From 397e707977460874761e6e9ffc17292c36a9cb72 Mon Sep 17 00:00:00 2001 From: Jeremy L Thompson Date: Mon, 30 Sep 2024 09:46:03 -0600 Subject: [PATCH] scenarios - update casual primary --- rules/0-Introduction/index-quickstart.tex | 2 +- rules/0-Introduction/index.tex | 2 +- rules/11-Errata/0-Errata-1.1.tex | 25 +++++++++---------- rules/11-Errata/index.tex | 4 ++- rules/4-Scenarios/10-Casual-Primary.tex | 20 +++++++++------ rules/4-Scenarios/10-Casual.tex | 4 ++- rules/battletech-outworlds-wastes-errata.tex | 2 +- rules/battletech-outworlds-wastes-event.tex | 2 +- ...letech-outworlds-wastes-instant-action.tex | 2 +- ...battletech-outworlds-wastes-quickstart.tex | 2 +- rules/battletech-outworlds-wastes.tex | 2 +- 11 files changed, 37 insertions(+), 30 deletions(-) diff --git a/rules/0-Introduction/index-quickstart.tex b/rules/0-Introduction/index-quickstart.tex index 31db5da8..5d65f530 100644 --- a/rules/0-Introduction/index-quickstart.tex +++ b/rules/0-Introduction/index-quickstart.tex @@ -34,7 +34,7 @@ \subsubsection*{Acknowledgments} \subsubsection*{Version} % -------------------------------------------------------------------------------- -This document is \emph{BattleTech: Outworlds Wastes} version 2.0-beta, September 27, 2024. +This document is \emph{BattleTech: Outworlds Wastes} version 2.0-beta, September 30, 2024. \newpage diff --git a/rules/0-Introduction/index.tex b/rules/0-Introduction/index.tex index eaf307f4..a6196fe4 100644 --- a/rules/0-Introduction/index.tex +++ b/rules/0-Introduction/index.tex @@ -34,7 +34,7 @@ \subsubsection*{Acknowledgments} \subsubsection*{Version} % -------------------------------------------------------------------------------- -This \ifthenelse{\equal{\outworldsMode}{mode-web}}{website is current as of \today}{document is \emph{BattleTech: Outworlds Wastes} version 2.0-beta, September 27, 2024}. +This \ifthenelse{\equal{\outworldsMode}{mode-web}}{website is current as of \today}{document is \emph{BattleTech: Outworlds Wastes} version 2.0-beta, September 30, 2024}. \newpage \vspace*{\fill} diff --git a/rules/11-Errata/0-Errata-1.1.tex b/rules/11-Errata/0-Errata-1.1.tex index 9943f13a..32abb7aa 100644 --- a/rules/11-Errata/0-Errata-1.1.tex +++ b/rules/11-Errata/0-Errata-1.1.tex @@ -181,23 +181,25 @@ \subsection{Casual Scenario Primary Objectives} \item {\bfseries 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. +Attacking units may search buildings during the End Phase if they are in the target hex (in base to base contact, 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. \item {\bfseries 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. +Any unit with hands or cargo capacity can load supplies from the depot if they are in the same hex as a supply depot (in base to base contact, Alpha Strike) during the End Phase. +A 'Mech with hand actuators 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. +The supplies have negligible weight. +There is no movement penalty and jumping units may still jump while carrying supplies. +Carrying supplies does not decrease the infantry space in a combat vehicle, but all standard infantry mount and dismount rules still apply. '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. +Each side cannot retrieve more supplies from the same supply depot until the current supplies from that depot are scored. 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. \item {\bfseries Zone Control}: 3, 5, or 7 key points are distributed on the map. @@ -214,13 +216,15 @@ \subsection{Casual Scenario Primary Objectives} \item {\bfseries 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. +Commanders may add additional bunkers to the center of the map and split the 1,000,000 C-bills between the number of bunkers. -\item {\bfseries Assassination}: A local militia commander needs to be escorted across the battlefield. +\item {\bfseries Assassination}: A VIP 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 VIP 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 VIP'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. +The turn limit for this scenario is based upon the terrain and movement profile of the VIP's 'Mech. \item {\bfseries 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. @@ -237,8 +241,3 @@ \subsection{Casual Scenario Primary Objectives} A unit earns a proportion of 7,000,000 C-bills for each 'Mech returned to their home map edge. \end{enumerate} - -Add the following sentences to the beginning of p. 29 of the full rules and p. 10 of the quickstart rules: - -These objectives may be adapted to best support the scenario format or the narrative the players are creating, as long as all commanders agree. -When playing these objectives in Alpha Strike, 1 hex is equivalent to 2 inches and "in the same hex" means "in base to base contact". diff --git a/rules/11-Errata/index.tex b/rules/11-Errata/index.tex index 0d4784a0..9c9094be 100644 --- a/rules/11-Errata/index.tex +++ b/rules/11-Errata/index.tex @@ -1,6 +1,8 @@ -This errata document is current as of September 17, 2024. +This errata document is current as of September 30, 2024. \input{11-Errata/0-Errata-1.1.tex} +\newpage + \input{11-Errata/0-Errata-1.0.tex} diff --git a/rules/4-Scenarios/10-Casual-Primary.tex b/rules/4-Scenarios/10-Casual-Primary.tex index bfef1cf9..3d5cd9fc 100644 --- a/rules/4-Scenarios/10-Casual-Primary.tex +++ b/rules/4-Scenarios/10-Casual-Primary.tex @@ -3,23 +3,25 @@ \item {\bfseries 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. +Attacking units may search buildings during the End Phase if they are in the target hex (in base to base contact, 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. \item {\bfseries 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. +Any unit with hands or cargo capacity can load supplies from the depot if they are in the same hex as a supply depot (in base to base contact, Alpha Strike) during the End Phase. +A 'Mech with hand actuators 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. +The supplies have negligible weight. +There is no movement penalty and jumping units may still jump while carrying supplies. +Carrying supplies does not decrease the infantry space in a combat vehicle, but all standard infantry mount and dismount rules still apply. '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. +Each side cannot retrieve more supplies from the same supply depot until the current supplies from that depot are scored. 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. \item {\bfseries Zone Control}: 3, 5, or 7 key points are distributed on the map. @@ -36,13 +38,15 @@ \item {\bfseries 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. +Commanders may add additional bunkers to the center of the map and split the 1,000,000 C-bills between the number of bunkers. -\item {\bfseries Assassination}: A local militia commander needs to be escorted across the battlefield. +\item {\bfseries Assassination}: A VIP 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 VIP 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 VIP'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. +The turn limit for this scenario is based upon the terrain and movement profile of the VIP's 'Mech. \item {\bfseries 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. diff --git a/rules/4-Scenarios/10-Casual.tex b/rules/4-Scenarios/10-Casual.tex index cc8a4f17..694429bd 100644 --- a/rules/4-Scenarios/10-Casual.tex +++ b/rules/4-Scenarios/10-Casual.tex @@ -1,3 +1,5 @@ Narrative scenarios are provided by the league organizers, but \emph{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. +Each side must agree upon the format, force limits, turn limits, optional rules, and scoring before the scenario starts. + Some sample objectives are included below. +These scenarios generally assume a 6,000 BV/150 PV limit, 5-7 turns, 7,000,000 C-bills for primary objectives, and 3,000,000 for secondary objectives. diff --git a/rules/battletech-outworlds-wastes-errata.tex b/rules/battletech-outworlds-wastes-errata.tex index 3ae6f166..759e8d7c 100644 --- a/rules/battletech-outworlds-wastes-errata.tex +++ b/rules/battletech-outworlds-wastes-errata.tex @@ -4,7 +4,7 @@ \documentclass{article} -\usepackage{microtype} +\usepackage[nopatch=footnote]{microtype} \hyphenpenalty=5000 \tolerance=2000 \emergencystretch=10pt diff --git a/rules/battletech-outworlds-wastes-event.tex b/rules/battletech-outworlds-wastes-event.tex index 95092d30..2dd598f6 100644 --- a/rules/battletech-outworlds-wastes-event.tex +++ b/rules/battletech-outworlds-wastes-event.tex @@ -4,7 +4,7 @@ \documentclass{article} -\usepackage{microtype} +\usepackage[nopatch=footnote]{microtype} \hyphenpenalty=5000 \tolerance=2000 \emergencystretch=10pt diff --git a/rules/battletech-outworlds-wastes-instant-action.tex b/rules/battletech-outworlds-wastes-instant-action.tex index e3333f5e..82a50bc1 100644 --- a/rules/battletech-outworlds-wastes-instant-action.tex +++ b/rules/battletech-outworlds-wastes-instant-action.tex @@ -4,7 +4,7 @@ \documentclass{article} -\usepackage{microtype} +\usepackage[nopatch=footnote]{microtype} \hyphenpenalty=5000 \tolerance=2000 \emergencystretch=10pt diff --git a/rules/battletech-outworlds-wastes-quickstart.tex b/rules/battletech-outworlds-wastes-quickstart.tex index aea21615..2276c928 100644 --- a/rules/battletech-outworlds-wastes-quickstart.tex +++ b/rules/battletech-outworlds-wastes-quickstart.tex @@ -4,7 +4,7 @@ \documentclass{article} -\usepackage{microtype} +\usepackage[nopatch=footnote]{microtype} \hyphenpenalty=5000 \tolerance=2000 \emergencystretch=10pt diff --git a/rules/battletech-outworlds-wastes.tex b/rules/battletech-outworlds-wastes.tex index db4e5518..23d47e40 100644 --- a/rules/battletech-outworlds-wastes.tex +++ b/rules/battletech-outworlds-wastes.tex @@ -4,7 +4,7 @@ \documentclass{article} -\usepackage{microtype} +\usepackage[nopatch=footnote]{microtype} \hyphenpenalty=5000 \tolerance=2000 \emergencystretch=10pt