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+

+

BPICTTLETECH +OUTWORLDS WASTES +

PIC +

Casual BattleTech League Framework

+

1 BattleTech: Outworlds Wastes

+

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. +

+

+
Goals
+ + + +

+

+
Contents
+

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. +

+

+
Disclaimer
+

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. +

+

+
Questions
+

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. +

+

+
Version
+

This document is current as of October 8, 2023. +

+ + +

+

Contents

+
+  1 BattleTech: Outworlds Wastes +
 2 Background +
 3 Force Management +
  3.1 Force Construction +
  3.2 Advanced Force Construction Rules +
  3.3 Force Maintenance and Improvements +
  3.4 Advanced Force Maintenance and Improvements +
 4 Scenarios +
  4.1 Scenario Formats +
  4.2 Scenario Forces +
  4.3 Scenario Balancing +
  4.4 Scenario Scoring +
  4.5 Casual Scenarios +
   4.5.1 Primary Objectives +
   4.5.2 Secondary Objectives +
 5 League Play +
  5.1 Casual Play Phase +
  5.2 Scoring Phase +
 6 Outworlds Wastes Map - ilClan Era +
 7 Sample Force Roster +
 8 Sample Scenario Logistics Tracking +
 9 Force BV Adjustments +
 10 References +
+

+ + +

+

2 Background

+

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 +

+
+ Outworlds Alliance + Clan Snow Raven + Draconis Combine + Federated Suns + Mercenary groups + Pirate gangs + Clan Dark Caste +
+

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. + + +

+

+

3 Force Management

+

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. +

+

+

3.1 Force Construction

+

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. +

+
+ + +

+ + +
+
’Mechs
+ + + + +
Combat Vehicles
+ + + + + + + +
Infantry/Battle Armor
+ + + + + +

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

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

+ + +
+
’Mechs
+ + + + + +
Combat Vehicles
+ + +
Infantry/Battle Armor
+ + + + + + + +

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

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

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. +

+ + +

+

3.2 Advanced Force Construction Rules

+

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. +

+
+ + + + + +
+

PIC

+
Dark Caste Faction
     
+

PIC

+
Combine Mercenary Faction
+
Custom Faction Lists +
+ + +
+

3.3 Force Maintenance and Improvements

+

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. +

+ +

+ + +

+

3.4 Advanced Force Maintenance and Improvements

+

Commanders may use these advanced rules to further improve their force. +

+ + + +

+ + +

+ + +

+

4 Scenarios

+

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. +

+

+

4.1 Scenario Formats

+

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. +

+

+

4.2 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. 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. +

+ + +

+

4.3 Scenario Balancing

+

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: +

+ +

+

+

4.4 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: +

+ +

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. +

+ + +

+

4.5 Casual Scenarios

+

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. +

+

+
4.5.1 Primary Objectives
+

+

    +
  1. Reconnaissance: The map contains 15 buildings that are at least one hex large, 7 of which contain hidden + objectives. These buildings can be distributed randomly or by each player taking turns placing a building. The + defender rolls in secret to determine which buildings hold the hidden objectives. The attacker earns 1,000,000 + C-bills for each hidden objective they find. The defender earns 1,000,000 C-bills for each hidden objective the + attacker does not find. +
  2. +
  3. Supply Raid: 3-7 supply depots are on the map, near the center. Any unit with hands or cargo capacity can + load supplies from the depot if they end their turn in the same hex. Standard cargo loading rules apply. A + unit carrying supplies in their hands cannot fire any arm mounted weapons. A unit carrying supplies earns a + portion of 7,000,000 C-bills for bringing the supplies to their home edge. Each side cannot score from the same + supply depot twice until they score from every other supply depot. +
  4. +
  5. Zone Control: 3, 5, or 7 key points are evenly distributed on the map. A side controls a key point if only their + units are in or adjacent to the key point. During the End Phase, the side that controls the most key points + earns 1,000,000 C-bills. Neither side earns C-bills if the two sides control the same number of key points during + the End Phase. +
  6. +
  7. Base Defense: 7 buildings are on the defenders side of the map. Each building is medium with a construction + factor of 60, 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, 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/Battle Armor unit(s) 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 5/4 pilot and half + of the adjusted BV of the ’Mech counts against the defender’s BV limit. The militia commander pilots this + ’Mech and must transit the map from the defender’s home edge to the attacker’s home edge. The attacker earns + 7,000,000 C-bills if the commander’s ’Mech is destroyed or 3,500,000 C-bills if the commander’s ’Mech receives + crippling damage. The defender 7,000,000 C-bills if the commander’s ’Mech does not receive crippling damage + or 3,500,000 C-bills if the commander’s ’Mech is crippled but not destroyed. +
  12. +
  13. Extraction: The attackers select a hex within 5 rows of the defenders home edge. This hex contains a target + to extract. A unit with cargo capacity can pick up the target by being in the same hex as the target during + the End Phase. The target is not destroyed if the carrying unit is destroyed. A unit completes the objective by + exiting their home edge while carrying the target. +
  14. +
  15. Recovery: 4-6 disabled ’Mechs are equally spaced along the map diagonal. A ’Mech of equal or higher weight + class can drag a disabled ’Mech. To start dragging a disabled ’Mech, a friendly ’Mech must end the turn in + the same hex as the disabled ’Mech. The dragging ’Mech has a one half reduction in their walking MP, cannot + jump, and cannot fire any weapons on its arm used for dragging. A unit earns a portion of 7,000,000 C-bills + for dragging a disabled ’Mech to its home map edge. +
+

+ + +

+
4.5.2 Secondary Objectives
+

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. +

+

    +
  1. Cripple or destroy a ’Mech. +
  2. +
  3. Cripple or destroy a ProtoMech. +
  4. +
  5. Cripple or destroy a Combat Vehicle. +
  6. +
  7. Kill at least half of the troops in an infantry unit. +
  8. +
  9. Swarm a ’Mech or Combat Vehicle with Battle Armor. +
  10. +
  11. Destroy an internal section of an opponent’s highest BV unit. +
  12. +
  13. Capture a vehicle crew or ’Mech pilot. +
  14. +
  15. Damage the rotor of a VTOL unit. +
+

+ + +

+

5 League Play

+

League play consists of two phases, Casual Play and Scoring. +

+

+

5.1 Casual Play Phase

+

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. +

+

+

5.2 Scoring Phase

+

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. +

+ + +

+

6 Outworlds Wastes Map - ilClan Era

+
+ + + + + +

PIC +

+
Outworlds Wastes - 3151
+ + +
+

+ + +

+

7 Sample Force Roster

+
+ + +

+ + +
+
’Mechs (1 per bay)
+ + + + + + +
Combat Vehicles (2 per bay)
+ + + + + + +
Aerospace (2 per bay)
+ + + + +
ProtoMechs (5 per bay)
+ + + + + + + + + + +
Infantry/Battle Armor (5 tons per bay)
+ + + + + + + +

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

+ + +
+
+

+ + +

+

8 Sample Scenario 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
+

+ + +
+
+

+ + +

+

9 Force BV Adjustments

+

These adjustments, and all other applicable adjustments, are applied in order. +

+ +
+ + +

+ + +
+
Piloting/Driving/Anti-’Mech
+ + + + + + + +

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. +

+ + +

+

10 References

+

The following references are mentioned in these rules +

+ +

+ + +

+ + + \ No newline at end of file