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+outworlds-wastes.jeremylt.org
diff --git a/background.html b/background.html
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+
+
+
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
+
+
+
Outworlds Alliance
+
+
Clan Snow Raven
+
+
Draconis Combine
+
+
Federated Suns
+
+
Mercenary groups
+
+
Pirate gangs
+
+
+
+
Clan Dark Caste
+
+
+
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
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+
+
+Force BV Adjustments
+
+
+
+
+
+
+
+
+
+
+
+
14 Force BV Adjustments
+
+
+
+
BV adjustments are applied in the following order.
+
+
+
Each unit equipped with TAG or a C3 master computer adds BV for each ton of semi-guided LRM ammunition
+ carried by all units in the force.
+
+
Each unit that is part of a C3 network increases its BV by 5% of the total BV of all units included in the C3
+ network.
+
+
Pilot/crew skill levels apply a multiplier to the unit BV.
+
+
+
+
+
+
+
+
+
+
+
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
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+
+
+Scenario Conversion
+
+
+
+
+
+
+
+
+
+
+
+
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.
+
+
+
Base Pay: BattleTech: Outworlds Wastes assumes the employer or supporting faction covers 100% of the base
+ operating costs for the force. When using the Mercenary Chaos Campaign system, the base operating cost for
+ a BattleTech: Outworlds Wastes force is 3,500,000 C-bills. If the contract provides lower than 100% Base Pay,
+ the commander must pay these operating costs after each scenario. For example, if the contract has 80% Base
+ Pay, the commander pays 700,000 C-bills after each scenario as basic operating costs. Similarly, if the contract
+ has higher than 100% base pay, the commander earns extra C-bills after each scenario.
+
+
Straight Support: Reduce the repair and recruit costs by the percentage of Straight Support in the contract.
+ For example, if the contract offers 80% Straight Support, the commander only pays 20% of the repair and
+replace costs.
+
+
Battle Support: Reduce the replace costs by the percentage of Battle Support in the contract. For example,
+ if the contract offers 10% Battle Support, the commander only pays 90% of the replace costs. Note that a
+ contract with Battle Support also grants 100% Straight Support, so the commander only pays the remaining
+ portion of the replace costs and none of the repair or recruit costs.
+
+
Salvage Rights: Only collect the percent of the revenue from salvage granted by the Salvage Rights. For
+ example, if the contract offers 60% Salvage Rights, then the commander only earns 15% of the C-bill cost when
+ selling salvaged units instead of the typical 25% of the C-bill cost. Also, the Salvage Rights limit how many
+ units the commander may salvage and add to their force. Multiply the number of enemy units destroyed by
+ the Salvage Rights percentage and round down to determine how many units may be salvaged and added to
+ their force. A minimum of 1 unit can always be salvaged and added to their force. For example, if a commander
+ destroys 5 enemy units and has 60% Salvage Rights, then they may add up to 3 of those units to their force.
+ If a commander destroys 2 enemy units and has 40% Salvage Rights, then they may add only 1 of those units
+ to their force.
+
+
Command Rights: The specific scenarios determine what effects, if any, Command Rights have on the
+ scenario.
+
+
Transportation Terms: If using transportation costs, use the 1,000 Supply Points to 3,500,000 C-bills
+ conversion to compute transportation costs. The employer or supporting faction covers the negotiated portion
+ of the C-bill cost. If not tracking transportation costs, then Transportation Terms must be set to 100% (step
+ 9).
+
+
+
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
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
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+
+
+Downloads
+
+
+
+
+
+
+
+
+
+
+
+
+
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.
+
+
+
+
8.1 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 have a modified Leopard class DropShip that can hold a maximum of 4 units. Your entire force
+ must fit onto your DropShip.
+
+
Commanders should select units from one faction on the Master Unit List for the era chosen by event organizers.
+ Forces may include units with introductory, standard, and advanced technology. Custom, experimental, and
+ unique units are not permitted.
+
+
Each force must have at least one ’Mech.
+
+
Each force must have at least one Battle Armor unit. If Battle Armor is not available to the faction in the era,
+ then the force must contain at least one non-mechanized conventional infantry unit.
+
+
Each force must have one unit capable of carrying the Battle Armor (or infantry) unit. An OmniMech can
+ carry standard Battle Armor. BattleMechs can carry Battle Armor equipped with magnetic clamps, but receive
+ a -1 MP/-2 inch reduction to their Walking MP (p. 227, TW, p. 39, AS: CE).
+
+
+
+
Forces cannot contain aerospace or battlefield support units, including on-map artillery.
+
+
The BV costs of a unit includes all adjustments, to include skill levels, C3, and TAG. Skill levels should generally
+ be close to the average skill levels (see p. 40, TW ). A unit may be no better than Gunnery 3/Piloting 4 and no
+ worse than Gunnery 5/Piloting 6. ProtoMechs always have Piloting 5 and infantry units without anti-’Mech
+ equipment have Anti-’Mech 5.
+
+
+
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
+
+
+
+
+
+
8.2 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.
+
+
+
+
8.3 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:
+
+
+
Base Pay: Each force receives a base payment of 500,000 C-bills. This C-bill payment represents the baseline
+ cost of a mercenary contract or supplies sent by a faction.
+
+
+
+
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.
+
+
+
Each primary objective is worth no more than 2,000,000 C-bills and is awarded to every player on a side.
+
+
Each secondary objective is worth no more than 500,000 C-bills and is awarded to each player individually.
+
+
+
+
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:
+
+
+
+
Cripple or destroy a ’Mech.
+
+
+
+
Cripple or destroy a ProtoMech.
+
+
Cripple or destroy a Combat Vehicle.
+
+
Cause critical or motive damage on a VTOL unit.
+
+
Kill at least half of the troops in an infantry unit.
+
+
Swarm a ’Mech or Combat Vehicle with an infantry unit.
+
+
Successfully complete a Death from Above attack.
+
+
Damage an internal section of an opponent’s highest BV unit.
+
+
Capture a vehicle crew or ’Mech pilot.
+
+
+
+
+
8.4 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.
+
+
+
+
+
+
8.5 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.
+
+
+
Units from the event that are damaged but not destroyed are repaired for free.
+
+
Units from the event that are destroyed but not replaced cannot be added to the new force.
+
+
Units from the event may keep any skill upgrades purchased during the event. Units from the event may also
+ have their skill levels degraded, if desired.
+
+
Commanders may change their faction as long as the units from the event are available on the new faction list.
+ Commanders may use the Advanced Force Construction rules to create a custom faction list.
+
+
Commanders may keep any C-bills earned during the event. If the force ended the event with fewer than
+ 3,000,000 C-bills, then start with 3,000,000 C-bills.
+
+
+
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.
+
+
+
+
8.6 Scenario Packs
+
+
The following event scenario packs are available:
+
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 have a modified Union class DropShip with 15 configurable bays. Bays may be empty and can
+ changed to a different configuration. Bay space for all infantry units is shared across bays. Your entire force
+ must fit onto your DropShip. Bay limits are in the table below.
+
+
+
+
Bay Type
+
Capacity
+
+Limit
+
+
’Mech
+
1 ’Mech or 1/2 superheavy ’Mech
+
+12
+ bays
+
+
Combat Vehicle
+
2 vehicles or 1 superheavy vehicle
+
+5
+ bays
+
+
Aerospace
+
1 aerospace unit
+
+2
+ bays
+
+
ProtoMech
+
5 ProtoMechs
+
+2
+ bays
+
+
Infantry
+
15 tons or 1 unit over 15 tons
+
+2
+ bays
+
+DropShip Bay Limits
+
+
+
+
+
+
+
Support, Advanced Support, and Advanced Aerospace units are not permitted. Illegal designs and units over 200 tons
+ are also not permitted. Units over 100 tons, such as superheavy ’Mechs, require double the bay space as standard
+ units.
+
+
Commanders must select units from their faction on the Master Unit List for the era chosen by league organizers.
+ Forces can include units with introductory, standard, or advanced technology. For example, the Marauder MAD-3R is a
+ valid ilClan era mercenary unit.
+
+
Forces may include one Unique or Experimental unit. The Unique unit may be Extinct if another variant of the unit is
+ available to the faction in the current era and the faction has the relevant technology base to recreate the
+ unit.
+
+
Each force can start with no more than 7,000 BV in ’Mechs. Commanders are encouraged to try to use the typical
+ ’Mech unit composition of their faction.
+
+
Some scenarios will require infantry/Battle Armor or Combat Vehicles with cargo capacity, so commanders should have
+ at least one of each of these units in their force.
+
+
Unless optional Battlefield Support or off-board artillery rules are used, a force can only include on-map units. For
+ example, artillery and aerospace units can only be used on-map by default.
+
+
The BV cost of a unit includes the skill level. The initial skill levels for a unit may be no better than Gunnery
+ 3/Piloting 4 and cannot differ by more than 3. Average skill levels for factions and units are given on BattleTech: Total
+ Warfare p. 40. ProtoMechs always have Piloting 5 and infantry units without anti-’Mech equipment have Anti-’Mech 5,
+ because these skills are not used for these units.
+
+
+
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
+
+
+
+
+
+
+
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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/force-management.html b/force-management.html
new file mode 100644
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+++ b/force-management.html
@@ -0,0 +1,1146 @@
+
+
+Force Management
+
+
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
+
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.
+
+
+
If the faction becomes part of a new faction, then the new faction list may be used. For example, Clan Snow
+ Raven and the Outworlds Alliance merge to form the Raven Alliance during the Republic era. Most Snow
+ Raven and Outworlds Alliance forces would become Raven Alliance forces.
+
+
A commander may select an allied faction. The St. Ives Compact was forcefully reintegrated into the Capellan
+ Confederation in 3063. A St. Ives Compact commander may decide to join the Federated Suns instead of joining
+ the Capellan Confederation. The new faction should share the same general list or historically be allies of the
+ old faction.
+
+
A commander may decide to become a mercenary or pirate. Their force would use the mercenary or pirate
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/introduction.html b/introduction.html
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--- /dev/null
+++ b/introduction.html
@@ -0,0 +1,163 @@
+
+
+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
+
+
Foster a friendly and welcoming environment
+
+
Create personalized lore for BattleTech forces
+
+
Track the struggles and accomplishments of these forces
+
+
+
+
Explore BattleTech lore and equipment
+
+
+
+
+
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.
+
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.
+
This website is current as of September 17, 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."
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.
+
+
+
+
7.1 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.
+
+
+
+
7.2 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
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+++ b/outworlds-wastes-map.html
@@ -0,0 +1,72 @@
+
+
+Outworlds Wastes Maps
+
+
+
+
+
+
+
+
+
+
+
+
10 Outworlds Wastes Maps
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/references.html b/references.html
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+
+
+References
+
+
+
+
+
+
+
+
+
+
+
+
15 References
+
+
+
+
The following references are mentioned in these rules:
+
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.
+
+
+
+
13.1 ilClan Era
+
+
+
+
13.1.1 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.
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.1.2 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.
+
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.
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.2 Dark Age Era
+
+
+
+
13.2.1 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
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.3 Blakist Era
+
+
+
+
13.3.1 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
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
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.
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.4 Civil War Era
+
+
+
+
13.4.1 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.
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.4.2 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.
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.4.3 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.
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.5 Clan Invasion Era
+
+
+
+
13.5.1 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.
+
13.5.2 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.
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.6 Succession Wars Eras
+
+
+
+
13.6.1 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
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.6.2 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.
+
13.6.3 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...
+
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.
+
13.6.5 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
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
13.6.6 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
+
+
+
+
+
+
+
+
+
+
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..0488b0db
--- /dev/null
+++ b/sample-tracking-event.html
@@ -0,0 +1,330 @@
+
+
+Sample Event Tracking
+
+
+
+
+
+
+
+
+
+
+
+
12 Sample Event Tracking
+
+
+
+
A Google Sheets with sample tracking is also avaliable here.
+
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
+
+
+
BattleTech: Scenarios for this format will primarily focus on medium scale combat, with each side controlling
+ approximately one lance with supporting assets.
+
+
Alpha Strike: Scenarios for this format will primarily focus on large scale combat, with each side controlling
+ approximately one company with supporting assets.
+
+
+
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. 224) 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
+
+
+
+
+
+
+
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
+
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.
+
+
+
+
+
The commander’s force must have a unit capable of offering the support.
+
+
+
+
Support Type
+
Required Unit
+
+
Offensive Aerospace Support (BSP)
+
Attack or fire-support aerospace unit
+
+
Defensive Aerospace Support (BSP)
+
Dogfighter or interceptor aerospace unit
+
+
Artillery Support (BSP)
+
Corresponding artillery unit
+
+
Counter-Battery Support (BSP)
+
Artillery or aerospace unit
+
+
Minefield Support (BSP)
+
Any unit
+
+
Off-board Artillery (AS)
+
Artillery unit
+
+
Counter-Battery Fire (AS)
+
Artillery or aerospace unit
+
+Support Unit Requirements
+
+
+
+
+
The commander must declare which off-map unit in their force is offering support during the scenario before using the
+ off-map support rules. The same unit must be used to provide this type of support for the rest of the scenario, unless
+ this unit is destroyed.
+
+
Commanders declare what Battlefield Support they are using this turn at the start of the Weapon Attack Phase while
+ declaring attacks.
+
+
The first successful use of Defensive Aerospace Support or Counter-Battery Support/Fire damages the attacking unit.
+ The second successful use destroys the attacking unit.
+
+
+
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 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.
+
+
+
+
5.9.1 Primary Objectives
+
+
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
+
+
+
5.9.2 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.
+
+
+
+
+
+
Cripple or destroy a ’Mech.
+
+
Cripple or destroy a ProtoMech.
+
+
Cripple or destroy a Combat Vehicle.
+
+
Cause critical or motive damage on a VTOL or aerospace unit.
+
+
Kill at least half of the troops (remove all armor, Alpha Strike) in an infantry unit.
+
+
Swarm a ’Mech or Combat Vehicle with an infantry unit.
+
+
Successfully complete a Death from Above attack.
+
+
Damage an internal section of an opponent’s highest BV/PV unit.
+
+
Capture a vehicle crew or ’Mech pilot.
+
+
Extract a hidden unit from within 4 hexes (8", Alpha Strike) of the far map edge.
+
+
+
+
+
+
+
5.9.3 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.
+
+
+
+
+
+
5.10 Narrative Scenarios
+
+
The following narrative scenario packs are available:
+
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 61stRoyal 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.
+
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."
+
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.
+
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?
+
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!"
+
+
+
+
+
+
9.1 Firefight
+
+
+
+
+
+
+
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 3rdCuirassiers, 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."
+