TEXT: TOURING THE STARS
  MIZAR
  MIZAR
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN219
  ©2017 The Topps Company Inc. All rights Reserved. Touring the Stars: Mizar, 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
  MIZAR
  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: Michael Miller
  Editing: Herbert A. Beas II
  Production Staff
  Layout: Ray Arrastia
  Maps: Ray Arrastia, David Kerber, Patrick Wynne
  Factchecking/Playtesting: Aaron Cahall, David 
  Kerber, Joshua C. Perian, Geoff Swift, Chris Wheeler.
  Special Thanks: A special thanks to the Kepler 
  Space Observatory. You are a planet-finding monster 
  giving us extra-solar planets almost as fast as the first 
  BattleTech writers.
  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
  Mizar was dubbed “the miracle planet” when Western Alliance 
  telescopes resolved it in 2065. The blue-and-white speck had water, 
  oxygen, chlorophyll, and habitable temperatures. This habitability was 
  miraculous because it orbited Mizar A, a close binary of twin A2V stars, 
  and life in the presence of one A2V was improbable enough. A-class 
  stars create ferocious solar winds that threaten to strip planetary 
  atmospheres; of Mizar A’s six planets, only Mizar retains an atmosphere, 
  thanks to its anomalously strong magnetic field. Futhermore, the 
  system was actually a quaternary: Mizar B, a binary of an A5V and A7V, 
  orbited Mizar A at 350 AUs once every 2,100 years. Quaternary systems 
  are not conducive to planet formation, let alone habitability. 
  A further complication is that A2V stars only have about 500 million-
  year lifespans, which give little time for an orbiting planet to reach 
  habitability (Terra required four billion years). But in 400 million years, 
  Mizar had developed an oxygen atmosphere and an advanced (and 
  beautiful) ecosystem. This youth gave Mizar a hotter interior than 
  Terra, despite a smaller diameter (11,100km) and larger metallic core 
  that sped cooling. Volcanism, quakes, and tsunamis are more common 
  than on Terra detract from the world’s winning qualities. On the other 
  hand, the torrent of ultraviolet radiation has produced a very strong 
  ozone layer such that sunscreen is rarely required.
  That sunlight is sometimes unusual. Mizar A’s stars, located 7 
  AU from the planet, appear only a quarter of the diameter of Sol as 
  seen from Terra and are always close to each other in Mizar’s skies. 
  Sunsets are more yellow than Terra’s, but to human eyes the suns 
  look as white as any other sun. Distant Mizar B appears like a pair 
  of close, eye-searing pinpricks. For about half of Mizar’s 3,029-day 
  year, the four stars are in the same half of the sky, allowing Mizar to 
  experience some night in its 28-hour rotation. When Mizar moves 
  between the two binaries, Mizarians still refer to the area only lit by 
  Mizar B as “night” because Mizar B only delivers about half a Watt per 
  square meter versus approximately 1,000 Watts from Mizar A. Mizar B’s 
  illumination is similar to moderate indoor artificial lighting, allowing 
  humans to use color vision but banishing any other stars from the 
  dark blue “night” sky. The gentle, blueish lighting is beloved by  
  landscape artists.
  Regarding artistry and landscapes, Mizar was not merely inhabitable, 
  it was beautiful. Among the thousands of worlds settled by humanity, 
  one of them had to be the most beautiful, and Mizar is arguably that 
  world. The active tectonics and young geography created breathtaking 
  mountain ranges. The convoluted coastlines not only produced 
  spectacular, sandy beaches, but also guaranteed good precipitation to 
  most of the continental interiors to support all manner of forests and 
  grasslands. The vibrant reds, purples, and blues of Mizarian deciduous 
  forests in the planet’s long autumn drew even more interstellar tourists 
  than its beaches. Even terrain considered ugly on most worlds—
  swamps, deserts, volcanoes—took an attractive form on Mizar. Some 
  early xenobiologists joked that Mizar sent its graceful species through 
  gyms and groomers before releasing them into nature. The planet’s 
  analog to corals produce mounds of transparent, crystalline polymers 
  that include siliceous and organic contaminants: the famous Mizarian 
  “plastic crystals,” which look like pearls and gemstones but carve 
  as easily as soapstone. The world’s geothermal activity supports a 
  multitude of hot spring resorts.
  MIZAR
  Star Type (Recharge Time): A2V/A2V (728 hours)
  Position in System: 6 (of 6)
  Time to Jump Point: 75.15 days
  Number of Satellites: None
  Surface Gravity: 0.92
  Atm. Pressure: Standard (Breathable)
  Equatorial Temp: 30oC (Hot)
  Surface Water: 84 percent
  Recharging Station: Nadir
  HPG Class: B
  Highest Native Life: Mammal
  Population: 5,456,000,000
  Socio-Industrial Levels: B/B/B/B/A
  Landmasses (Capital City): Majestica, Paradasia, 
  Solasia (New Venice Beach), Wunderlund,  
  Utopian Isles
  
  ATlAS
  5
  Mizar’s climate is warm, but not extreme. The continents are mainly 
  cluster in temperate latitudes where they enjoy pleasant warmth for 
  most of the year. The world’s 25-degree tilt and long years produce 
  cool, rainy winters, but ice and snow are rare in most lands. A similar 
  cool climate is present year-round in the polar islands, which proved 
  popular for cold-seekers. Lacking moons and having distant primaries, 
  tides on Mizar are negligible.
  After explorers’ initial reports were released in 2120, Terrans 
  clamored to settle the world, but the multiple jumps required to reach 
  Mizar and the very long transit to the planet strained the capabilities 
  of early twenty-second century JumpShips. The first formal colony was 
  established in 2153, four decades after the first permanent scientific 
  base. (A number of explorers settled with their families beginning in 
  2127, leading to millennial celebrations in 3127.)
  The first colony was a joint effort of the old Terran nations of China 
  and the United States. Both nations strove to develop the world at 
  the behest of their wealthiest citizens, who were attracted to Mizar 
  for its natural beauty. The long round-trip from Terra, including 150 
  days of round-trip in-system, made settlement questionable. Settlers 
  attempted to bypass this latter obstacle by jumping to the Mizar L1 
  jump point, but early JumpShip navigational systems struggled to 
  pinpoint the L1 jump point of a planet and its binary star (Mizar A’s 
  components are in a twenty-day elliptical orbit). After the TASS W. 
  Buffett fatally misjumped in 2167, the Alliance banned further civilian 
  use of the system’s non-standard points. Eventually, the original colony 
  sold entire continents to avoid bankruptcy, which led to settlement by 
  several European groups in the 2170s. 
  Colonists from the Terran nation of France established NouveauParis 
  across the “Alay River” (a corruption of the “New L.A. River”) from the 
  original colony’s New Venice Beach. The twin cities have long been 
  administered under a single metropolitan government, seated in 
  NouveauParis, but the planetary government resides in New Venice 
  Beach. Off-world writers are often uncertain which name to use for the 
  planetary capital, though Mizarians universally use New Venice Beach 
  because the parliament building is there.
  The system’s long transit time slowed development, as Mizar could 
  not competitively export most goods and imports were expensive. 
  The European colonists of the late twenty-second century brought a 
  multitude of items needed for independence, such as light industrial 
  equipment that could be maintained without Terran support. After 
  the Demarcation Declaration, Mizar became an integral part of the 
  local interstellar economy, and its handful of exports helped many 
  neighboring worlds recover from Terra’s brutal weaning. This also led 
  the European-settled continents of Mizar (Wunderland and part of 
  Solasia) to ally with the Federation of Skye at its foundation in 2299. 
  Despite close ties with the European colony, the Sino-American 
  continents (Majestica, Paradasia, and the balance of Solasia) preferred 
  independence and diplomatic ties with Terra.
  This divided governance meant Mizar quickly fell to the Hegemony’s 
  Third Campaign of Persuasion in 2334. Konrad McKenna worked 
  with the Sino-American continents to land HAF troops at welcoming 
  spaceports, then moved across the planet. Mizar’s conquest set Skye 
  and the Hegemony on a collision course that would end unexpectedly 
  at Syrma in 2338.
  PEARLGLITTER 
  BAY
  S O L A S I A
  M A J E S T I C A
  P A R A D A S I A
  W U N D E R L U N D
  U T O P I A N  I S L E S
  New Venice 
  Beach
  NouveauParis
  Enclave
  d’Artiste
  Beholder
  Doubledawn
  Resort
  Angelpalette
  Schönheit
  Richtig Coole
  Urlaubsort
  Firespire
  Peak
  (Volcano)
  Flame Soak
  Springs
  AIREBY
  HY-BRASIL
  ST. BRENDAN
  Glory Abode
  Idyllbreeze
  Felicity
  Biringan
  Taured
  SAILOR’S
  PLAYGROUND
  SPARKLING 
  SHORES
  JEWELED 
  STRAITS
  GULF OF ALLURE
  GULF OF ENTICEMENT
  COVE
  DEL REY
  S E A  O F 
  G R A C E
  S E A  O F 
  E L E G A N C E
  S E A  O F 
  S P L E N D O R
  S E A  O F 
  S P L E N D O R
  Pulchritude
  (Volcano)
  Heavenglow 
  Springs
  M
  E
  I
   
  M
  OUN
  T
  A
  I
  N
  S
  MĚI GUĀN RIDGE
  Hauteur 
  Heights
  Eileden
  Trading Co.
  Headquarters
  Victory 
  Conditions 
  Industries
  Sandparty Park
  N
  O
  B
  L
  ES
  S
  E 
  R
  A
  N
  G
  E
  Cloudten Village
  (Mobile)
  SWEETWATER 
  SOUND
  MALIB
  UE
  N
  A
   
  B
  E
  A
  C
  H
  Appolonius
  E
  D
  E
  N
  A
  Y 
  PE
  A
  KS
  Laxaria 
  Quiet Time
  Resort
  
  ATlAS
  6
  Following the Syrma Ambush and the Hegemony’s retreat, the 
  Federation of Skye liberated the European continents by making use of 
  the Hegemony’s own strategy of sneaking troops onto the planet with 
  collaborators’ aid. Skye forces arranged an armistice with Hegemony 
  field commanders that left the Sino-American continents in Hegemony 
  hands. In 2341, the Hegemony grudgingly ratified the subsequent joint 
  rule treaty both because the newborn Lyran Commonwealth, founded 
  in 2341, was an unassessed threat, and because the treaty specified 
  that the Hegemony received control over two thirds of Mizar’s land 
  area and nearly ninety percent of its oceans. The European continents 
  were the smaller part of the planet, even if they had held the larger 
  share of the population.
  Because the Hegemony held a dominating share of Mizar’s 
  surface area, the planet was often marked as a Terran Hegemony 
  world on pre-Succession Wars maps. However, it was actually the 
  first jointly administered world of the Hegemony, though it hardly 
  set a pattern. Beginning in the 
  late twenty-fourth century, the 
  Hegemony offered terraforming 
  services to the Great Houses, 
  improving borderline worlds 
  in exchange for some mineral 
  rights and a say in planetary 
  governance. This joint ownership 
  style eventually encompassed 
  over one hundred systems, but 
  differed from Mizar.
  The Age of War ignored 
  Mizar. The world was a major 
  trade port because of the joint 
  administration and trading 
  loopholes, such as the lack of 
  import duties on intercontinental 
  trade. Lyran and Hegemony 
  merchants would simply move 
  freight across the planet to avoid duties usually incurred during 
  interstellar trade. The discovery of the Brandt Recoil Effect greatly 
  increased the safety of jump travel, even at “pirate” points, opening 
  Mizar’s L1 point approximately 0.2 AU from the planet. This led to a 
  twenty-fifth century trade surge, and the large trading firms using 
  Mizar started the modern infatuation with the world’s beauty. 
  Many moved headquarters to Mizar’s beauty spots and competed 
  to produce the most stunning architecture. Lower level company 
  executives counted the world a plum assignment and eagerly settled 
  there with their families.
  These endorsements and the formation of the Star League created 
  a boom in colonization. Most of the new settlers were from the 
  Hegemony or Commonwealth, but other wealthy colonists came from 
  around the Inner Sphere. Mizar’s tourist industry thrived during the 
  Star League to a degree not seen before or since. By the fall of the Star 
  League, the world’s population exceeded four billion. 
  The Amaris Coup caused little damage to Mizar, which had been 
  entirely stripped of its SLDF garrison on the theory that the small 
  Lyran garrison would help protect it. Amaris seized the planet along 
  with seventeen other jointly-ruled worlds. Seeking to court the 
  favor of the House Lords, the SLDF liberated shared worlds early in 
  Operation CHIEFTAN, including Mizar in 2772. Essentially undamaged, 
  Mizar contributed dutifully to the SLDF war effort, though it was no 
  military-industrial titan. Its only military factory, which produced SL-25 
  Samurais, was destroyed in a 2774 raid.
  When the Civil War ended, Mizar’s government launched an 
  advertising campaign to restart its interstellar tourist industry. 
  By 2781 the campaign was a ridiculed failure which convinced 
  Mizarians the Hegemony was not recovering. The half-Lyran 
  world joined the Lyran Commonwealth in 2783, even before the  
  SLDF Exodus.
  The Succession Wars also handled Mizar lightly. Its tourism 
  industry and scenery were not primary targets in the same way 
  as BattleMech factories. Nonetheless, the collapse of interstellar 
  trade and travel following the early Succession Wars gutted Mizar’s 
  economy and forced it to develop 
  industrial independence of 
  the sort it had lacked for four 
  centuries. The countless millions 
  of tourists Mizar welcomed 
  annually under the Star League 
  dwindled to a trickle of hyper-
  wealthy individuals who could 
  still travel to the world. Since the 
  2760s, the majority of Mizar’s 
  tourism trade has come from 
  intercontinental, rather than 
  interstellar, visitors.
  Centuries of near-peace on 
  Mizar ended with the conquest 
  of the world by the Free Worlds 
  League in 3067. It was liberated 
  briefly by the Lyran Alliance 
  in 3069, and then lost again 
  to the Word of Blake Protectorate in 3072. Blakists acted with 
  unusual callousness, killing people in the streets for “wanton use of 
  technology” such as robotic bartenders. Stone’s Coalition liberated 
  Mizar but found it reluctant to join the nascent Republic of the 
  Sphere – unlike many ex-Hegemony worlds, Mizar had not been 
  roughly handled by the Great Houses over the centuries. A narrow 
  vote and Tharkad’s approval turned Mizar over to the Republic in 
  3080. Opinion of the Republic has since soured and most Mizarians 
  give Republic representatives a “cold shoulder treatment,” often 
  shutting them out of better clubs and parties.
  As might be expected on a world where residents cherish the 
  natural beauty of their planet, zoning laws strictly constrain urban 
  growth and large regions are protected parkland. Accordingly, cities 
  are highly built up and rural estates are fantastically expensive. 
  Aside from a few failed artistic experiments, the soaring skyscrapers 
  that house the population and their businesses are architectural 
  masterpieces covering the gamut of architectural styles used 
  in human history. A common feature of residential towers are 
  balconies and large window areas for every residence. The active 
  
  ATlAS
  7
  nature of Mizar means those buildings require 
  substantial quake and tsunami hardening. 
  Visitors may not realize it, but some of those 
  attractive towers hold the numerous factories 
  and workshops that give Mizarians their current 
  high standard of living.
  Overland transport favors train lines, which 
  have a smaller footprint than roads and 
  integrate with the high-capacity metropolitan 
  rail networks. Mizar kept its rail grid and 
  cities fusion-powered throughout its history 
  to minimize pollution. Fusion-powered jets 
  provide intercontinental passenger transport, 
  while fusion freighters do the same for cargo. 
  Mizar’s roads are usually populated by fuel cell 
  or battery-powered vehicles because the young 
  planet has a dearth of fossil fuels. Those roads 
  are designed to allow universal use of double 
  stacked freight containers; however, freight 
  transportation is primarily conducted by rail. 
  Instead, this highway architecture has led to 
  a proliferation of double decker recreational 
  vehicles, some of the largest, most luxurious 
  and ludicrous in the Inner Sphere. Mizar is also 
  one of the few worlds with a residential mobile 
  aerial structure, a small aerial town that slowly 
  tours the scenic interiors of the continents. 
  The large, warm oceans have longer unbroken 
  stretches than Terra, such as in the southern 
  trade wind latitudes. These are a warmer version 
  of Terra’s “roaring forties” and “furious fifties,” 
  giving consistently strong winds that lead some 
  merchants to use sails instead of fusion. And, of 
  course, Mizarians love recreational sailboats.
  Mizar retains a reputation for being a “party 
  planet” occupied by vapid, fashion-obsessed 
  people, but the Succession Wars drove the world 
  to look after itself. The current culture favors 
  relaxing and self-indulgence after completing 
  a day’s work; the populace scoffs at those who 
  let their duties suffer in favor of fire lizards 
  or surfing. The excellent education system 
  supports an advanced industrial base, which 
  creates a good standard of living. Mizar produces 
  plenty of food, and the young world is rich in 
  minerals. The healthcare system is excellent and 
  its gerontology clinics rival Terra’s, giving an 
  average lifespan of 150 years.
  
  8
  A TIME Of WAR AdvENTURE SEEdS
  THE BAR TAB
  Recommended Group Size: 2-4 player characters
  Recommended Group Type: Military, Security, Covert Ops
  Recommended Skill Levels: Green-Elite (Key Skill levels of 2-8)
  Though a world better known for producing fearsome social 
  climbers rather than fearsome warriors, Mizar sometimes surprises 
  the rest of the Inner Sphere. Lord Duc Savallo, Earl of New Lundun 
  on Tamarind, was one such surprised individual. Lord Savallo took 
  a break from savage First Succession War battles along the League-
  Confederation border to vacation on Mizar. He arrived with the 
  expectation of mingling with the familiar Lyran nobility, perhaps 
  participating in some ‘Mech Soccer (quite the craze in 2807) with 
  his AWS-8Q Awesome, and encountering no issues with customs 
  that his wealth and family name could not resolve.
  Instead, the Mizarian government was implacable in the face of 
  the Earl’s bribes, favors, pressure, and threats. It remained (and still 
  is) the model of a Terran Hegemony government: a professional civil 
  service with a long-serving, professional legislature and executive. 
  His entire traveling party required medical screening and some 
  expensive vaccinations against bioweapons then making the 
  rounds in the Inner Sphere, as if they were diseased commoners 
  or some such. The screening revealed an embarrassing “private 
  condition” that was shared between three female attendants, 
  the Earl’s husband, and (patient zero) a handsome manservant. 
  Half the party did not have passports and were banned from 
  leaving the spaceport until visas were issued. The Mizarian militia 
  impounded the unauthorized foreign assault ‘Mech. Earl Savallo 
  ran up a fantastic bar tab and catering bill entertaining his party in 
  the spaceport hotel (“Three-star, feh!”) while waiting for the visas. 
  When the caterers proved unsympathetic to Savallo’s truthful 
  explanation about delinquent payments (his Andurien bank 
  had just been nuked) and he had an awkward public “emotional 
  destabilization” brought on by overuse of battle drugs that did 
  nearly 100,000 Kroner of damage to hotel property, Mizarian 
  authorities had the gall to arrest him.
  Complications: A few obstacles for players to tackle.
  A Can of Whoop Ass: In the heady days before the Succession 
  Wars gutted militaries and their factories, nobles such as Earl 
  Savallo could muster house guards described in terms like, “a 
  company of AWS-8Q Awesomes with their own Union.”
  A Bejeweled Tin of Buttocks Thrashing: Mizar also surprises 
  visitors with its large and capable militia. Often taken for 
  strutting martinets infatuated with their own gorgeous dress 
  uniforms, the Mizarian militia is actually quite competent – 
  unlike the LCAF garrison, the militia has strictly merit-based 
  promotions and in 2807 still had ex-SLDF equipment and 
  personnel. The militia’s heavy aerospace detachment keeps 
  the L1 pirate point under close watch. On the other hand, 
  those regiments could not protect the entire world, let alone 
  non-strategic targets like Fourty-Seventh Bank of Mizar, which 
  held the debt of certain foreign nobles.
  Tips: For invasion campaigns, Strategic Operations’ hyperspace 
  jump rules (see p. 87, SO) and advanced sensor rules (see p. 117, 
  SO) may be helpful, while the high-speed closing engagements 
  (see p. 74, SO) may resolve the burn toward Mizar quite quickly.
  RESPEcT THE TOASTER, WORSHIP THE TOASTER
  Recommended Group Size: 2 to 8 player characters
  Recommended Group Type: Military, Guerrillas, Covert Ops
  Recommended Skill Levels: Regular-Elite (Key Skill levels of 4-8)
  Jerome Blake sbore witness as the Star League fell apart and the Great Houses 
  began to destroy each other with the greatest weapons ever invented by man. In 
  his journal, he speculated about the inappropriate use of science for war. From 
  this, Blake concluded humanity must better respect science and technology. Upon 
  his death, Blake’s apprentice Conrad Toyama locked himself in a room with Blake’s 
  journal and emerged with a “slightly clarified” version. It is an exaggeration to say 
  that Toyama’s editorial work mandated toasters be worshipped, but his version of 
  Blake’s words demanded a variety of rituals that made adherents stop and give 
  praise to the technology that made interstellar civilization possible.
  However, all religions have worshippers who take the inspirational bits entirely 
  out of context and choose to browbeat the non-believers. In the case of the 
  particular faction of Word of Blake occupiers, those are the adherents to object not 
  just to military technologies, but some civilian ones as well. Among those that some 
  extremists targeted were artificial intelligences (Mizarians did like a chatty, adept 
  robotic bartender) and genetic engineering (Mizarians did like a long, beautiful life, 
  and those Terran Belters had some interesting ideas for Mizar’s gerontology clinics).
  Mizarians felt it was rather rude for the Blakist militia, which occupied the 
  world in the 3070s, to use their blazers so wantonly on bystanders near a source 
  of outrage. Perhaps something should be done about that. Something worse 
  even than withholding tickets to the Studio 69 New Year’s Ball.
  Complications: A few obstacles for players to tackle.
  Incompatible Systems: Mizar is one of the few worlds to escape severe damage 
  in the Succession Wars, so its computer network is a 950-year old pile of archaic 
  protocols and high-speed hardware vastly in advance of what ComStar tricked 
  the Inner Sphere into rebuilding with. This means there are no back doors for 
  the small Protectorate militia to easily monitor the rallies and planning of 5.5 
  billion Mizarians. What happened would be a complete surprise.
  Take One For the Team: Breath of Blake is a remodeled bar and dance club on 
  the glittering plastic crystal beaches near New Venice Beach. As the name 
  suggests, it has made a point of catering to Protectorate militia. The owner 
  saw his sister and mother killed by a Blakist who was outraged that a sports 
  bar was showing Solaris VII ‘Mech duels. The owner has been good friends 
  with the Mizarian underground, but only allows ardent Blakists in the club.
  Tips: This is an opportunity to run an ATOW campaign in the midst of the 
  Good Life and Beautiful People, who can be just as vicious as any other human 
  when threatened.
  
  9
  RUlES ANNEx
  The following section is designed to assist both players and 
  gamemasters in using this series to create games and/or campaigns 
  based on the world described herein. The following rules use the core 
  game rules found in Total Warfare (TW), Tactical Operations (TO), and A 
  Time of War (AToW) but additional references may be made to Strategic 
  Operations (SO) and other rulebooks.
  Players and gamemasters alike should realize that these rules are 
  substantially less rigid than core rules. Players creating tracks and scenarios 
  using the material in this annex are encouraged to accept, modify, or even 
  completely ignore these guidelines if they prove too cumbersome.
  USING PlANETARY dATA
  The world featured in this product was presented with a block of 
  basic planetary data. This data provides key details that players can use 
  to further tailor their game play, reflecting the unique features of the 
  world. The following rules identify the core rules that apply, based on 
  the indicated world data.
  Across the Ages: It should also be noted that many of the worlds 
  presented in this series will have data that actually changes greatly 
  over time—as in the case of Lone Star, which radically changes 
  between 2822, 2825, and beyond. Players and gamemasters should 
  thus account for the time period their games are set in when using 
  worlds that have such variable data values.
  STAR TYPE, POSITION IN SYSTEM, 
  TIME TO JUMP POINT
  These lines are most pertinent to the advanced aerospace aspects 
  of gameplay defined in Strategic Operations, and will generally have no 
  impact on games that focus entirely on ground combat.
  Star Type identifies the color, size, and stability of the world’s primary 
  star, as well as how long an arriving JumpShip requires to charge its K-F 
  drive while in system (using only its jump sail). Particularly large and/
  or unstable stars can be prone to odd lighting effects that can affect 
  combat, such as glares and solar flares. Rules for Glare and Solar Flare 
  effects may be found in Tactical Operations (see p. 58, TO).
  Position in System indicates how many orbital positions away from 
  the star the world orbits; an “orbital position” may be held by other 
  planets or asteroid belts.
  The Time to Jump Point indicates how many days’ worth of travel 
  DropShips accelerating (at 1 G, the same acceleration produced by 
  gravity on Terra) would take to travel from the system’s standard zenith 
  or nadir jump points to the world. This transit time includes a mid-point 
  turnover and 1-G deceleration rate as well, which are standard transit 
  rates to and from most worlds. Longer distances between the world 
  and its local jump point mean longer transit times for incoming vessels 
  and thus more time for local defenders to arrange defenses once they 
  realize there are inbound attackers.
  NUMBER Of SATEllITES
  This line indicates how many natural satellites (moons) the world 
  has (and their names, if applicable). Many orbital facilities may 
  be found in the LaGrange Points (regions where the gravitational 
  forces between the planet and its moon or moons cancel each 
  other out), and some of these same points (specifically, places near 
  the L-1 points) are occasionally used as “pirate points” by daring 
  raiders who wish to radically cut down transit times and local  
  defense preparations. 
  In night combat situations, worlds with one or more moons or rings 
  may produce lighting effects caused by solar reflections off the lunar 
  surfaces (depending, of course, on lunar phases), while worlds without 
  any moons at all may present equally distracting effects. To reflect 
  these possible effects as applicable, see the Full Moon Night, Moonless 
  Night, or Pitch Black rules, on p. 58 of Tactical Operations.
  SURfAcE GRAvITY
  Surface Gravity has a distinct effect on the performance of virtually 
  all combat units in game play. Values higher than 1.00 reflect worlds 
  where units are significantly heavier than they are under normal Terran 
  gravity, while values lower than 1.00 reflect worlds where units are 
  significantly lighter. The full effects of gravity on combat may be found 
  on p. 55 of Tactical Operations.
  ATMOSPHERIc PRESSURE
  This detail describes the relative density and breathability of the 
  local atmosphere, and can have a profound impact on game play if the 
  atmosphere is anything but “Standard (Breathable)”. Thinner or Thicker 
  atmospheres can affect the use of several unit types in gameplay 
  and may even have an impact on weather conditions. Likewise, 
  atmospheres classified as Tainted or Toxic can affect how various 
  combat units’ function and suffer damage in game play. For rules 
  covering Atmospheric Pressure, see pp. 54-55 of Tactical Operations 
  for pressure variations, and p. 56 of Tactical Operations for Tainted and 
  Toxic Atmosphere effects.
  EQUATORIAl TEMPERATURE ANd SURfAcE WATER
  A world’s Equatorial Temperature helps define whether the world can 
  be broadly classified as hot, warm, or cold by indicating the temperate 
  (in degrees Celsius) it averages at the equator—typically the warmest 
  region on the planet’s surface. Temperatures at the north and south 
  pole of most worlds may average as much as 30 degrees colder than 
  at the world’s equator, but it is always important to know that local 
  conditions such as weather and terrain can vary these averages 
  somewhat. Nevertheless, the equatorial temperature helps players 
  gauge whether much of the world will likely be arctic, tropical, desert, 
  and so forth. If gameplay falls in regions where temperatures are 
  extreme (below –30 Celsius or above 50 Celsius), Extreme Temperature 
  rules (see p. 62, TO), will apply.
  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.
  
  10
  RUlES ANNEx
  REcHARGING STATION, HPG clASS, 
   NATIvE lIfE, ANd POPUlATIONS
  These details describe other noteworthy features of a target system 
  that could affect campaigns to greater or lesser degree. 
  Recharging Stations describes whether a system has any space 
  station capable of recharging a JumpShip’s KF drive (and, if so, at which 
  of the two standard Jump Points they are located). Recharging stations 
  are often small and fairly unarmed, but also act as spaceborne hubs of 
  trade and communication to the local world. Raiders often avoid these 
  stations by taking non-standard jump points, so their arrival cannot 
  be blown to the locals, but more significant invasions often begin by 
  seizing the local recharge stations instead, to secure effective strategic 
  control over the jump point.
  HPG Class defines the presence of a local hyperpulse generator on 
  the planet, indicating its ability to transmit signals to other systems 
  nearby. Such stations are always located on the planetary surface, 
  and are largely considered inviolate by all but the most serious attack 
  forces. (Attacking an HPG is still considered a crime against humanity 
  by most civilized realms, even in the post-Clan Invasion eras.) Class A 
  stations reflect major interstellar communications hubs, while Class B 
  stations usually send transmissions in massive bundles less frequently. 
  Although any HPG can send an emergency signal to a nearby system 
  within hours of an attacking force’s discovery, many raiders target worlds 
  with Class B stations (or no stations at all), in the hopes that their arrival 
  will raise the alarm among nearby systems more slowly. Assault forces, 
  meanwhile, may target Class A worlds in an effect to secure a realm’s 
  communications hub and disrupt 
  responses to a border-wide campaign.
  Native Life describes (in very basic 
  terms) the highest level of native-born 
  life forms the world has. More life-
  barren worlds in the Inner Sphere may 
  be host only to microbes or plants, 
  while more evolved planets often host 
  their own species of animal life up to 
  and including mammals. Though this 
  rarely impacts a planetary campaign, 
  it cannot be ignored that many local 
  creatures can pose a threat—or a 
  boon—to raiders and invaders in 
  some circumstances, ranging from 
  being a source for local food in the 
  event of supply shortage, or a hazard 
  to establishing secure perimeters 
  while operating outside of vehicular 
  protection. This detail, however, does 
  not cover introduced species the 
  human population may have imported 
  to the world, so while a target world 
  may be host only to native-born trees, 
  horses originally raised on Terra may 
  yet make an appearance.
  Population defines the number of 
  humans estimated to be living on 
  world. Worlds with particularly high 
  populations—those numbering in the billions—are often highly 
  developed, with many major cities. Sparsely populated worlds—with 
  populations in the millions or less—are less likely to have major 
  cities than they are small towns or even tiny outposts and domed 
  arcologies. As a more densely populated world often raises the threat 
  of local armed resistance or merely more eyes to spot incoming 
  invaders and more voices to raise an alarm, raiders tend to target less 
  populace worlds, while invaders often attempt to secure the greater 
  manpower and infrastructure reflected in high population worlds.
  SOcIO-INdUSTRIAl lEvElS
  The world’s Socio-Industrial Level is a five-letter code used to 
  broadly define the world’s level of wealth and development using a 
  series of classic A-F letter grades. The more “A”s and “B”s that appear 
  in this code versus “D”s and “F”s will generally denote a world that is 
  more self-sufficient, technological sophisticated, and resource wealthy 
  than the average. As many of these factors can be used to enhance 
  role-playing aspects of game play, an in-depth explanation of this code 
  structure may be found on pp. 366-373 of A Time of War.
  lANdMASSES ANd cAPITAl cITIES
  The major landmasses (continents, regions, and/or island chains) 
  identified on each world are then listed, with the planetary capital city 
  listed (in parentheses) beside the name of the landmass where it is 
  located. Traveling between landmasses often requires the use of high-
  speed rails (overland), aerospace transit (via DropShips, airships, and 
  other aerospace craft), or seagoing vessels.
  
  11
  OPTIONAl RUlES
  The following additional special rules are intended to provide 
  further flavor to games set on the world featured in this product. For 
  the most part, these rules may be considered advanced and optional, 
  as they primarily reflect conditions and/or features unique to this one 
  planet or planetary system.
  clOSE BINARIES ANd JUMP TRAvEl
  The Hyperspace Travel rules (pp. 86-89, SO) assume a single star is 
  present. For systems with multiple stars where the additional stars are 
  located at more than four times the proximity limit of the heavier star, 
  the Strategic Operations rules are sufficient. For example, the two stars 
  of Mizar B have no effective influence on jumps to and from Mizar A’s 
  zenith and nadir points, nor does Mizar B influence recharge times at 
  Mizar A.
  On the other hand stars located within less than a quarter of the 
  proximity limit of the heavier star) may be treated as a single star 
  for game play purposes. They will have a single, basically spherical 
  proximity limit as addressed by Strategic Operations. 
  The radius of a proximity limit is solely determined by the mass of 
  the close stars. Add their mass together and compare them to the 
  mass of individual stars on the Proximity Point Distance Table (p. 86, 
  SO). Players interested in close multiple star systems should consult 
  the Primary Generation Table and Primary Solar Stats Table (pp. 99-101, 
  Campaign Operations). 
  For example, the two stars of Mizar A are both A2V stars. A quick 
  internet search reveals the two stars of Mizar A are each 2.5 solar 
  masses, totaling 5 solar masses. (Had this been a more fictional 
  system than Mizar, common astronomical reference websites list 
  the mass of stars by stellar type. A2V stars, for example, average 
  2.19 solar masses.) A single star of 5 solar masses is about a B6V 
  star, which has a transit time of 75.15 days. For the next step, it 
  is useful to note the radius of the proximity limit (103.29 billion 
  kilometers for the case of a B6V).
  Similarly, recharge times are determined by adding up the 
  luminosities of the multiple stars and comparing to a single main 
  sequence star of similar luminosity. However, this luminosity-equivalent 
  single star will be dimmer than the proximity limit-equivalent star, and 
  thus recharge times will be longer. (Stellar luminosity increases much 
  faster than mass in single stars.) As noted in Strategic Operations, p. 125, 
  the recharge time will be multiplied by the inverse square of distance. 
  The steps are:
  1. 
  Note the proximity limit radius of the single proximity limit-
  equivalent star
  2. 
  Add up the luminosities of the multiple, close stars
  3. 
  Find a main sequence star of equivalent luminosity, and note 
  its recharge time and proximity limit
  4. 
  Divide the proximity limit in step 1 by the proximity limit in 
  step 3, and square the result
  5. 
  Multiple the result of step 4 by the recharge time in step 3
  For example: 
  1. 
  Mizar A’s two stars have a proximity limit of 103.29 
  billion kilometers;
  1. 
  And have a combined luminosity 63 times that of 
  Terra’s Sol
  1. 
  Stars with 63 times Sol’s luminosity are similar to A0V 
  stars, which have a proximity limit of 48.56 billion 
  kilometers and 161-hour recharge time
  1. 
  103.29 ÷ 48.56 = 2.127. (2.127)^2 = 4.52
  1. 
  4.52 x 161 hours = 727.72 hours, rounded up 728 hours
  Which means Mizar A, despite being 63 times brighter than 
  Sol, actually has the longest recharge time in the Inner Sphere. 
  This is because a single star of 5 solar masses is much brighter 
  than two stars of a total of 5 solar masses. 
  In some close binary systems, the recharge time may be reduced 
  by maneuvering closer to the stars with a JumpShip’s station-keeping 
  engine. Strategic Operations (pp. 258-259) provides guidance for such 
  in-system maneuvering. However, for stars of F6V-class or brighter, the 
  benefits are limited or not worth the wasted time. 
  For example, the proximity limits of Mizar A are nearly 700AU 
  from the twin stars, and it takes weeks to get closer (e.g., 75.15 days 
  to reach Mizar, which is 7AU from Mizar A). It is faster to recharge by 
  solar sail at the jump point than to leave the points; faster yet to use 
  Mizar’s recharge station or fusion engine recharging (p. 87, SO); and 
  fastest to use Mizar’s L1 jump point some 0.2AU from the planet.
  MIZAR TERRAIN
  The inhabited areas of Mizar have terrain as diverse as any found 
  on Terra. The general mapsheet table (p. 263, TW) is a reasonable 
  representation ofmost of the world’s terrain.
  
  12
  PEARLGLITTER 
  BAY
  S O L A S I A
  M A J E S T I C A
  P A R A D A S I A
  W U N D E R L U N D
  U T O P I A N  I S L E S
  New Venice 
  Beach
  NouveauParis
  Enclave
  d’Artiste
  Beholder
  Doubledawn
  Resort
  Angelpalette
  Schönheit
  Richtig Coole
  Urlaubsort
  Firespire
  Peak
  (Volcano)
  Flame Soak
  Springs
  AIREBY
  HY-BRASIL
  ST. BRENDAN
  Glory Abode
  Idyllbreeze
  Felicity
  Biringan
  Taured
  SAILOR’S
  PLAYGROUND
  SPARKLING 
  SHORES
  JEWELED 
  STRAITS
  GULF OF ALLURE
  GULF OF ENTICEMENT
  COVE
  DEL REY
  S E A  O F 
  G R A C E
  S E A  O F 
  E L E G A N C E
  S E A  O F 
  S P L E N D O R
  S E A  O F 
  S P L E N D O R
  Pulchritude
  (Volcano)
  Heavenglow 
  Springs
  M
  E
  I
   
  M
  OUN
  T
  A
  I
  N
  S
  MĚI GUĀN RIDGE
  Hauteur 
  Heights
  Eileden
  Trading Co.
  Headquarters
  Victory 
  Conditions 
  Industries
  Sandparty Park
  N
  O
  B
  L
  ES
  S
  E 
  R
  A
  N
  G
  E
  Cloudten Village
  (Mobile)
  SWEETWATER 
  SOUND
  MALIB
  UE
  N
  A
   
  B
  E
  A
  C
  H
  Appolonius
  E
  D
  E
  N
  A
  Y 
  PE
  A
  KS
  Laxaria 
  Quiet Time
  Resort
  MIZAR
  
  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
  PEARLGLITTER 
  BAY
  S O L A S I A
  New Venice 
  Beach
  NouveauParis
  Enclave
  d’Artiste
  Doubledawn
  Resort
  COVE
  DEL REY
  E
  S E A  O F 
  S P L E N D O R
  Pulchritude
  (Volcano)
  Heavengl
  Springs
  M
  E
  I
   
  M
  OUN
  T
  A
  I
  N
  S
  Hauteur 
  Heights
  MALIB
  UE
  N
  A
   
  B
  E
  A
  C
  H
  Appolonius
  
  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
  M A J E S T I C A
  W U N D E R L 
  Angelpalette
  Schönheit
  Richtig Coole
  Urlaubsort
  GULF OF ALLURE
  GULF OF ENTICEMENT
  S E A  O F 
  G R A C E
  S E A  O F 
   E G A N C E
  w 
  Eileden
  Trading Co.
  Headquarters
  Victory 
  Conditions 
  Industries
  Sandparty Park
  N
  O
  B
  L
  ES
  S
  E 
  R
  A
  N
  G
  E
  Cloudten Village
  (Mobile)
  E
  D
  E
  N
  A
  Y 
  PE
  A
  KS
  
  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
  P A R A D A S I A
   N D
  U T O P I A N  I S L E S
  Beholder
  Firespire
  Peak
  (Volcano)
  Flame Soak
  Springs
  AIREBY
  HY-BRASIL
  ST. BRENDAN
  Glory Abode
  Idyllbreeze
  Felicity
  Biringan
  Taured
  SAILOR’S
  PLAYGROUND
  SPARKLING 
  SHORES
  JEWELED 
  STRAITS
  S E A  O F 
  S P L E N D O R
  MĚI GUĀN RIDGE
  SWEETWATER 
  SOUND
  Laxaria 
  
  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
  Quiet Time
  Resort
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Touring the Stars/E-CAT35SN219 Battletech - Touring The Stars - Mizar [2017].pdf