BattleTech Touring The Stars Bob
BattleTech Touring The Stars Bob
BOB
AKA DUNKLEWÄLDERDUNKLERFLÜSSENSCHATTENWELT
BOB
TM
AKA DUNKLEWÄLDERDUNKLERFLÜSSENSCHATTENWELT
©2016 The Topps Company Inc. All rights Reserved. Touring the Stars: Bob, 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.
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
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.
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Atlas
BOB
(DUNKLEWÄLDERDUNKLERFLÜSSENSCHATTENWELT)
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Atlas
Fortunately for the first settlers, the water and air contaminants Despite the challenges, Dunklewälderdunkleflüssenschattenwelt
could be managed well enough with basic filtration technologies, persevered, its population growing past 300 million by the 2760s.
but the danger of exposure to the ultraviolet excess all but forced By this time, House Kurita’s leadership had seen fit to establish a
them to locate most of their settlements under the shade of permanent garrison base on the planet, ostensibly to keep an eye on
Dunklewälderdunkleflüssenschattenwelt’s obsidian hyper-sequoias. the nearby worlds of the Outworlds Alliance and guard transit routes
Human encroachment thus began amid the planet’s forests, which to and from other frontier worlds such as Antallos.
soon revealed the existence of several unique predators, including the In 2784, after the dissolution of the Star League, General Aleksandr
jet-black, blood-sucking nachzehrers (a native, toothy, bat-like bird Kerensky and most of the surviving SLDF gathered at New Samarkand
named for vampires of ancient Germanic lore), and the shambling in preparation for their final exodus from the Inner Sphere. Alarmed
valdvicts (a large, ambulatory plant capable of launching barbed vines at the sudden military build-up, House Kurita began scrambling its
to stun and ensnare prey). military forces in anticipation of a possible assault by a vengeful
These alien predators—particularly difficult to handle, thanks to their Kerensky. Located relatively close to the region, the DCMS garrison
large numbers and tendency to blend in with the surroundings—were on Dunklewälderdunklerflüssenschattenwelt—the Twelfth Dieron
especially dangerous to the colonists’ food supplies. Because human Regulars—was among those redeployed.
biology could not process the majority of the planet’s native species, When the Combine troops failed to return after Kerensky’s departure,
virtually all of the local agriculture and ranching grew dependent on and news of war with Houses Steiner and Davion came just two years
imports. Efforts to create adequately protected havens for transplanted later, Governor Patton MacDonald decided to make several sweeping
livestock and crops often drew more attention from native fauna, changes. Some of these common-sense efforts aimed to improve local
and it was only through carefully coordinated culling programs that security and infrastructure, but others focused more on keeping the
Dunklewälderdunkleflüssenschattenwelt’s developers gained enough people distracted in these uncertain times. In 2788—one year before
breathing room to grow. In addition to these plant and animal hazards, the centennial celebration of the planet’s initial settlement—Governor
many of the world’s residents suffered from regular bouts of various MacDonald announced a global referendum to replace the planet’s
illnesses and allergic reactions traced to other impurities found cumbersome name. On 1 April 2789, amid much fanfare, the votes were
throughout the global biosphere. While Star League medicine largely tallied and a surprising new name (chosen decisively by the unlikeliest of
kept these cases in check and lethality was rare, additional mental grassroots campaigns ever waged in recent history) was found.
health issues continued to plague the first generations of settlers—a From that day forth, Dunklewälderdunklerflüssenschattenwelt
result of their extended living in a world of such perpetual darkness. became known, simply, as “Bob."
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Of course, what nobody imagined happening was the complete [Editor’s Note: As was the case for many such worlds, however, there
collapse of all interstellar travel to the planet once the name change were many pockets of human survivors left behind and overlooked by
took place. With the DCMS invasion of the Federated Suns well these survey teams. Those on Bob managed to survive in small, scattered
underway, the communiques reported from Bob—delivered by courier communities with varying level of success, while nature overran their
ship, as the planet’s HPG had failed during the Amaris Crisis years— abandoned cities and towns—in many cases, literally.]
never found their way to all the necessary officials. The oversight, Bob is remarkable not only for the interesting species of flora and
which would go unnoticed for more than half a century, led to calamity fauna that call its dark lands home, but also for the obvious signs of
as Dunklewälderdunklerflüssenschattenwelt vanished from the maps, a great cataclysm that clearly befell the planet perhaps as recently
and was replaced by a new world named Bob... as ten thousand years before mankind came along. At some point in
While all shipments earmarked for the planet’s very survival still bore the planet’s past, its single moon was struck by a large, fast-moving
the old name. celestial object—possibly another moon, spun off from one of two ice
Worse still, the Combine’s growing need for ships to support their giant planet that occupy the system’s outermost orbits.
war effort stripped away all “non-essential traffic” in the area. Within The impact tore a chunk of Bob’s own moon away, sending large
months of the name change ceremonies, trade to the frontier world hunks of lunar debris into the planet below, creating numerous
had abruptly ceased. With no working HPG station to report in, “Bob” craters that can still be seen in the geography today. Most of these
was completely cut off from the interstellar community. Efforts by the impacts struck the vast expanse of the planet’s largest continent
MacDonald administration to ( K e t ze r h e i m a t ) , w h i l e a
keep the crisis quiet while they particularly violent strike
sought a means to get word near the shores the small-
out before starvation ensued er, southern continent of
failed. Soon, the cessation of Klüfterlande formed a gulf
traffic and news from off-world the locals named Kesselmeer.
became painfully apparent, Volcanism triggered by this
creating an economic down- particular impact formed a
turn that went from bad to prominent spike of igneous
worse with each passing land that rises from the center
month. Agricomplexes failed, of this gulf, and was named the
medical facilities ran out of Himmelsspitze (“Heaven’s
supplies needed to keep local Point”). Other evidence of the
pathogens in check, and illness so-called “Great Lunar Fall” can
became widespread. With be seen in the form of island
no native fuel sources—Bob chains created by impact
lacked reasonably accessible ejecta, and there are even
native fuel sources, and thus signs of strikes beneath the
relied heavily on imported fuel, frozen wastes of the northern
fuel cells and fusion technol- Lamarae continent. Indeed,
ogy—on-world travel across only one major land mass on
the planet slowed to a crawl, Bob appears to have been
further undermining the local infrastructure. spared the direct effects of the ancient cataclysm: Lunarblessed—the
The rioting began in the fifth year of Bob’s isolation. Governor planet’s other southern continent.
MacDonald started ordering crackdowns, diverting security forces [Editor’s Note: Because the early surveys suggested that the presence
optimally raised to maintain the culling cycles. As the increasingly of Bob’s moon likely prevented a more direct hit on the planet itself, the
paranoid and desperate citizens fought back, the populations of surviving remnant was named Riesenschild (“Giant shield”) by the Øystein
nachzehrers and valdvicts rebounded at an alarming rate. Whole cities Expedition. Today, with all the major fragments long since fallen to Bob or
burned, while outlying towns fell to rampaging predators. spun away entirely, only a fine trail of smaller debris follows Riesenschild’s
Between the fighting, starvation, and collapse of infrastructure, more progress across the sky, creating an irregular and incomplete dust ring
than half of Bob’s planetary population succumbed over the next ten that shares the lunar orbit and makes it appear as if the planet is being
years. When the last vestiges of the planetary government collapsed perpetually circled by its very own comet.]
entirely in 2805, the various survivor settlements found themselves left It is interesting to note that most of the planet’s occupied settlements
to their own devices. By 2815, ComStar survey teams found the world’s stand on this landmass today, with the largest township (Ruprecht;
many cities burned out and abandoned, their streets filled with skeletal population: about 25,000) serving as the closest thing the planet has
remains stripped bare by local predators, while the air and water tested to a capital city. These people—descendants of the few survivors of the
high in a variety of native toxins. Bob—still recognized under its old name planet’s collapse centuries ago—have only a fragmentary knowledge
of Dunklewälderdunklerflüssenschattenwelt in ComStar’s database—was of what followed in the wake of their ancestors’ downfall. What they
written off as another incidental casualty of the First Succession War. do seem to recall, however, paints a picture of horrors that suggest a
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A Time of War Adventure Seeds
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A Time of War Adventure Seeds
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Rules Annex
The following section is designed to assist both players and and some of these same points (specifically, places near the L-1 points)
gamemasters in using this series to create games and/or campaigns are occasionally used as “pirate points” by daring raiders who wish to
based on the worlds described herein. The following rules primarily radically cut down transit times and local defense preparations.
rely on the players’ understanding of the core game rules found in In night combat situations, worlds with one or more moons or rings
Total Warfare (TW), Tactical Operations (TO), and A Time of War (AToW) may produce lighting effects caused by solar reflections off the lunar
but additional references may be made to Strategic Operations (SO) and surfaces (depending, of course, on lunar phases), while worlds without
other rulebooks. any moons at all may present equally distracting effects. To reflect
Players and gamemasters alike should realize that these rules are these possible effects as applicable, see the Full Moon Night, Moonless
substantially less rigid than core rules. Players creating tracks and Night, or Pitch Black rules, on p. 58 of Tactical Operations.
scenarios using the material in this annex are encouraged to accept,
modify, or even completely ignore these guidelines if they prove SURFACE GRAVITY
too cumbersome. Surface Gravity has a distinct effect on the performance of virtually
all combat units in game play. Values higher than 1.00 reflect worlds
USING PLANETARY DATA where units are significantly heavier than they are under normal Terran
The world featured in this product was presented with a block of gravity, while values lower than 1.00 reflect worlds where units are
basic planetary data. This data provides key details that players can use significantly lighter. The full effects of gravity on combat may be found
to further tailor their game play, reflecting the unique features of the on p. 55 of Tactical Operations.
world. The following rules identify the core rules that apply, based on
the indicated world data. ATMOSPHERIC PRESSURE
Across the Ages: It should also be noted that many of the worlds This detail describes the relative density and breathability of the
presented in this series will have data that actually changes greatly local atmosphere, and can have a profound impact on game play if the
over time—as in the case of Lone Star, which radically changes atmosphere is anything but “Standard (Breathable)." Thinner or Thicker
between 2822, 2825, and beyond. Players and gamemasters should atmospheres can affect the use of several unit types in gameplay
thus account for the time period their games are set in when using and may even have an impact on weather conditions. Likewise,
worlds that have such variable data values. atmospheres classified as Tainted or Toxic can affect how various
combat units’ function and suffer damage in game play. For rules
STAR TYPE, POSITION IN SYSTEM, covering Atmospheric Pressure, see pp. 54-55 of Tactical Operations
TIME TO JUMP POINT for pressure variations, and p. 56 of Tactical Operations for Tainted and
These lines are most pertinent to the advanced aerospace aspects Toxic Atmosphere effects.
of gameplay defined in Strategic Operations, and will generally have no
impact on games that focus entirely on ground combat. EQUATORIAL TEMPERATURE AND SURFACE WATER
Star Type identifies the color, size, and stability of the world’s primary A world’s Equatorial Temperature helps define whether the world
star, as well as how long an arriving JumpShip requires to charge its K-F can be broadly classified as hot, warm, or cold by indicating the
drive while in system (using only its jump sail). Particularly large and/ temperate (in degrees Celsius) it averages at the equator—typically
or unstable stars can be prone to odd lighting effects that can affect the warmest region on the planet’s surface. Temperatures at
combat, such as glares and solar flares. Rules for Glare and Solar Flare the north and south pole of most worlds may average as much
effects may be found in Tactical Operations (see p. 58, TO). as 30 degrees colder than at the world’s equator, but it is always
Position in System indicates how many orbital positions away from important to know that local conditions such as weather and terrain
the star the world orbits; an “orbital position” may be held by other can vary these averages somewhat. Nevertheless, the equatorial
planets or asteroid belts. temperature helps players gauge whether much of the world will
The Time to Jump Point indicates how many days’ worth of travel likely be arctic, tropical, desert, and so forth. If gameplay falls in
DropShips accelerating (at 1 G, the same acceleration produced by regions where temperatures are extreme (below –30 Celsius or
gravity on Terra) would take to travel from the system’s standard zenith above 50 Celsius), Extreme Temperature rules (see p. 62, TO),
or nadir jump points to the world. This transit time includes a mid-point will apply.
turnover and 1-G deceleration rate as well, which are standard transit Surface Water reflects the percentage of the world’s surface that
rates to and from most worlds. Longer distances between the world is covered in water, and essentially defines whether the world might
and its local jump point mean longer transit times for incoming vessels be covered in vast, lifeless wastelands, lush forests, or miniscule,
and thus more time for local defenders to arrange defenses once they rocky islands. Worlds with low Surface Water values (50 percent or
realize there are inbound attackers. less) will rarely see much rainfall or snowfall weather effects, and
water or woods features on terrain maps may instead be considered
NUMBER OF SATELLITES sinkholes, craters, and rough terrain instead to reflect the lack of
This line indicates how many natural satellites (moons) the world significant water sources and vegetation. Worlds with higher
has (and their names, if applicable). Many orbital facilities may be Surface Water values, meanwhile, will much more likely have active,
found in the LaGrange Points (regions where the gravitational forces precipitation-heavy weather patterns, and support more water and
between the planet and its moon or moons cancel each other out), woods terrain features.
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Rules Annex
RECHARGING STATION, HPG CLASS, and are largely considered inviolate by all but the most serious attack
NATIVE LIFE, AND POPULATIONS forces. (Attacking an HPG is still considered a crime against humanity
These details describe other noteworthy features of a target system by most civilized realms, even in the post-Clan Invasion eras.) Class A
that could affect campaigns to greater or lesser degree. stations reflect major interstellar communications hubs, while Class B
Recharging Stations describes whether a system has any space stations usually send transmissions in massive bundles less frequently.
station capable of recharging a JumpShip’s KF drive (and, if so, at which Although any HPG can send an emergency signal to a nearby system
of the two standard Jump Points they are located). Recharging stations within hours of an attacking force’s discovery, many raiders target
are often small and fairly unarmed, but also act as spaceborne hubs of worlds with Class B stations (or no stations at all), in the hopes that
trade and communication to the local world. Raiders often avoid these their arrival will raise the alarm among nearby systems more slowly.
stations by taking non-standard jump points, so their arrival cannot Assault forces, meanwhile, may target Class A worlds in an effect to
be blown to the locals, but more significant invasions often begin by secure a realm’s communications hub and disrupt responses to a
seizing the local recharge stations instead, to secure effective strategic border-wide campaign.
control over the jump point. Native Life describes (in very basic terms) the highest level of native-
HPG Class defines the presence of a local hyperpulse generator on born life forms the world has. More life-barren worlds in the Inner
the planet, indicating its ability to transmit signals to other systems Sphere may be host only to microbes or plants, while more evolved
nearby. Such stations are always located on the planetary surface, 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.
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Optional Rules
The following additional special rules are intended to provide The civilized Bobbies have retained a level of industrial technology,
further flavor to games set on the world featured in this product. For but in the absence of economical fuels and full-scale production
the most part, these rules may be considered advanced and optional, facilities, most of their equipment is hand-made by dedicated
as they primarily reflect conditions and/or features unique to this one craftsmen. Bobbie weapons typically include bows (including
planet or planetary system. crossbows), steel swords and knives, and basic slug throwers—most of
which use simpler technology (represented by Tech Level B equipment
BOB’S FLORA AND FAUNA in AToW Equipment Tables). Bobbies don’t often make use of personal
Bobbian flora and fauna largely reflect and amplify the planet’s dark, armor, but some town guardsmen have been known to wear a kind
shadowy nature. Most plant life has a deep green to black coloring, of locally-produced, valdvict leather-backed chainmail that functions
which allows them to draw and retain heat better, while an abundance much like a vintage bulletproof vest (BAR 1/3/1/2). Bobbies maintain
of ultraviolet light has given them energy to spare, resulting in some an economy largely based on barter, but there is also a form of local
truly impressive growth. (The average height of Bobbian trees ranges print currency used as a means of credit.
from 20 to 50 meters, with the native “hyper-sequoias” reaching
dizzying heights of 300 meters or more.) Because such gigantic foliage VALDVICT
requires extensive root systems and branch spread, however, a typical The name valdvict—evidently an Anglicized corruption of “Wald
Bobbian forest actually tends to have enough open land to move Wicht” (or “Forest Wretch”)—refers to one of the nastiest predators
vehicles and BattleMechs through unhindered. The tactical gameplay on Bob…one that is not an animal in the true sense of the word. This
effects of this may be found under Bob’s Terrain (see p. 14). ambulatory plant form typically stands anywhere from three to four
Some of Bob’s flora is so energized that it has taken on animalistic meters in height, with the bulk of its body resembling the stout trunk
qualities. Bob has a number of plant forms that are carnivorous and/ of a local hyper-sequoia sapling. Its “feet” are a knotted group of 20 to
or mobile, with attack features that include toxic secretions, “exhaled” 30 small, prehensile appendages that resemble thick roots anywhere
poisons, and prehensile limbs. Of these killer plant-animal hybrid forms, from 30 to 60 centimeters in length, which enable the creature to
the valdvict is arguably Bob’s apex predator, capable not only of remarkably move by coiling and uncoiling in concert.
fast movement and a kind of thermal “perception," but also a deadly, Wrapping around the trunk of the valdvict are a number of leafy vines
short-ranged vine grapple attack. Worse still, even when a Bobbian plant that otherwise blend in with the creature’s flexible brown-black bark
form is not actively trying to hunt and kill something, the pollen of most skin. These vines descend from a cluster of thicker limbs that spread out
Bobbian flora has proven toxic to human beings. Regular seasonal releases from the top of the plant like the branches of any other tree, with an
of Bobbian pollen—which looks much like blowing ash—can cause ample number of black-green leaves that gather much of the creature’s
outbreaks of various seasonal illnesses and severe allergies. Fortunately, energy during long dormancy cycles. “Buds” among these limbs and
few of these are lethal in nature, but only the natives of Bob have lived on among the creature’s root-like “toes” serve as sensory organs that detect
the planet long enough to withstand these ill-effects completely. the presence and position of nearby water and heat sources.
The animal forms on Bob include insects of various sizes, fish, The valdvict normally remains stationary for long periods, preying
some amphibians, reptiles, and toothy, bird-like avians. Most of only on small creatures that happen by while absorbing water, nutrients,
these creatures mimic the darkness of their environment, largely for and ultraviolet energy in the same manner as most plants. During this
camouflage purposes, but also for some degree of heat retention. time, the creature tends to bury its root-feet into the soil, and remains
Of these animal forms, the nachzehrer is the most vicious of the largely stock-still for days, weeks, or even months at a time, gathering
planet’s avian predators (but not necessarily the largest). Having long energy slowly. Indeed, until it attacks (or a dearth of nutrients in the
developed an affinity for perching in the high limbs of Bobbian trees, immediate vicinity forces it to move in an effort to stave off its own
this bat-like creature tends to swoop down on its prey in small flocks starvation), valdvicts look and act just like most common plant forms
that can quickly overwhelm even a human adult in seconds. in the universe. Only when the creature has stored enough energy for
extended movement will it generally do much more than passively
BOB’S CHILDREN absorb the minerals it needs, sometimes even casually snaring small
The human survivors on Bob are divided into two broad groups: creatures lured by pheromones excreted from the base of its trunk. As
the primitive and tribal Dunkels, and the much more organized and a result of this habit, it is not uncommon for larger animals or people
sophisticated Bobbies. Both groups have developed a tolerance to the to pass a valdvict many times over a span of several days before finally
planet’s normally sickening ecosystem, and both may pose a threat to triggering an attack. Because their senses are more acute at night, most
unfamiliar visitors. To reflect this, all natives of Bob who are born or live valdvict strikes tend to happen after sunset.
after 2850 automatically possess the Fit Trait (see p. 117, AToW). When the valdvict does launch an attack, however, the movement
Among the Dunkel, personal weaponry consists of nothing more is alarmingly swift. A whip-like twist of the creature’s trunk is usually
advanced than sticks, stones, slings, and other improvised low-tech the only warning, giving alert prey only one or two seconds to react.
weapons—none of which use refined metals in any way. Some Dunkels At that point, the creature releases one or more of its dangling vines,
have developed a kind of personal armor made from flexible bark-hide each of which can extend as far as five meters in any direction to
of the valdvict (BAR 2/2/1/1). Dunkels have no functional knowledge of ensnare and stun its prey. The combination of the vines’ impact, and
advanced firearms or heavy equipment, and all are considered Illiterate the paralyzing toxins released by rows of retractable, fang-like “thorns”
(see p. 119, AToW). along their length, is typically enough to stun a creature long enough
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Optional Rules
for the valdvict to then move toward it as its vines begin to constrict,
further immobilizing the victim. Once a valdvict reaches its prey, it
clambers atop the fresh kill’s body, and begins to dig its roots back
into the surrounding soil, while gradually widening its trunk base to
accommodate its meal. It is the crushing and suffocation that results
from that which typically kills the valdvict’s prey, even as numerous
channels in the creature’s base begin to absorb the proteins of the
hapless animal. Digestion of a valdvict’s prey can take hours, but
the valdvict usually retains enough energy to move away if it senses
danger nearby.
Like most pseudo-animal plant forms, the valdvict appears to have
no distinct brain or complex organs to speak of, but its behavior
suggests a kind of rudimentary predatory intelligence more complex
than other ambulatory plants. Furthermore, much like a tree, valdvicts
can survive the loss of several limbs, leaves, vines, and roots before
it loses the ability to function. That most of these appendages can
be grown back in time means that the most reliable way to truly kill
a valdvict is to shatter its trunk (though burning and poisoning the
creature can be effective means as well).
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Optional Rules
WOODLANDS
unsafe. The name is another Anglicized corruption of the species original 1 Scattered Woods (MS2, MSC2)
Germanic designation—Gefaehrliches Ding—which literally translates to 2 BattleTech (CBT, MS2, MSC1)
“dangerous thing." Encountered early on by the first colonial expeditions 3 Woodland (MS6, MSC2)
to the world, the geferlixing was originally identified as a mysterious
4 River Delta/Drainage Basin #1 (MS4, MSC1)
marine life form of unknown shape, size, and capabilities, because the
5 River Delta/Drainage Basin #2 (MS4, MSC1)
dark river waters of the planet made visual contact impossible. It thus
took nearly five years before the settlers could agree that their “Ding” 6 Scattered Woods (MS2, MSC2)
was, in fact, a long-bodied, fang-mouthed eel. *See rules for additional conditions
The geferlixing—available in both saltwater and freshwater varieties,
as well as some oceanic versions with truly titanic proportions—
Because of the sheer height and size of Bobbian trees, the floor of a
nominally feeds on the floating concentrations of pollen-infused
typical woodland on Bob is actually quite open. To reflect this, for any
seaweed and algae found along the planet’s coastal and inland waters.
scenario set inside a Bobbian woodland, use the Bobbian Woodlands
However, these creatures are actually omnivorous, since their diet can
Table presented here, and treat all heavy woods hexes on the map as
also include smaller fish, as well as any other creatures that dare to
impassible terrain that blocks line of sight (representing the massive
enter their waters. Like most of Bob’s native marine animals, geferlixings
trunks of a Bobbian super-tree). Light Woods hexes on the same
do not rely on visual sensory organs to guide them, but use a mix of
mapsheets are treated as Heavy Woods for line of sight and cover
magnetic and sonographic sensory organs for navigation. As a result,
purposes, while any Rough/Rubble hexes should be treated as Light
these six-finned eels (the river-dwelling versions of which can measure
Woods. Water features and elevation changes are unmodified under
up to two meters in length) possess no identifiable eyes, and look mostly
these rules. In addition to this, combat inside a Bobbian woodland is
like a mouthful of teeth connected to a long, oily black tail.
treated as though it is happening under Full Moon Night conditions
Geferlixings appear to have no fear or sense of scale, which is what
(see p. 58, TO) during the planet’s daylight hours. If the battle takes
truly made them so dangerous to the human settlers. While their normal
place at night, the effects become those of a Moonless Night instead
diet consisted of small morsels of floating detritus and marine life, these
(see p. 58, TO).
creatures often attack any larger land animals that step deeply enough
Finally, as noted under the Tips for the You’re Not From Around Here
into their watery domains. In most such cases, a geferlixing will swim
Adventure Seed, treat the atmosphere on Bob as Tainted (see p. 56, TO).
swiftly toward the intruder, and either latch directly on its feet with its
jaws, or simply encircle the legs in an attempt to force its prey to trip. BOB’S WATERS
Human survivors of geferlixing attacks have even claimed that these Bob’s waters, especially in the rivers and coastal areas, are chronically
beasts have enough strength to snag and pull an unsuspecting leg darkened by a blackish muck thanks to its forests’ common black
or arm, attempting to drag their victims down much the same way pollen drifts and the various species of marine plant forms that have
terrestrial alligators do when trying to drown larger prey. inherited the same tendency to assume extra-dark green-black colors
as their surface analogs. Because of this, little light penetrates the
STR BOD DEX RFL INT WIL EDG waters’ surface, drawing in heat and allowing little of it to escape.
4 6 4 6 2 6 3 While basic filtration technology can easily make the waters safe
and clean enough for drinking and indoor plumbing, moving through
Mass: 31 kg rivers or coastal waters can be a unique and hazardous endeavor,
Size Class (Modifier): Medium (+0) especially as there are a number of Bobbian marine species just waiting
BAR (M/B/E/X): 1/0/0/0 (Light Scale Hide) for unsuspecting surface fauna to intrude upon their bleak realm. The
Damage (AP/BD): 2M/3 almost tropical warmth of these waters, however, has made many of
Move (W/R/S): 12/25 the planet’s inland rivers and lakes an inviting place for the more cold-
Traits: Aggressive, Blood Rage, Camouflage (+1 [E/I/C: 0/0/3]), Good blooded native species.
Hearing (+4), Offensive Adaptation (Fangs/Bite Grip) To reflect these characteristics, any time a character or unit enters
Skills: Animal Agility (+3), AniMelee (+4), Perception (+4), Stealth (+2), Bobbian waters, it must make a relevant Action Check to avoid falling
Swimming (+3) (a RFL Attribute check for characters, or a Piloting Skill check). To reflect
the increased difficulty in seeing and gauging the underwater terrain,
BOB’S TERRAIN all such rolls for entering and moving through the black Bobbian waters
The terrain on Bob is significantly dominated by massive woodlands, must apply a –2 modifier to the dice roll’s result. Units or characters
river valleys, and mountains, most of which are tinged with darkness, that become fully submerged in Bobbian black waters will find the
even when lit by the planet’s weak sun. Many of Bob’s larger mountain darkness cannot be penetrated by searchlights, and thus must apply
chains, small islands, and coastlines are actually the remnants of the all visual modifiers for Pitch Blackness when performing any actions
huge craters that formed during a massive catastrophe the early while submerged (see p. 236, AToW; or p. 58, TO).
colonists called The Great Lunar Fall.
14
John Doe (Order #34609555)
15
BOB (DUNKLEWÄLDERDUNKLERFLÜSSENSCHATTENWELT)
SO
NN
ER
EF
LE
XIO
NB
UC
HT
E
L A M A R A
Lebensmüde
Fliegerabwehrbataillon
Hauptsitz
FERNWEH
Einenbesserenortalsdortüber ZUNGENBRECHERBUCHT
ÜS
TE YUBITSUME
GEFÄ
K
T
SHIMA
HRLI
I M A
N I H I L ATO L L S
RZ
ME
E CHES
CH H DING
Z E R
S Bīkon
LT MEER
K E T
E Luton
W
Inton OLD K
MIRGELN INDE RHOOK
DÜSTERSCH
TRÜBEWASSER
VERME
IDESC
HWÜL
E N WA
LD
Last Light
EA
K RA
KURO NO KAIGA
N SCHNITZELBANK
Ü F
MP
GRI
TA TA K I WA R U K A
I K YŌ KESSELMEER T E
Himmelsspitze
R L
GAR
DE NS KAL
LU S B
ERGE A N
First Light DAR
K
Nishi Azuma
Tōrō
Krimhildshausen D E Watchpoint
Tōrō Ruprecht
L U N A R B
L E S S E D Schattenhandgelenk
SHADO
GHT
THE NI
R
TIMBE
WCA
Willougby
ST M
Ekesburg
OU
NT
AI
NS
1 3
B01
B06
C01
C03
C06
C06
D01
D03
D04
D06
D06
E01
E02
E04
E05
E06
E06
E07
F01
F02
F03
F04
F05
F06
F07
Einenbesserenortalsdortüber
S TE
Ü
N I H I L ATO L L S
R ZK
H M E
H E I
R
G01
G02
G03
G04
G05
G06
G07
SC
T
Z E
K E T
EL
W
M IRGELN
DÜSTERSCH
H02
H03
H04
H05
H06
H07
VERME
IDESC
HWÜL
E N WA
LD
I02
I03
I04
I05
I06
I07
N GE
Last Light K RA
A
M PE
GRI
J03
J04
J05
J06
J07
DE NS
G A R
K
DAR
N First Light
K03
K04
K05
K06
K07
L03
L05
L06
L07
L08
KEY 2
KEY
PLAINS WATER
Plains
M03
M05
M06
M08
FOREST DESERT
Woods
MOUNTAINS ARCTIC
N03
N06
N08
Mountains
ITEM OF
INTEREST DROPPORT
MOUNTAIN
RUINS
Water
PEAK
O03
O08
CITY CITY
EPICENTER OF POPULATION OF
Desert
METROPOLITAN SURROUNDING
COMPLEX; POPULATION AREA < 1,000,000 P01
OF SURROUNDING
AREA > 50,000,000
John Doe (Order #34609555)
NICHT TRINKB
TRÜBEWASSE
N18
F16 H16 J16 L16 N16
O18
7
P01
G15 I15 K15 M15 O13
F15 H15 J15 L15 N13
E16
E14 G14 I14 K14 M13
D16
E
C16
NB
R
LE
B16
A01
EF
6
A
M
SO
L E S S E D
C11 E12 G12 I12 K12
A
L13
D11 F12 H12 J12 L12
L
Willougby
M13
E11 G11 I11 K11 M11
GHT
Ruprecht
R
TIMBE
N13
Luton
THE NI
F11 H11 J11 L11 N11
ZUNGENBRECHERBUCHT
NS
AI
NT O13
P01
5
O U M10
L U N A R B
I KYŌ
G10 I10 K10 O08
ST M
WCA
SHADO
TATA K I W A R U K A
Ekesburg
F10 H10 J10 L10 N08
Fliegerabwehrbataillon
E11
Inton
Hauptsitz
D11
N
D09 F09 H09 J09 L08
KURO NO KAIGA
Azuma
Tōrō
M A T
Lebensmüde
C11
Nishi
Tōrō
4
A01
B11
B06 D08 F08 H08 J08
M
Schattenhandgelen
D
E01
DING
A N
D01
D24 F24 H24 J24 L23
R L
C01
CHES
ERGE
B01
10
T E
LU S B
Nachtknöchel
A01
FERNWEH
KAL
HRLI
Ü F
C21 E22 G22 I22 K22
L23
D21 F22 H22 J22 L22
K L
GEFÄ
Krimhildshausen
M23
E21 G21 I21 K21 M21
Himmelsspitze
RHOOK
N23
KESSELMEER
F21 H21 J21 L21 N21
INDE
O23
9
P01
G20 I20 K20 M20 O18
OLD K
F20 H20 J20 L20 N18
E21
E19 G19 I19 K19 M18
D21
YUBITSUME
D19 F19 H19 J19 L18
Bīkon
SHIMA
C21
C18 E18 G18 I18 K18
SCHNITZELBANK
B21
8
A01
BAR
M18
E16 G16 I16 K16 M16
R
0101 0301 0501 0701 0901 1101 1301 1501
0201 0401 0601 0801 1001 1201 1401
0102 0302 0502 0702 0902 1102 1302 1502
+6 +6 +6
+6 +6 +6
P
+6 +6
P
P
0103 0303 0503 0703 0903 1103 1303 1503
+6
+6
P
P
P
P
0203 0403 0603 0803 1003 1203 1403
P
P
0104 0304 0504 0704 0904 1104 1304 1504
P
P
0204 0404 0604 0804 1004 1204 1404
0105 0305 0505 0705 0905 1105 1305 1505
+0
+0
N
0205 0405 0605 0805 1005 1205 1405
0106 0306 0506 0706 0906 1306 1506
0206 0406 0606 0806 1406
K03
K02
0107 0307 0507 0707 1507
Watchpoint
J03 L03
0207 0407 0607 J02 L02
I02 M03
I01 K01 M01
0108 0308 0508
H02 N03
0208 0408 H01 J01 L01 N01
MEER
P01
G25 I25 K25 M25 O23
0109 0309
F01
E
0209 F25 H25 J25 L25 N23
nk