company HQ
  Leprechaun Tours
  Compound
  ADAMS REGION
  YOUNG REGION
  MCCOY REGION
  QUINTAL REGION
  CHRISTIAN REGION
  L
  O
  N
  G
  R
  I
  D
  GE
   MOU
  N
  T
  A
  I
  N
  S
  F
  A
  R
  R
  I
  D
  G
  E MOU
  N
  T
  A
  I
  N
  S
  BOTANY 
  COVE
  PENRYN 
  COVE
  SYDNEY 
  COVE
  SCARBRO 
  COVE
  CUMBERLAND 
  COVE
  FERRITIN FOREST
  RUSTWASH
  SWAMP
  BALDSPOT
  WASTES
  DUSTASTE
  WASTES
  HEXAFERRUM FOREST
  THERMITE
  FOREST
  WHISKEY
  ISLAND
   VAN DIEMEN
  ISLAND
  REPENTER’S
  GAOL
  NOBB’S
  HOLM
  Schurk’s
  Graveyard
  IRON LAND
  
  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
  D E L T A
  S E A
  N E P E A N
  Janszoon
  Camp 
  Cockatoo
  Queensbrough
  Phillipsburg
  QUINTAL REGION
  CHRISTIA
  SCARB
  COVE
  CUMBERLAND 
  COVE
  THERMITE
  FOREST
   VAN DIEMEN
  ISLAND
  REPENTER’S
  GAOL
  
  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
  G A M M A
  S E A
  B E T A
  S E A
  Burnt Pine
  N O R F O L K
  P 
  Fremantle Work Camp
  Cascade
  Kingston
  Longridge
  Commonwealth 
  Mining Company HQ
  Leprechaun Tours
  Compound
  ADAMS REGION
  YOUNG REGION
  MCCOY REGION
  REGION
  L
  O
  N
  G
  R
  I
  D
  GE
   MOU
  N
  T
  A
  I
  N
  S
  F
  A
  R
  R
  I
  BOTANY 
  COVE
  PENRYN 
  COVE
  SYDNEY 
  COVE
  O 
  B
  DUSTASTE
  WASTES
  HEXAFERRUM FOREST
  WHISKEY
  ISLAND
  NOBB’S
  HOLM
  Schurk’s
  Graveyard
  
  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
  D E L T A
  S E A
   I L L I P
  Colony 7
  Colony 8
  G
  E MOU
  N
  T
  A
  I
  N
  S
  FERRITIN FOREST
  RUSTWASH
  SWAMP
  LDSPOT
  ASTES
  
  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
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN216 Battletech - Touring The Stars - Iron Land [2016].pdf