diff --git a/.nojekyll b/.nojekyll new file mode 100644 index 00000000..e69de29b diff --git a/CNAME b/CNAME new file mode 100644 index 00000000..07706cf4 --- /dev/null +++ b/CNAME @@ -0,0 +1 @@ +outworlds-wastes.jeremylt.org diff --git a/background.html b/background.html new file mode 100644 index 00000000..e2230fb9 --- /dev/null +++ b/background.html @@ -0,0 +1,95 @@ + + +Background + + + + + + + + + +
+ +

2 Background

+
+
+ +

The Outworlds Alliance was founded in 2413 and largely enjoyed prosperity throughout the Star League Era. At the start +of the Amaris Civil War in 2766, the Outworlds Alliance contained 135 major systems organized into 7 administrative +districts. The Succession Wars that followed the fall of the Star League in 2780 were particularly difficult for the +Outworlds Alliance, and they had to abandon systems that they no longer had the resources or infrastructure +to support. By the end of the Third Succession War in 3025, the Outworlds Alliance only had 36 systems +remaining. +

+

Clan Snow Raven began exploring the Periphery soon after the end of Operation REVIVAL in 3052. The +Outworlds Alliance and Clan Snow Raven encountered each other and began developing mutual respect and a +tentative alliance in 3064. Clan Snow Raven took refuge in the Outworlds Alliance following their abjuration +from the Clan Homeworlds after the Wars of Reaving in 3075. In 3083, Clan Snow Raven and the Outworlds +Alliance merged to form the Raven Alliance. By the ilClan Trial in 3151, the Raven Alliance contained 47 +systems. +

+

Most of these lost worlds form a region known as the Outworlds Wastes. The exact number of lost systems varies from era +to era, but the Outworlds Alliance has abandoned approximately 90 systems. Many factions are eager to explore these +systems in search of lost Star League technology or to take refuge from the political machinations of the Inner Sphere +successor states. +

+

You command a combined arms force exploring the Outworlds Wastes for your faction. Commanders compete with other +factions in the Outworlds Wastes to grow their force and recover lost technology. Common factions for the region +include +

+ + +

These factions are the most prevalent in the region, but many other factions may be found in the Outworlds Wastes. +Commanders can pick the faction any find interesting. +

+

League organizers pick the current era for the league; organizers can select any era after the fall of the Star +League. The era determines unit availability and the most common factions present in the Outworlds Wastes. +The Outworlds Wastes offers a lot of narrative options; however league organizers can pick any location that +is appropriate for their league. Commanders should ask the organizers which era and region their league is +in. + + +

+ + \ No newline at end of file diff --git a/bv-adjustments.html b/bv-adjustments.html new file mode 100644 index 00000000..93fa1d66 --- /dev/null +++ b/bv-adjustments.html @@ -0,0 +1,167 @@ + + +Force BV Adjustments + + + + + + + + + +
+ +

15 Force BV Adjustments

+
+
+ +

BV adjustments are applied in the following order. +

+ +
+ + + +

+ + +
+ + + + + + + +
+

Gunnery

Piloting/Driving/Anti-’Mech
+
+

+

1

+

2

+

3

+

4

+

5

+

6

+

7

+

8

+

1

+

2.11

+

2.02

+

1.92

+

1.76

+

1.60

+

1.54

+

1.46

+

1.38

+

2

+

1.85

+

1.76

+

1.68

+

1.54

+

1.40

+

1.35

+

1.28

+

1.21

+

3

+

1.58

+

1.51

+

1.44

+

1.32

+

1.20

+

1.16

+

1.10

+

1.04

+

4

+

1.32

+

1.26

+

1.20

+

1.10

+

1.00

+

0.95

+

0.90

+

0.85

+

5

+

1.19

+

1.13

+

1.08

+

0.99

+

0.90

+

0.86

+

0.81

+

0.77

+

6

+

1.12

+

1.07

+

1.02

+

0.94

+

0.85

+

0.81

+

0.77

+

0.72

+

7

+

1.06

+

1.01

+

0.96

+

0.88

+

0.80

+

0.76

+

0.72

+

0.68

+

8

+

0.99

+

0.95

+

0.90

+

0.83

+

0.75

+

0.71

+

0.68

+

0.64

+ + +
+
+ +

This summary is provided here for convenience. BattleTech: TechManual p. 315 and all relevant errata, including the +June 2021 Battle Value Errata, supersedes this information. +

+

+ + + + +

+ + \ No newline at end of file diff --git a/conversion.html b/conversion.html new file mode 100644 index 00000000..d8cc225d --- /dev/null +++ b/conversion.html @@ -0,0 +1,242 @@ + + +Scenario Conversion + + + + + + + + + +
+ +

6 Scenario Conversion

+
+6.1 General +
6.2 Chaos Campaign +
6.3 Hot Drop +
+ +

There are a large number of official and unofficial published scenarios. These scenarios can be used with BattleTech: +Outworlds Wastes with the following conversion rules. +

+

+

+

6.1 General

+ +

In order to use a existing scenario with BattleTech: Outworlds Wastes, force restrictions and allocation of payments should be +identified. +

+

Scenario forces should generally match the units available to commanders in the Force Construction rules. For example, a +scenario that relies upon a squadron of aerospace fighters would require additional modifications as a commander’s DropShip +typically has a maximum of two aerospace bays. +

+

Rewards should generally match the guidelines found in the Scenario Scoring rules. For scenarios with victory points, +Supply Points, Warchest Points, or other metrics of gradated success between commanders, award the primary objective +payment based upon the level of success of each side. For example, if one side earned 8 victory points and the other side +earned 13 victory points out of a total of 25 possible victory points, then award 2,240,000 C-bills to the first side and +3,640,000 C-bills to the second side. +

+

If the scenario has a secondary objective that each side can achieve without preventing the other side from achieving the +objective, then award this objective 3,000,000 C-bills. This payment maybe partially awarded if it is possible to achieve +different levels of success for the secondary objective. If the scenario does not have a secondary objective, then select a +secondary objective for the scenario. +

+

League organizers may make adjustments to these guidelines as desired. +

+

+

+

6.2 Chaos Campaign

+ +

BattleTech: Chaos Campaign provides campaign rules that have lower complexity than BattleTech: Campaign Operations or +BattleTech: Outworlds Wastes and is available as a free PDF. The Chaos Campaign rules are used for campaigns in +BattleTech: Chaos Campaign: Succession Wars as well as BattleTech: Spotlight On and BattleTech: Turning Points +publications and Shrapnel, the BattleTech magazine. The BattleTech: Mercenaries box set adds a contract system for the +BattleTech: Chaos Campaign system. +

+

BattleTech: Outworlds Wastes can be used as the logistics system BattleTech: Chaos Campaign and the BattleTech: +Mercenaries box set extension. +

+

+

+
6.2.1 Contract Terms
+ + + +

1,000 Supply Points for Mercenary Chaos Campaign is worth 3,500,000 C-bills in BattleTech: Outworlds Wastes. A standard +10,000 BV BattleTech: Outworlds Wastes force is equivalent to a Scale 2 force in Mercenary Chaos Campaign. These +conversion rules assume one scenario per month for the ease of computing logistics costs. +

+

These following contract terms in Mercenary Chaos Campaign interact with BattleTech: Outworlds Wastes as described +below. +

+ + +

League organizers may allow a limited set of contracts or may allow commanders to negotiate contract terms per the +rules in the BattleTech: Mercenaries box set. Reputation cannot be used to modify contract terms unless +allowed by league organizers. League organizers set the frequency at which contracts may be renegotiated. If the +renegotiation occurs while the force remains on the same planet, then the Transportation Terms cannot be +renegotiated. + + +

+

+

+
6.2.2 Default Contracts
+ +

Two typical contracts for BattleTech: Outworlds Wastes are given here. As described in the BattleTech: Mercenaries box set, +commanders may negotiate to adjust the terms of their contract. +

+

The first default contract replicates the BattleTech: Outworlds Wastes system. Commanders have 100% Base Pay +(step 7), Independent Command Rights (step 11), 100% Salvage Rights (step 13), no Support Rights (step 1), +and 100% Transportation Terms (step 9). Force maintenance works as described in the Force Maintenance +section. +

+

The second default contract significantly reduces the maintenance cost for commanders while also reducing salvage and +transportation payments. Commanders have 100% Base Pay (step 7), House Command Rights (step 7), 40% Salvage Rights +(step 7), 10% Battle Support Rights (step 7), and 50% Transportation Terms (step 7). Force maintenance works as described +in the Force Maintenance section with the following modifications. +

+

+

+
+ +

Replace: Pay 45% of the C-bill cost, rounded up, to replace a destroyed unit. +

+
+ +

Repair: Pay 0% of the C-bill cost, rounded up, to repair all internal damage and critical components for a + unit that has not been destroyed. +

+
+ +

Recruit: Pay 0% of the C-bill cost, rounded up, to replace troops in an infantry or Battle Armor unit that + was not destroyed. +

+
+ +

Salvage: Recover enemy units that were destroyed in a scenario. You may add up to 40% of the destroyed + enemy units to your force, rounded down, with a minimum of 1 unit. Pay 50% the C-bill cost, rounded up, to + add salvaged enemy units to your force. Also, sell components from any destroyed enemy unit that was not + added to your force to earn 10% of the unit’s C-bill cost. +

+ +

+

+
6.2.3 Scenario Scoring
+ +

Organizers may score scenarios by using the Supply Point payments given in the Mercenary Chaos Campaign +and using the 1,000 Supply Points to 3,500,000 C-bills conversion. This scoring only provides three possible +payments for the primary objective in a scenario, 50%, 100%, or 150% of the 3,5000,000 base pay for a Scale 2 +force. +

+

For a more granular scoring for any BattleTech: Chaos Campaign scenario, award the 7,000,000 C-bills +payment for the primary objective proportional to the victory points or supply points earned by each side. +For example, if one side earned 8 victory points and the other side earned 13 victory points out of a total +25 possible victory points, then award 2,240,000 C-bills to the first side and 3,640,000 C-bills to the second +side. +

+

If the scenario has secondary objectives, the maximum secondary objective payment should be 3,000,000 +C-bills. +

+

League organizers may make adjustments to these guidelines as desired. + + +

+

+

+
6.2.4 Scales of Play
+ +

The BattleTech: Outworlds Wastes rules correspond to Scale 2 in Mercenary Chaos Campaign. All of the standard and agreed +upon optional rules for BattleTech: Outworlds Wastes apply at this scale. +

+

To play at Scale 1, use modified BattleTech: Outworlds Wastes Event rules. Your force has a modified Leopard dropship +with 4 configurable bays. Your initial force has up to 3,000 BV in ’Mechs and 2,000 BV in infantry and combat vehicles. +Commanders may use any Battlefield Support: Strikes but may only use Battlefield Support: Assets for units in their force +unless league organizers state otherwise. +

+

+ + +

+

6.3 Hot Drop

+
+ + + + + + +

’Purifiers dropping on an infantry position’ +

Purifiers dropping on an infantry position - Jared Blando
+ + +
+ +

+ + + + +

+ + \ No newline at end of file diff --git a/downloads.html b/downloads.html new file mode 100644 index 00000000..25d53abf --- /dev/null +++ b/downloads.html @@ -0,0 +1,112 @@ + + +Downloads + + + + + + + + + + +
+ +

17 Downloads

+
+
+ +

These rules may be downloaded in PDF format: +

+

+

+ + +

The following narrative scenario packs are available: +

+ + +

The following event scenario packs are available: +

+ + + + +

The event scenario packs have GM supplements: +

+ + +

The source files for BattleTech: Outworlds Wastes are on GitHub. +

+

+ + + + +

+ + \ No newline at end of file diff --git a/event-play.html b/event-play.html new file mode 100644 index 00000000..061c87d2 --- /dev/null +++ b/event-play.html @@ -0,0 +1,436 @@ + + +Event Play + + + + + + + + + +
+ +

9 Event Play

+
+9.1 Force Construction +
9.2 Force Maintenance +
9.3 Event Scenarios +
9.4 Casual Play +
9.5 Conversion +
9.6 Scenario Packs +
+ +

The event format provides faster, simplified BattleTech: Outworlds Wastes rules which are more suitable for playing +multiple scenarios in a large event, such as at a convention. +

+

+

+

9.1 Force Construction

+ +

Commanders start with 3,000 BV to acquire initial units for their force. BV costs for all units are listed in the Master Unit +List or MegaMekLab. Force construction must follow these rules: +

+ + +

Commanders must bring the rulebooks for any special equipment not found in BattleTech: Total Warfare or BattleTech: +BattleMech Manual. Unit record sheets can be generated using MegaMekLab or similar tools. +

+

BV costs sometimes do not mach between the Master Unit List and MegaMekLab, especially for conventional infantry +units, due differences in the official rules. Commanders must use the same source for all BV costs. All record sheets must +agree with the BV costs from this source. +

+

Commanders may maintain and improve their force between scenarios with the Force Maintenance rules. Improved forces +cannot exceed 5,000 BV and must follow the other rules above. See the sample force tracking sheet. Commanders instead +reset their force between scenarios. +

+

Two sample initial forces are provided; the first force is an ilClan era mercenary unit and the second force is an ilClan era +Raven Alliance detachment. Pilot names are encouraged, as one of the goals is to develop the personalized lore for your +force. +

+ + + +

+ + +
+ + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

1

+

Archer ARC-7S

+

’Meg’ Courant

+

+3

+

+5

+

+1,658

+

+1,990

+

2

+

Cavalry Attack (BA)

+

’Bugs’ Schwann

+

+3

+

+5

+

+604

+

+725

+

3

+

IS Standard (Laser)

+

Ralph Nosske

+

+3

+

+5

+

+231

+

+277

+

+

+

Total BV

+

+

+

+

+

+

+2,992

+
ilClan Era Mercenary Force - Meg’s Magpies +
+ + +
+
+
+ + + +

+ + +
+ + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

1

+

Carrion Crow C

+

Sarah Magnus

+

+3

+

+4

+

+1,826

+

+2,410

+

2

+

Elemental BA [Laser]

+

Harry

+

+3

+

+4

+

+447

+

+590

+

+

+

Total BV

+

+

+

+

+

+

+3,000

+
ilClan Era Raven Alliance Force - Raven Expeditionary Cluster +
+ + +
+
+

9.2 Force Maintenance

+ +

Commanders can spend C-bills they earn in scenarios to improve their force. Possible improvements are listed below. C-bill +costs for all units are listed on the Master Unit List. The C-bill cost in MegaMekLab can be used if the Master Unit List +does not list a cost. +

+

+

+
+ +

Train: Pay 500,000 C-bills multiplied by the difference in BV skill multiplier to improve a unit’s skill levels. For + example, a Gunnery 4/Piloting 5 pilot has a BV skill multiplier of 1.0 and a 3/4 pilot has a BV skill multiplier + of 1.32. Therefore, it costs 160,000 C-bills to train a 4/5 pilot to 3/4. Units cannot be upgraded past 2/3. Skills + cannot differ by more than 3. See BattleTech: TechManual p. 315 for the BV skill multiplier table. A unit’s + skill levels may be degraded at no C-bill cost. ProtoMechs and infantry units without anti-’Mech equipment + have Piloting/Anti-’Mech 5. +

+
+ +

Replace: Pay 50% of the C-bill cost, rounded up, to replace a destroyed unit. If the pilot/crew was killed, the + replacement cost includes a 5/6 pilot. If an infantry or Battle Armor unit was destroyed, the replacement cost + includes 5/6 troops. The new unit may be trained as above. For Omni units, the replacement cost is based + upon the cost of the variant on the unit roster. See BattleTech: Total Warfare for the definition of destroyed + for different types of units. +

+
+ +

Repair: Pay 25% of the C-bill cost, rounded up, to repair all internal damage, critical components, and motive + systems for a unit that has not been destroyed. If the pilot/crew was killed, the repair cost includes a 5/6 pilot + or crew that may be trained. Armor is repaired for free. For Omni units, the repair cost is based upon the + fielded variant. +

+
+ +

Recruit: Pay 50% of the C-bill cost, rounded up, to replace troops in an infantry or Battle Armor unit that + was not destroyed. For example, to recruit 1 troop in a squad of 4 IS Standard Battle Armor with Lasers, pay + 50% of the cost of 1 troop, which is 293,125 C-bills. Damage to Battle Armor troops that survive a scenario is + repaired for free. +

+
+ +

Omni Refit: OmniMechs and Battle Armor with modular weapon mounts can be temporarily configured as + a cheaper variant at no cost. For example, the Carrion Crow C costs 10,336,492 C-bills. The Carrion Crow A + costs 9,704,829 C-bills, so a Carrion Crow C can be temporarily configured as a Carrion Crow A for a scenario. + A Carrion Crow B costs 15,617,992 C-bills, so a Carrion Crow C cannot be temporarily configured as a Carrion + Crow B. +

+
+ +

Purchase: Pay the C-bill cost to get a new unit. Commanders must purchase units from their Master Unit + List faction and era list. The new unit has a pilot/crew at skill 4/5 and can be trained. +

+
+ + + +

Salvage: Recover enemy units that that were destroyed in a scenario. Pay 50% the C-bill cost, rounded up, + to add salvaged enemy units to your force. A War Crow Prime costs 22,057,358 C-bills, so it costs 11,028,679 + C-bills to add a salvaged War Crow Prime to your force. The new unit starts at skill 4/5 and can be trained. + Alternatively, sell the salvaged unit to earn 25% of the C-bill cost. A salvaged War Crow Prime could be sold + to earn 5,514,340 C-bills. +

+
+ +

Sell: Sell undamaged units for 50% of the C-bill cost or destroyed units for 25% of the C-bill cost, rounded + up. A Locust LCT-1E costs 1,574,200 C-bills and may be sold for 787,100 C-bills. If the Locust LCT-1E was +destroyed, then selling it would only yield 393,550 C-bills. +

+ +

If a commander is using units from a full BattleTech: Outworlds Wastes league list, they may apply all earned C-bills and +maintenance costs from the event to their full list. However, only C-bills earned during the event may be used for force +maintenance during the event. +

+

+

+

9.3 Event Scenarios

+ +

Event organizers provide scenarios, which may be either player-vs-GM or player-vs-player. These scenarios award C-bills +through completing objectives and receiving base pay. The C-bills awarded in a scenario will tend to follow these +guidelines: +

+ + +

A scenario will have multiple primary and secondary objectives, with each player having the opportunity to earn +approximately 5,000,000 C-bills from objectives. +

+

A full list of primary and secondary objectives for each scenario is provided by the event organizers. This list may +change during each scenario as new objectives are revealed. A sample list of secondary objectives is provided +here: +

+

+

    +
  1. Cripple or destroy a ’Mech. + + +
  2. +
  3. Cripple or destroy a ProtoMech. +
  4. +
  5. Cripple or destroy a Combat Vehicle. +
  6. +
  7. Cause critical or motive damage on a VTOL unit. +
  8. +
  9. Kill at least half of the troops in an infantry unit. +
  10. +
  11. Swarm a ’Mech or Combat Vehicle with an infantry unit. +
  12. +
  13. Successfully complete a Death from Above attack. +
  14. +
  15. Damage an internal section of an opponent’s highest BV unit. +
  16. +
  17. Capture a vehicle crew or ’Mech pilot. +
+ +

+

+

9.4 Casual Play

+ +

Event organizers may allow commanders to play additional casual scenarios between the official event scenarios. Event +organizers will provide a packet of casual play scenarios for the event, if they are allowed. +

+

Commanders use their entire force for a casual scenario. Commanders may temporarily modify the skill levels of their +units to balance the BV of each side in a casual scenario. The BV or PV of each side should be within 10% of each +other. +

+

Each casual scenario will have a maximum of 5,000,000 C-bills in objectives payments. A commander +can accept either all of the objectives pay and repair costs or none of the objectives pay and repair costs. +Any objective pay from casual scenarios can be used to improve a force, so long as repair costs have been +applied. + + +

+

+

+

9.5 Conversion

+ +

Commanders can convert their force from an event into a full BattleTech: Outworlds Wastes force. All of the full Force +Construction rules rules apply, with the following modifications. +

+ + +

If the event force came from an existing full BattleTech: Outworlds Wastes force, then the commander may apply any +force improvements and objective pay earned during their event to their full force, but unit damage is not repaired for free in +this case. +

+

+

+

9.6 Scenario Packs

+ +

The following event scenario packs are available: +

+ + +

+ + + + +

+ + \ No newline at end of file diff --git a/favicon.ico b/favicon.ico new file mode 100644 index 00000000..e2902972 Binary files /dev/null and b/favicon.ico differ diff --git a/force-construction.html b/force-construction.html new file mode 100644 index 00000000..d00f5b9a --- /dev/null +++ b/force-construction.html @@ -0,0 +1,635 @@ + + +Force Construction + + + + + + + + + +
+ +

3 Force Construction

+
+3.1 Force Construction +
3.2 Sample Forces +
3.3 Buried Treasure +
3.4 Advanced Force Construction Rules +
+ +

Unit commanders start with 10,000 Battle Value points (BV) for their initial units and 3,000,000 C-bills they can +use for maintenance after completing their first scenario. Completing scenarios and accomplishing objectives +earns additional C-bills for commanders to spend on training their pilots, upgrading units, and acquiring new +equipment. +

+

+

+

3.1 Force Construction

+ +

Commanders create an initial force of up to 10,000 BV. BV costs for all units are listed in the Master Unit List or +MegaMekLab. Force construction must follow the following rules: +

+ + +

Commanders are responsible for knowing which rulebooks contain the rules pertaining to all units and special equipment +in their force. +

+

Unit record sheets can be generated using MegaMekLab or similar tools. BV costs sometimes do not mach between the +Master Unit List and MegaMekLab, especially for infantry units. Commanders must use the same source for all BV costs. +All record sheets must agree with the BV costs from this source. +

+

Learning new types of units can be intimidating. Commanders may limit the types of different units in their non-’Mech +forces. For example, a force could include only troop transports and Battle Armor so the commander can meet any objectives +while keeping new rules to a minimum. +

+

+ + +

+

3.2 Sample Forces

+ +

Two sample initial forces are provided below. The first force is a Civil War era mercenary company and the second force is an +ilClan era Raven Alliance Nova. Pilot names are encouraged, as one of the goals of BattleTech: Outworlds Wastes is to +develop the personalized lore for your force. +

+

Additional sample initial forces can be found here. +

+ + + +

+ + +
+ + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

’Mechs
+
+

1

+

Atlas AS7-D

+

’Meg’ Courant

+

+3

+

+4

+

+1,897

+

+2,504

+

2

+

Phoenix Hawk PXH-2K

+

’Bison’ Helge

+

+4

+

+5

+

+1,271

+

+1,271

+

3

+

Blackjack BJ-2

+

’Lizard’ Baker

+

+4

+

+5

+

+1,148

+

+1,148

+

4

+

Locust IIC

+

’Casper’ Poole

+

+4

+

+5

+

+1,100

+

+1,100

Combat Vehicles
+
+

1

+

Maxim Hover Transport

+

+

+

+4

+

+5

+

+764

+

+764

+

1

+

Maxim Hover Transport

+

+

+

+4

+

+5

+

+764

+

+764

+

2

+

Galleon GAL-102

+

+

+

+4

+

+5

+

+651

+

+651

+

2

+

Galleon GAL-102

+

+

+

+4

+

+5

+

+651

+

+651

+

3

+

Warrior H-7

+

+

+

+4

+

+5

+

+295

+

+295

+

3

+

Warrior H-7

+

+

+

+4

+

+5

+

+295

+

+295

Infantry/Battle Armor
+
+

1

+

IS Std BA, LRR

+

+

+

+4

+

+5

+

+255

+

+255

+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+231

+

8

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,929

+
Civil War Era Mercenary Force - Meg’s Magpies +
+ + +
+
+
+ + + +

+ + +
+ + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

’Mechs
+
+

1

+

Carrion Crow A

+

Sarah Magnus

+

+3

+

+4

+

+1,622

+

+2,141

+

2

+

Nova U

+

Bryn

+

+4

+

+5

+

+1,413

+

+1,413

+

3

+

Adder J

+

Ada

+

+4

+

+5

+

+1,222

+

+1,222

+

4

+

Kit Fox V

+

Soton

+

+3

+

+4

+

+974

+

+1,286

+

5

+

Fire Moth A

+

Tina

+

+3

+

+4

+

+639

+

+843

Combat Vehicles
+
+

1

+

Karnov UR Transport

+

+

+

+4

+

+5

+

+125

+

+125

Infantry/Battle Armor
+
+

1

+

Elemental BA, Laser

+

+

+

+3

+

+4

+

+447

+

+590

+

1

+

Elemental BA, HMG

+

+

+

+3

+

+4

+

+415

+

+548

+

1

+

Elemental BA, Flamer

+

+

+

+3

+

+4

+

+404

+

+533

+

2

+

Elemental BA, Flamer

+

+

+

+3

+

+4

+

+404

+

+533

+

2

+

Gnome BA

+

+

+

+3

+

+4

+

+580

+

+766

+

8

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+10,000

+
ilClan Era Raven Alliance Force - Raven Expeditionary Cluster, Alpha Nova +
+ + +
+
+ +

Both forces can support additional units on their DropShips. However, the Raven Alliance force cannot add any +additional infantry bays because the DropShip has the maximum of 5 infantry bays. +

+

+ + +

+

3.3 Buried Treasure

+
+ + + + + + +

’MechWarrior finding buried Atlas’ +

’Meg’ Courant discovering her Buried Treasure - Jared Blando
+ + +
+ +

+ + +

+

3.4 Advanced Force Construction Rules

+ +

The Master Unit List lists all major official BattleTech factions. Commanders may create a custom faction list for their +force. +

+

To create a custom faction list, go to the Units Tab on Master Unit List. Filter the units to include one faction list and +one general list for the current league era. For example, the Pirates faction by default typically includes the Periphery +General list. A Dark Caste custom faction could include the Pirates faction list with the Inner Sphere Clan General +list. +

+

All restrictions from the basic Force Construction rules, such as DropShip bay limits and only including one Unique or +Experimental unit in a force, still apply. +

+

If a faction does not have a general list, then it cannot be customized in this way. Factions without a general list include +Mercenary, Kell Hounds, Wolf’s Dragoons, and Society. These factions have the phrase "including Blank General List" on +their faction and era specific pages. Adding a general list to these factions would give the commander a disproportionately +large number of units to choose from. +

+

Commanders can still create a custom mercenary faction with these Advanced Force Construction Rules. First select a +faction list for the region in which the force was founded or primarily operates and then pick an appropriate general list. For +example, a mercenary force that was founded in the Draconis Combine but moved to the Periphery after Coordinator +Takashi Kurita’s Death to Mercenaries edict could use Draconis Combine faction list with the Periphery General +list. +

+

League organizers may allow additional adjustments, such as allowing a commander to use two faction lists instead of one +faction list and one general list. Any additional adjustments must be available to all commanders. +

+ + + + + +
+ +

+

+ +

+

’Clan Dark Caste Faction list’ +

Clan Dark Caste
     
+ +

+

’Combine Mercenary Faction list’ +

Combine Mercenary
+ + +
+ +

+ + +

+

+ + + + +

+ + \ No newline at end of file diff --git a/force-management.html b/force-management.html new file mode 100644 index 00000000..b98b2366 --- /dev/null +++ b/force-management.html @@ -0,0 +1,1147 @@ + + +Force Management + + + + + + + + + +
+ +

4 Force Management

+
+4.1 Force Maintenance and Improvements +
4.2 Flyby +
4.3 Advanced Force Maintenance and Improvements +
4.4 Changing Eras +
+ +

Commanders spend C-bills they earn in scenarios to improve their force. +

+

+

+

4.1 Force Maintenance and Improvements

+ +

Force maintenance and improvement options are listed below. C-bill costs for all units are listed on the Master Unit List. +The C-bill cost in MegaMekLab can be used if the Master Unit List does not list a cost. +

+

+

+
+ +

Train: Pay 500,000 C-bills multiplied by the difference in BV skill multiplier to improve a unit’s skill levels. For + example, a Gunnery 4/Piloting 5 pilot has a BV skill multiplier of 1.0 and a 3/4 pilot has a BV skill multiplier + of 1.32. Therefore, it costs 160,000 C-bills to train a 4/5 pilot to 3/4. Units cannot be upgraded past 1/2. + New units and units that did not participate in the most recent scenario cannot be upgraded past 3/4. Skills + cannot differ by more than 3. See BattleTech: TechManual p. 315 for the BV skill multiplier table. A unit’s + skill levels may be degraded at no C-bill cost. ProtoMechs and infantry units without anti-’Mech equipment + have Piloting/Anti-’Mech 5. +

+
+ +

Replace: Pay 50% of the C-bill cost, rounded up, to replace a destroyed unit. If the pilot/crew was killed, the + replacement cost includes a 5/6 pilot. If an infantry or Battle Armor unit was destroyed, the replacement cost + includes 5/6 troops. The new unit may be trained as above. For Omni units, the replacement cost is based + upon the cost of the variant on the unit roster. See BattleTech: Total Warfare for the definition of destroyed + for different types of units. An abandoned unit is considered destroyed if the commander does not control the + field at the end of the scenario. +

+
+ +

Repair: Pay 25% of the C-bill cost, rounded up, to repair all internal damage, critical components, and motive + systems for a unit that has not been destroyed. If the pilot/crew was killed, the repair cost includes a 5/6 pilot + or crew that may be trained. Armor is repaired for free. For Omni units, the repair cost is based upon the + fielded variant. +

+
+ + + +

Recruit: Pay 50% of the C-bill cost, rounded up, to replace troops in an infantry or Battle Armor unit that + was not destroyed. For example, to recruit 1 troop in a squad of 4 IS Standard Battle Armor with Lasers, pay + 50% of the cost of 1 troop, which is 293,125 C-bills. Damage to Battle Armor troops that survive a scenario + is repaired for free. Use the Repair rules for infantry and Battle Armor units damaged in an Alpha Strike + scenario. +

+
+ +

Refit: Pay the difference in C-bill cost to refit a unit to a different variant. A Phoenix Hawk PXH-2 costs + 4,348,840 C-bills and a Phoenix Hawk PXH-1K costs 3,628,553. Pay 720,287 C-bills to convert a PHX-2 into a + PHX-1K or to convert a PHX-1K into a PHX-2. Note that it still costs C-bills to refit when the new variant is + cheaper. Refitting has a minimum cost of 250,000 C-bills or 10% of the original C-bill cost of the unit, whichever + is less. +

+
+ +

Omni Refit: OmniMechs and Battle Armor with modular weapon mounts can be temporarily configured as + a cheaper variant at no cost. For example, the Carrion Crow C costs 10,336,492 C-bills. The Carrion Crow A + costs 9,704,829 C-bills, so a Carrion Crow C can be temporarily configured as a Carrion Crow A for a scenario. + A Carrion Crow B costs 15,617,992 C-bills, so a Carrion Crow C cannot be temporarily configured as a Carrion + Crow B. +

+
+ +

Purchase: Pay the C-bill cost to get a new unit. Commanders must purchase units from their Master Unit + List faction and era list. The new unit has a pilot/crew at skill 4/5 and can be trained. +

+
+ +

Salvage: Recover enemy units that were destroyed in a scenario. Pay 50% the C-bill cost, rounded up, to + add salvaged enemy units to your force. A War Crow Prime costs 22,057,358 C-bills, so it costs 11,028,679 + C-bills to add a salvaged War Crow Prime to your force. The new unit starts at skill 4/5 and can be trained. + Alternatively, sell the salvaged unit to earn 25% of the C-bill cost. A salvaged War Crow Prime could be sold + to earn 5,514,340 C-bills. +

+
+ +

Sell: Sell undamaged units for 50% of the C-bill cost or destroyed units for 25% of the C-bill cost, rounded + up. A Locust LCT-1E costs 1,574,200 C-bills and may be sold for 787,100 C-bills. If the Locust LCT-1E was +destroyed, then selling it would only yield 393,550 C-bills. +

+ +

+ + +

+

4.2 Flyby

+
+ + + + + + +

"Trident TRN-3T aerospace fighters on patrol over Wynn’s Roost" +

Heavily repaired Trident TRN-3T aerospace fighters on patrol over Wynn’s Roost - Matt Plog
+ + +
+ +

+ + +

+

4.3 Advanced Force Maintenance and Improvements

+ +

Commanders may use these advanced rules to further improve their force. League organizers decide which advanced rules are +allowed for all forces in the league. +

+

+

+
+ +

Retrain: Retrain a pilot/crew to a new unit. Commanders may retrain a pilot/crew when selling a unit and + immediately purchasing a replacement unit of the same type or when exchanging the pilots/crew between two + units. +

+

Pay 250,000 C-bills multiplied by the difference in BV skill multiplier between their current skill level and 4/5 + to retrain the crew/pilot. For example, a 3/3 pilot has a BV skill multiplier of 1.44, so it costs 110,000 C-bills + to retrain a 3/3 pilot for a new unit. See BattleTech: TechManual p. 315 for the BV skill multiplier table. Add + 250,000 C-bills to the retraining cost for pilots/crew with an SPA. Each pilot/crew has to be retrained when + exchanging the pilots/crew between two units. +

+

The old and new unit must be the same type. For example, a ’Mech pilot can only be retrained into another + ’Mech unit. A Combat Vehicle crew can only retrain to the same type of Combat Vehicle: ground, VTOL, + WiGE, or naval (see p.192, TW ). +

+
+ +

Advanced Refit: Pay 200% of the difference in C-bill cost to refit a unit to a different variant that is available + on a different faction list. The unit must be available in the current era. A Locust LCT-1V is a widely available + variant that costs 1,512,400 C-bills while the Locust LCT-6M costs 4,277,500 C-bills is only available to the + Free Worlds League and the Word of Blake during the Civil War era. A commander outside of the Free Worlds + League or Word of Blake may pay 5,530,200 C-bills to convert a LCT-1V to a LCT-6M. Converting back to a + variant on the faction list for the force only costs the standard Refit cost. Advanced Refit has a minimum cost + of 500,000 C-bills or 20% of the original C-bill cost of the unit, whichever is less. +

+

Advanced Refit can also be used to convert a unit a unique or experimental variant, if the force does not already + contain a unique or experimental unit. See the Force Construction rules for restrictions on the single unique or + experimental unit in a force. +

+

There is not cost when using Advanced Refit to permanently reduce the size of a Battle Armor or infantry unit, + such as reducing a salvaged Elemental point with 5 troops to an Inner Sphere squad size of 4 troops. Increasing + the size of a Battle Armor or infantry unit still incurs the double cost penalty if the unit is from a different + faction list; for example refitting a salvaged Gray Death Scout Suit squad with 4 troops to a 5 troop point + would cost 1,040,160 C-bills for a faction that does not have the Gray Death Scout Suit on their faction list. +

+
+ +

Advanced Omni Refit: An Omni Refit allows units to be temporarily converted to a cheaper variant for a + scenario at no cost. This variant must be available in the current era but does not need to be on the force’s + faction list. Refitting is required to use more expensive variants. As with the Advanced Refit, pay 200% of the + difference in C-bill cost to refit a unit to a more expensive variant that is available on a different faction list. + Once the unit has been converted, it can be temporarily configured as a cheaper variant for a scenario at no + cost. +

+
+ +

Conscripts: Basic foot infantry (see p. 213, TW) may be treated as conscripts. Conscripts are free to recruit + or replace, cannot be sold as salvage, and must be purchased as normal to be added to a force. These units + may be no better than Gunnery 4/Anti-’Mech 5 and cannot have Special Pilot Abilities (SPAs). Commanders + must use the standard rules for infantry with better skills or SPAs. + + +

+
+ +

Anti-’Mech Costs: Some infantry units, such as Anti-’Mech jump infantry, can have particularly high C-bill + costs. The relatively low BV cost for these units can be exploited to give commanders disproportionate initial + C-bills. League organizers may reduce the Anti-’Mech Training and Equipment cost multiplier (see p.282, TM) + from 5.0 to 2.0 to mitigate this issue. Commanders multiply the C-bill costs of all units with Anti-’Mech training + and equipment by 0.4 in this case. +

+
+ +

Capture: Capture a pilot or crew when their unit is destroyed. A pilot or crew may eject from their ’Mech or + abandon their vehicle (see p.164, TO: AR). The pilot or crew may be recovered by a friendly unit or captured + by an enemy unit. A captured pilot or crew may be ransomed, with terms agreed upon between the two + commanders. Alternatively, a captured pilot or crew may be taken as a bondsman and retrained as above. +

+

+ + +

+
+ +

Allegiance: Declare allegiance for to a single employer, such as a Great House, Clan, or wealthy benefactor. + The force receives logistical support in exchange for a portion each mission’s objective payments. Commanders + must complete 5 scenarios before they can renounce their allegiance. +

+
    +
  • Receive only 80% of the payments for objectives +
  • +
  • Always receive base pay, unless an objective awarded equipment +
+
+
+ +

Rearm: League organizers may require ammunition to be replenished. BattleTech: TechManual provides cost per ton + for ammunition. When not purchasing ammunition by the ton, it costs 35,000 C-bills for standard ammo and 175,000 + C-bills for specialty ammo to rearm a unit. In Alpha Strike, apply a -1 modifier to damage at all brackets during a + scenario if a unit is not rearmed. +

+
+ +

Design Quirks: Commanders may opt into using Design Quirks for their entire force. If a commander opts into using +Design Quirks, then the quirks always apply to repair, replacement, salvage, and selling costs for all units. Both sides + must agree to use Design Quirks for them to apply in a scenario. +

+

See BattleTech: BattleMech Manual p. 82, BattleTech: Campaign Operations p. 225, or Sarna.net for a list of all quirks. + MegaMekLab and Sarna.net list quirks for each unit. +

+

Some quirks require modifications for BattleTech: Outworlds Wastes. +

+
    +
  • 2 ’Mechs with Compact ’Mech may share a DropShip bay. +
  • +
  • Easy to Maintain reduces repair and replacement costs by 10%. +
  • +
  • Good Reputation increases purchase and salvage costs by 10%. +
  • +
  • Modular Weapons decreases refit costs by 50%. +
  • +
  • Rugged reduces repair costs by 5%. +
  • +
  • Ubiquitous reduces repair and replacement costs by 10%. +
  • +
  • Bad Reputation decreases purchase and salvage costs by 10%. + + +
  • +
  • Difficult to Maintain increases repair and replacement costs by 10%. +
  • +
  • Non-Standard Parts increases repair and replacement costs by 10%. +
+
+
+ +

Custom Design Quirks: If commanders have opted into using Design Quirks, they may purchase additional quirks to + customize their units. If a commander uses Custom Design Quirks, then the additional quirks always apply to repair, +replacement, salvage, and selling costs for all units. Both sides must agree to use Custom Design Quirks for them to + apply in a scenario. +

+

Pay 5% of the unit’s cost in C-bills per positive quirk point to add a positive quirk. For each positive quirk, + commanders must select negative quirks with a total value greater than or equal to the positive quirk’s point value. + Increase the repair and replacement costs by 5% for each positive quirk point purchased. See BattleTech: Campaign + Operations p. 255 for a table summarizing which quirks may be applied to which unit types. The following quirks may + added to your units: +

+

Positive Design Quirks: +

+
    +
  • Accurate Weapon (varies) +
  • +
  • Improved Cooling Jacket (1 point) +
  • +
  • Improved Sensors (3 points) +
  • +
  • Improved Targeting (3, 4, or 5 points) +
  • +
  • Rumble Seat (0 points) +
  • +
  • Searchlight (0 points) +
  • +
  • Stabilized Weapon (varies) +
  • +
  • Variable Range Targeting (varies) +
+ +

Negative Design Quirks: +

+ + +
    +
  • Ammunition Feed Problem (1 point) +
  • +
  • Cooling System Flaws (3 points) +
  • +
  • Hard to Pilot (2 points) +
  • +
  • Inaccurate Weapon (varies) +
  • +
  • No Cooling Jacket (2 points) +
  • +
  • Poor Cooling Jacket (1 point) +
  • +
  • Poor Performance (3 points) +
  • +
  • Poor Targeting (2 points) +
  • +
  • Poor Workmanship (1 point) +
  • +
  • Ramshackle (3 points) +
  • +
  • Sensor Ghosts (3 points) +
+ +

+ + +

+
+ +

Custom Units: Commanders may customize units by refitting an existing variant of a chassis. The customized unit + must use the same technology base as the variant of the chassis being customized and this technology base must + be available to the force in this era. All equipment or weapons added must be available in the current + era. +

+

The customized unit must be legal per BattleTech: TechManual construction rules. The unit retains the quirks of + the chassis. Major structural modifications such as changing the engine, cockpit, or internal structure + are not permitted. Partial wings, Triple Strength Myomer, and full head ejection systems cannot be + added. +

+

League organizers set the highest customization level allowed in the league. Each customization level includes all levels + below it. +

+
+ +

Level 1: Equipment and weapons may be removed from the unit. Ammunition bins may be removed or + converted to a different type of ammunition. CASE may be added. Additional armor may be added. +

+
+ +

Level 2: Equipment, weapons, and ammunition bins may be moved to new locations. Additional heat sinks + may be added. Infantry bays may be expanded. Armor may be converted to standard or Ferro-Fibrous + armor. +

+
+ +

Level 3: Additional equipment may be added to the unit. MASC, a supercharger, or additional jump jets + may be added. Jump jets may be converted to improved jump jets. Gyros can be replaced with another + type of gyro. Single heat sinks may be converted to double heat sinks. +

+
+ +

Level 4: Armor may be converted to specialty armor, such as Stealth or Ferro-Lamellor. +

+
+ +

Level 5: Additional weapons may be added to the unit. +

+ +

A force can have multiple units with level 1 or level 2 customizations but only one unit with level 3 or higher + customizations. A unit with level 3 or higher customizations counts as the single Unique or Experimental unit allowed + in a force; a force cannot have both a Unique or Experimental unit and a unit with level 3 or higher + customizations. +

+

Commanders purchase the base unit and then pay 200% of the difference in C-bill cost of the original unit and the + computed C-bill cost of the custom unit. Customization has a minimum cost of 500,000 C-bills or 20% of the original + C-bill cost of the unit, whichever is less. Custom units may be customized again. If the custom unit + uses Omni technology, the unit can still be configured as a cheaper Omni variant of the chassis at no + cost. +

+

Customized units are more expensive to maintain. Increase the repair and replace costs by 5% for each level of + customization past level 1. For example, a unit with level 3 customization costs 10% more to Repair and Replace; + repairs cost of 35% of the C-bill cost and replacement costs 60% of the C-bill cost. +

+

Custom units may be salvaged and sold but cannot be added to another force. Commanders cannot acquire + a custom unit from another force in any way. Commanders may sell custom units per the standard + rules. +

+

+ + +

+
+ +

Special Pilot Abilities: Commanders may opt into using Special Pilot Abilities (SPAs) for their units. If a + commander opts into using Special Pilot Abilities, then the SPAs always apply to retraining costs. Both players in a + scenario must agree to use SPAs for them to apply in the scenario. +

+

See BattleTech: Campaign Operations p. 70 or Sarna.net for a list of all SPAs. +

+

After each scenario, roll 2D6 for each unit that survived. Subtract 2 from the result if the unit already has an SPA. On + a result of 10+, assign an SPA to the unit by rolling D666 on the charts below. If the result is invalid for the unit, roll + D666 again and use the new result. Commanders may decide to not apply a valid SPA to the unit; however, do not roll + again in this case. An SPA may be removed from a unit, but only after rolling for new SPAs following a + scenario. +

+ +

+ + + + + + + + + + + + + + + + +
+

1st

+

2nd

+

3rd

+

’Mech

+

ProtoMech

+

+1 - 5
+

+1 - 3
+

1

+

Blood Stalker

+

Blood Stalker

+

+

+

2

+

Dodge

+

Cluster Hitter

+

+

+

3

+

Fist Fire

+

Dodge

+

+

+

4

+

Hot Dog

+

Eagle’s Eyes

+

+

+

5

+

Jumping Jack

+

Hot Dog

+

+

+

6

+

Maneuvering Ace

+

Jumping Jack





+

+

+4 - 6
+

1

+

Melee Master

+

Maneuvering Ace

+

+

+

2

+

Oblique Attacker

+

Marksman

+

+

+

3

+

Range Master

+

Multi-Tasker

+

+

+

4

+

Sandblaster

+

Range Master

+

+

+

5

+

Swordsman

+

Speed Demon

+

+

+

6

+

Zweihander

+

Street Fighter

+

+6
+

1 - 4

+

*

+

Marksman

+

Animal Mimicry





+

+

+5 - 6
+

1

+

Combat Intuition

+

Combat Intuition

+

+

+

2

+

Natural Grace

+

Natural Grace

+

+

+

3

+

Sharpshooter

+

Sharpshooter

+

+

+

4

+

Sniper

+

Sniper

+

+

+

5

+

Tactical Genius

+

Tactical Genius

+

+

+

6

+

Weapon Specialist

+

Weapon Specialist

+
Random Special Pilot Abilities - ’Mechs and ProtoMechs +
+
+
+
+ +

+ + + + + + + + + + + + + + + + + +
+

1st

+

2nd

+

3rd

+

Combat Vehicle

+

Airborne Unit

+

Infantry

+

+1 - 5
+

+1 - 3
+

1

+

Blood Stalker

+

Blood Stalker

+

Blood Stalker

+

+

+

2

+

Cluster Hitter

+

Cluster Hitter

+

Cluster Hitter

+

+

+

3

+

Eagle’s Eyes

+

Dust-Off

+

Eagle’s Eyes

+

+

+

4

+

Maneuvering Ace

+

Eagle’s Eyes

+

Foot Cavalry

+

+

+

5

+

Marksman

+

Ground-Hugger

+

Heavy Horse

+

+

+

6

+

Multi-Tasker

+

Lucky(2)

+

Light Horseman






+

+

+4 - 6
+

1

+

Oblique Attacker

+

Maneuvering Ace

+

Marksman

+

+

+

2

+

Range Master

+

Marksman

+

Multi-Tasker

+

+

+

3

+

Sandblaster

+

Multi-Tasker

+

Range Master

+

+

+

4

+

Speed Demon

+

Range Master

+

Sandblaster

+

+

+

5

+

Stand Aside

+

Sandblaster

+

Speed Demon

+

+

+

6

+

Terrain Master

+

Speed Demon

+

Urban Guerrilla

+

+6
+

1 - 4

+

*

+

Cross Country

+

Shaky Stick

+

Human TRO






+

+

+5 - 6
+

1

+

Combat Intuition

+

Golden Goose

+

Demoralizer

+

+

+

2

+

Lucky(3)

+

Ride the Wash

+

Lucky(3)

+

+

+

3

+

Sharpshooter

+

Sharpshooter

+

Sharpshooter

+

+

+

4

+

Sniper

+

Sniper

+

Sniper

+

+

+

5

+

Tactical Genius

+

Tactical Genius

+

Tactical Genius

+

+

+

6

+

Weapon Specialist

+

Weapon Specialist

+

Weapon Specialist

+
Random Special Pilot Abilities - Combat Vehicles, Airborne Units, and Infantry +
+
+
+ +

+ + +

+
+ +

DropShip Customization: Commanders may customize their DropShip to better support their force. Commanders + are encouraged to name their DropShip before using this rule. Commanders should keep track of their DropShip + customizations, as shown on the sample DropShip tracking. +

+

Commanders can customize their DropShips in the following categories: +

+
    +
  • ’Mech Maintenance +
  • +
  • Ground Combat Vehicle Maintenance +
  • +
  • VTOL Combat Vehicle Maintenance +
  • +
  • Aerospace Unit Maintenance +
  • +
  • ProtoMech Maintenance +
  • +
  • Machine Shop +
  • +
  • Medical Bay +
  • +
  • Infantry Quarters +
  • +
  • Simulators +
  • +
  • Bay Configuration Limits +
+ +

Each commander receives 5 customization points to modify their DropShip. The DropShip starts at level 0 in each + category. Commanders spend customization points to raise the level for a category and gain the corresponding benefit. + Any portion of the initial 5 customization points may be reserved for future use. The table below details how many + points it costs to increase a category customization level. +

+ +

+ + + + + +
+

Level Increase

+

Cost

+

Level -2 to -1

+

2 point cost

+

Level -1 to 0

+

1 point cost

+

Level 0 to 1

+

1 point cost

+

Level 1 to 2

+

2 point cost

+

Level 2 to 3

+

3 point cost

+
DropShip Customization Point Costs +
+ + +
+
+ +

Point costs are cumulative. For example, it costs 1 point to go from level 0 to level 1 and 2 points to go from level 1 to + level 2, so it costs 3 total points to go from level 0 to level 2. +

+

Commanders can further customize their DropShip, but space and resources must be reallocated from one category to + another. After each scenario, commanders may spend 1,000,000 C-bills to decrease the level of one or more categories to + earn sufficient customization points and increase the level of a single category. The customization points earned when + decreasing the level of a category are given in the table below. This may be done only once between + scenarios. +

+ +

+

Level Decrease +

+

Payout

+

Level -1 to -2 +

+

2 points earned

+

Level 0 to -1 +

+

1 point earned

+

Level 1 to 0 +

+

1 point earned

+

Level 2 to 1 +

+

2 points earned

+

Level 3 to 2 +

+

3 points earned

+
DropShip Customization Point Payouts +
+
+
+ +

+ + +

+

Maintenance: Improve the ability to repair, replace, or refit units in a maintenance category. Also, commanders may + fix a limited number of through-armor critical hits or motive system damage without paying the repair cost. The + maintenance categories are ’Mechs, ground Combat Vehicles, VTOL Combat Vehicles, Aerospace units, and + ProtoMechs. +

+

This customization stacks with quirks. A unit that is Easy to Maintain on a DropShip with level 1 in maintenance for + that unit type is 15% cheaper to repair or replace while a unit that is Hard to Maintain would only be 5% more + expensive to repair or replace. +

+

The maintenance level cannot be adjusted for a unit type not present in the force. For example, a force must have + VTOL units to raise or lower the VTOL maintenance category. If the last unit of a type is sold or destroyed, + commanders must replace the unit with another of the type or immediately pay to reallocate any positive or negative + points to reset the category to level 0. +

+ +

+ + + + + + + + + +
+

Level

+

Benefit

+

-2

+

10% increase in repair, replace, and refit costs for unit type

+

-1

+

5% increase in repair, replace, and refit costs for unit type

+

0

+

No change

+

+1
+

5% decrease in repair, replace, and refit costs for unit type

+

+

+

1 free repair of 1 critical hit or 2 motive hits after each mission

+

+2
+

10% decrease in repair, replace, and refit costs for unit type

+

+

+

2 free repairs of 1 critical hit or 2 motive hits after each mission

+

+3
+

15% decrease in repair, replace, and refit costs for unit type

+

+

+

3 free repairs of 1 critical hit or 2 motive hits after each mission

+
DropShip Maintenance Customization +
+
+
+ +

Machine Shop: The machine shop can be used to improve salvage. Commanders pay less when adding a salvaged unit + to their force and earn more when selling a destroyed unit as salvage. +

+ +

+ + + + + + + + + + + +
+

Level

+

Benefit

+

+-2
+

10% increase in salvage costs

+

+

+

10% decrease in salvage revenue

+

+-1
+

5% increase in salvage costs

+

+

+

5% decrease in salvage revenue

+

0

+

No change

+

+1
+

5% decrease in salvage costs

+

+

+

5% increase in salvage revenue

+

+2
+

10% decrease in salvage costs

+

+

+

10% increase in salvage revenue

+

+3
+

15% decrease in salvage costs

+

+

+

15% increase in salvage revenue

+
DropShip Machine Shop Customization +
+
+
+ +

Infantry Quarters: Allocating more space to infantry quarters makes it cheaper to recruit new troops for infantry + and Battle Armor units. +

+ +

+ + + + + + +
+

Level

+

Benefit

+

-2

+

10% increase in recruiting costs

+

-1

+

5% increase in recruiting costs

+

0

+

No change

+

1

+

5% decrease in recruiting costs

+

2

+

10% decrease in recruiting costs

+

3

+

15% decrease in recruiting costs

+
DropShip Infantry Quarters Customization +
+
+ + +
+ +

+ + +

+

Medical Bay: The medical bay can increase the survivability of pilots/crew when their unit is destroyed. ’Mech pilots + receive a modification to their PSR to survive an ejection. ProtoMech pilots and Combat Vehicle crews can survive the + destruction of their unit on a 2D6 medical bay roll. +

+ +

+ + + + + + + + + +
+

Level

+

Benefit

+

-2

+

+2 modifier to ’Mech ejection PSRs

+

-1

+

+1 modifier to ’Mech ejection PSRs

+

0

+

No change

+

1

+

-1 modifier to ’Mech ejection PSRs

+

+

+

Vehicle and ProtoMech crews survive on 10+ medical bay roll

+

2

+

-2 modifier to ’Mech ejection PSRs

+

+

+

Vehicle and ProtoMech crews survive on 8+ medical bay roll

+

3

+

-3 modifier to ’Mech ejection PSRs

+

+

+

Vehicle and ProtoMech crews survive on 6+ medical bay roll

+
DropShip Medical Bay Customization +
+
+
+ +

Simulators: Allocating more space to simulators makes it cheaper to train personnel between scenarios and easier for + those personnel to gain SPAs. +

+ +

+ + + + + + + +
+

Level

+

Benefit

+

-2

+

10% increase in training costs

+

-1

+

5% increase in training costs

+

0

+

No change

+

1

+

5% decrease in training costs

+

2

+

10% decrease in training costs

+

+

+

+1 to rolls for SPAs

+

3

+

15% decrease in training costs

+

+

+

+2 to rolls for SPAs

+
DropShip Simulator Customization +
+
+
+ +

Bay Configuration Limits: Bay configuration limits can be adjusted by spending customization points. For example, + at level 1 a commander may decrease their ’Mech bay limit to 11 and increase their aerospace bay limit to 3. The bay + configuration limits customization level can only be decreased if the entire force conforms to the new bay configuration + limits. +

+ +

+ + + + +
+

Level

+

Benefit

+

0

+

No change

+

1

+

1 bay limit can be shifted

+

2

+

1 additional bay limit can be shifted

+

3

+

1 additional bay limit can be shifted

+
DropShip Bay Configuration Customization +
+
+
+ +

Support Bays: A vehicle may be used to convert combat vehicle bay space into DropShip customization levels. Using + a vehicle in this fashion fills the entire bay. The vehicle must cost at least 500,000 C-bills; if the vehicle costs less, pay + the difference to use the vehicle in this way. Only one level of a type may be added by a vehicle and customization + cannot exceed level 3. The vehicles may be used in scenarios but do not grant a level of customization if damaged or +destroyed unless repaired or replaced. +

+
    +
  • BattleMech Recovery Vehicles give 1 level of Machine Shop + + +
  • +
  • Vehicles with at least 6 tons of MASH equipment give 1 level of Medical Bay +
+
+ + +

4.4 Changing Eras

+ +

League organizers may advance the league to a new era. Commanders may create a new force or continue to play their +current force in the new era. +

+

If the force’s faction is not available in the new era, then the commander must pick a new faction list. The commander +has three options for selecting a new faction list. +

+ + +

Unit variants that are extinct but still have alternate variants in the current era can be maintained and improved as +usual. Units that are fully extinct in the new era cost 10% more to maintain and cannot be replaced. The following additional +rules apply to maintaining extinct units. +

+

+

+
+ +

Repair: If no variant of the unit exists in the current era, then repairing the unit costs 35% of the C-bill cost + instead of 25% of the C-bill cost. +

+
+ +

Replace: If no variant of the unit exists in the current era, then the unit cannot be replaced. +

+
+ +

Recruit: If no variant of the unit exists in the current era, then recruiting new troops in an infantry or Battle + Armor unit costs 60% of the cost for a single troop. At least one troop in the unit must survive in order to + recruit new troops, otherwise the unit is permanently destroyed and no new troops can be recruited. +

+
+ +

Salvage: Extinct enemy units you destroyed in a scenario can only be sold for 25% cost. +

+
+ +

Sell: Extinct units in your force may be sold at 50% of the C-bill cost, or 25% of the C-bill cost if destroyed. +

+ +

+ + +

+

+ + + + +

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00000000..4d9d1846 --- /dev/null +++ b/index.html @@ -0,0 +1,64 @@ + + + + BattleTech: Outworlds Wastes + + + + + + + + +
+ +

+

+

BATTLETECH OUTWORLDS +WASTES +

+

’Outworlds Wastes logo’ +

+

Lightweight Narrative League and Event Framework

+ +
+ + + + + + + + + + + + + + + + +
+ + \ No newline at end of file diff --git a/instant-action.html b/instant-action.html new file mode 100644 index 00000000..ae0c8cc4 --- /dev/null +++ b/instant-action.html @@ -0,0 +1,199 @@ + + +Instant Action + + + + + + + + + +
+ +

7 Instant Action

+
+7.1 Mission Scoring +
+ +

BattleTech: Instant Action is a supplement that is intended to add depth and variety to pickup games. BattleTech: Instant +Action missions can be used to expand the number of casual scenarios available for BattleTech: Outworlds +Wastes. +

+

BattleTech: Instant Action is available as a free PDF to download online at +

+

https://victorypointproductions.neocities.org/instantaction. +

+

+

+

7.1 Mission Scoring

+ +

In order to use BattleTech: Instant Action missions as casual scenarios for BattleTech: Outworlds Wastes, first each side +agrees upon a BV limit. The standard BattleTech: Outworlds Wastes limits of 6,000 BV for 1v1 or 10,000 BV for 2v2 agree +with the recommendations for BatleTech: Instant Action. +

+

Next, both sides agree upon a Battlefield Support Points (BSP) budget and if Gambits and Conditions are being used. +BSP can be used with or without Gambits and Conditions, and Gambits and Conditions may be used with no other BSP, +such as BSP Strikes. +

+

Then, each side selects an agenda and consults the Mission Matrix to determine which mission corresponds to this pair of +agendas. Any special rules for the selected mission given in the Game Concepts section apply. The mission determines the +primary objective. +

+

Finally, each side selects a secondary objective per the instructions in Secondary Objectives subsection of the Scenarios +section for BattleTech: Outworlds Wastes. +

+

The secondary objective is scored as described in the Secondary Objectives subsection of BattleTech: Outworlds Wastes. +The primary objective is scored as described below. +

+

+

+
+ +

Circle of Equals: Each side receives a proportion of 7,000,000 C-bills based upon the ratio of the percentage + of enemy BV destroyed by each side. Units that withdraw do not count as destroyed for the purposes of scoring. + Award an extra 15% to the side who had the last active units on the field during the End Phase, if any. For + example, if the first side destroyed 30% of the enemy BV and the second side destroyed 35% of the enemy BV + and had the only active units on the field during the final End Phase, then the second side is considered to + have destroyed 50% of the enemy BV. The first side receives 37.5% of the C-bills and the second side receives + 62.5% of the C-bills. The first side receives 2,625,000 C-bills and the second side receives 4,375,000 C-bills. +

+
+ +

Ambush: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of the Confront side’s + non-infantry units destroyed or withdrawing. If the Hold side receives double the percentage of the Confront + side’s non-infantry units that are destroyed or withdrawing, up to 100%. For example, if 28% of the Confront + side’s non-infantry units are destroyed or withdrawing, then the Hold side receives 56% of the C-bills, or + 3,920,000 C-bills, and the Confront side receives the remaining 44% of the C-bills, or 3,080,000 C-bills. + + +

+
+ +

Scanner Drop: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of target hexes + with beacons placed. For example, if the Recon side placed 4 beacons, then the Recon side receives 4,666,667 + C-bills and the Confront side receives the remaining 2,333,333 C-bills. +

+
+ +

Death before Dishonor: Each side receives a portion of 7,000,000 C-bills based upon the status of the + objective. If the objective was destroyed, the Destroy side receives 7,000,000 C-bills. If the objective was carried + off the Destroy side’s map edge, then the Confront side receives 7,000,000 C-bills. Otherwise, each side receives + 3,500,000 C-bills. +

+
+ +

Take Intact: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of the Confront + units except for the Prize that have suffered crippling damage. Units that withdraw count as crippled for the + purposes of scoring. For example, if the Confront side has 6 units, then 1 of them is the prize and the remaining + 5 are scored. If 3 of the 5 non-Prize units suffered crippling damage, then the Salvage side receives 4,200,000 + C-bills and the Confront side receives 2,800,000 C-bills. If the Prize did not suffer crippling damage and all of + the other Confront units suffered crippling damage, then the Salvage side may forgo all other salvage to instead +salvage the Prize and add it to their list, paying only 30% of the C-bill cost. +

+
+ +

King of the Hill: Each side receives a portion of 7,000,000 C-bills based upon the percentage of Victory + Points each side earns and winning the scenario. 6,000,000 C-bills are awarded proportionally and the side + with the most Victory Points, if any, receives an extra 1,000,000 C-bills. For example, if the first side earned 6 + Victory Points and the second side earned 8 Victory Points, then the first side receives 42.9% of the 6,000,000 + C-bills and the second side receives 57.1% of the 6,000,000 C-bills and the 1,000,000 C-bills bonus. The first + side receives 2,571,1429 C-bills and the second side receives 4,428,571 C-bills. +

+
+ +

Running Retreat: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of the + Recon side’s units that have not been destroyed or immobilized. Units that withdraw count as destroyed for the + purposes of scoring. If the Hold side receives double the percentage of the Confront side’s non-infantry units + that are destroyed or withdrawing, up to 100%. For example, if 28% of the Recon side’s units are destroyed or + immobilized, then the Hold side receives 56% of the C-bills, or 3,920,000 C-bills, and the Recon side receives + 44% of the C-bills, or 3,080,000 C-bills. +

+
+ +

Bombing Run: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of objectives + delivered, out of 3 objectives. For example, if 2 objectives were delivered, then the Destroy side receives 4,666,667 + C-bills and the Hold side receives 2,333,333 C-bills. +

+
+ +

One Man’s Trash: The side controlling the data core receives 7,000,000 C-bills at the end of the game. +

+
+ +

Scout Clash: Each side receives a portion of 7,000,000 C-bills based upon the percentage of Victory Points + each side earns and winning the scenario. 6,000,000 C-bills are awarded proportionally and the side with the + most Victory Points, if any, receives an extra 1,000,000 C-bills. For example, if the first side earned 6 Victory + Points and the second side earned 4 Victory Points, then the first side receives 60% of the 6,000,000 C-bills and + + + the 1,000,000 C-bills bonus and the second side receives 40% of the 6,000,000 C-bills. The first side receives + 4,600,000 C-bills and the second side receives 2,400,000 C-bills. +

+
+ +

High Risk Extraction: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of + agents removed, out of 3 agents. For example, if 2 agents were removed, then the Recon side receives 4,666,667 + C-bills and the Destroy side receives 2,333,333 C-bills. +

+
+ +

Scan or Recover: Each side receives a portion of 7,000,000 C-bills based upon the percentage of their objectives + they complete. 6,000,000 C-bills are awarded proportionally and the side that completes their objectives, if + any, receives an extra 1,000,000 C-bills. For example, if the Recon side scanned 4 objectives, 67% of their goal, + and the second side left with 4 objectives, 100% of their goal, then the first side receives 40% of the 6,000,000 + C-bills and the second side receives 60% of the 6,000,000 C-bills and the 1,000,000 C-bills bonus. The first side + receives 2,400,000 C-bills and the second side receives 4,600,000 C-bills. +

+
+ +

Hot Potato: The side not holding the objective at the end of the game receives 7,000,000 C-bills. +

+
+ +

Under No Circumstances: Each side receives a proportion of 7,000,000 C-bills based upon the percentage + of objectives removed or destroyed. For example, if 2 objectives were removed and 3 objectives were destroyed, + then the Salvage side receives 2,800,000 C-bills and the Destroy side receives 4,200,000 C-bills. +

+
+ +

Get The Goods: Each side receives a portion of 7,000,000 C-bills based upon the percentage of Victory Points + each side earns and winning the scenario. 6,000,000 C-bills are awarded proportionally and the side with the + most Victory Points, if any, receives an extra 1,000,000 C-bills. For example, if the first side earned 6 Victory + Points and the second side earned 6 Victory Points, then the first side receives 50% of the 3,000,000 C-bills + and the second side receives 50% of the 3,000,000 C-bills. Neither side earns the 1,000,000 C-bill bonus. The + first side receives 3,000,000 C-bills and the second side receives 3,000,000 C-bills. +

+ +

+ + + + +

+ + \ No newline at end of file diff --git a/introduction.html b/introduction.html new file mode 100644 index 00000000..bd344ecb --- /dev/null +++ b/introduction.html @@ -0,0 +1,164 @@ + + +Introduction + + + + + + + + + +
+ +

1 Introduction

+
+
+ +

BattleTech: Outworlds Wastes provides a framework for a narrative BattleTech league with simplified logistics. Players +take the role of a commander leading a combined arms force searching the Outworlds Wastes for LosTech and glory. +Completing objectives in scenarios earns C-bills that commanders use to maintain and upgrade their force. Commanders play +scenarios in multiple formats, such as BattleTech and Alpha Strike. This framework can be modified to meet the goals of the +organizers and players. +

+

+

+
Goals
+ + +

+

+
Contents
+ +

This website covers background information, player rules, league organizer information, event rules, and reference +material. +

+

To start with smaller scale event play, where each commander controls a mixed combined arms lance, read the Event Play +rules. Sample scenarios are available as downloads and the Event Play rules include instructions on creating additional +scenarios. +

+

For League Play where each commander controls a combined arms company, see the Force Construction and Force +Maintenance and Improvements rules. Optional advanced force construction and force management rules are also included. +Sample scenarios are available as downloads and the scenarios rules include instructions on creating additional +scenarios. +

+

The reference materials include a region map, sample event and league force tracking sheets, and a list of +references. +

+

+

+
Disclaimer
+ +

BattleTech: Outworlds Wastes is fan-made and based upon the official BattleTech rules from Catalyst Game Labs. See the +References for a list of official Catalyst Game Labs products that BattleTech: Outworlds Wastes specifically +references. BattleTech is a registered trademark of The Topps Company, Inc. in the United States and other +countries. +

+

+

+
Questions and Downloads
+ +

BattleTech: Outworlds Wastes is online at https://outworlds-wastes.jeremylt.org. The BattleTech: Outworlds Wastes GitHub +repository is at https://github.com/Eudicods/outworlds-wastes. You can post feedback or ask questions as GitHub Issues or +email outworlds-wastes@jeremylt.org. +

+

+

+
Acknowledgments
+ +

BattleTech: Outworlds Wastes would not have been possible without hours of discussion and editing on the Colorado +BattleTech Discord server or the months of gameplay and testing. +

+

+

+
+ +

Editor: Jeremy L Thompson +

+
+ +

Contributors: Listed in PDF + + +

+
+ +

Art: Tera Arguello bleptarts, Jared Blando, Matt Plog +

+
+ +

Fiction: Listed in PDF +

+ +

+

+
Version
+ +

This website is current as of September 20, 2024. +

+

+ + +

+
+ +

+

+

+
+ +

+

+

"BattleTech is so engaging because it has a place for all of us. In the +world building and fiction, absolutely, but also in the playing +community and on the production side. It is now and always has +been a product of a lot of people’s dreams that somewhere and some +when out there, humanity will find a place to make its dreams and +aspirations come true. We all have the chance to realize ourselves in +BattleTech."

+ +

 
+Michael A. Stackpole

+ +

+ + + + +

+ + \ No newline at end of file diff --git a/js/download.js b/js/download.js new file mode 100644 index 00000000..d0ed0d6a --- /dev/null +++ b/js/download.js @@ -0,0 +1,52 @@ +const url_lookup = { + // Rules + 'league' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes.pdf', + 'quickstart' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes-quickstart.pdf', + 'event' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes-event.pdf', + 'errata' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes-errata.pdf', + 'instant-action' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes-instant-action.pdf', + // League scenarios + 'renorsal' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/renorsal.pdf', + 'linden' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/linden.pdf', + 'antallos' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/antallos.pdf', + // Event scenarios + 'trainer' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/combined-arms-trainer.pdf', + 'boarding-action' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/boarding-action.pdf', + 'resupply' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/resupply.pdf', + 'legate' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/the-legate.pdf', + 'raven-raid' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/raven-raid.pdf', + 'pride-2024' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/pride-2024.pdf', + // Event scenarios GM supplement + 'trainer-gm' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/combined-arms-trainer-gm-only.pdf', + 'boarding-action-gm' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/boarding-action-gm-only.pdf', + 'resupply-gm' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/resupply-gm-only.pdf', + 'legate-gm' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/the-legate-gm-only.pdf', + 'raven-raid-gm' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/raven-raid-gm-only.pdf', + 'pride-2024-gm' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/pride-2024-gm-only.pdf', +} + +function downloadURL(url) { + const link = document.createElement('a'); + + // Generate a element + link.href = url; + link.target = '_blank'; + link.download = ''; + link.style.display = 'none'; + + // Trigger download + document.body.appendChild(link); + link.click(); + document.body.removeChild(link); +} + +function triggerDownloadOnLoad() { + const url = window.location.href; + const keyword = url.split('?')[1]; + const pdf_url = url_lookup[keyword]; + + // Trigger download if ? present and corresponds to valid target + if (pdf_url) downloadURL(pdf_url); +} + +window.onload = triggerDownloadOnLoad; diff --git a/league-play.html b/league-play.html new file mode 100644 index 00000000..0e9234e8 --- /dev/null +++ b/league-play.html @@ -0,0 +1,112 @@ + + +League Play + + + + + + + + + +
+ +

8 League Play

+
+8.1 Narrative Play +
8.2 Competitive Play +
+ +

There are two types of league play, narrative and competitive. Establishing a balanced competitive league is difficult. +These rules do not attempt to do so; instead, they provide a consistent and fair system with an option for scoring and +ranking if the players and league organizers want to use it. +

+

+

+

8.1 Narrative Play

+ +

In narrative play, commanders play narrative scenarios designed by league organizers and casual scenarios between forces. +This is an open ended format that lasts as long as commanders want to play. +

+

At any point, a new commander can join the league or a current commander can replace their force with a new one. Any +new force must follow the Force Construction rules. A commander may run multiple forces so long as the logistics and +finances of each force remain separate. +

+

Any optional or advanced rules should be agreed upon per scenario or for the entire league. For example, league +organizers could ban the Fire For Effect optional rule for all league games. Advanced Force Maintenance and Improvement +rules should be consistent across the league; for example, Advanced Refit needs to be available to all forces or banned from all +forces. Each side should agree upon any available optional or advanced rules for each scenario they play, such as Multiple +Attack Rolls or Special Pilot Abilities. +

+

After each scenario, the players repair and update their forces per the Force Maintenance and Improvements rules. +Commanders should keep track of the outcomes of all scenarios and changes to their force, as shown on the sample force +roster and scenario logistics tracker. +

+

The league organizers may advance the era for the league. Commanders would then need to use the Changing Eras rules +for their force. +

+

Additional restrictions may be enforced by league organizers, such as league play only occurring at a specific location, but +any such restrictions must be announced in advance. +

+

+

+

8.2 Competitive Play

+ +

In competitive play, commanders play a series of scenarios in a Swiss-system tournament. +

+

A commander can only use a single force for the tournament. League organizers may require new forces for the +tournament or allow forces that have been used in narrative play. +

+

Any optional or advanced rules must be agreed upon in advance and consistent across the tournament play. For example, +league organizers could permit Advanced Refit rules while disallowing Design Quirks and Special Pilot Abilities for the +tournament. +

+

The scenarios in the tournament should only be 1v1. Each commander should play a different opponent during each +scenario, if possible. The last scenario should be a large scale event that requires a significant portion of each commander’s +forces. + + +

+

Commanders may only use C-bills earned during the tournament to repair and update their forces per the Force +Maintenance and Improvements rules after a scenario. League organizers may give forces an initial maintenance +budget. +

+

Each 1,000,000 C-bills earned during a scenario is worth 1 point of fame for scoring. The C-bills earned includes primary +and secondary objectives. The players rankings are updated after each scenario. Ties are broken by the lowest total repair +and replacement costs across all scenarios thus far. +

+

At the end of the series of scenarios, winners are determined by their ranking. Additional winners may be determined for +specific categories, such as Best Painted Force or Best Force Lore. +

+

+ + + + +

+ + \ No newline at end of file diff --git a/outworlds-wastes-map.html b/outworlds-wastes-map.html new file mode 100644 index 00000000..4f2591e6 --- /dev/null +++ b/outworlds-wastes-map.html @@ -0,0 +1,73 @@ + + +Outworlds Wastes Maps + + + + + + + + + +
+ +

11 Outworlds Wastes Maps

+
+
+
+ + + + + + +

’Outworlds Wastes Succession Wars Era map’ +

Outworlds Wastes - 3025
+ + +
+
+ + + + + + +

’Outworlds Wastes ilClan Era map’ +

Outworlds Wastes - 3151
+ + +
+ +

+ + + + +

+ + \ No newline at end of file diff --git a/references.html b/references.html new file mode 100644 index 00000000..9f9435c4 --- /dev/null +++ b/references.html @@ -0,0 +1,97 @@ + + +References + + + + + + + + + +
+ +

16 References

+
+
+ +

The following references are mentioned in these rules: +

+ + +

These additional resources may also be helpful: +

+ + +

+ + + + +

+ + \ No newline at end of file diff --git a/sample-forces.html b/sample-forces.html new file mode 100644 index 00000000..7d2e3624 --- /dev/null +++ b/sample-forces.html @@ -0,0 +1,5440 @@ + + +Sample Forces + + + + + + + + + +
+ +

14 Sample Forces

+
+14.1 ilClan Era +
14.2 Dark Age Era +
14.3 Blakist Era +
14.4 Civil War Era +
14.5 Clan Invasion Era +
14.6 Succession Wars Eras +
+ +

Additional sample initial forces are provided below. These forces can be used as given or modified as desired to suit the +lore and composition of forces that commanders want to run. +

+

This is a comunity contributed list of forces. To suggest a force for this list, email outworlds-wastes@jeremylt.org. +

+

+

+

14.1 ilClan Era

+ +

+

+
14.1.1 Fox Patrol - ilClan Era Mercenary Force
+ +

Fox Patrol is an ilClan era mercenary force lead by Captain Katie Ferraro. This list pairs the Fox Patrol with local militia +combined arms units to create an Outworlds Wastes force list. +

+ + + + + + +

’Fox Patrol Logo’ +

Fox Patrol
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Kit Fox Prime

+

Capt. Katie + Ferraro

+

+3

+

+5

+

+1,085

+

+1,302

+

+26

+

+26

+

2

+

Quickdraw QKD-5M

+

Sgt. Arkee + Colorado

+

+4

+

+5

+

+1,237

+

+1,237

+

+31

+

+31

+

3

+

Ion Sparrow Prime

+

Sgt. Evan Huxley

+

+4

+

+4

+

+885

+

+974

+

+30

+

+30

+

4

+

Marauder MAD-3R

+

Rhiannon + Ramirez

+

+3

+

+5

+

+1,363

+

+1,636

+

+35

+

+35

+

5

+

Griffin GRF-2N

+

Dexter Nicks

+

+4

+

+4

+

+1,606

+

+1,767

+

+38

+

+38

Combat Vehicles
+
+

1

+

Warrior H-8

+

+

+

+4

+

+5

+

+419

+

+419

+

+20

+

+20

+

1

+

Warrior H-8

+

+

+

+4

+

+5

+

+419

+

+419

+

+20

+

+20

+

2

+

Heavy Hover APC, LRM

+

+

+

+4

+

+5

+

+284

+

+284

+

+14

+

+14

+

2

+

Heavy Hover APC, LRM

+

+

+

+4

+

+5

+

+284

+

+284

+

+14

+

+14

+

3

+

Heavy Tracked APC, SRM

+

+

+

+4

+

+5

+

+266

+

+266

+

+11

+

+11

+

3

+

Heavy Tracked APC, SRM

+

+

+

+4

+

+5

+

+266

+

+266

+

+11

+

+11

Infantry/Battle Armor
+
+

1

+

IS Std BA, Laser

+

+

+

+3

+

+4

+

+231

+

+305

+

+14

+

+17

+

1

+

IS Std BA, Laser

+

+

+

+4

+

+4

+

+231

+

+254

+

+14

+

+14

+

1

+

IS Std BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+209

+

+13

+

+13

+

2

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

2

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

2

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

2

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

10

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,982

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+322

+
ilClan Mercenary Force - Fox Patrol +
+ + +
+
+
14.1.2 The Generalists - ilClan Era Inner Sphere General Force
+ +

This force is not based upon the lore for a specific faction. The units in this force are available to any Inner Sphere faction or +Mercenaries in the ilClan era. This force can be customized as desired to fit any faction by changing units or +variants. +

+

Note: All of the minis for these units can be found in the BattleTech Beginner Box and BattleTech: Mercenaries box +sets. +

+

For the BattleTech Beginner Box, Second Edition, exchange the Wolverine WVR-9R for a Vindicator variant such as the +VND-4L, available to Mercenaries, the Capellan Confederation, the Magistracy of Canopus, and the Duchy of Andurien. +Note that most Vindicator variants are primarily available to these factions. +

+ + + + + + +

’Mercenary Logo’ +

Mercenaries
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Quickdraw QKD-5Mr

+

Jane Doe

+

+4

+

+5

+

+1,471

+

+1,471

+

+33

+

+33

+

2

+

Griffin GRF-3N

+

Tom Smith

+

+4

+

+5

+

+1,560

+

+1,560

+

+34

+

+34

+

3

+

Wolverine WVR-9R

+

Dick Smith

+

+4

+

+5

+

+1,481

+

+1,481

+

+39

+

+39

+

4

+

Chameleon CLN-8V

+

Harry Smith

+

+4

+

+5

+

+1,426

+

+1,426

+

+32

+

+32

Combat Vehicles
+
+

1

+

Maxim Heavy Hover, BA + Factory

+

+

+

+4

+

+5

+

+794

+

+794

+

+36

+

+36

+

1

+

Maxim Heavy Hover, BA + Factory

+

+

+

+4

+

+5

+

+794

+

+794

+

+36

+

+36

+

2

+

Galleon Light Tank + GAL-102

+

+

+

+4

+

+5

+

+651

+

+651

+

+31

+

+31

+

2

+

Galleon Light Tank + GAL-102

+

+

+

+4

+

+5

+

+651

+

+651

+

+31

+

+31

Infantry/Battle Armor
+
+

1

+

IS Standard BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+209

+

+13

+

+13

+

1

+

IS Standard BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+209

+

+13

+

+13

+

1

+

IS Standard BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+209

+

+13

+

+13

+

2

+

IS Standard BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+209

+

+13

+

+13

+

8

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,664

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+324

+
ilClan Inner Sphere General Force - The Generalists +
+ + +
+
+

14.2 Dark Age Era

+ +

+

+
14.2.1 Swordsworn - Dark Age Era Republic of the Sphere Force
+ +

The Swornsworn is a faction that broke away from the Republic of the Sphere following the collapse of the HPG network. +Baronetess Janja and Baronetess Orianne formed this company of mixed forces as part of the Swordsworn to support Duke +Sandoval’s bid for power while also strengthening their own position. +

+

Submitted By: Ian T +

+ + + + + + +

’Swordsworn Logo’ +

Swordsworn
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Atlas III AS7-D3

+

Baronetess Janja + Castillon

+

+4

+

+5

+

+2,564

+

+2,564

+

+58

+

+58

+

2

+

Hatchetman HCT-5DD

+

Lt. Max Anouih

+

+4

+

+5

+

+1,112

+

+1,112

+

+27

+

+27

+

3

+

Heavy Lifter HCL-1M

+

Sgt. Janja Travers

+

+5

+

+5

+

+915

+

+824

+

+23

+

+21

+

4

+

Harvester HVR-199M-A

+

Sgt. Ai Cadieux

+

+5

+

+5

+

+605

+

+545

+

+12

+

+11

+

5

+

Burrower DTM-1M

+

Sgt. Brooke Savoy

+

+5

+

+5

+

+556

+

+500

+

+18

+

+16

Combat Vehicles
+
+

1

+

Tribune Mobile HQ

+

Baronetess + Orianne Anouih

+

+5

+

+5

+

+424

+

+382

+

+24

+

+22

+

1

+

JES III Missile Carrier

+

+

+

+4

+

+5

+

+1,037

+

+1,037

+

+31

+

+31

+

2

+

Zibbler Fast Strike Tank A

+

+

+

+5

+

+5

+

+664

+

+598

+

+28

+

+25

+

2

+

Zibbler Fast Strike Tank A

+

+

+

+5

+

+5

+

+664

+

+598

+

+28

+

+25

+

3

+

Balac Strike VTOL, + Spotter

+

+

+

+4

+

+5

+

+943

+

+943

+

+34

+

+34

+

3

+

Flatbed Truck, SRM

+

+

+

+5

+

+5

+

+67

+

+60

+

+4

+

+3

Infantry/Battle Armor
+
+

1

+

Grenadier II BA D

+

+

+

+4

+

+5

+

+377

+

+377

+

+17

+

+17

+

1

+

Purifier Adaptive BA, Laser

+

+

+

+4

+

+5

+

+269

+

+269

+

+19

+

+19

+

2

+

Motorized Platoon, SRM

+

+

+

+4

+

+5

+

+79

+

+79

+

+10

+

+10

+

2

+

Motorized Platoon, SRM

+

+

+

+4

+

+5

+

+79

+

+79

+

+10

+

+10

+

10

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,958

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+298

+
Dark Age Republic of the Sphere Force - Swordsworn +
+ + +
+
+

14.3 Blakist Era

+ +

+

+
14.3.1 9th Division Eyes of Time III-alpha - Blakist Era Word of Blake Force
+ +

The 9th Division is known for sending a large number of smaller units to conceal the true strength of their forces. Eyes of +Time III-alpha is tasked with searching for old Star League Defense Force caches. They rely upon their C3I systems to +enhance their combat capabilities. +

+

Submitted By: Ian T +

+ + + + + + +

’Word of Blake Logo’ +

Word of Blake
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Archangel C-ANG-OD

+

Precentor Vin + Ludovisi

+

+4

+

+5

+

+2,105

+

+2,105

+

+58

+

+58

+

2

+

Blue Flame BLF-21

+

Adept Brom + Orsini

+

+4

+

+5

+

+1,256

+

+1,256

+

+34

+

+34

+

3

+

Malak C-MK-OC

+

Adept Angua + Ottoboni

+

+4

+

+5

+

+944

+

+944

+

+40

+

+40

+

4

+

Gurkha GUR-8G

+

Adept Petra Sarto

+

+4

+

+5

+

+1,241

+

+1,241

+

+37

+

+37

+

5

+

Mercury MCY-102

+

Adept Rosemary + Braschi

+

+4

+

+5

+

+510

+

+510

+

+24

+

+24

+

6

+

Red Shift RDS-3A

+

Adept Seiji + Lambertini

+

+4

+

+5

+

+869

+

+869

+

+25

+

+25

Aerospace Fighters
+
+

1

+

Striga S-STR-OB

+

Adept Bergoglio

+

+4

+

+4

+

+1,871

+

+2,058

+

+49

+

+49

Infantry/Battle Armor
+
+

1

+

Purifier Adaptive BA, Laser

+

+

+

+4

+

+4

+

+466

+

+513

+

+19

+

+19

+

2

+

Se’irim Medium BA

+

+

+

+4

+

+5

+

+79

+

+79

+

+17

+

+17

+

9

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,977

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+303

+
Blakist Word of Blake Force - 9th Division Eyes of Time III-alpha +
+ + +
+
+
14.3.2 Lost Deep Septs - Blakist Society Force
+ +

https://www.sarna.net/wiki/The_Society was very interested in caches of scientific equipment from the Star League era in +the Outlands Wastes. +

+

The force primarily consisted of second line BattleMechs and older Battle Armor suits with solahma warriors, but Society +leadership included one advanced OmniMech and several of their best ProtoMech designs. The Society did not have sufficient +resources to support this reconnaissance mission, so the Lost Deep Septs were expected to resupply and repair with whatever +they could find and steal in the Outworlds Wastes. +

+ + + + + + +

’Society Logo’ +

The Society
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Septicemia B

+

Christy

+

+4

+

+5

+

+1,310

+

+2,310

+

+49

+

+49

+

2

+

Griffin IIC 2

+

Albane

+

+4

+

+5

+

+1,516

+

+1,516

+

+30

+

+30

+

3

+

Clint IIC

+

Chloe

+

+4

+

+5

+

+1,395

+

+1.395

+

+25

+

+25

+

4

+

Locust IIC

+

Tibby

+

+4

+

+5

+

+1,100

+

+1,100

+

+42

+

+42

+

5

+

Locust IIC

+

Barret

+

+4

+

+5

+

+1,100

+

+1,100

+

+42

+

+42

+

6

+

Jenner IIC

+

Edwena

+

+4

+

+5

+

+1,047

+

+1,047

+

+29

+

+29

ProtoMechs
+
+

1

+

Boggart

+

Harper

+

+4

+

+5

+

+538

+

+538

+

+10

+

+10

+

1

+

Roc

+

Kevin

+

+4

+

+5

+

+336

+

+336

+

+12

+

+12

+

1

+

Minotaur Z

+

Jerico

+

+4

+

+5

+

+295

+

+295

+

+11

+

+11

+

1

+

Hobgoblin

+

Bernd

+

+4

+

+5

+

+272

+

+272

+

+11

+

+11

+

1

+

Basilisk (Quad)

+

Nadine

+

+4

+

+5

+

+258

+

+258

+

+12

+

+12

Infantry/Battle Armor
+
+

1

+

Gnome BA, Sqd3

+

+

+

+4

+

+5

+

+299

+

+299

+

+14

+

+14

+

1

+

Gnome BA, Sqd3

+

+

+

+4

+

+5

+

+299

+

+299

+

+14

+

+14

+

1

+

Elemental BA, Laser Sqd3

+

+

+

+4

+

+5

+

+230

+

+230

+

+16

+

+16

+

1

+

Elemental BA, Laser Sqd3

+

+

+

+4

+

+5

+

+230

+

+230

+

+16

+

+16

+

2

+

Elemental BA, Flamer + Sqd3

+

+

+

+4

+

+5

+

+208

+

+208

+

+16

+

+16

+

2

+

Elemental BA, Flamer + Sqd3

+

+

+

+4

+

+5

+

+208

+

+208

+

+16

+

+16

+

9

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,804

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+365

+
Blakist Society Force - Lost Deep Septs +
+ + +
+
+

14.4 Civil War Era

+ +

+

+
14.4.1 Far Watch Binary, Alpha Galaxy - Civil War Era Wolf in Exile Force
+ +

Clan Wolf in Exile struggled to maintain their touman given the limited resources available to them in the Arc-Royal Defense +Cordon. The possibility of replenishing the touman with Star League equipment from caches in Outworlds Wastes proved too +tempting. +

+

Far Watch Binary was formed from a handful of best warriors from Alpha Galaxy. The command star is modeled after +the old Star League air lance formation favored by Clan Wolf, and the the binary is completed with a star of +Elementals. +

+

Note: All of the ’mech minis for these units can be found in the Alpha Strike box set. +

+ + + + + + +

’Clan Wolf in Exile Logo’ +

Clan Wolf in Exile
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Warhawk B

+

Star Captain + Billon Kell

+

+4

+

+5

+

+2,320

+

+2,320

+

+52

+

+52

+

2

+

Pouncer E

+

Carlisa

+

+4

+

+5

+

+1,632

+

+1,632

+

+35

+

+35

+

3

+

Nova D

+

Tami

+

+4

+

+5

+

+1,450

+

+1,450

+

+29

+

+29

+

4

+

Fire Moth A

+

Oswald

+

+4

+

+5

+

+639

+

+639

+

+20

+

+20

Aerospace Fighters
+
+

1

+

Gotha GTHA-500b

+

+

+

+4

+

+5

+

+1,527

+

+1,527

+

+41

+

+41

+

2

+

Bashkir A

+

+

+

+4

+

+5

+

+763

+

+763

+

+27

+

+27

Infantry/Battle Armor
+
+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+447

+

+19

+

+19

+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+447

+

+19

+

+19

+

1

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+404

+

+19

+

+19

+

2

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+404

+

+19

+

+19

+

8

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,929

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+277

+
Civil War Wolf in Exile Force - Far Watch Binary, Alpha Galaxy +
+ + +
+
+
14.4.2 8th Dongel Guards, Alpha Galaxy - Civil War Lyran Alliance Force
+ +

The Dongel Guards remained some of the most loyal units of the Lyran Alliance during the FedCom Civil War. Absorbing +the Eight Federated Commonwealth RCT allowed the 8th Donegal Guards to detach an augmented lance for a special +reconnaissance mission for the Archon. +

+

The Military Intelligence Division found reports of Star League caches in the Outworlds Wastes region to be unlikely; +however, the proximity of that region to the Allied forces and the Federated Suns meant the rumors had to be +explored. +

+

The unit relies upon traditional Lyran tactics of using slow, heavily armored units to anchor their attacks while light +units flank and reach objectives. +

+

Note: All of the ’mech minis for these units can be found in the Alpha Strike box set. +

+ + + + + + +

’Lyran Alliance Logo’ +

Lyran Alliance
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Atlas C

+

Hauptmann + Markus Mandel

+

+4

+

+5

+

+2,340

+

+2,340

+

+55

+

+55

+

2

+

Archer ARC-6S

+

Lt. Kristina Stern

+

+4

+

+5

+

+1,694

+

+1,694

+

+43

+

+43

+

3

+

Blackjack BJ-2

+

Sgt. Levin Hausler

+

+4

+

+5

+

+1,148

+

+1,148

+

+30

+

+30

+

4

+

Locust C

+

Sgt. Knut Enns

+

+4

+

+5

+

+672

+

+672

+

+23

+

+23

Combat Vehicles
+
+

1

+

SturmFeur, Heavy Gauss

+

+

+

+4

+

+5

+

+1,711

+

+1,711

+

+40

+

+40

+

1

+

Hunter Light Tank, ERLL

+

+

+

+4

+

+5

+

+660

+

+660

+

+16

+

+16

+

2

+

Karnov UR Transport, BA

+

+

+

+4

+

+5

+

+499

+

+499

+

+19

+

+19

+

2

+

Kestral VTOL, ML

+

+

+

+4

+

+5

+

+252

+

+252

+

+17

+

+17

Infantry/Battle Armor
+
+

1

+

Fenrir BA, MPL

+

+

+

+4

+

+5

+

+304

+

+304

+

+17

+

+17

+

1

+

Rottweiler BA

+

+

+

+4

+

+5

+

+209

+

+209

+

+17

+

+17

+

2

+

IS Standard BA, Laser

+

+

+

+4

+

+5

+

+311

+

+311

+

+14

+

+14

+

2

+

IS Standard BA, Laser

+

+

+

+4

+

+5

+

+311

+

+311

+

+14

+

+14

+

8

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,951

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+305

+
Civil War Lyran Alliance Force - 8th Dongel Guards +
+ + +
+
+
14.4.3 2nd Knights of the Inner Sphere - Civil War Free Worlds League Force
+ +

The search for Star League technology in the Outworlds Wastes caught the attention of the Knights of the Inner Sphere. +Concerned about the possibility of brutal conflict over these valuable resources, the 2nd Knights of the Inner Sphere +detached a lance and supporting assets to the region. +

+

The 2nd Knights of the Inner Sphere specialized in small unit tactics and brought hovercraft and Battle Armor, including +stealth Battle Armor, to augment their BattleMech lance. The bulk of these forces focus on speed or stealth over direct +conflict, leaving Sir Jaxson’s Warhammer to be the heavy hitter of the force. +

+

Note: All of the ’mech minis for these units can be found in the Alpha Strike box set. +

+ + + + + + +

’Free Worlds League Logo’ +

Free Worlds League
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Warhammer WHM-8D

+

Capt. Jaxson + Attwood

+

+3

+

+4

+

+1,744

+

+2,093

+

+43

+

+43

+

2

+

Wraith TR2

+

Lt. Adeyn + Ljunggren

+

+4

+

+5

+

+1,485

+

+1,485

+

+38

+

+38

+

3

+

Phoenix Hawk PXH-3M

+

Sgt. Dezi Stacy

+

+4

+

+5

+

+1,307

+

+1,307

+

+27

+

+27

+

4

+

Wasp WSP-3M

+

Sgt. Duncan Ikin

+

+4

+

+5

+

+394

+

+394

+

+12

+

+12

Combat Vehicles
+
+

1

+

Maxim Heavy Hover, BA + Factory

+

+

+

+4

+

+5

+

+794

+

+794

+

+36

+

+36

+

1

+

Maxim Heavy Hover, BA + Factory

+

+

+

+4

+

+5

+

+794

+

+794

+

+36

+

+36

+

2

+

Galleon Light Tank + GAL-102

+

+

+

+4

+

+5

+

+651

+

+651

+

+31

+

+31

+

2

+

Galleon Light Tank + GAL-102

+

+

+

+4

+

+5

+

+651

+

+651

+

+31

+

+31

+

3

+

Harasser Missile Platform, + LRM

+

+

+

+4

+

+5

+

+412

+

+412

+

+18

+

+18

+

3

+

Harasser Missile Platform, + LRM

+

+

+

+4

+

+5

+

+412

+

+412

+

+18

+

+18

Infantry/Battle Armor
+
+

1

+

Phalanx BA A

+

+

+

+4

+

+5

+

+292

+

+292

+

+15

+

+15

+

1

+

Longinus BA, Laser

+

+

+

+4

+

+5

+

+247

+

+247

+

+15

+

+15

+

1

+

Longinus BA, Laser

+

+

+

+4

+

+5

+

+247

+

+247

+

+15

+

+15

+

2

+

Achileus Light BA, Laser

+

+

+

+4

+

+5

+

+205

+

+205

+

+15

+

+15

+

9

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,984

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+359

+
Civil War Free Worlds League Force - 2nd Knights of the Inner Sphere +
+ + +
+
+

14.5 Clan Invasion Era

+ +

+

+
14.5.1 1st Somerset Strikers - Clan Invasion Era Mercenary Force
+ +

1st Somerset Strikers is an irregular Federated Commonwealth unit containing both Federated Commonwealth and Draconis +Combine personnel. A popular propaganda holovid show detailed the exploits of the 1st Somerset Strikers. This list adds +some Inner Sphere Battle Armor to their roster, which was developed in part with technical data on Elemental Battle Armor +captured by the 1st Somerset Strikers. +

+

Note: All of the ’mech minis for these units can be found in the BattleTech: Somerset Strikers ForcePack. +

+ + + + + + +

’1st Somerset Strikers Logo’ +

1st Somerset Strikers
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Axman AXM-3S

+

Maj. Adam + Steiner

+

+4

+

+5

+

+1,659

+

+1,659

+

+32

+

+32

+

2

+

Mauler MAL-2R

+

Capt. Zachary + Hawkins

+

+4

+

+5

+

+1,586

+

+1,586

+

+42

+

+42

+

3

+

Bushwacker BSW-X2

+

Capt. Valten + Ryder

+

+4

+

+5

+

+1,193

+

+1,193

+

+33

+

+28

+

4

+

Wolfhound WLF-1

+

Lt. Ciro Ramirez

+

+4

+

+5

+

+949

+

+949

+

+24

+

+28

+

5

+

Hatamoto-Chi HTM-27T

+

Franklin + Sakamoto

+

+4

+

+5

+

+1,607

+

+1,607

+

+39

+

+39

Aerospace Fighters
+
+

1

+

Corsair CSR-V14

+

Cadet Katiara + Kylie

+

+4

+

+5

+

+1,330

+

+1,330

+

+38

+

+38

Combat Vehicles
+
+

1

+

Karnov UR, 3055

+

+

+

+4

+

+5

+

+152

+

+152

+

+12

+

+12

+

1

+

Karnov UR, 3055

+

+

+

+4

+

+5

+

+152

+

+152

+

+12

+

+12

+

2

+

Karnov UR, 3055

+

+

+

+4

+

+5

+

+152

+

+152

+

+12

+

+12

+

2

+

Karnov UR, 3055

+

+

+

+4

+

+5

+

+152

+

+152

+

+12

+

+12

Infantry/Battle Armor
+
+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+231

+

+14

+

+14

+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+231

+

+14

+

+14

+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+231

+

+14

+

+14

+

2

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+231

+

+14

+

+14

+

10

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,856

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+312

+
Clan Invasion Mercenary Force - 1st Somerset Strikers +
+ + +
+
+
14.5.2 Deep Probe Nova, Epsilon Galaxy - Clan Invasion Era Era Jade Falcon Force
+ +

A pet project of Loremaster Kael Pershaw, Deep Probe Nova was detached from Epsilon Galaxy for reconnaissance into the +Outworlds Wastes region. They were tasked with locating SLDF caches in the region based upon rumors collected by the +Jade Falcon Watch. This unit suffered minor combat losses in route to the Outworlds Wastes and is currently an +understrength Nova with an aerospace point for support. +

+

Note: All of the ’mech and Battle Armor minis for these units can be found in the BattleTech: Clan Invasion box +set. +

+ + + + + + +

’Clan Jade Falcon Logo’ +

Clan Jade Falcon
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Timber Wolf B

+

Star Captain Lisa + Clees

+

+4

+

+5

+

+2,224

+

+2,224

+

+48

+

+48

+

2

+

Mongrel C

+

Kandi

+

+4

+

+5

+

+1,465

+

+1,465

+

+36

+

+36

+

3

+

Nova D

+

Gae

+

+4

+

+5

+

+1,450

+

+1,450

+

+29

+

+29

+

4

+

Puma E

+

Doran

+

+4

+

+5

+

+1,272

+

+1,272

+

+31

+

+31

Aerospace Fighters
+
+

1

+

Hammerhead HMR-HDb

+

+

+

+4

+

+5

+

+1,338

+

+1,338

+

+35

+

+35

+

2

+

Vandal Prime

+

+

+

+4

+

+5

+

+525

+

+525

+

+30

+

+30

Infantry/Battle Armor
+
+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+447

+

+19

+

+19

+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+447

+

+19

+

+19

+

1

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+404

+

+19

+

+19

+

2

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+404

+

+19

+

+19

+

8

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,872

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+282

+
Clan Invasion Jade Falcon Force - Deep Probe Nova, Epsilon Galaxy +
+ + +
+
+

14.6 Succession Wars Eras

+ +

+

+
14.6.1 Gray Death Legion - Succession Wars Renaissance Era Mercenary Force
+ +

The Gray Death Legion is a combined arms focused mercenary unit frequently in the employ of the Lyran Commonwealth. +This list is for the Grey Death Legion on Verthandi, which predates their discovery of the Helm Memory +Core. +

+

Submitted By: Peter Martin +

+ + + + + + +

’Gray Death Legion Logo’ +

Gray Death Legion
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Shadowhawk SHD-2H

+

Cpt. Grayson + ’Death’ Carlyle

+

+3

+

+4

+

+1,064

+

+1,404

+

+30

+

+36

+

2

+

Wolverine WVR-6R

+

Delmar Clay

+

+3

+

+4

+

+1,101

+

+1,453

+

+30

+

+36

+

3

+

Locust LCT-1V

+

Lori Kalmar

+

+4

+

+5

+

+432

+

+432

+

+21

+

+21

+

4

+

Rifleman RFL-3N

+

Davis McCall

+

+3

+

+4

+

+1,039

+

+1,371

+

+26

+

+31

+

5

+

Stinger STG-3G

+

Hassan Ali Khaled

+

+4

+

+5

+

+497

+

+497

+

+14

+

+14

+

6

+

Wasp WSP-1A

+

Piter Debrowski

+

+4

+

+5

+

+384

+

+384

+

+14

+

+14

+

7

+

Wasp WSP-1A

+

Jaleg Yorulis

+

+4

+

+5

+

+384

+

+384

+

+14

+

+14

Aerospace Fighters
+
+

1

+

Chippewa CHP-W5

+

Sue Ellen Klein

+

+4

+

+5

+

+1,520

+

+1,520

+

+37

+

+37

+

2

+

Chippewa CHP-W5

+

Jeffrie Sherman

+

+4

+

+5

+

+1,520

+

+1,520

+

+37

+

+37

Combat Vehicles
+
+

1

+

Galleon Light Tank + GAL-100

+

+

+

+4

+

+5

+

+309

+

+309

+

+13

+

+13

+

1

+

Galleon Light Tank + GAL-100

+

+

+

+4

+

+5

+

+309

+

+309

+

+13

+

+13

+

2

+

APC, Hover

+

+

+

+4

+

+5

+

+102

+

+102

+

+25

+

+25

+

2

+

APC, Hover

+

+

+

+4

+

+5

+

+102

+

+102

+

+25

+

+25

Infantry/Battle Armor
+
+

1

+

Foot Platoon, Flamer

+

+

+

+4

+

+5

+

+74

+

+74

+

+8

+

+8

+

1

+

Foot Platoon, MG

+

+

+

+4

+

+5

+

+84

+

+84

+

+7

+

+7

+

12

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,945

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+298

+
Renaissance Mercenary Force - Gray Death Legion +
+ + +
+
+
14.6.2 Alliance Grenadiers Wastes Jagers - Renaissance Era Outworlds Alliance Force
+ +

The Outworlds Wastes Jagers are a detached unit from the Alliance Grenadiers tasked with sweeping the Outworlds Wastes +for pirate activity. Used to long deployments with limited logistics support, this unit was a natural choice for seeking Star +League Defense Force caches in the Outworlds Wastes. +

+

The Jagers rely upon Mountain Wolf BattleMech’s new Merlins to shore up their force of light mechs that the Outworlds +Alliance is able to produce. Aerospace fighters, VTOLs, and HALO troops augment these ’mechs, in line with the Outworld +Alliance’s expertise in aerospace combat. +

+ + + + + + +

’Outworlds Alliance Logo’ +

Outworlds Alliance
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Merlin MLN-1A

+

Section Leader + Aviana Woolf

+

+4

+

+5

+

+1,217

+

+1,217

+

+31

+

+31

+

2

+

Merlin MLN-1A

+

Supervisor Irving + Tailor

+

+4

+

+5

+

+1,217

+

+1,217

+

+31

+

+31

+

3

+

Locust LCT-3V

+

Preceptor Luke + Lynwood

+

+4

+

+5

+

+490

+

+490

+

+19

+

+19

+

4

+

Locust LCT-1V

+

Preceptor Garrick + Glenn

+

+4

+

+5

+

+432

+

+432

+

+18

+

+18

+

5

+

Stinger STG-3G

+

Preceptor + Courteney Castle

+

+4

+

+5

+

+497

+

+497

+

+14

+

+14

+

6

+

Stinger STG-3R

+

Preceptor Pam + Tupper

+

+4

+

+5

+

+359

+

+359

+

+14

+

+14

+

7

+

Wasp WSP-1A

+

Preceptor Willy + Rose

+

+4

+

+5

+

+384

+

+384

+

+14

+

+14

+

8

+

Wasp WSP-1A

+

Preceptor Clive + Miles

+

+4

+

+5

+

+384

+

+384

+

+14

+

+14

Aerospace Fighters
+
+

1

+

Shilone SL-17

+

Supervisor Piers + Key

+

+4

+

+5

+

+1,230

+

+1,230

+

+33

+

+33

+

2

+

Lightning LTN-G15

+

Preceptor Aliah + Oliverson

+

+4

+

+5

+

+1,057

+

+1,057

+

+34

+

+34

Combat Vehicles
+
+

1

+

Warrior Attack Helicopter + H-7C

+

+

+

+4

+

+5

+

+446

+

+446

+

+20

+

+20

+

1

+

Warrior Attack Helicopter + H-7A

+

+

+

+4

+

+5

+

+292

+

+292

+

+15

+

+15

+

2

+

Karnov UR Transport

+

+

+

+4

+

+5

+

+125

+

+125

+

+11

+

+11

+

2

+

Karnov UR Transport

+

+

+

+4

+

+5

+

+125

+

+125

+

+11

+

+11

+

3

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+835

+

+37

+

+37

+

3

+

Thumper Artillery Vehicle

+

+

+

+4

+

+5

+

+568

+

+658

+

+22

+

+22

Infantry/Battle Armor
+
+

1

+

HALO Paratrooper

+

+

+

+4

+

+5

+

+110

+

+110

+

+11

+

+11

+

1

+

HALO Paratrooper

+

+

+

+4

+

+5

+

+110

+

+110

+

+11

+

+11

+

1

+

HALO Paratrooper

+

+

+

+4

+

+5

+

+110

+

+110

+

+11

+

+11

+

14

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,988

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+371

+
Renaissance Outworlds Alliance Force - Alliance Grenadiers Wastes Jagers +
+ + +
+
+
14.6.3 The Youngbloods - Succession Wars Renaissance Era Mercenary Force
+ +

The world of Sterope is one of the jewels of the Taurian Concordat. With the Taurian military spread thin, +the nobility of the world took it upon themselves to create their own defense force; the Noble’s Regiment. +In an attempt to expand the Regiment, the nobility funded a small mechwarrior training academy on the +world. +

+

Unfortunately, this brought the attention of a large pirate band which came to raid the campus for parts and munitions. +Determined to defend their students, the handful of grizzled TDF veterans serving as instructors mounted up. As they moved +to head off the invaders, they ordered the students to evacuate to shelters. +

+

Those students, however, were determined Taurians. Hearing that the instructors were in a desperate +fight, they rushed to the hangers and mounted up in every piece of equipment that moved to join the fray. +Ultimately, the pirates were forced to retreat but only after the last of the instructors and half the cadets had been +killed. +

+

In the aftermath of the fight, the local populace considered the cadets to be heroes. They had acted in the finest tradition +of the Noble’s Regiment and faced a threat to the world. +

+

However, they had also disobeyed orders. Millions of C-bills worth of academy property were destroyed. Lawyers argued +that the actions of the students forced the instructors to sacrifice themselves to protect them. Regardless of the support of +the civilian population, the cadets were found guilty of a myriad of crimes and expelled from the academy and the armed +forces. +

+

The majority of the cadets, infuriated at this response to their actions, decided they would take their chances as +mercenaries rather than stay on Sterope. They plotted to steal the equipment they had used to defend the academy. After +securing a dropship through the good graces of people of the world, the cadets snuck into the equipment +hanger. +

+

They were shocked to discover not a single sentry guarding the hanger and none of the equipment was properly locked +down. Even the hanger doors had been left unlocked. The staff of the academy could not officially support their students... +but they could make sure there was no resistance to their plan... +

+

Note: All of the ’mech minis for these units can be found in the BattleTech: A Game of Armored Combat box +set. +

+

Submitted By: Dusty ’Star Colonel’ Guerra +

+ + + + + + +

’Mercenary Logo’ +

Mercenaries
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Thunderbolt TDR-5S

+

Capt. Kasdan + Young

+

+4

+

+5

+

+1,335

+

+1,335

+

+36

+

+36

+

2

+

Wolverine WVR-6R

+

Lt. Rhys + McKenna

+

+4

+

+5

+

+1,101

+

+1,101

+

+30

+

+30

+

3

+

Phoenix Hawk PXH-1

+

Sgt. Tori Black

+

+4

+

+5

+

+1,041

+

+1,041

+

+26

+

+26

+

4

+

Catapult CPLT-C1

+

Cpl. Jennifer + Guerrero

+

+4

+

+5

+

+1,399

+

+1,399

+

+32

+

+32

+

5

+

Shadow Hawk SHD-2H

+

Cpl. Guy LeBlanc

+

+4

+

+5

+

+1,064

+

+1,064

+

+30

+

+30

+

6

+

Commando COM-2D

+

Cpl. Zuri Adamu

+

+4

+

+5

+

+541

+

+541

+

+17

+

+17

+

7

+

Locust LCT-3V

+

Cpl. Bikram + Ansari

+

+4

+

+5

+

+490

+

+490

+

+19

+

+19

Combat Vehicles
+
+

1

+

Bulldog Medium Tank

+

+

+

+4

+

+5

+

+605

+

+605

+

+17

+

+17

+

1

+

Bulldog Medium Tank

+

+

+

+4

+

+5

+

+605

+

+605

+

+17

+

+17

+

2

+

Pegasus Scout Hover Tank

+

+

+

+4

+

+5

+

+640

+

+640

+

+25

+

+25

+

2

+

Maxim Heavy Hover + Transport

+

+

+

+4

+

+5

+

+764

+

+764

+

+29

+

+29

Infantry/Battle Armor
+
+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

1

+

Jump Platoon, SRM

+

+

+

+4

+

+5

+

+77

+

+77

+

+9

+

+9

+

10

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,829

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+294

+
Renaissance Mercenary Force - Youngbloods +
+ + +
+
+
14.6.4 17th Avalon Hussars Combat Command Echo - Succession Wars LosTech Era Federated Suns +Force
+ +

This irregular command was detached for special assignment from the 17th Avalon Hussars. Built as a fast reaction force to +be deployed where House Davion needed extra firepower without mobilizing an entire regiment, they are a small, +self-contained unit. +

+

Captain Clair ’Monty’ Montgomery is a graduate of Warrior’s Hall on New Syrtis. The son of minor nobility, he is +known as a bit of a dandy with a flair for inspirational speeches and a love of berets. His spirited defense of a +forward position drew the attention of Marshal Addley Verner. The same defense also cost Monty his family +Crusader. +

+

Believing the AFFS needs more officers like Montgomery, Verner saw to it that Monty was rewarded an appropriate +replacement; a Battlemaster BLR-1D. He was also detached from the 17th as the CO of Combat Command +Echo. +

+

While Monty looks the part and now has the mech of a commander, it remains an open question if Monty’s inspired +defense was tactical genius or merely incredible luck. +

+

Submitted By: Dusty ’Star Colonel’ Guerra +

+ + + + + + +

’Federated Suns Logo’ +

Federated Suns
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Battlemaster BLR-1D

+

Cpt. Claire + ’Monty’ + Montgomery

+

+4

+

+4

+

+1,522

+

+1,674

+

+40

+

+40

+

2

+

Wolverine WVR-6R

+

Lt. Andrea + Neilson

+

+4

+

+5

+

+1,101

+

+1,101

+

+30

+

+30

+

3

+

Enforcer ENF-4R

+

SSgt. Reginald + Owens

+

+4

+

+5

+

+1,032

+

+1,032

+

+25

+

+25

+

4

+

Javelin JVN-10N

+

Sgt. Kashvi Singh

+

+4

+

+5

+

+594

+

+594

+

+19

+

+19

+

5

+

Dervish DV-6M

+

Cpl. Lorraine + LeClerc

+

+4

+

+5

+

+1,146

+

+1,146

+

+30

+

+30

+

6

+

Blackjack BJ-1

+

Cpl. Vincent + Toyama

+

+4

+

+5

+

+949

+

+949

+

+26

+

+26

+

7

+

Locust LCT-1V

+

Cpl. Edmond + Kline

+

+4

+

+5

+

+432

+

+432

+

+21

+

+21

Combat Vehicles
+
+

1

+

Hunter Light Tank, LRM10

+

+

+

+4

+

+5

+

+645

+

+645

+

+21

+

+21

+

1

+

Striker Light Tank

+

+

+

+4

+

+5

+

+640

+

+640

+

+20

+

+20

+

2

+

Pegasus Scout Hover Tank

+

+

+

+4

+

+5

+

+152

+

+152

+

+25

+

+25

+

3

+

Heavy Hover APC

+

+

+

+4

+

+5

+

+188

+

+188

+

+11

+

+11

+

3

+

Heavy Hover APC

+

+

+

+4

+

+5

+

+188

+

+188

+

+11

+

+11

+

4

+

Warrior H-7

+

+

+

+4

+

+5

+

+295

+

+295

+

+15

+

+15

+

4

+

Warrior H-7

+

+

+

+4

+

+5

+

+295

+

+295

+

+15

+

+15

Infantry/Battle Armor
+
+

1

+

Jump Platoon, SRM

+

+

+

+4

+

+5

+

+77

+

+77

+

+9

+

+9

+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

1

+

Foot Platoon, MG

+

+

+

+4

+

+5

+

+84

+

+84

+

+7

+

+7

+

12

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,922

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+332

+
LosTech Federated Suns Force - 17th Avalon Hussars Combat Command Echo +
+ + +
+
+
14.6.5 3rd Confederation Reserve Cavalry Tan’s Company - Succession Wars LosTech Era Capellan Confederation +Force
+ +

The 3rd Confederation Reserve Cavalry is a curious combination of older veterans and newly minted green MechWarriors. +The unit is an opportunity to get new MechWarriors some experience under the supervision of the veterans. It is usually +deployed with another command, always with a line unit in command. +

+

To further this goal of building experience, a detachment has been deployed in raiding and recon missions under the +command of Sao-Wei Tan. +

+

Liu Tan is a rare officer in the Confederation. He sees his nation as it is but also sees what it could be. Young, brilliant +and well respected, Liu was the natural choice to command. Though only a recent graduate of Sarna Martial Academy, he +was a standout tactician in mobile combat. +

+

True to Capellan doctrine, the detachment utilizes a heavy contingent of conventional forces. +

+

Submitted By: Dusty ’Star Colonel’ Guerra +

+ + + + + + +

’Capellan Confederation Logo’ +

Capellan Confederation
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Crusader CRD-3L

+

Sao-Wei Liu Tan

+

+4

+

+4

+

+1,297

+

+1,427

+

+34

+

+34

+

2

+

Vindicator VND-1R

+

Si-ben-bing Erica + Xiong

+

+4

+

+5

+

+1,024

+

+1,024

+

+27

+

+27

+

3

+

Phoenix Hawk PXH-1

+

San-ben-bing Su + Wei

+

+4

+

+5

+

+1,041

+

+1,041

+

+26

+

+26

+

4

+

Clint CLNT-2-3T

+

Yi-si-ben-bing + Marius Vaun

+

+4

+

+5

+

+770

+

+770

+

+21

+

+21

+

5

+

Cicada CDA-2A

+

San-ben-bing + Serge Rostov

+

+4

+

+5

+

+659

+

+659

+

+22

+

+22

Combat Vehicles
+
+

1

+

Condor Heavy Hover Tank, + Liao

+

+

+

+3

+

+4

+

+765

+

+1,010

+

+32

+

+38

+

1

+

Condor Heavy Hover Tank, + Liao

+

+

+

+3

+

+4

+

+765

+

+1,010

+

+32

+

+38

+

2

+

Vedette Medium Tank, Liao

+

+

+

+4

+

+5

+

+495

+

+495

+

+16

+

+16

+

2

+

Vedette Medium Tank, Liao

+

+

+

+4

+

+5

+

+495

+

+495

+

+16

+

+16

+

3

+

Hetzer Assault Gun

+

+

+

+4

+

+4

+

+574

+

+631

+

+15

+

+15

+

3

+

Hetzer Assault Gun

+

+

+

+4

+

+4

+

+574

+

+631

+

+15

+

+15

+

4

+

Heavy Wheeled APC

+

+

+

+4

+

+5

+

+189

+

+189

+

+8

+

+8

+

4

+

Heavy Wheeled APC

+

+

+

+4

+

+5

+

+189

+

+189

+

+8

+

+8

Infantry/Battle Armor
+
+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

2

+

Motorized Platoon, MG

+

+

+

+4

+

+5

+

+83

+

+83

+

+8

+

+8

+

2

+

Motorized Platoon, SRM

+

+

+

+4

+

+5

+

+79

+

+79

+

+10

+

+10

+

11

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,913

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+316

+
LosTech Capellan Confederation Force - 3rd Confederation Reserve Cavalry Tan’s Company +
+ + +
+
+
14.6.6 3rd Dieron Regulars Spears of Nobutsuna - Early Succession Wars Era Draconis Combine Force
+ +

The Draconis Combine has long been known for the skill of its duelists, both in Kenjutsu and in mech combat. Much to the +chagrin of the vaunted Star League Defense Force, the Combine warriors often proved their equal in one on one combat if not +their better. +

+

Warfare is on the horizon and the Coordinator knows it. The collapse of the Star League is inevitable and he has +authorized his warlords to create small recon and raiding units. It is his belief such units will be an invaluable tool to keep +the Dragon’s enemies off balance while gathering useful data on their capabilities. +

+

The “Spears of Nobutsuna” are a contingent of the 3rd Dieron Regulars. Led by Ise Shinkuro, the grandson of a noted +duelist, they take their name from Kamiizumi Nobutsuna, the reputed founder of the Shinkage-ryu style of swordsmanship. +Ise Shinkuro is a practitioner, as are several other members of the unit. +

+

In marked contrast to most of the Dieron Regulars, the Spears contain members from the Azami people as +well as the Rasalhague population. Of note, Shinkuro recruited members of the Arkab Legion to pilot the +company’s hovercraft. Despite their difference in class and rank Shinkuro is often seen in the Azami crew’s +company, in deep discussions about philosophy and swordsmanship. Several of the Azami are practiced in the +scimitar. +

+

Submitted By: Dusty ’Star Colonel’ Guerra +

+ + + + + + +

’Draconis Combine Logo’ +

Draconis Combine
+ + +
+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

+

+PV

+

+Adj + PV

’Mechs
+
+

1

+

Warhammer WHM-6Rk

+

Tai-i Ise Shinkuro

+

+3

+

+4

+

+1,621

+

+2,139

+

+42

+

+50

+

2

+

Wolverine WVR-6K

+

Chu-i Mori + Takekage

+

+4

+

+5

+

+1,248

+

+1,248

+

+35

+

+35

+

3

+

Kintaro KTO-19

+

Gunsho Katakura + Kira

+

+4

+

+5

+

+1,160

+

+1,160

+

+36

+

+36

+

4

+

Dragon DRG-1N

+

Go-cho + Matsudaira + Motoyasu

+

+4

+

+5

+

+1,125

+

+1,125

+

+32

+

+32

+

5

+

Stinger STG-3Gb

+

Go-cho Sven + Agnarsson

+

+4

+

+5

+

+674

+

+674

+

+22

+

+22

+

6

+

Locust LCT-1Vb

+

Go-cho Miyoshi + Jackson

+

+4

+

+5

+

+642

+

+642

+

+23

+

+23

Aerospace Fighters
+
+

1

+

Trident TRN-3T

+

Chu-i Mariko + Saburo

+

+4

+

+4

+

+374

+

+411

+

+24

+

+24

Combat Vehicles
+
+

1

+

Sabaku Kaze Scout Tank

+

+

+

+4

+

+4

+

+997

+

+1,096

+

+38

+

+38

+

1

+

Sabaku Kaze Scout Tank

+

+

+

+4

+

+4

+

+997

+

+1,096

+

+38

+

+38

+

2

+

Heavy Hover APC

+

+

+

+4

+

+5

+

+188

+

+188

+

+11

+

+11

Infantry/Battle Armor
+
+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+90

+

+7

+

+7

+

10

+

Total Bays

+

+

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+

+9,959

+

+

+

+

+

Total PV

+

+

+

+

+

+

+

+

+323

+
Early Succession Wars Draconis Combine Force - 3rd Dieron Regulars Spears of Nobutsuna +
+ + +
+
+ +

+ + + + +

+ + \ No newline at end of file diff --git a/sample-tracking-event.html b/sample-tracking-event.html new file mode 100644 index 00000000..66dca094 --- /dev/null +++ b/sample-tracking-event.html @@ -0,0 +1,331 @@ + + +Sample Event Tracking + + + + + + + + + +
+ +

13 Sample Event Tracking

+
+
+ +

A Google Sheets with sample tracking is also avaliable here. +

+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + +
Initial Force
+
+

Bay

+

Unit

+

Pilot

+

+ Gunnery

+

+ Piloting

+

+ C-bills

+

+ BV

+ +

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

3

+

+

+

+

+

+

+

+

       
+

4

+

+

+

+

+

+

+

+

       
Total BV
+
       
Force Management
+
Starting C-bills
+
       
Objectives
+
Primary Objective
+
       
Secondary Objective
+
       
Training
+
Pay 500,000 × BV skill multiplier difference, cannot exceed 2/3
+
+ +

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

3

+

+

+

+

+

+

+

+

       
+

4

+

+

+

+

+

+

+

+

       
Maintenance (Replace, Repair, and Recruit)
+
Pay 50% cost if destroyed, 25% cost to repair internal damage
+
Pay 50% cost per troop killed
+
+ +

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

3

+

+

+

+

+

+

+

+

       
+

4

+

+

+

+

+

+

+

+

       
Purchase
+
Pay cost to add to TOE
+
+ +

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
Salvage
+
Pay 50% cost to add to TOE or sell to earn 25% cost
+
+ +

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
Sell
+
Earn 50% cost
+
+

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
...
+
Final C-bills
+
Total C-bills
+
       
Final Force
+
+

Bay

+

Unit

+

Pilot

+

+ Gunnery

+

+ Piloting

+

+ C-bills

+

+ BV

+ +

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

3

+

+

+

+

+

+

+

+

       
+

4

+

+

+

+

+

+

+

+

       
Total BV (5,000 limit)
+
+ + +
+
+ +

+ + + + +

+ + \ No newline at end of file diff --git a/sample-tracking.html b/sample-tracking.html new file mode 100644 index 00000000..03c85eb3 --- /dev/null +++ b/sample-tracking.html @@ -0,0 +1,664 @@ + + +Sample Tracking + + + + + + + + + +
+ +

12 Sample Tracking

+
+12.1 Force Roster +
12.2 Logistics Tracking +
12.3 DropShip Customization +
+ +

A Google Sheets with sample tracking is also avaliable here. +

+

+

+

12.1 Force Roster

+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+C-bills

+

+BV

’Mechs (1 per bay)
+
+ +

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

3

+

+

+

+

+

+

+

+

       
+

4

+

+

+

+

+

+

+

+

       
+

5

+

+

+

+

+

+

+

+

       
+

6

+

+

+

+

+

+

+

+

       
+

7

+

+

+

+

+

+

+

+

       
+

8

+

+

+

+

+

+

+

+

       
+

9

+

+

+

+

+

+

+

+

       
+

10

+

+

+

+

+

+

+

+

       
+

11

+

+

+

+

+

+

+

+

       
+

12

+

+

+

+

+

+

+

+

       
Combat Vehicles (2 per bay)
+
+ +

1

+

+

+

+

+

+

+

+

       
+

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

3

+

+

+

+

+

+

+

+

       
+

3

+

+

+

+

+

+

+

+

       
+

4

+

+

+

+

+

+

+

+

       
+

4

+

+

+

+

+

+

+

+

       
+

5

+

+

+

+

+

+

+

+

       
+

5

+

+

+

+

+

+

+

+

       
Aerospace (1 per bay)
+
+ +

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
ProtoMechs (5 per bay)
+
+ +

1

+

+

+

+

+

+

+

+

       
+

1

+

+

+

+

+

+

+

+

       
+

1

+

+

+

+

+

+

+

+

       
+

1

+

+

+

+

+

+

+

+

       
+

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
Infantry/Battle Armor (15 tons per bay)
+
+ +

1

+

+

+

+

+

+

+

+

       
+

1

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

2

+

+

+

+

+

+

+

+

       
+

+

Total Bays (15 max)
+
       
+

+

Total BV
+
       
+ + +
+
+

12.2 Logistics Tracking

+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+

Item

+

+C-bills

Starting Balance
+
+

 

+

+  

  
Objectives
+
+ +

Primary Objective

+

  
+

Secondary Objective

+

  
+

Base Pay (if no objectives met)

+

  
Training
+
Pay 500,000 × BV skill multiplier difference
+
+ +

1

+

  
+

2

+

  
+

3

+

  
+

4

+

  
+

5

+

  
+

...

+

  
Maintenance (Replace, Repair, and Recruit)
+
Pay 50% cost if destroyed, 25% cost to repair internal damage
+
Pay 50% cost per troop killed
+
+ +

1

+

  
+

2

+

  
+

3

+

  
+

4

+

  
+

5

+

  
+

...

+

  
Refits
+
Pay cost difference to change variants
+
+ +

1

+

  
+

2

+

  
+

3

+

  
+

4

+

  
+

5

+

  
+

...

+

  
Purchases
+
Pay cost to add to TOE
+
+ +

1

+

  
+

2

+

  
+

3

+

  
+

...

+

  
Salvage
+
Pay 50% cost to add to TOE or sell to earn 25% cost
+
+ +

1

+

  
+

2

+

  
+

3

+

  
+

...

+

  
Total
+
+

 

+

+  

  
+ + +
+
+

12.3 DropShip Customization

+
+ + + +

+ + +
+ + + + + + + + + + + + + + + + +
Dropship Name
+
  
Dropship Upgrades
+
+

Level

+

Category

+

 

+

’Mech Maintenance

  
+

 

+

Ground Combat Vehicle Maintenance

  
+

 

+

VTOL Combat Vehicle Maintenance

  
+

 

+

Aerospace Unit Maintenance

  
+

 

+

ProtoMech Maintenance

  
+

 

+

Machine Shop

  
+

 

+

Medical Bay

  
+

 

+

Infantry Quarters

  
+

 

+

Simulators

  
+

 

+

Bay Configuration Limits

  
+

+

+

Limits exchanged:

  
+

+

+

  

  
+

+

+

Limits exchanged:

  
+

+

+

  

  
+

+

+

Limits exchanged:

  
+

+

+

  

  
+ + +
+
+ +

+ + + + +

+ + \ No newline at end of file diff --git a/scenarios.html b/scenarios.html new file mode 100644 index 00000000..5106cfbf --- /dev/null +++ b/scenarios.html @@ -0,0 +1,636 @@ + + +Scenarios + + + + + + + + + +
+ +

5 Scenarios

+
+5.1 Scenario Formats +
5.2 Scenario Forces +
5.3 Mismatch +
5.4 Optional Rules +
5.5 Battlefield Support +
5.6 Scenario Balancing +
5.7 Scenario Scoring +
5.8 Scoring Scaling +
5.9 High Risk, High Reward +
5.10 Casual Scenarios +
5.11 Narrative Scenarios +
+ +

Commanders earn C-bills to spend on their forces through completing scenarios and accomplishing objectives. Scenarios +are often be built to represent lore and objectives relevant to specific worlds in the Outworlds Wastes. Narrative based +scenarios may include special rewards, such as recovering equipment from the 61st Royal Jump Infantry Division so a +commander can add advanced jump infantry units to their force. +

+

+

+

5.1 Scenario Formats

+ +

Outworlds Wastes forces are created and tracked using Battle Value (BV), but scenarios may be played in many formats. +Common formats for the scenarios include +

+ + +

Regardless of the scenario format, force maintenance and improvement costs are always calculated per the Force +Management rules. Use the rules for the scenario format to define terms such as destroyed, internal damage, and critical +damage for the purposes of calculating repair, replacement, and salvage costs. +

+

Alpha Strike cards for all units are available on the Master Unit List. To convert a unit skill levels from +BattleTech to Alpha Strike, take the average of the Piloting and Gunnery skills, rounded down (see p. 29, AS: +CE). + + +

+

League organizers may use additional formats, such as BattleTroops. The scenario format must define terms such as +destroyed, internal damage, and critical damage for the purposes of calculating repair, replacement, and salvage +costs. +

+

+

+

5.2 Scenario Forces

+ +

Both sides should agree upon a BV (or Point Value, PV) and unit count limit before starting the scenario. A +typical BV limit would be 6,000 BV per side for 1v1 or 10,000 BV per side for 2v2 with BattleTech. A typical +PV limit would be 150 PV per side for 1v1 or 250 PV per side for 2v2 for Alpha Strike. A typical unit limit +depends upon the format but would be approximately 7 units per side for 1v1 or 10 units per side for 2v2. +Additional limits on specific unit types, such as 2 infantry/Battle Armor units per side, can be imposed as +well. +

+

Scenario forces should include all applicable adjustments in their BV/PV calculations, to include TAG, C3, and pilot skill +adjustments. See Force BV Adjustments (p. 228) for a summary of the most common adjustments. See BattleTech: +TechManual p. 202 and all relevant errata for full details on calculating BV. +

+

Scenarios can be played with higher BV/PV limits, but the C-bills awarded should be adjusted if the limits are more than +25% above or below the typical limits. For example, an Alpha Strike 300 PV per side 1v1 scenario would have its C-bill +payments doubled compared to the standard Alpha Strike 150 PV per side 1v1 scenario. A Total Warfare 4,000 BV per side +1v1 scenario would have its C-bills payments scaled by 2/3 compared to the standard Total Warfare 6,000 BV per side 1v1 +scenario. +

+

Alpha Strike scenarios may be played with BV limits instead of PV limits. Commanders would select units to meet the +BV limit but use the Alpha Strike cards and rules for the scenario. +

+

+ + +

+

5.3 Mismatch

+
+ + + + + + +

"Snow Raven Atlas II surprising a Phoenix Hawk PHX-1b ’Lucky 13’ from St Ives" +

Snow Raven Atlas II surprising Phoenix Hawk ’Lucky 13’ from St Ives - Matt Plog
+ + +
+ +

+ + +

+

5.4 Optional Rules

+ +

Scenarios may use optional rules if each side agrees. Some common optional rules include +

+

+

+
+ +

Forced Withdrawal: BattleTech: Total Warfare p. 258, BattleTech: Alpha Strike Commander’s Edition p. + 127 +

+
+ +

Sprinting: BattleTech: Tactical Operations Advanced Rules p. 16 +

+
+ +

Vehicle Lance Movement: BattleTech: Tactical Operations Advanced Rules p. 22 +

+
+ +

Floating Criticals: BattleTech: Tactical Operations Advanced Rules p. 75 +

+
+ +

Firing When Down: BattleTech: Tactical Operations Advanced Rules p. 83 +

+
+ +

Multiple Attack Rolls: BattleTech: Alpha Strike Commander’s Edition p. 175 +

+
+ +

Front Loaded Initiative: If, prior to any pair of movement or attack declarations, one team has more units + left to declare for as the other team, the team with more units declares for two units rather than one. If one + team has at least twice as many units, it declares for three each time, and so on. +

+
+ +

Fire For Effect: Weapon attack declaration and resolution occur simultaneously during the Weapon Attack + Phase. Attacks are resolved in initiative order, per the usual rules. A unit destroyed during the Weapon Attack + Phase will still fire. +

+ +

+

+

5.5 Battlefield Support

+ +

By default, BattleTech: Outworlds Wastes assumes commanders are using the full rules for combined arms from BattleTech: +Total Warfare and Alpha Strike: Commander’s Edition. League organizers may allow Battlefield Support: Strikes rules (p. +75, BMM and p.55, AS: CE) to provide simplified aerospace and artillery support and off-board artillery +rules for Alpha Strike (see p. 151, AS: CE). League organizers may also allow Battlefield Support: Assets +rules (BattleTech: Mercenaries box set) to provide simplified non-’Mech units, such as combat vehicles and +infantry. + + +

+

+

+
5.5.1 Battlefield Support: Strikes and Off-Board Artillery
+ +

Each side for a scenario must agree to use Battlefield Support: Strikes or off-board artillery rules. When using Battlefield +Support: Strikes rules, each side receives the same number of Battlefield Support Points (BSP). Consult the Battlefield +Support rules in Alpha Strike: Commander’s Edition or BattleTech: Mercenaries box set, as appropriate, to help determine +the number of BSP and the cost of each support type. Each side may also agree to use any unused BV from force selection to +purchase additional BSP, where 1 BSP costs 20 BV. Commanders may increase their BSP by up to half of the BSP +limit. +

+

The following additional rules apply when using Battlefield Support: Strikes or off-board artillery. +

+ + +

Counter-Battery Support is a new form of Battlefield Support for BattleTech that mirrors the Counter-Battery Fire rule +from Alpha Strike. +

+

Counter-Battery Support: Counter-Battery Support costs 14 BSP and can only be used once enemy Artillery +Support has been used. The Target Number for Counter-Battery Support is 7. Reduce the Target Number +by 1 for each use of enemy Artillery Support where a friendly unit had LOS to the point of impact. Reset +the Target Number to 7 if the enemy artillery unit is destroyed by 2 successful Counter-Battery Support +attacks. + + +

+

+

+
5.5.2 Battlefield Support: Assets
+ +

Each side for a scenario must agree to use Battlefield Support: Assets rules. Commanders may agree to only use Battlefield +Support: Assets rules for some types of units, such as conventional infantry units. Commanders should use the +same rules for every unit of the same type in the scenario, BattleTech: Total Warfare or Battlefield Support: +Assets. +

+

When converting a unit in a force to an Asset, first compute the Asset skill level by taking the average of the Gunnery +and Driving skills, rounding down, and adding 2. Only BV values for skill 5 and skill 6 are provided on the Asset cards, so +unit skill levels may be temporarily degraded for a scenario to a higher skill level. Use the BV cost of the Asset at the +computed skill level. +

+

For BattleTech: Outworlds Wastes, an Asset is considered damaged if the Destroy Check Target Number is reduced to +(base Destroy Check Target Number + 4) / 2, rounded down. For example, the Manticore Heavy Tank Asset +is considered damaged when the Destroy Check Target Number is reduced to (10 + 4) / 2 = 7 while the +Warrior H-7 Asset is considered damaged when the Destroy Check Target Number is reduced to (5 + 4) / 2 = +4. +

+

If the BV of the Asset at skill 6 is lower than the BV of the unit at Gunnery 4/Driving 5 under Total Warfare rules, scale +the repair and replace costs to account for the unit being less combat effective. For example, a Manticore Heavy Tank +Asset is 420 BV at skill 6, while the Manticore Heavy Tank under Total Warfare rules costs 993 BV. The +Manticore Heavy Tank Asset has 42% of the BV, so it only costs 279,196 C-bills to repair or 558,392 C-bills +to replace instead of the 660,100 C-bills to repair or 1,320,200 C-bills to replace the unit using full Total +Warfare rules. Do not apply any modifiers for quirks or DropShip modifications when repairing or replacing +Assets. +

+

+

+

5.6 Scenario Balancing

+ +

One of the goals of BattleTech: Outworlds Wastes is to foster a friendly and welcoming environment. A mix of experience +levels between commanders is expected. Here are some options to help balance scenarios so game play is welcoming while also +staying fresh and challenging: +

+

+

+
+ +

Setup: When setting up a scenario, slight preference should generally be given to the commander whose force + has the lower total BV, including all units and pilots. For example, the commander with the lowest total BV + could be offered the choice between attacking and defending. For a scenario with a terrain setup phase, the + commander with the lowest total BV could be offered the first placement of terrain pieces. +

+
+ +

2v2: Many scenarios are described as 1v1; however, these scenarios often support team play, such as 2 players + on each side. When playing on teams, experience should be divided roughly equally between the two teams. + Teammates are encouraged to collaborate on strategy for the scenario. +

+ +

+

+

5.7 Scenario Scoring

+ +

Scenarios award C-bills through completing objectives or receiving base pay. The C-bills awarded in a scenario will tend to +follow these guidelines: +

+

+ + +

+
+ +

Objectives: Forces earn C-bills for completing primary and secondary objectives. This C-bill payment + represents bonus pay in a mercenary contract and the value of resources or technology acquired by completing + mission objectives. Objective payments should be proportionally adjusted if the BV limit for the scenario differs + from the typical limit. +

+
    +
  • The primary objective is typically worth 7,000,000 C-bills and is split between the two sides based upon + the portion of the primary objective completed. +
  • +
  • The secondary objectives are typically worth 3,000,000 C-bills and each objective is awarded to each side + separately. +
+
+
+ +

Base Pay: If the force did not complete any objectives, then the force earns 2,000 C-bills for every 10 BV for the + scenario, with a minimum of 600,000 C-bills. For example, a 6,000 BV vs 6,000 BV scenario will have a base payout of + 1,200,000 C-bills. This C-bill payment represents the baseline cost of a mercenary contract or supplies sent by a + faction. +

+ +

These guidelines may be adjusted as needed, such as to accommodate the format. For example, Alpha Strike tends to +favor larger games and the units are easier to damage or destroy. League organizers could designate 200 PV or 250 PV with +double the payouts listed above as the default for scenarios. All modifications should be agreed upon and communicated to +all commanders. +

+

Scenarios do not typically require a Game Master to run additional third party forces. If there are third party forces that +require an additional person, this person may receive C-bills for one of their Outworlds Wastes forces. This C-bill payment +should not exceed the maximum C-bill payment for the scenario, and it should be close to the average of the payments that +the players in the scenario received. The exact conditions for the payout should be agreed upon before the scenario +starts. +

+

+

+

5.8 Scoring Scaling

+ +

The average unit cost can vary greatly between eras. BattleTech: Campaign Operations provides scaling for +force budgets based upon the time period. These optional payment scaling charts map the budget scaling +from BattleTech: Campaign Operations to the eras from the Master Unit List and rescale for the expected +technology level in BattleTech: Outworlds Wastes. These charts can be used to adjust the payments for primary +and secondary objectives based upon the era. League organizers may use or adjust these scaling factors as +desired. +

+ + + +

+ + +
+ + + + + + + + + + + + +
+

Era

+

+Campaign + Ops

+

+Adjusted

+

Age of War

+

+1.25

+

+1.00

+

Star League

+

+2.00

+

+1.50

+

Early Succession Wars

+

+2.00

+

+1.25

+

Late Succession Wars - LosTech

+

+0.75

+

+0.50

+

Late Succession Wars - Renaissance

+

+1.25

+

+0.75

+

Clan Invasion

+

+1.50

+

+1.00

+

Civil War

+

+1.50

+

+1.00

+

Blakist Jihad

+

+2.00

+

+1.50

+

Early Republic

+

+1.00

+

+1.00

+

Late Republic

+

+1.00

+

+1.00

+

Dark Age

+

+1.50

+

+1.25

+

ilClan

+

+1.75

+

+1.25

+
Payment Scaling by Era +
+ + +
+
+

5.9 High Risk, High Reward

+ +

A force can come close to destruction due to combat losses or bankruptcy. The commander may stage a ’last stand’ to save +their force from ruin. League organizers may authorize this optional rule for scoring. +

+

For every 5% of the full force’s BV above 70% that a commander brings to a scenario, they earn an extra 5% C-bills +payout. For example, if a commander brings 90% of their force to a scenario, they earn an extra 20%. The commander would +receive 120% of the C-bills earned in the scenario. +

+

This rule may only be used when the force is under the starting BV limit of 10,000 BV and the starting balance of +3,000,000 C-bills. This rule generally should not be used when the scenario BV/PV limit is 25% or more above the standard +limits of 6,000 BV for Total Warfare or 150 PV for Alpha Strike. +

+

+

+

5.10 Casual Scenarios

+ +

Narrative scenarios are provided by the league organizers, but BattleTech: Outworlds Wastes also supports casual games +between forces. Each side must agree upon the format, force limits, optional rules, and scoring before the scenario starts. +Some sample objectives are included below. +

+

+

+
5.10.1 Primary Objectives
+ +

+

    +
  1. Reconnaissance: The map contains 15 buildings, 7 of which contain hidden objectives. Place the buildings + randomly or each side takes turns placing the buildings. The defender secretly rolls to determine which buildings + hold the objectives. Attacking units may search buildings during the End Phase if they are in the target hex + (in base to base contact with the building, Alpha Strike) and no enemy units are in the target hex. The search + is successful on a 2D6 roll of 7+ for ’Mechs and ground combat vehicles or 5+ for infantry. An attacking unit + with an active probe may instead search 1 building within range of its active probe on a 2D6 roll of 6+. The + attacker earns 1,000,000 C-bills for each objective they find and the defender earns 1,000,000 C-bills for each + objective remaining hidden. +
  2. +
  3. Supply Raid: 3-7 supply depots are on the map, near the center. Each supply depot has 1-3 loads of supplies. + Any unit with hands or cargo capacity can load supplies from the depot if they in the same hex as a supply + depot (in base to base contact, Alpha Strike) during the End Phase. For a ’Mech with hand actuators, the unit + must declare which hand is holding the supplies. For units with cargo capacity, a friendly infantry unit must + load or unload the supplies during the End Phase. Units involved in loading or unloading supplies cannot make + weapon or physical attacks during that turn. A ’Mech carrying supplies can’t fire arm weapons (BattleTech) + or does -2 damage (Alpha Strike). The supplies are light enough that there is no movement penalty; jumping + units may still jump while carrying supplies. ’Mechs carrying supplies in their hands may drop the supplies at + any point during their movement. The supplies are automatically dropped if the carrying ’Mech falls or goes + prone. Units with cargo capacity must be unloaded by a friendly infantry unit. Each side cannot score from + the same supply depot twice until they score from every other supply depot. A unit carrying supplies earns a + portion of 7,000,000 C-bills for bringing the supplies to their home edge based upon the total number of loads + of supplies available. + + +
  4. +
  5. Zone Control: 3, 5, or 7 key points are distributed on the map. The locations of the key points dramatically + changes the gameplay. The basic configuration is 3 key points along the center of the map and 1 key point + halfway between the center and each home edge. A side controls a key point if only their units are in or adjacent + to the key point (within 2", Alpha Strike). During the End Phase, the side that controls the most key points + earns 1,000,000 C-bills. If each side controls the same number of points and controls at least 1 point, then each + side earns 500,000 C-bills for that round. +
  6. +
  7. Base Defense: 7 buildings are on the defenders side of the map. Each building is medium with a construction + factor of 60 (6, Alpha Strike) and 1-3 levels high (1"-3", Alpha Strike), unless the players agree upon a different + configuration. The attacker earns 1,000,000 C-bills for each building destroyed and the defender earns 1,000,000 + C-bills for each building remaining. +
  8. +
  9. King of the Hill: A hex in the center of the map contains a building with valuable files. The building is medium + with a construction factor of 60 (6, Alpha Strike), unless the players agree upon a different configuration. The + force earns 1,000,000 C-bills for every turn that they have the only infantry units inside of the building at the + end of the turn. +
  10. +
  11. Assassination: A local militia commander needs to be escorted across the battlefield. The defender selects a + medium or heavy ’Mech from the Periphery General or Pirates list. The commander is a Gunnery 5/ Piloting + 4 (Skill 4, Alpha Strike) pilot and half of the adjusted BV/PV of the ’Mech counts against the defender’s + BV/PV limit. The commander’s ’Mech must cross the map from the defender’s home edge to the attacker’s + home edge. The attacker earns 7,000,000 C-bills if this ’Mech is destroyed or 3,500,000 C-bills if this ’Mech + receives crippling damage. The defender 7,000,000 C-bills if this ’Mech does not receive crippling damage or + 3,500,000 C-bills if this ’Mech is crippled but not destroyed. +
  12. +
  13. Extraction: Extract 1-3 hidden infantry teams. For each hidden unit, the attackers select a hex within 4 rows + (8", Alpha Strike) of the defenders home edge and more than 4 hexes (8", Alpha Strike) away from the other + edges of the map. A unit with at least 1 ton of cargo capacity can pick up the target by being in the same hex + as a target during the End Phase. The target is not destroyed if the carrying unit is destroyed. A unit earns a + portion of 7,000,000 C-bills by exiting their home edge while carrying a target. +
  14. +
  15. Recovery: 4-6 disabled ’Mechs are equally spaced along the map diagonal. A unit of equal or higher weight + class can drag a target ’Mech. A friendly unit must be in the same hex (in base to base contact, Alpha Strike) + as the target ’Mech during the End Phase to start dragging it. Units without hand actuators must use 1 turn + securing the target ’Mech. The dragging unit has a 1/2 reduction in their walking MP and cannot jump. A + target ’Mech cannot fire weapons in one arm (BattleTech) or does -1 damage (Alpha Strike). A unit earns a + proportion of 7,000,000 C-bills for each ’Mech returned to their home map edge. +
+ + + +

+

+
5.10.2 Secondary Objectives
+ +

There are three ways to select secondary objectives. First, a single secondary objective that both sides share could be +selected, randomly or by mutual agreement. Alternatively, each side could randomly roll a secondary objective in secret. +Finally, each player could randomly roll a secondary objective in secret. +

+

The selected secondary objectives must be achievable by the forces selected for the scenario. If a secondary objective is +impossible to accomplish based upon the scenario, map, or enemy force, determine a new secondary objective before play +begins. +

+

+

    +
  1. Cripple or destroy a ’Mech. +
  2. +
  3. Cripple or destroy a ProtoMech. +
  4. +
  5. Cripple or destroy a Combat Vehicle. +
  6. +
  7. Cause critical or motive damage on a VTOL or aerospace unit. +
  8. +
  9. Kill at least half of the troops (remove all armor, Alpha Strike) in an infantry unit. +
  10. +
  11. Swarm a ’Mech or Combat Vehicle with an infantry unit. +
  12. +
  13. Successfully complete a Death from Above attack. +
  14. +
  15. Damage an internal section of an opponent’s highest BV/PV unit. +
  16. +
  17. Capture a vehicle crew or ’Mech pilot. + + +
  18. +
  19. Extract a hidden unit from within 4 hexes (8", Alpha Strike) of the far map edge. +
+ +

+ + +

+
5.10.3 Additional Options
+ +

This list of scenario objectives is not exhaustive. Commanders may develop and play alternative scenarios as long as the +scenarios are not intended to cheat the rules or otherwise give the commanders unfair advantages. Commanders are +encouraged to develop scenarios that match the lore of their forces. For example, a pair of commanders for Clan forces may +agree to a Trial of Possession or a commander of a Solaris VII force may challenge another force to a televised +duel. +

+

These objectives may be adapted to best support the scenario format or the narative the players are creating, as long as +all commanders agree. Any additional restrictions or conditions for the scenario need to be agreed upon by all commanders +before the scenario starts. The outcome of the scenario may result in transfer of C-bills, personnel, or units between forces if +that is agreed upon before the scenario starts. +

+

These alternative scenarios may include a C-bill payment but do not have to. If the scenario includes a C-bill payment, it +should stay close to the guidelines provided in the Scenario Scoring section. For example, a duel between two 1,500 BV +’Mechs could have a maximum of 1,750,000 C-bills as a primary objective payment, if there is a primary objective +payment. +

+

+ + +

+

5.11 Narrative Scenarios

+ +

The following narrative scenario packs are available: +

+ + +

+ + + + +

+ + \ No newline at end of file diff --git a/short-story.html b/short-story.html new file mode 100644 index 00000000..9dcb00e2 --- /dev/null +++ b/short-story.html @@ -0,0 +1,288 @@ + + +Renorsal Reversal + + + + + + + + + +
+ +

10 Renorsal Reversal

+
+10.1 Firefight +
+
+ +

+

+

Dusty ’Star Colonel’ Guerra

+ +


Braizo Plains
Renorsal, Outworlds Wastes
15 November 3064 +

+

Blinding blue-white beams lashed across the wind swept, barren landscape of the Braizo Plains. One particle bolt +slammed into rock outcropping, filling the air with splintered stone shards as the rock exploded under the hellish +forces. +

+

Through the shower of rock and dust, the second beam drilled into the barrel-chest of a Wolverine. Wherever the PPC +beam touched it eviscerated the ferro-fibrous armor, seeking to punch through to the vital inner workings +beneath. +

+

Riding in the cockpit of her Ice Ferret, Sandra cast a glance at Kamran’s Warhawk stalking along a ridge behind her. The +assault OmniMech vented heat in the rear display over her primary holographic as its pilot relocated the massive weapons +platform. +

+

Undaunted by the strike despite the damage, the Wolverine pilot unleashed a double burst of suppressing autocannon fire +as he jumped for better cover. +

+

"Seeker Three," Star Commander Malik Kirov’s voice growled over the comms. "Swing wide to the left and move around +their flank." +

+

"Aff, Seeker Lead." +

+

Channeling her sense of balance into the neural link, Sandra leaned her forty-five ton war machine left as she altered +course. +

+

Malik warned his vision promised conflict. Yet it will be a small price to pay to discover the fate of the 61st Royal Jump +Infantry. That so many other groups are on this world, seemingly searching for something, is a strong indicator that Malik is +correct. +

+

Groups like these mercenaries… +

+

Sandra darted the Ice Ferret through a narrow gap in another rock formation then burst into the open, throwing her +OmniMech into a 129 kph sprint. +

+

_____________________________________________________________
+ +

"Charlie will you watch where you’re going?!" +

+

The Demolisher assault tank tilted dangerously as the left side treads rolled up and over a boulder. Twin Gauss Rifle +barrels, adorned with the words ’Diplomacy Failed’ scrawled on them in white, nearly scraped the ground as the gunner +swung them back into line with the hull. +

+

Used to this approach to driving, the crew wedged feet and arms against support structures to keep in their +positions. +

+

Despite Sergeant Dwight Shelby’s complaints, Charles Harper knew he didn’t care about the driving. He was griping to +gripe. +

+

It took the edge off driving a barely mobile tank into combat with the Clans. + + +

+

"Diplomacy’s a tank, Sarge, not a sports car." +

+

"You could TRY not to hit every terrain feature," Gunner Austin Lane remarked over the comms. "Just a +thought." +

+

"You wanna drive, Aus?" +

+

"No," Shelby cut off the chance for Austin to reply. "We go through enough tracks without letting the kid with no license +drive." +

+

The tank rattled and slid sideways across loose scree as Charles manhandled it onto course, eliciting more +curses. +

+

"Shucks, Sarge," Charles remarked through gritted teeth. "I don’t have a license neither." +

+

"Contact! Look sharp!" +

+

_____________________________________________________________
+ +

Sandra’s first warning was an urgent tone from her sensors. A hostile contact flashed into existence on her holographic as +the Demolisher seemed to materialize on the ridge just over three hundred meters away. +

+

Yet again, the Goliath Scorpion warrior cursed the mineral deposits on world that had played hell with sensor operations +since they landed. +

+

Battle reflexes, bred into the Trueborn warrior through the advanced genetics programs of the Clans then honed to +perfection, meant Sandra was evading the moment she was aware of the enemy tank. +

+

It was still not fast enough. +

+

The silvery blur of a Gauss Rifle hurtled across the desert to slam into the left arm of the Ice Ferret. +

+

Sandra wrestled with the controls, keeping the war machine upright by a combination of skill and determination. Her eyes +flashed to the damage indicator as it dutifully updated the condition of her OmniMech. +

+

Internal structure damage on the arm, but no loss of functionality…yet. Still, cannot take another hit like +that! +

+

The clan warrior ducked her machine behind a low ridge, breaking line of sight with the massive assault +tank. +

+

Let’s see how good your really are, surat. +

+

_________________________________________________________
+ +

"Hell yeah! Nice shootin’ Lane!" +

+

Charles couldn’t help but grin at Shelby’s words. It had been a hell of a shot to tag that Fenris just as it exited the +canyon. +

+

Not bad for a bunch of farm kids in an oversized tin can. +

+

But now the tough part would really begin. Already, Charles was shifting the controls to turn the ponderous tank. It +rarely benefited them to stay in the same position for long…and he suspected it would be a matter of time before the +inevitable happened. +

+

Even anticipating it, he was surprised when it happened. +

+

The Fenris reemerged around the rock formation, running at a full sprint. In mere seconds it chewed up the distance +between itself and the ridge where Charles was trying to get Diplomacy into a better firing position. +

+

Only thirty meters away, a defile would provide some cover for the tank while it continued to hurl Gauss rounds +downrange. +

+

Unfortunately, Diplomacy never got the chance to use it. +

+

A quartet of stuttering emerald beams lashed out from the OmniMech, stabbing into the front and side of the turning +armored vehicle. Armor vaporized at the caress of pulse lasers and Diplomacy developed an unsettling and all too familiar +grinding sound. +

+

Charles cursed as the display in front of him flared a warning in red. +

+

"We lost a track!" +

+

There was a collective groan through the tank, audible over the engine and the discharge of twin Gauss Rifles +overhead. +

+

_____________________________________________________________
+ +

One Gauss Rifle round tore past the cockpit of the Ice Ferret so close Sandra thought she could feel the shock of its +displacement through the air. The other skipped off the ground to the OmniMechs right and ricocheted into its right thigh, +sending a shudder through the war machine. +

+

Once again, Sandra’s skilled hand on the controls kept the ‘Mech upright but she gritted her teeth noting half the armor +on the leg was gone. Grudgingly, she acknowledged the skill of the tank’s gunner. +

+

But it is all coming to an end now. +

+

Smoke drifted up from the hull of the now immobilized tank. Magnification confirmed the OmniMech’s battle computer +report; the tank had lost its left track. +

+

It was little more than a pillbox. A thickly armored and well-armed pillbox, but still an immobile target. + + +

+

Planting one foot, Sandra leaned her ‘Mech so hard to the right she could have placed a hand on the ground as she +reversed the OmniMech’s course to rush right at the tank. +

+

Feeling the shot more than aiming, she lashed the enemy tank with more pulse laser fire. Only two connected and neither +did more than damage more armor, of which the machine seemed to have an endless supply. +

+

Now, however, the mercenary tank brought back up weapons online. A pair of medium lasers returned her fire, cutting +protection from the left flank and centerline of the OmniMech. It was not enough to punch through, but it softened the war +machine up should another Gauss Rifle round find its mark. +

+

You are a bruiser for certain…but let us try something unorthodox, quiaff? +

+

_________________________________________________________
+ +

"Austin will you tag that damn thing already!" +

+

Shelby coughed as smoke drifted through the compartment of Diplomacy, courtesy of a shorted-out display. The tanks +turret ground right as Austin tried to track the fast-moving OmniMech. +

+

"You wanna convince the damn Clanner to stop moving so I can?" +

+

Charles squinted through the viewport, watching the Fenris change course. It was one of the sharpest bits of ‘Mech +piloting he’d seen outside that pirated copy of last year’s Noisel Summer Games. +

+

"He’s coming right at us," he called to the gunner. "Make it count, Aus!" +

+

+ + +

+

10.1 Firefight

+
+ + + + + + +

’Demolisher and Ice Ferret fighting’ +

Firefight between Diplomacy Failed and Ice Ferret - Jared Blando
+ + +
+ +

+ + +

+

Another Gauss round slammed into the right torso of the Ice Ferret, smashing armor and cracking the internal structure. +Warnings flashed indicating the frame of the war machine had taken damage and another hit there would likely damage the +fusion reactor. +

+

Sandra kept her OmniMech on course, determined to end this struggle one way or another. Lasers flashed at her but both +missed as she sidestepped the Ice Ferret around a low hill then raced up to the tank. +

+

The first kick crashed into the side of the armored vehicle, denting armor and crushing a pair of boggie wheels. +It was a testament to the design of the Demolisher that the plating held up under the assault of a 45-ton +‘Mech. +

+

Undoubtedly, the crew was rattled when Sandra delivered a second kick in rapid succession. +

+

You all assume we do not know how to fight in close, Sandra grinned. But in the 3rd Cuirassiers, it is a point of +pride. +

+

The armor cracked under the assault and the OmniMech battle computer indicated there was a chance of internal +damage. Another strike there, lasers or a kick, would likely destroy the enemy tank. +

+

"All Seekers," Malik’s voice cut through Sandra’s cockpit once more. "Cease Fire. Repeat, Cease Fire." +

+

Sandra glanced in her overhead display. Kamran’s battle scarred Warhawk was on a distant ridge, alongside Malik’s Vapor +Eagle. Smoke drifted across the ridge from some unknown source. The mercenary forces were withdrawing slowly, weapons +still directed at the Goliath Scorpion ‘Mechs but none firing. +

+

Sandra keyed her comms. +

+

"Seeker Three to Lead. We are letting them go, quineg?" +

+

"Aff," Malik replied. "We are here for artifacts, not for combat. This fighting does not serve either of us…and this +mercenary is wise enough to recognize it. There will be other days for fighting." +

+

Though she felt robbed of her victory, Sandra could find no fault in Malik’s logic. Keeping her battered Ice Ferret facing +the immobilized tank, she began to reverse away from it as she keyed the external speakers. +

+

"You fought well, mercenary. Perhaps we will meet on the battlefield again…and truly determine who is the more +skilled." +

+

+ + + + +

+ + \ No newline at end of file diff --git a/style.css b/style.css new file mode 100644 index 00000000..b2050269 --- /dev/null +++ b/style.css @@ -0,0 +1,162 @@ +/* *** Layout *** */ + +body { + margin: 0; + padding: 0; +} + +@media screen and (min-width: 57rem) { + body { + display: grid; + grid-template-columns: 15rem 1fr; + } + main.main-content, div.footnotes { + max-width: 40rem; + grid-column: 2; + } + nav.TOC { + grid-row: 1; + min-height: 100vh; + } +} + +/* *** Formatting *** */ + +main.main-content { + padding: 1rem; +} + +p.indent, p.noindent { + text-indent: 0; +} + +figure.texsource, figure.shellcommand, figure.htmlsource, figure.luasource, figure.textsource { + margin: 0.5rem 0; + padding-left: 0.5rem; + overflow: auto; +} + +figure pre.listings{ + font-size: 1em; +} + +.chapterToc { + margin: 0; + padding: 0; +} + +.sectionToc{ + margin: 0; + padding: 0; +} + +.subsectionToc{ + margin: 0; + padding: 0em 0em 0em 1em; +} + +nav.TOC { + padding: 0.5rem; + font-size: 50%; /* reduce space between TOC entries */ +} + +nav.TOC span { + display: block; + margin-top: 0; + font-size: 1rem; +} + +nav.TOC .TOC-number { + display: inline-block; + width: 1.5em; +} + +nav.TOC a, nav.TOC a:visited { + text-decoration: none; +} + +.description { + margin-bottom: 0.5em; +} + +/* *** Fixes *** */ + +.likesubsubsectionHead, .subsubsectionHead { + font-size: 100%; +} + +li { + margin-bottom: 0.5em; +} + +nav.TOC { + position: fixed; + width: 200px; +} + +nav.TOC.main { + position: relative; + width: 200px; +} + +.multirow { + display: inline; +} + +@media (max-width: 915px) { + nav.TOC { + position: relative; + width: 100vw; + } + + nav.TOC.main { + width: 100vw; + } + + figure > p > img { + height: 100%; + width: 100%; + max-width: 100%; + } + + .itchio-frame { + width: 252pt; + } +} + + +/* *** Colors *** */ + +:root { + --main-background-color: #ccc5b3; + --accent-background-color: #313831; + --text-background-color: #ffffff; + --text-color: #000000; +} + +:root { + color-scheme: light; +} + +body { + color: var(--text-color); + background-color: var(--main-background-color); +} + +main.main-content, div.footnotes { + background-color: var(--text-background-color); +} + +nav.TOC, nav.TOC a, nav.TOC a:visited { + background-color: var(--accent-background-color); + color: var(--main-background-color); +} + +nav.TOC span:hover, nav.TOC span:hover *{ + background-color: var(--accent-background-color); +} + +figure.texsource, figure.shellcommand, figure.htmlsource, figure.luasource, figure.textsource{ + border: 1px solid var(--main-background-color); + background-color: var(--accent-background-color); +}