TEXT: TOURING THE STARS
  MCEVEDY’S FOLLY
  MCEVEDY’S FOLLY
  A BATTLETECH SOURCEBOOKS COMPANION
  
  BATTLETECH
  TM
  E-CAT35SN209
  ©2016 The Topps Company Inc. All rights Reserved. Touring the Stars: McEvedy’s Folly, 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
  MCEVEDY’S FOLLY
  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 create an unlimited number of BattleTech games for play, while the A Time of War section offers plot seeds and details 
  for the planet’s more notable events. These plot seeds can be used as stand-alone games, woven into an existing game or as part of 
  a larger on-going campaign.
  The Rules Annex section explains planetary Atlas information for use in gameplay, as well as optional terrain tables, weather, and 
  flora/fauna rules. Terrain tables can be used as a random chart to determine gameplay maps, or simply as a guide to provide ideas 
  on the types of terrain found on the world. This section also contains a list of other rules that can be used to enhance your game 
  experience. All players should agree whether or not to use any or all of these features before play.
  Note: The last four pages of this PDF are sized for 11” x 17” paper. Please keep this in mind when printing out the document.
  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: Ben H. Rome
  Products Developer: Ray Arrastia
  Writing: Aaron “Gravedigger” Pollyea
  Editing: Herbert A. Beas II
  Production Staff
  Layout: Ray Arrastia
  Maps: Ray Arrastia, David Kerber, Patrick Wynne
  Factchecking/Playtesting: Stephan Frabartolo, 
  Eric Salzman, Chris Wheeler
  Special Thanks: I’d like to thank Joshua Perian for 
  giving me the opportunity to once again write for 
  BattleTech and to expand the universe that we all love.
  We began on Terra, a lonely, blue-green speck in the vastness of the void. It has been more than a millennium since 
  mankind ventured to the stars beyond home, and while it has been a tumultuous history—at the very least—we have 
  discovered, explored, and conquered worlds that our ancestors could only dream about. Humanity now occupies 
  more than two thousand worlds stretched across a vast range of interstellar space known as the Inner Sphere.
  For humanity as a whole, Terra, at the heart of it all, will forever be known as “Home.” But for the far greater 
  majority of us, “home” is a very different speck amidst the infinite black. Our homes are many, varied, beautiful, 
  and filled with rich histories—each unique to itself. 
  In the grand scale of interstellar history, it often becomes so easy to forget this, to see planets and solar systems 
  as dots on an abstracted map. But, at the core of the matter, each of those dots is a place where men, women, and 
  children live, work, love, and survive. Join us on a special tour of the Sphere, as we explore the richness of these 
  worlds like never before!
  —Professor Bertram Habeas, Touring the Stars: One World at a Time, Free Republic Press
  
  ATLAS
  4
  During the Star League’s rapid expansion, many planets previously 
  overlooked for colonization were discovered and surveyed by the Star 
  League Expeditionary Brigade. Few of these worlds were immediately 
  opened to settlement, as the majority required terraforming or were 
  deemed to be of scientific interest in their “natural” state. The world 
  now known as McEvedy’s Folly fell into both categories and became 
  the focus of a select team of planetary engineers and xeno-biologists 
  from the Department of Mega-Engineering (DoME) in the last decade 
  of the Star League. When discovered in 2710, this world was in the midst 
  of an ice age that showed signs of a runaway cooling effect, perhaps 
  resulting in a situation similar to Terra’s “Snowball Earth” age. Year-round 
  ice was reaching from the poles down to roughly twenty degrees of 
  latitude from the equator, and many native species were on the verge of 
  extinction; a complete ecological collapse seemed inevitable.
  DoME designated the world Project SAGITARIUS UMBRELLA (PSU), 
  the sixth of twelve experimental terraforming projects in 2732. 
  Records detailing the UMBRELLA projects from DoME headquarters 
  in Greenwich, Terra are fragmentary at best, but more detailed back-
  up records, found in the Skyfog system (Project LIBRA UMBRELLA) 
  in 3118, fill in many of the missing details. PSU was led by Doctor 
  Alpheus McEvedy, a brilliant DoME specialist with degrees from the 
  University of Unity City and the University of Aberdeen. McEvedy was 
  known for his less-than-orthodox experimentation, and his use of “gut 
  instincts” to solve problems. Working initially from the terraforming 
  vessel Galapagos, McEvedy directed teams of biologists to recover as 
  many species from the planet’s surface as they could. The scientists 
  determined that there were no surviving animal species left on PSU 
  any larger than a Terran house cat. More importantly, the planet’s 
  bioforms had evolved four distinct genders, rather than the two 
  genders common throughout most of the Inner Sphere. A complex 
  genome, with a rapid genetic drift in the native species, allowed them 
  to adapt to different ecological niches and the changing environment. 
  McEvedy reported to Terra that it was possible to bring back many of 
  PSU’s extinct species by simply re-engineering the environment and 
  allowing the plants and animals to re-adapt.
  The directors of DoME agreed, and terraforming began in 2740. 
  Large orbital mirrors were constructed in orbit to begin warming the 
  planet’s remaining ice-free areas, but surface research slowed when 
  this generated massive hurricanes over tropical waters where the 
  mirrors focused. During this time, McEvedy continued experimentation 
  with the local life forms, developing a new DNA-editing process and 
  selective breeding techniques. With these techniques, he was able to 
  recreate a genetically stable avian form nearly indistinguishable from 
  the long-dead Terran dodo bird. DoME HQ received his status reports 
  from Galapagos with great interest, as McEvedy’s breeding program 
  appeared able to recreate species that had been accidentally wiped out 
  on hundreds of worlds. Extra security forces, on top of the normal troops 
  typically deployed with DoME assets, were sent to PSU to help safeguard 
  McEvedy’s discoveries and the Star League’s extra investment there.
  Dr. McEvedy moved his experimentation to the planet’s surface as 
  DoME began the second stage of its terraforming process in 2750. 
  Scientists at the planetary installation termed the site “Camp McEvedy,” 
  as little happened there without McEvedy’s direction (or interference). 
  No historical records remain of DoME’s second-stage processes or the 
  technology involved at the PSU site except on and around Gossamer, 
  the planet’s single moon. Current research suggests that the engineers 
  focused the orbital mirrors on several pre-prepared craters on 
  Gossamer’s surface, melting vast swaths of crust and spinning out 
  MCEVEDY’S FOLLY
  Star Type (Recharge Time): K4V (195 hours)
  Position in System: 2 (of 4)
  Time to Jump Point: 4.31 Days
  Number of Satellites: 1 (Gossamer)
  Surface Gravity: 1.08
  Atm. Pressure: Standard (Breathable)
  Equatorial Temp: 20oC (Cold-Temperate)
  Surface Water: 77 percent
  Recharging Station: None
  HPG Class: None
  Highest Native Life: Birds
  Population: 3,500 (3070); 2,400 (3150)
  Socio-Industrial Levels: Advanced-A-A-A-A (2750); 
  F-F-F-B-B (3150)
  Landmasses (Capital City): Equatorial Zone  
  (Camp McEvedy)
  
  ATLAS
  5
  ferro-alloys and carbon into strands that were centimeters thick, but 
  hundreds of kilometers long. During this time, McEvedy continued his 
  experiments into reversing extinction by releasing his “dodos” onto 
  the surface and recreating three other avians patterned on extinct 
  Terran birds: the passenger pigeon, the bush moa, and the massive, 
  two-meter tall, giant moa. 
  McEvedy’s superiors began to question his fitness as Project 
  SAGITARIUS UMBRELLA’s leader in 2752, when news came back to Terra 
  about his increasingly obsessive focus on resurrecting dead Terran 
  species, amid rumors of mental instability. Instead of replacing him, 
  DoME ordered Galapagos and McEvedy’s team back to Terra after an 
  unknown force jumped into the system and engaged the anti-asteroid 
  defenses around Gossamer, destroying the DoME security forces 
  assigned to protect them. Before leaving the system, the unknown 
  forces looted the DoME supply bunkers on Gossamer’s surface, leaving 
  fewer resources available for the engineers to work with. Declaring 
  his work incomplete, McEvedy refused to leave “his world,” and stayed 
  behind with two dozen other volunteer scientists, who expected DoME 
  to resume terraforming operations as soon as more security could be 
  assigned. DoME’s return never came, and what became known as 
  “McEvedy’s Folly” passed into legend amongst the department’s few 
  survivors during the early years of the Succession Wars.
  The fate of McEvedy’s Folly would not be known until its rediscovery 
  by a Canopian planetary survey team in 3065. The remains of the 
  extensive terraforming infrastructure in orbit around the habitable 
  planet and the haze of shattered metallic strands around its moon 
  suggested that the world might still have technologies worth their 
  weight in platinum. Dr. McEvedy’s final days came to light after the 
  Canopian team returned with an Interstellar Expeditions archeology 
  team for assistance. The Canopian/IE team discovered that Dr. 
  McEvedy’s research group continued its program of restoring both 
  native and terrestrial species, but by 2756, McEvedy’s sanity began to 
  slip as he realized that the Hegemony had abandoned him. Records 
  left by some of his lab assistants told stories of the doctor’s efforts to 
  force an evolution of the native avian-analogs into more mammalian 
  forms—an effort that apparently succeeded. McEvedy began taking 
  DNA samples from willing (and sometimes unwilling), lab assistants, 
  and using them as building blocks in recreating extinct mammals. Soon 
  afterward, these experiments began to bear fruit, but then a rebellion 
  of sorts occurred amongst his assistants when they discovered the 
  human-like “failures” he had been burying secretly in a nearby ice-
  flow. The former volunteers fled Camp McEvedy with as many supplies 
  as they could carry, and became the ancestors of the “native” human 
  tribes who live on the planet to this day.
  Interstellar Expeditions also learned that McEvedy’s experimentation 
  didn’t stop after the “rebellion”. Before his eventual suicide in 2783, his 
  nearly incomprehensible research logs tell the tale of a man losing his grip 
  on reality through a combination of schizophrenia and isolation. Many of 
  his later creations, amazingly, are still alive—including the mammalian 
  crested mammoths, hook wolves, and the chameleon sloth. Without 
  human intervention to repair slight errors creeping into the created 
  species’ genomes, however, many of these creatures began to reassert 
  their native, alien features. Indeed, the mammalian creations have since 
  reasserted avian traits, including egg-laying and feathers over fur. 
  Fartown
  Mount Taranaki
  WALLACE’S 
  NECK
  QUAGGA
  RUN
  Strangetown
  Mount Lyell
  Aquae Rubrae
  FITZROY’S GULF
  CAPE 
  DARWIN
  BEAGLE 
  ISLAND
  Little Brother
  High Whewell
  Big Brother
  Camp McEvedy
  BIRDBATH
  LAKES
  The Broken 
  Aviary
  Auroch Aerie
  The Sloth Nests
  B O R E A L  S E A
  A U S T R A L  S E A
  T H E  M O A  L A N D S
  M I D D L E  R A N G E
  T H E 
  C O L D 
  L A N D S
  
  ATLAS
  6
  Outside of the ruins of Camp McEvedy, what IE found was a world 
  that resembled a funhouse mirror version of Terra’s Pleistocene era. 
  Creatures once engineered to resemble Terran mammoths now 
  resemble elephants with brightly multicolored plumage. Feeding on 
  these large herbivores are hook wolves that now vaguely resemble 
  Terran dire wolves with scaled bird-like legs and feet. But the apex 
  predator, which terrified even the most hardened IE team members, is 
  the thunderbird. It is unknown what McEvedy was trying to recreate, 
  but today’s Folly thunderbird is a flightless, moa-like creature standing 
  nearly ten meters tall, with primitive wings that possess an opposable, 
  thumb-like claw at the main joint.
  The Magistracy of Canopus claimed sovereignty over McEvedy’s Folly 
  in 3067. The vast amount of knowledge contained in the engineered 
  species on the planet, combined with the left over pieces of terraforming 
  technology meant that the costs associated with finding and defending 
  the system were well worth it. Meanwhile, IE was allowed to investigate 
  everything they recovered. Immediately, rumors began to spread about 
  the mega-terraforming project found in the Periphery’s deep coreward 
  reaches, drawing bandits and treasure hunters alike. In late 3067, the 
  first of many bandit raiders—
  the “Keystone Gang”—hit the 
  research and salvage teams still 
  on McEvedy’s Folly. This group’s 
  attack easy destroyed the few 
  Canopian mercenary forces 
  present, and the IE team—armed 
  with little more than personal 
  firearms to defend themselves—
  was taken hostage. The Keystone 
  Gang threatened to destroy the 
  ruins of Camp McEvedy and kill 
  the hostages unless IE paid a 
  ransom. The response—though 
  long in coming thanks to the 
  Folly’s remote location—was 
  severe. One company of the 
  Markson’s Marauders mercenary 
  command, along with two 
  companies of mercenary infantry forces, arrived in system via non-
  standard jump point and executed a combat landing at Camp McEvedy. 
  Their assault wiped out the bandit forces with only a fifty percent loss of 
  the civilian hostages. 
  Archeological digs and anthropological studies on McEvedy’s Folly 
  continued in relative peace until the end of 3067, with the Magistracy 
  subcontracting mercenary forces to IE until their work could be 
  completed, but the onset of the Word of Blake Jihad effectively ended 
  this arrangement. With mercenary forces needed back in Canopian 
  space to fight Blakist invaders, the research on McEvedy’s Folly was 
  suspended as the local personnel were left without protection. But 
  McEvedy’s Folly wasn’t forgotten; between the years of 3068 and 3088, 
  the system saw three separate clashes between rival pirate groups, and 
  even between elements of the Marian Hegemony’s military, against a 
  Word of Blake-employed mercenary group. 
  In 3070, the Marians’ Ordo Vigilis received intelligence from a 
  captured Blakist DropShip that the Word was sending a military 
  force to McEvedy’s Folly in search of bio-engineering systems, with 
  a goal of manufacturing a better plague. The MHAF immediately 
  dispatched elements of the Third Legion, with additional aerospace 
  assets, to interdict the Word’s space-based assets. The Marians 
  arrived in system at the opposite jump point from the Blakists, but 
  detected Word of Blake DropShips lifting off from the planet. The 
  Marian commander, Carolus McDermott, ordered his JumpShip crew 
  to quick-charge their drive and jump to the Word’s jump point three 
  hours before the hostile DropShips would rendezvous with it. The 
  intra-system jump was successful (with some damage occurring to 
  the Marian JumpShip’s core) and the Marians managed to board the 
  enemy Merchant-class JumpShip. Their transport compromised, the 
  Blakist ground forces doubled back for the planet surface, where they 
  were eventually pursued by the MHAF. The ground battle was much 
  less decisive, with the Word of Blake using their DropShips in suicide 
  runs against the Marian LZ in an effort to buy time for their ’Mechs 
  and battle armor to fade into the landscape. It would be five weeks 
  before the last Blakist combatant was killed while he attempted to 
  use the native population as human shields. 
  When the Marians left 
  McEvedy’s Folly, the native 
  human population was nearly 
  half of what it was when they 
  first landed, and some of the 
  most valuable Star League-era 
  equipment left functioning 
  on the planet was reduced to 
  smoking wreckage. Another 
  loss was the extinction of 
  the McEvedy’s dodo; the 
  populations of the bird had 
  always been tenuous, as their 
  flightless and clumsy bodies 
  made them easy prey. Proposals 
  made on Terra in 3138 to “re-
  re-engineer” the dodo with 
  recovered technology from 
  McEvedy’s Folly have been met 
  by scorn by the public as many see the twice-extinction of the Dodo as 
  a sign that it just isn’t fit for the modern universe on any planet.
  After the Jihad and the rise of the Republic of the Sphere, McEvedy’s 
  Folly was declared a special protectorate jointly monitored by the 
  Republic, the Marian Hegemony, and the Magistracy of Canopus. The 
  world is nominally independent as the remaining native populations 
  tend to stay far away from any sign of advanced technology and refuse 
  to speak with outsiders. Beginning in 3089, Interstellar Expeditions 
  restarted its research there, protected by combined security forces 
  from the three governments overseeing the system. Surprisingly, 
  much of the funding for these forces come from profits made from 
  children’s toys based on a popular tri-vid animated series “Mr. Morsel, 
  the Multi-Colored Mammoth” featuring many of the Folly’s more 
  terrifying animals, made less-so by the magic of holovid editing for a 
  younger audience. Approaching ninety years after its rediscovery, the 
  Folly is still providing mankind with important insights into the genetic 
  engineering and terraforming technologies of the late-Star League era. 
  
  7
  A TIME OF WAR ADVENTURE SEEDS
  TERRORFORM “HOW MUCH FOR JUST THE PLANET?”
  Recommended Group Size: 4 to 6 player characters
  Recommended Group Type: Mercenary, Pirates, Special Forces, or Covert Ops
  Recommended Skill Levels: Green - Veteran (Key Skill levels of 1-5)
  The value of the technology and equipment that DoME (The Department of Mega-Engineering) uses in the terraforming of worlds is in the trillions 
  of Star League Dollars. While most of the equipment is so large that it deters smaller pirate and bandit groups, pirate groups with sizable transport 
  capabilities are still a threat.
  Complications: A few obstacles for players to tackle.
  Upon Gossamer Wings: The technology for Stage One terraforming for Project SAGITARIUS UMBRELLA is fairly easy to come by, solar reflectors and 
  ground based heat exchangers. The real prize is around the planets moon Gossamer. How will the players prepare defenses or their assault on the 
  airless moon? How will they deal with the congested space around the moon? The long strands of ferro-alloys being manufactured on Gossamer seem 
  to reflect radar and create sensor ghosts. Will the confusion this provides be the undoing of the players?
  Weekend Warriors: The Terran Hegemony assigns security forces to all DoME projects, but most of them are volunteers or retired enlisted from the 
  Hegemony forces with equipment many years older than what most Periphery States utilize. If the players are working for DoME perhaps their well-
  equipped nature breeds jealousy or contempt, or maybe the players won’t be able to plan on the security forces being able to assist in the defense of 
  the terraforming projects at all? If the players are attacking DoME, maybe the rumors of under-equipped forces were wrong, or maybe the skill and 
  numbers of the defenders more than make up for their lack of equipment.
  Unconventional Warfare: The amount of energy needed to terraform a planet is immense, but DoME plays with that technology like it’s a child’s toy. 
  Will the engineers of DoME turn the orbiting solar mirrors into space-based weapon systems in order to defend its other installations? Will DoME go 
  so far as to scorch the earth to remove the threat? Will the players try to convince the civilians not to fight or to join the fight and become legitimate 
  military targets themselves?
  Tips: McEvedy’s Folly during the time DoME is terraforming it represents the Star League at its most advanced. If a gamemaster wants to impress upon 
  the players the kinds of technological magic that Terra of the 28th century used and what it lost during the Succession Wars, this is the place to do it. This 
  is also the perfect place to showcase that the Golden Era of humanity wasn’t all perfect with state-sponsored pirate groups trying to tear down what 
  the Star League was trying to build, or with people still suffering from delusions of grandeur and madness. This is also the perfect place to showcase the 
  differences between civilian and military engineering, and where do the players draw the line.
  STOP THE TICKING CLOCK “REMEMBER TO WASH YOUR HANDS WHEN YOU GET BACK...”
  Recommended Group Size: 4 to 8 player-characters
  Recommended Group Type: Military, Mercenary, Special Forces, Covert ops
  Recommended Skill Levels: Regular to Elite (Key Skill levels of 3-8)
  The Marian Hegemony gained intelligence that the Word of Blake was stripping repairable bio-engineering equipment off of McEvedy’s Folly for use 
  in the development of a new bioweapon. Arriving in time to stop the Blakists from leaving the system was lucky, but now it’s time to stop them in their 
  tracks and maybe get the technology for yourself.
  Complications: A few obstacles for players to tackle.
  Thunderbird!: Before his suicide, Dr. McEvedy created a large number of different extinct species, and even some that only existed in his deteriorating 
  mind. The largest of these is the Thunderbird, the size of a BattleMech, these creatures may pose a significant threat to the players and their battle 
  armor/vehicles/BattleMechs/etc. as they are fiercely territorial and don’t like other creatures as large as they are anywhere near them.
  What You See Is What You Get: Fighting on a world less than a jump away from a major manufacturing center may have gotten the players reckless 
  with how they use their equipment. Now that they are more than two jumps away from the closest inhabited Periphery system, every round is going 
  to count. How are the players going to handle the logistical challenges fighting a well-equipped enemy will cause?
  Who Is The Real Savage?: How will the players handle the Word of Blakes’ willingness to use the native population as human shields? Will the players see 
  the evil the WoB represents as being greater than killing the innocent people who have no idea what is happening to them? If the players are assisting 
  the Blakists, will they be willing to take the same road as their employers?
  Tips: While this adventure could be used as just another combat oriented action campaign, it could also be used as a way to show how two cultures 
  who believe in things not acceptable to the average person in the Inner Sphere (the Word of Blake and their use of WMDs and disdain of civilians 
  compared with the Marian Hegemony with its use of slaves)  both see themselves as the heroes and the others as the villains. This adventure can 
  also be used as a way to introduce lostech from the Star League, having the players deal with a bizarre semi-engineered ecology, or even as ‘combat-
  archeologists’ trying to save artifacts before they are destroyed by the warring factions on world.
  
  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 worlds 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.
  
  10
  OPTIONAL RULES
  The following additional special rules are intended to provide 
  further flavor to games set on the world featured in this product. For 
  the most part, these rules may be considered advanced and optional, 
  as they primarily reflect conditions and/or features unique to this one 
  planet or planetary system.
  MCEVEDY’S FOLLY FLORA AND FAUNA
  McEvedy’s Folly has much of its water locked up in or under the world’s 
  giant ice caps, still stretching down to near thirty degrees of latitude from 
  the equator. The very low sea levels mean that much of the worlds ice-free 
  landmass is connected, making the plants and animals homogeneous 
  across the planet’s surface. Native plants and animals all have four 
  genders, two male and two female. This, along with other odd genetics, 
  make the plants and animals widely adaptable to most normal conditions, 
  not including the total ice coverage that was the fate of McEvedy’s Folly.
  This adaptability has made the radical genetic changes made by 
  Dr. McEvedy to the native species temporary, at best. Virtually all of the 
  species modified by him and his team during the final days of the Star 
  League are doomed to either regress or entirely fail (though exactly when 
  is unclear; many have reverted to a hybrid state after three centuries, but it 
  could be another three or more before all traces of their genetic tampering 
  vanishes entirely). McEvedy introduced many Terran-like animals, based 
  on the native life, but all have regressed to having (or always have had) 
  the four-gender reproductive systems that were native to this world, and 
  many of their avian-like features have begun to assert themselves anew, 
  such as feathers instead of hair, bird-like claws instead of paws, and egg-
  laying births, instead of live births. Many people visiting McEvedy’s Folly 
  for the first time experience confusion as they see the nesting habits of the 
  crested mammoth, or the mating dances of the saber-beaked Tucan-tiger. 
  Because of the highly unstable nature of McEvedy’s genetic alterations, 
  all modified fauna from McEvedy’s Fauna receives the Susceptible Trait.
  CRESTED MAMMOTH
  One of the first species re-introduced by Dr. McEvedy was the woolly 
  mammoth, and after his death it quickly spread across the land surface 
  of his world. The Crested Mammoth is as large as its extinct cousin 
  from Terra, but instead of thick shaggy hair the mammoth is covered 
  in brightly colored downy feathers that help keep it warm. The Crested 
  Mammoths travel in extended family herds with the young hatchlings 
  surrounded by the adults. When threatened, the males of the herd ‘fluff 
  up’ making themselves look bigger by extending meter-long red, green, 
  and blue feathers from along their back. The mammoths have no tusks, 
  but if they do become aggressive they resort to using their fore-claws 
  normally reserved for plowing up the permafrost as they dig for food.
   
  STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
   
  40 
  40 
  3 
  4 
  2 
  5 
  2
  Mass: 5000-6000 kg (adult), 100 kg (hatchling)
  Size Class (Modifier): Very Large (+3)
  BAR (M/B/E/X): 2/2/1/1 (Scaly-Feathered Hide)
  Damage (AP/BD): 4M/14
  Move (W/R/S): 40/50/80 (land) (Crested Mammoths are flightless)
  Traits: Armor (+2), Hardy, Offensive Adaptation (Talons), Pack Hunter 
  (10-50), Poor Vision (–2), Susceptible
  Skills: AniMelee (+3), Swimming (+1)
  THUNDERBIRD
  The Thunderbird is the largest living animal descended from Dr. 
  McEvedy’s experiments, and is also the largest animal currently living on 
  McEvedy’s Folly. Clearly a product of his madness near the end of his life, 
  the thunderbird is a ten-meter tall, flightless avian that from a distance 
  looks like an oversized giant moa. On closer inspection, the thunderbird 
  possesses primitive feather-covered wings, with an opposable thumb-
  like claw at the main joint that can be used for gripping. The thunderbird 
  is a solitary predator, and the only time more than one are seen together 
  is during mating season, where groups of up to twenty thunderbirds 
  gather, fight, eat their wounded companions, and finally mate (assuming 
  enough of the needed genders are left alive by that point). Thunderbirds 
  are incredibly aggressive and reports from Word of Blake prisoners taken 
  in 3070 by Marian forces reported one incident where a thunderbird 
  attacked a Blakist Tessen, grappling with it and raking its claws across 
  the ’Mechs legs, destroying them and cracking the cockpit with its beak 
  before weapons fire brought the beast down. Starting in 3145, IE started 
  reporting the appearance of poachers trying to steal thunderbird eggs 
  for eventual blood sport on Solaris VII.
   
  STR 
  BOD 
  DEX 
  RFL 
  INT 
  WIL 
  EDG
   
  75 
  40 
  3 
  3 
  2 
  5 
  2
  Mass: 35,000 kg (adult), 2,000 kg (hatchling)
  Size Class (Modifier): Very Large (+3)
  BAR (M/B/E/X): 2/2/1/1 (Scaly-Feathered Hide)
  Damage (AP/BD): 4M/23
  Move (W/R/S): 75/85/150 (land) (Thunderbirds are flightless)
  Traits: Aggressive, Armor (+2), Blood Rage, Hardy, Good Vision (+1), 
  Offensive Adaptation (Beak and Talons), Susceptible
  Skills: AniMelee (+5)
  MCEVEDY’S FOLLY PLANETARY CONDITIONS
  McEvedy’s Folly is a cold and desolate world, with a narrow range 
  of biomes outside of its icecaps. Possible terrain modifications and 
  conditions to choose from (see p. 28, TO) include using Tundra instead 
  of standard Clear terrain on mapsheets, and replacing all water hexes 
  with ice. Keep in mind extreme low temperatures when operating away 
  from the planets equator, and the use of wintery weather conditions 
  (Snow and Wind) are highly recommended.
  MAPSHEETS TABLE
  MCEVEDY’S FOLLY
  2d6 Result
  Map*
  2
  Heavy Forest #2 (MS4, MSC1)
  3
  Heavy Forest #1 (MS4, MSC1)
  4
  Desert Hills (MS2, MSC1)
  5
  Open Terrain #2 (MS5, MSC1)
  6
  Open Terrain #1 (MS5, MSC1)
  7
  Open Terrain #1 (MS5, MSC1)
  8
  Open Terrain #2 (MS5, MSC1)
  9
  Woodland (MS6, MSC2)
  10
  Rolling Hills #2 (MS3, MSC1)
  11
  Rolling Hills #1 (MS3, MSC1)
  12
  River Valley (MS2, MSC1)
  *See rules for additional conditions
  
  11
  Fartown
  Mount Taranaki
  WALLACE’S 
  NECK
  QUAGGA
  RUN
  Strangetown
  Mount Lyell
  Aquae Rubrae
  FITZROY’S GULF
  CAPE 
  DARWIN
  BEAGLE 
  ISLAND
  Little Brother
  High Whewell
  Big Brother
  Camp McEvedy
  BIRDBATH
  LAKES
  The Broken 
  Aviary
  Auroch Aerie
  The Sloth Nests
  B O R E A L  S E A
  A U S T R A L  S E A
  T H E  M O A  L A N D S
  M I D D L E  R A N G E
  T H E 
  C O L D 
  L A N D S
  MCEVEDY’S FOLLY
  
  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
  Fartown
  Mount Taranaki
  B O 
  T H E  M O A  L A N D S
  
  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
  WALLACE’S 
  NECK
  Strangetown
  Mount Lyell
  Auroch Aerie
   E A L  S E A
  A U S T R A L  S E 
  M I D D L E  R A N G E
  
  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
  QUAGGA
  RUN
  Aquae Rubrae
  FITZROY’S GULF
  CAPE 
  DARWIN
  BEAGLE 
  ISLAND
  Little Brother
  High Whewell
  Big Brother
  Camp McEvedy
  BIRDBATH
  LAKES
  The Broken 
  Aviary
  The Sloth Nests
  T H E 
  C O L D 
  L A N D S
  
  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-CAT35SN209 Battletech - Touring The Stars - McEvedy's Folly [OEF][2016].pdf