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+
BTTLETECH +OUTWORLDS WASTES +
+
Casual BattleTech League Framework
BattleTech: Outworlds Wastes is a casual BattleTech league framework with simplified logistics rules. Players will take the +role of commander of a combined arms force searching the Outworlds Wastes for lost technology and glory. Completing +objectives in scenarios will earn C-bills that commanders can use to upgrade their forces. Different formats of +scenario play are supported, to include BattleTech: Total Warfare, BattleTech: Alpha Strike, and BattleTech: +Override. +
+
++
+These rules cover four general areas: background information, player information, league organizer information, and reference +material. The background information describes the Outworlds Wastes region and the overall design of the Outworlds Wastes +league. Force Construction rules and Force Maintenance and Improvements rules are the minimum rules needed for a player +to jump into Outworlds Wastes league play. Scenario design and league scoring rules are provided for league organizers. The +remaining content is reference material, to include a region map and sample tables for tracking a player’s +forces. +
+
+This rule system is fan-made, based upon official BattleTech rules from Catalyst Game Labs, and only adds simplified +campaign logistics and force management rules. See the References section for a list of official Catalyst Game Labs products +that BattleTech: Outworlds Wastes specifically references. +
+
+For questions or the latest version of the BattleTech: Outworlds Wastes rules, see the BattleTech: Outworlds Wastes +repository at https://github.com/Eudicods/outworlds-wastes. +
+
+This document is current as of October 8, 2023. +
+ + +
++ + +
+The Outworlds Alliance was founded in 2413 and enjoyed prosperity throughout the Star League Era. By the start of the +Amaris Civil War in 2766, the Outworlds Alliance contained over 135 major systems across 7 administrative +districts. Unfortunately, the Outworlds Alliance suffered during the Succession Wars that followed the fall of the +Star League in 2780, and they had to steadily abandon systems that they no longer had the resources to +support. +
Clan Snow Raven began exploring the Periphery for resources soon after the battle of Tukayyid ended Operation +REVIVAL. In 3064, Clan Snow Raven and the Outworlds Alliance began developing mutual respect and a tentative alliance. +Following their abjuration from the Clan Homeworlds in 3075 after the Wars of Reaving, Clan Snow Raven took refuge in the +Outworlds Alliance. 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 only 47 systems. +
The exact number of lost systems varies from era to era, but approximately 88 systems that were part of the Outworlds +Alliance during the Star League era were abandoned. These lost worlds form the Outworlds Wastes. Many factions are eager +to explore these lost worlds in search of lost Star League technology or to take refuge from the complex political machinations +of the Inner Sphere. +
You will take the role of commander of a combined arms force exploring the Outworlds Wastes for your faction during the +current league era. Common factions for the region include +
+Commanders should pick the faction they are most interested in representing. While the common factions listed above are +the most prevalent in the region, many other factions may be found in the Outworlds Wastes. For example, the +Raven Alliance has relationships with nations on the far side of the Periphery, such as the Magistracy of +Canopus. +
Commanders will compete with other factions in the Outworlds Wastes to grow their force and recover lost technology. +Scenarios are primarily designed for BattleTech: Total Warfare, but scenarios for Alpha Strike and BattleTech: Override are +also supported. +
League organizers pick the era for the current league; organizers can select any era after the fall of the Star League. The +era determines unit availability and the most common factions in the Outworlds Wastes. Commanders should ask the league +organizers which era is being used. + + +
+
+Unit commanders start with 10,000 Battle Value points (BV) they can use to purchase their initial units and 3,000,000 +C-bills they can use after completing their first scenario. Completing scenarios and accomplishing objectives will +earn additional C-bills for commanders to spend on training their pilots, upgrading units, and acquiring new +equipment. +
+
+Commanders start with 10,000 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: +
+One of the goals of the Outworlds Wastes framework is to explore different equipment. Commanders are +encouraged to know where in the rule books other commanders can read about the rules pertaining to any +special equipment for units in their force. Unit record sheets can be generated using MegaMekLab or similar +tools. +
Learning new types of units can be intimidating, especially in Total Warfare. Commanders are welcome to limit the +number of types of units in their non-’Mech forces. For example, a force could include only troop transports and Battle +Armor so the commander can meet any objective while keeping new rules to a minimum. +
+ + +
Two sample initial forces are provided; 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 is to develop the personalized lore for your +force. +
+
Bay | Unit | Pilot | + Gunnery | + Piloting | + BV | + Adj + BV |
+
1 | Atlas II 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 |
+
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 |
+
+
1 | IS Std BA, LRR |
| + 4 | + 5 | + 255 | + 255 |
+
2 | IS Std BA, Laser |
| + 4 | + 5 | + 231 | + 231 |
+
9 | Total Bays |
|
|
|
|
|
+
| Total BV |
|
|
|
| + 9,929 |
+
+
Bay | Unit | Pilot | + Gunnery | + Piloting | + BV | + Adj + BV |
+
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 |
+
1 | Karnov UR Transport |
| + 4 | + 5 | + 125 | + 125 |
+
+
1 | Gnome BA |
| + 3 | + 4 | + 580 | + 766 |
+
2 | Elemental BA, Laser |
| + 3 | + 4 | + 447 | + 590 |
+
3 | Elemental BA, HMG |
| + 3 | + 4 | + 415 | + 548 |
+
4 | Elemental BA, Flamer |
| + 3 | + 4 | + 404 | + 533 |
+
5 | Elemental BA, Flamer |
| + 3 | + 4 | + 404 | + 533 |
+
11 | Total Bays |
|
|
|
|
|
+
| Total BV |
|
|
|
| + 10,000 |
+
Both forces can support additional units on their dropships. However, the Raven Expeditionary Cluster, Alpha Nova force +cannot support any additional infantry/Battle Armor bays because their dropship is using the maximum of 5 +bays. +
+ + +
+The Master Unit List provides all factions from official BattleTech lore. A commander can create a modified faction list +representing their custom faction. +
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 example, the Pirates faction by default typically includes the Periphery General +list. A Dark Caste custom faction might include the Pirates faction list with the Inner Sphere Clan General +list. +
Be sure to also filter by the appropriate Availability Era for the current league era. All restrictions from the basic Force +Construction rules, such as technology level and bay limits, still apply. +
Any faction that has a general list can be modified with these rules. If the 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. +
+ +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. +
++ + +
+Commanders may use these advanced rules to further improve their force. +
+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, page 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 BattleTech: Total Warfare, page 192, for discussion of the Combat Vehicle types. +
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. +
+Design Quirks: Commanders may opt into using Design Quirks for their entire force. If a commander opts into using + Design Quirks, then they 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, page 82, BattleTech: Campaign Operations, page 225, or Sarna.net for a list of all + quirks. See MegaMekLab or Sarna.net to determine which quirks apply to units. +
Some quirks require modifications to fit in the Outworlds Wastes rules. +
+Custom Design Quirks: If commanders have opted into using Design Quirks, they may purchase additional quirks to + customize their units. If a commander opts into using Custom Design Quirks, then they 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 10% 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 equal or higher than the positive quirk’s point value. + Increase the repair and replacement costs by 10% for each positive quirk point purchased. See BattleTech: + Campaign Operations, page 255, for a table summarizing which quirks may be applied to which unit + types. + + +
The following quirks may be used to customize your units: +
Positive Design Quirks: +
+Negative Design Quirks: +
+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 they always apply to retraining costs. Both players in a scenario + must agree to use Special Pilot Abilities for them to apply. +
See BattleTech: Campaign Operations, page 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. Note, the order of the + separate D6 rolls is important. 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. +
+ First | Second | Third | ’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 |
+
|
First | Second | Third | 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 | Combat Intuition |
+
|
| 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 |
+
|
+ + +
+ + +
+Commanders earn C-bills to spend on their forces through completing scenarios and accomplishing objectives. Scenarios will +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. +
+
+Outworlds Wastes forces are created and tracked using Total Warfare BV, but scenarios can 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 costs. +
Alpha Strike cards for all units are available on the Master Unit List. To convert a unit skill levels from Total Warfare to +Alpha Strike, take the average of the Piloting and Gunnery skills, rounded down. See Alpha Strike: Commander’s Edition, +page 29 for more details. +
BattleTech: Override is a rule system that combines MechWarrior: Destiny and Alpha Strike combat rules while drawing +some inspiration from Total Warfare. BattleTech: Override rules and record sheets can be found on the Death From +Above Wargaming website. These scenarios may require adding additional skills from MechWarrior: Destiny to +your pilot. The BattleTech: Override rules describe how to convert units from Total Warfare to BattleTech: +Override. +
+
+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. A typical PV limit would be 150 PV per side for 1v1 or +250 PV per side for 2v2. 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 calculations, to include TAG, C3, and pilot skill +adjustments. See 46 for a summary of the most common adjustments. See BattleTech: TechManual, page 202 and all relevant +errata for full details on calculating BV. +
Scenarios can be played with higher BV or 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. +
+ + +
+One of the goals for the Outworlds Wastes league framework 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: +
++
+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. +
+Typically, scenarios do not require a Game Master to run additional third party forces. If there are third party forces that +require an additional person to run, 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 payments that the +players in the scenario received. The exact conditions for the payout should be agreed upon before the scenario +starts. +
+ + +
+While there are scenarios provided by the league organizers, the Outworlds Wastes framework also supports scoring casual +games between commanders to give their forces more chances to earn C-bills and glory. Some primary and secondary +objectives are included here as examples. +
+
++
+ + +
+There are two 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. In either case, the selected secondary objective must be achievable by the forces selected for the +scenario. If the secondary objective cannot be completed, determine a new secondary objective before play +begins. +
+
+ + +
+League play consists of two phases, Casual Play and Scoring. +
+
+The Casual Play Phase gives commanders the opportunity to play casual scenarios and earn C-bills to upgrade their forces. +In this phase, scenarios may be 1v1 or 2v2. After each casual scenario, the players can repair and update their forces per the +Force Maintenance and Improvements rules. At any point during this phase, a new commander can join the league or a +current commander replace their force with a new one. Any new force must follow the Force Construction +rules. +
This phase can last several months, and it can run concurrently with other events or leagues. Commanders should keep +track of the outcomes of all scenarios and all changes to their force, such as with the sample record sheets at the end of this +packet. Some additional restrictions may be enforced by league organizers, such as league play only occurring at a specific +location. +
+
+During this phase, commanders play a series of narrative focused scenarios in a Swiss-system tournament. The last +scenario should be a large scale event that requires a significant portion of each commander’s forces. In this +phase, scenarios may only be 1v1. Each commander should play a different opponent during each scenario, if +possible. For each 1,000,000 earned during a scenario, the commander earns 1 point for scoring. The players +rankings are updated after each scenario. Ties are broken by the lowest total BV lost across all scenarios thus +far, which destroyed units counting as their full BV and units in forced withdrawal counting as half their full +BV. +
At the end of these scenarios, winners are determined by their ranking. Additional winners may be determined for specific +categories, such as Best Painted Force or Best Force Lore. +
+ + +
++ + +
+
Bay | Unit | Pilot | + Gunnery | + Piloting | + C-bills | + BV |
+
1 |
|
|
|
|
|
|
2 |
|
|
|
|
| + |
3 |
|
|
|
|
|
|
4 |
|
|
|
|
| + |
5 |
|
|
|
|
|
|
6 |
|
|
|
|
| + |
7 |
|
|
|
|
|
|
8 |
|
|
|
|
| + |
9 |
|
|
|
|
|
|
10 |
|
|
|
|
| + |
11 |
|
|
|
|
|
|
12 |
|
|
|
|
| + |
1 |
|
|
|
|
|
|
1 |
|
|
|
|
| + |
2 |
|
|
|
|
|
|
2 |
|
|
|
|
| + |
3 |
|
|
|
|
|
|
3 |
|
|
|
|
| + |
4 |
|
|
|
|
|
|
4 |
|
|
|
|
| + |
5 |
|
|
|
|
|
|
+
5 |
|
|
|
|
|
|
+
1 |
|
|
|
|
|
|
+
1 |
|
|
|
|
|
|
+
2 |
|
|
|
|
|
|
+
2 |
|
|
|
|
|
|
+
1 |
|
|
|
|
|
|
+
1 |
|
|
|
|
|
|
+
1 |
|
|
|
|
|
|
+
1 |
|
|
|
|
|
|
+
1 |
|
|
|
|
|
|
+
2 |
|
|
|
|
|
|
+
2 |
|
|
|
|
|
|
+
2 |
|
|
|
|
|
|
+
2 |
|
|
|
|
|
|
+
2 |
|
|
|
|
|
|
+
1 |
|
|
|
|
|
|
+
2 |
|
|
|
|
|
|
+
3 |
|
|
|
|
|
|
+
4 |
|
|
|
|
|
|
+
5 |
|
|
|
|
|
|
+
| Total Bays (16 max) |
|
|
|
|
|
+
| Total BV |
|
|
|
|
|
+
+ + +
+
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
+ | |
|
|
+
+ + +
+These adjustments, and all other applicable adjustments, are applied in order. +
+
Gunnery | ||||||||
| 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 page 315 and all relevant errata, including the +June 2021 Battle Value Errata, supersedes this information. +
+ + +
+The following references are mentioned in these rules +
++ + +
+ + + \ No newline at end of file