diff --git a/.nojekyll b/.nojekyll new file mode 100644 index 0000000..e69de29 diff --git a/CNAME b/CNAME new file mode 100644 index 0000000..ca1b951 --- /dev/null +++ b/CNAME @@ -0,0 +1 @@ +outworlds-chaos.jeremylt.org diff --git a/background.html b/background.html new file mode 100644 index 0000000..38974b7 --- /dev/null +++ b/background.html @@ -0,0 +1,170 @@ + + +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 and compete with other factions +in the Outworlds Wastes to grow your force and recover lost technology. Common factions for the region +include: +

+ + +

These factions are the most prevalent in the region, but many other factions may be found in the Outworlds Wastes. You +may 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. + + +

+

The general background, goals, and playstyles of the common factions in the Outworlds Wastes are outlined +below. You may use these descriptions as inspiration for their forces but are not limited to the notes given +here. +

+

Outworlds Alliance: The Outworlds Alliance has always prioritized survival over expansion, especially during and after +the devastating Succession Wars. They now focus on reclaiming lost resources to support their struggling systems. +Commanders from the Alliance are tasked with recovering critical supplies and technology to bolster their defense against +external threats and internal collapse. Known for their pacifist roots, they often prefer defensive tactics and only striking +when absolutely necessary. +

+

Playstyle: Focus on logistics, careful planning, and defensive positions rather than direct engagement. Ideal for +commanders who enjoy longer-term strategies and avoiding unnecessary risks. +

+

Clan Snow Raven: Clan Snow Raven is driven by a desire to rebuild after its abjuration from the Clan Homeworlds and +sees the Outworlds Wastes as a prime opportunity. They focus on claiming new systems to expand their influence and gather +valuable Star League technology. Snow Raven commanders are highly disciplined and use air and space superiority to +outmaneuver opponents, prioritizing the acquisition of territory and technology to fuel their efforts to solidify their +position. +

+

Playstyle: High-tech and strategic, emphasizing mobility, air and space superiority, and tech acquisition. Perfect for +commanders who enjoy a blend of aggressive expansion and tactical flexibility. +

+

Draconis Combine: Steeped in a warrior code inspired by samurai traditions, the Draconis Combine is driven by a +fierce sense of honor. In the Outworlds Wastes, their mission is simple: conquer and claim LosTech to bolster their military +strength. Combine commanders prioritize direct confrontation and see each battle as an opportunity to prove their worth. +They view the Wastes as a battleground to extend their reach and crush opposition, especially from rival factions like the +Federated Suns. +

+

Playstyle: Aggressive and honor-bound, favoring heavily armed forces and head-on confrontations. Best for commanders +who enjoy straightforward combat and maintaining a strong offensive presence. +

+

Federated Suns: The Federated Suns, driven by their knightly traditions, see the Outworlds Wastes as an opportunity +to bolster their interests. Their primary goals are to secure vital resources and prevent hostile factions, like the Draconis +Combine, from gaining a foothold. Suns commanders are pragmatic, blending diplomacy with force and willing to negotiate +to secure strategic advantages. In the Wastes, they’re known for their adaptability and readiness to seize opportunities to +strengthen their position. +

+

Playstyle: Balanced and tactical with the flexibility to switch between diplomacy and military action. Ideal for +commanders who enjoy a mix of negotiation and combat while focusing on securing objectives. +

+

Mercenary Groups: Mercenaries are drawn to the Outworlds Wastes for one reason: profit. These opportunistic groups +are willing to work for the highest bidder and constantly shifting allegiances based on who offers the most C-bills. Mercenary +commanders are flexible and resourceful, using whatever means necessary to achieve their goals. Whether hired to scout for +LosTech or protect corporate interests, mercenaries thrive in the chaos of the Wastes, adapting quickly to ever-changing +circumstances. +

+

Playstyle: Flexible and opportunistic, capable of switching tactics and allegiances on the fly. Ideal for commanders who +enjoy a wide range of strategies and unpredictable engagements. +

+

Pirate Gangs: The lawless regions of the Outworlds Wastes are a haven for pirate gangs. These ruthless raiders strike +quickly and without warning, plundering resources and tech from vulnerable forces. Pirates prefer hit-and-run tactics, +avoiding drawn-out battles in favor of rapid strikes that leave their enemies reeling. They operate on the fringes, exploiting +the lack of central authority and preying on isolated outposts. In the Wastes, pirate commanders thrive on chaos and the +spoils of war. +

+

Playstyle: Fast and unpredictable, focusing on hit-and-run tactics and opportunistic strikes. Best for commanders who +prefer guerrilla warfare and ambushing unsuspecting opponents. +

+

Clan Dark Caste: Outcasts from the rigid Clan structure, the Dark Caste is made up of warriors who have been +shunned by their brethren. Now, they survive on the fringes of Clan society, scavenging for resources and using +unconventional tactics to stay one step ahead of both Clans and Inner Sphere forces. In the Outworlds Wastes, Dark Caste +commanders are desperate, using guerrilla warfare and sabotage to maintain their independence and scrape together the +resources they need to survive. +

+

Playstyle: Desperate and unconventional, relying on sabotage, guerrilla tactics, and scavenging. Perfect for commanders +who enjoy asymmetric warfare and surviving against the odds. + + +

+ + \ No newline at end of file diff --git a/bv-adjustments.html b/bv-adjustments.html new file mode 100644 index 0000000..46e96cd --- /dev/null +++ b/bv-adjustments.html @@ -0,0 +1,63 @@ + + +Force BV Adjustments + + + + + + + + + +
+ +

13 Force BV Adjustments

+
+
+ +

BV adjustments are applied in the following order. +

+ + +

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/combat-vehicle-primer.html b/combat-vehicle-primer.html new file mode 100644 index 0000000..c885ec1 --- /dev/null +++ b/combat-vehicle-primer.html @@ -0,0 +1,102 @@ + + +Combat Vehicle Primer + + + + + + + + + +
+ +

14 Combat Vehicle Primer

+
+
+ +

The BattleTech: Total Warfare rules for Combat Vehicles are similar to the rules for ’Mechs, with a few important +differences. Many of these differences are listed below, with page numbers from BattleTech: Total Warfare for +reference. +

+ + +

+ + + + +

+ + \ No newline at end of file diff --git a/downloads.html b/downloads.html new file mode 100644 index 0000000..e691850 --- /dev/null +++ b/downloads.html @@ -0,0 +1,59 @@ + + +Downloads + + + + + + + + + + +
+ +

16 Downloads

+
+
+ +

These rules may be downloaded in PDF format: +

+

+

+

GitHub Download: Full rules +

+

Narrative tracks for BattleTech: Outworlds Wastes: Chaos Campaign are in development. +

+

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

+

+ + + + +

+ + \ No newline at end of file diff --git a/dropship-customization.html b/dropship-customization.html new file mode 100644 index 0000000..129c9a5 --- /dev/null +++ b/dropship-customization.html @@ -0,0 +1,402 @@ + + +DropShip Customization + + + + + + + + + +
+ +

5 DropShip Customization

+
+5.1 Dropship Customization +
5.2 Flyby +
+ +

DropShip customization is an optional set of rules. If organizers allow these rules, commanders spend Supply Points (SP) +they earn in tracks to customize their DropShip. +

+

+

+

5.1 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: +

+ + +

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 contract, commanders may spend 50 SP 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 +contract. +

+ + + +

+ + +
+ + + +
+

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 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. +

+

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 +

20% increase in repair costs for unit type

-1 +

10% increase in repair costs for unit type

0 +

No change

+1
+

10% decrease in repair costs for unit type

+

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

+2
+

20% decrease in repair costs for unit type

+

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

+3
+

30% decrease in repair 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 earn more SP when selling a salvaged +unit. +

+ + + +

+ + +
+ + + + + + +
Level +

Benefit

-2 +

20% decrease in salvage revenue

-1 +

10% decrease in salvage revenue

0 +

No change

1 +

10% increase in salvage revenue

2 +

20% increase in salvage revenue

3 +

30% increase in salvage revenue

+
DropShip Machine Shop Customization +
+ + +
+
+ +

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

+ + + +

+ + +
+ + + + + + +
Level +

Benefit

-2 +

20% increase in hiring costs

-1 +

10% increase in hiring costs

0 +

No change

1 +

10% decrease in hiring costs

2 +

20% decrease in hiring costs

3 +

30% decrease in hiring costs

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

+ + +

+

Medical Bay: The medical bay reduces the cost of healing pilots, crew, and infantry. +

+ + + +

+ + +
+ + + + + + +
Level +

Benefit

-2 +

20% increase in healing costs

-1 +

10% increase in healing costs

0 +

No change

1 +

10% decrease in healing costs

2 +

20% decrease in healing costs

3 +

30% decrease in healing costs

+
DropShip Medical Bay Customization +
+ + +
+
+ +

Simulators: Allocating more space to simulators makes it cheaper to train personnel between contracts. +

+ + + +

+ + +
+ + + + + + +
Level +

Benefit

-2 +

20% increase in Personal Training costs

-1 +

10% increase in Personal Training costs

0 +

No change

1 +

10% decrease in Personal Training costs

2 +

20% decrease in Personal Training costs

3 +

30% decrease in Personal Training costs

+
DropShip Simulator Customization +
+ + +
+
+ +

Bay Configuration Limits: Bay configuration limits can be adjusted by spending customization points. For example, +at level 1 a commander of a Scale 2 force 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. Only one level of a type may be added by a vehicle and the customization level +cannot exceed level 3. The vehicles may be used in tracks but do not grant the benefits of the level of customization after the +track. +

+ + + +

5.2 Flyby

+
+ + + + + + +

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

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

+ + +

+

+ + + + +

+ + \ No newline at end of file diff --git a/event-play.html b/event-play.html new file mode 100644 index 0000000..f5363e1 --- /dev/null +++ b/event-play.html @@ -0,0 +1,198 @@ + + +Event Play + + + + + + + + + +
+ +

6 Event Play

+
+6.1 Contracts +
6.2 Event Tracks +
6.3 Secondary Objectives +
6.4 Force Detachment +
+ +

Event play uses Scale 1 forces and is more suitable for playing multiple tracks in a large event, such as at a +convention. +

+

Organizers list the contract and tracks for the event, and commanders bring a force that meets the Event Play Force +Construction rules. Commanders may use the same force between multiple events, unless the organizers state a new force +must be used. All forces they must pay 300 SP in transportation costs, modified by the contract terms, to reach the planet +for the event. +

+

+

+

6.1 Contracts

+ +

Organizers will provide a contract for the event or allow commanders to select one of the two default contracts given below. +As described in the BattleTech: Mercenaries box set and the Hot Spots: Hinterlands sourcebook, commanders may negotiate +to adjust the terms of their contract. +

+

The first default contract represents an independent unit. +

+

+

+
+ +

Base Pay: 100% Base Pay (step 7) +

+
+ +

Support: 0% (step 1) +

+
+ +

Transportation: 100% (step 9) +

+
+ +

Salvage: 100% (step 13) +

+
+ +

Command Rights: Independent (step 11) +

+ + + +

The second default contract significantly reduces the maintenance cost for commanders while also reducing salvage and +transportation payments. +

+

+

+
+ +

Base Pay: 100% Base Pay (step 7) +

+
+ +

Support: Battle (step 7) +

+
+ +

Transportation: 50% (step 7) +

+
+ +

Salvage: 40% (step 7) +

+
+ +

Command Rights: House (step 7) +

+ +

+

+

6.2 Event Tracks

+ +

Event organizers provide tracks, which may be either player-vs-GM or player-vs-player. Commanders may use different units +for different tracks in a contract. +

+

The standard rules given in the BattleTech: Mercenaries box set and the Hot Spots: Hinterlands sourcebook apply to +these tracks, unless the organizers modify these rules. +

+

Commanders may bring up to 3,000 BV (100 PV) of ’Mechs to each track, excluding the cost of Skill Advances but +including any costs of C3 and TAG. Commanders may bring 500 BV (25 PV) non-’Mech units, plus any unspent BV (PV) +from ’Mech units, for a total of 3,500 BV (125 PV). +

+

If allowed by event organizers, commanders may convert up to 500 BV to 25 BSP and run the non-’Mech units as +Battlefield Support: Assets; however, Assets may not score objectives. +

+

If allowed by event organizers, commanders get 7 BSP for Battlefield Support: Strikes. Any unspent BV or BSP may be +converted to BSP to use for Battlefield Support: Strikes, unless prohibited by the track rules. +

+

+

+

6.3 Secondary Objectives

+ +

Secondary objectives are additional goals added to each track. Commanders earn 50 SP if their force completes their +secondary objective. +

+

If no secondary objective is identified for the track, each commander randomly selected one of the secondary objectives +given below. If a secondary objective is impossible to accomplish based upon the scenario, map, or enemy force, determine a +new secondary objective before play begins. For example, if the enemy force has no ProtoMechs, reroll if you randomly select +the second objective listed below. +

+

+

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

+

+

6.4 Force Detachment

+ +

Commanders may create an Event Play detachment with units from an existing League Play force. This detachment must +follow the restrictions given in the Event Play Force Construction rules. These units use their current skills and SPAs from +the League Play force. +

+

Commanders must send a Warchest of at least 1,000 SP but no more than 3,000 SP with the detachment. In order to +return to the League Play force, the Event Play detachment has to pay 300 SP in transportation costs, modified by contract +terms, after the event to return to the location of the League Play force. Add any additional SP earned by the Event Play +detachment to the League Play force’s Warchest. + + +

+

An Event Play force may also be used to make a new League Play force. After the event, commanders must +use all of the units in the Event Play force and add additional units per the restrictions given in the League +Play Force Construction rules. Units in this new League Play force may retain any Skill Advances earned +during Event Play. Also, if the Event Play force has more than 3,000 SP in the Warchest, then the new League +Play force starts with this Warchest. Otherwise, the new League Play force starts with a Warchest of 3,000 +SP. +

+

+ + + + +

+ + \ No newline at end of file diff --git a/favicon.ico b/favicon.ico new file mode 100644 index 0000000..e290297 Binary files /dev/null and b/favicon.ico differ diff --git a/force-construction.html b/force-construction.html new file mode 100644 index 0000000..0997ea3 --- /dev/null +++ b/force-construction.html @@ -0,0 +1,1009 @@ + + +Force Construction + + + + + + + + + +
+ +

3 Force Construction

+
+3.1 Optional Rules +
3.2 Event Play +
3.3 League Play +
3.4 Buried Treasure +
3.5 Advanced Force Construction Rules +
+ +

You start with a budget of Battle Value (BV) or Point Value (PV) for your initial units and a Warchest of Support Points +(SP). Completing scenarios and accomplishing objectives earns additional SP for commanders to spend on maintaining their +units, training their pilots, and acquiring new equipment. You may maintain and improve your force between tracks +with the Chaos Campaign rules from Hot Spots: Hinterlands sourcebook or the BattleTech: Mercenaries box +set. +

+

If any units in your force have special equipment not found in BattleTech: Total Warfare, BattleTech: BattleMech Manual, +or Alpha Strike: Commander’s Edition, then you must bring the rulebooks for that equipment. Unit record sheets +can be generated using MegaMekLab or similar tools. Alpha Strike cards can be found on the Master Unit +List. +

+

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

+

+

+

3.1 Optional Rules

+ +

BattleTech: Outworlds Wastes is designed to support both BattleTech and Alpha Strike. If the event or league supports both +rule systems, then your force must be within all of the BV and PV limits given. If the event or league will only use +BattleTech, then your force only needs to be within the BV limits given, or only within the PV limits for Alpha +Strike. +

+

BattleTech: Outworlds Wastes is designed for full combined arms play using BattleTech: Total Warfare rules; however +organizers may use the Battlefield Support: Asset rules from the the BattleTech: Mercenaries box set instead. There are three +common combinations of rules that a league or event may use. +

+ + +

+ + +

+

3.2 Event Play

+ +

For Event Play, commanders start with a Scale 1 force and each track is played at Scale 1. You start with 3,500 BV (125 PV) +to acquire initial units for your force and a Warchest of 3,000 SP. BV (PV) costs for all units are listed in the Master Unit +List or MegaMekLab. Force construction must follow these rules: +

+ + +

+ + +

+
3.2.1 Sample Forces
+ +

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

+ + + +

+ + +
+ + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

+

1

+

Atlas AS7-D

+

’Meg’ Courant

+

+3

+

+4

+

+1,897

+

+52

+

3

+

Wolverine WVR-6R

+

’Casper’ Poole

+

+4

+

+5

+

+1,101

+

+30

+

3

+

Cavalry Attack (BA)

+

’Bugs’ Schwann

+

+4

+

+5

+

+152

+

+12

+

4

+

IS Standard (Laser)

+

Ralph Nosske

+

+4

+

+5

+

+231

+

+14

+

+

+

Total

+

+

+

+

+

+3,381

+

+108

+
ilClan Era Mercenaries - Meg’s Magpies +
+ + +
+
+
+ + + +

+ + +
+ + + + + +
+

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

+

1

+

Carrion Crow A

+

Sarah Magnus

+

+3

+

+4

+

+1,622

+

+41

+

2

+

Fire Moth B

+

Tina

+

+4

+

+5

+

+1,064

+

+24

+

3

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+19

+

4

+

Elemental BA, Flamer

+

+

+

+4

+

+5

+

+404

+

+19

+

+

+

Total

+

+

+

+

+

+3,494

+

+103

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

Both forces can support additional units on their DropShips. +

+

+ + +

+

3.3 League Play

+ +

For League Play, commanders start with a Scale 3 force but each track is played at Scale 2. You start with 11,000 BV (400 +PV) to acquire initial units for your force and a Warchest of 3,000 SP. BV costs for all units are listed in the Master Unit +List or MegaMekLab. Force construction must follow the following rules: +

+ + +

+ + +

+
3.3.1 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

+

+PV

’Mechs
+
+

1

+

Atlas AS7-D

+

’Meg’ Courant

+

+3

+

+4

+

+1,897

+

+52

+

2

+

Phoenix Hawk PXH-7S

+

’Bison’ Helge

+

+4

+

+5

+

+1,496

+

+40

+

3

+

Blackjack BJ-3

+

’Lizard’ Baker

+

+4

+

+5

+

+1,271

+

+30

+

4

+

Wolverine WVR-6R

+

’Casper’ Poole

+

+4

+

+5

+

+1,101

+

+30

Combat Vehicles
+
+

1

+

Goblin Infantry Vehicle

+

+

+

+4

+

+5

+

+790

+

+24

+

1

+

Goblin Infantry Vehicle

+

+

+

+4

+

+5

+

+790

+

+24

+

2

+

Karnov UR (3055)

+

+

+

+4

+

+5

+

+152

+

+12

+

2

+

Karnov UR (3055)

+

+

+

+4

+

+5

+

+152

+

+12

+

3

+

Cavalry Attack (BA)

+

+

+

+4

+

+5

+

+604

+

+29

+

3

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

4

+

Ballista Artillery

+

+

+

+4

+

+5

+

+531

+

+24

+

4

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

IS Std BA, LRR

+

+

+

+4

+

+5

+

+255

+

+15

+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+14

+

9

+

Total Bays

+

+

+

+

+

+

+

+

+

Total

+

+

+

+

+

+10,674

+

+365

+
Civil War Era Mercenaries - Meg’s Magpies +
+ + +
+
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+Adj + BV

’Mechs
+
+

1

+

Carrion Crow Prime

+

Sarah Magnus

+

+3

+

+4

+

+2,397

+

+45

+

2

+

Nova C

+

Bryn

+

+4

+

+5

+

+1,515

+

+31

+

3

+

Adder D

+

Ada

+

+4

+

+5

+

+1,255

+

+28

+

4

+

Kit Fox Prime

+

Soton

+

+4

+

+5

+

+1,085

+

+26

+

5

+

Fire Moth C

+

Tina

+

+4

+

+5

+

+741

+

+19

Aerospace
+
+

1

+

Vandal Prime

+

+

+

+4

+

+5

+

+525

+

+30

+

2

+

Shilone SL-17R

+

+

+

+4

+

+5

+

+1,230

+

+33

Infantry/Battle Armor
+
+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+19

+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+19

+

1

+

Elemental BA, HMG

+

+

+

+4

+

+5

+

+415

+

+19

+

2

+

Elemental BA, Flamer

+

+

+

+4

+

+5

+

+404

+

+19

+

2

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+19

+

9

+

Total Bays

+

+

+

+

+

+

+

+

+

Total

+

+

+

+

+

+10,865

+

+307

+
ilClan Era Raven Alliance - 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 2 infantry bays. +

+

+ + +

+

3.4 Buried Treasure

+
+ + + + + + +

’MechWarrior finding buried Atlas’ +

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

+ + +

+

3.5 Advanced Force Construction Rules

+ +

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

+

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

+

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

+

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

+

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

+

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

+ + + + + +
+ +

+

+ +

+

’Clan Dark Caste Faction list’ +

Clan Dark Caste
     
+ +

+

’Combine Mercenary Faction list’ +

Combine Mercenary
+ + +
+ +

+ + +

+

+ + + + +

+ + \ No newline at end of file diff --git a/force-management.html b/force-management.html new file mode 100644 index 0000000..70121d7 --- /dev/null +++ b/force-management.html @@ -0,0 +1,383 @@ + + +Force Maintenance + + + + + + + + + +
+ +

4 Force Maintenance

+
+4.1 Skill Limits +
4.2 Capture Personnel +
4.3 Generous Salvage +
4.4 Unit Purchases +
4.5 Random SPAs +
4.6 Design Quirks +
4.7 Custom Design Quirks +
4.8 Custom Units +
+ +

You may maintain and improve your force between tracks with the Chaos Campaign rules. Maintenance costs can +be found in the Hot Spots: Hinterlands sourcebook. See the Hot Spots: Hinterlands errata for clarifications +on the maintenance costs for non-’Mech units. Note that the maintenance costs provided in the BattleTech: +Mercenaries box set are different. See the errata for clarifications on the maintenance costs for non-’Mech +units. +

+

Commanders from all factions are operating independent units and should use the mercenary contract rules. +Commanders should use the Mercenary Force Record Sheet and Mercenary Contract Record Sheet to track their +force. +

+

This section outlines additional maintenance rules that organizers may use. Organizers may include each of these optional +rules independently. +

+

+

+

4.1 Skill Limits

+ +

The BattleTech: Mercenaries box set or Hot Spots: Hinterlands sourcebook outline the SP costs for Skill Advances. For Event +Play forces, units cannot be advanced to better than 2/3 (2). For League Play forces, units cannot be advanced to better +than 1/2 (1). Skills cannot differ by more than 3. +

+

+

+

4.2 Capture Personnel

+ +

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 used as if they were +hired. +

+

+

+

4.3 Generous Salvage

+ + + +

Each side may salvage destroyed enemy units at the end of a track, unless the Special Rules of the track prohibit salvage. +Salvaged units are not removed from the opponent’s force and may still be repaired normally. Truly Destroyed units cannot +be salvaged and are removed from the opponent’s force. +

+

Compute the total SP earned from salvage by adding together the selling price of all destroyed enemy units and +multiplying by the Salvage Rights percentage, and add these SP to your Warchest. If your contract has 10% or better Salvage +Rights (step 4), you may purchase any of the destroyed enemy units salvaged from the track. Truly Destroyed units cannot +be purchased. +

+

+

+

4.4 Unit Purchases

+ +

The purchase price for units is the BV value in SP, and the selling price is half of the purchase price, as described in Hot +Spots: Hinterlands. +

+

Organizers may provide a limited list of units available for purchase. Organizers may periodically update the list of +available units. Some of the units on this list may have limited availability. If any of the units have limited availability, +organizers announce a bidding period for these units. The minimum bid is half the BV of the unit. Bids are secret and the +commander with the highest SP bid purchases the unit. +

+

Organizers may allow commanders to purchase units from each other. The selling commander must have the unit in their +force and removes the unit after it is sold. +

+

If organizers do not provide a limited list of available units, then commanders may purchase any unit listed on the +Master Unit List for their faction in the current era. +

+

+ + +

+

4.5 Random SPAs

+ +

Units may learn a random SPA for free after a track. After each track, 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 D6 on the charts below. +If the result is invalid for the unit, roll D6 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. A unit cannot have more SPAs than are +allowed for their experience level, as described in the BattleTech: Mercenaries box set or Hot Spots: Hinterlands +sourcebook. +

+ + + +

+ + +
+ + + + + + +
+

D6

+

’Mech

+

ProtoMech

+

1

+

Blood Stalker

+

Animal Mimicry

+

2

+

Heavy Lifter

+

Human TRO

+

3

+

Hot Dog

+

Sharpshooter

+

4

+

Oblique Attacker

+

Melee Master

+

5

+

Street Fighter

+

Tactical Genius

+

6

+

Zweihander

+

Street Fighter

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

+ + +
+ + + + + + +
+

D6

+

Combat Vehicle

+

Airborne Unit

+

Infantry

+

1

+

Cluster Hitter

+

Dust-Off

+

Eagle’s Eyes

+

2

+

Cross Country

+

Forward Observer

+

Foot Cavalry

+

3

+

Eagle’s Eyes

+

Multi-Tasker

+

Forward Observer

+

4

+

Maneuvering Ace

+

Shaky Stick

+

Foot Cavalry

+

5

+

Oblique Artilleryman

+

Speed Demon

+

Light Horseman

+

6

+

Multi-Tasker

+

Wind Walker

+

Urban Guerrilla

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

+ + +

+

4.6 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 SP activity 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. +

+ + +

+

+

4.7 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 apply to the SP activity 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 SP 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 unit’s +SP 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: +

+ + + + +

Negative Design Quirks: +

+ + +

+ + +

+

4.8 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 Tonnage / 4 for each level of customization past level 1 to customize +the unit. Custom units may be customized again. If the custom unit uses Omni technology, the unit can still be reconfigured +to other Omni variants of the base unit. +

+

Customized units are more expensive to maintain. Increase the to SP activity costs costs by 5% for each level of +customization past level 1. For example, a unit with level 3 customization costs 10% more to repair. +

+

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. +

+

+ + +

+

+ + + + +

+ + \ No newline at end of file diff --git a/img/1st-Somerset-Strikers.webp b/img/1st-Somerset-Strikers.webp new file mode 100644 index 0000000..b5f2501 Binary files /dev/null and b/img/1st-Somerset-Strikers.webp differ diff --git a/img/Buried-Treasure.webp b/img/Buried-Treasure.webp new file mode 100644 index 0000000..bb5239c Binary files /dev/null and b/img/Buried-Treasure.webp differ diff --git a/img/Capellan-Confederation.webp b/img/Capellan-Confederation.webp new file mode 100644 index 0000000..ca29a5a Binary files /dev/null and b/img/Capellan-Confederation.webp differ diff --git a/img/Combine-Mercenary-List.webp b/img/Combine-Mercenary-List.webp new file mode 100644 index 0000000..0080b0e Binary files /dev/null and b/img/Combine-Mercenary-List.webp differ diff --git a/img/Dark-Caste-List.webp b/img/Dark-Caste-List.webp new file mode 100644 index 0000000..0080b0e Binary files /dev/null and b/img/Dark-Caste-List.webp differ diff --git a/img/Draconis-Combine.webp 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file mode 100644 index 0000000..7ba6fe8 Binary files /dev/null and b/img/Gray-Death-Legion.webp differ diff --git a/img/Hot-Drop.webp b/img/Hot-Drop.webp new file mode 100644 index 0000000..7fe6a14 Binary files /dev/null and b/img/Hot-Drop.webp differ diff --git a/img/Jade-Falcon.webp b/img/Jade-Falcon.webp new file mode 100644 index 0000000..2665d8c Binary files /dev/null and b/img/Jade-Falcon.webp differ diff --git a/img/Lyran-Alliance.webp b/img/Lyran-Alliance.webp new file mode 100644 index 0000000..0174a69 Binary files /dev/null and b/img/Lyran-Alliance.webp differ diff --git a/img/Mercenary.webp b/img/Mercenary.webp new file mode 100644 index 0000000..124366f Binary files /dev/null and b/img/Mercenary.webp differ diff --git a/img/Mismatch.webp b/img/Mismatch.webp new file mode 100644 index 0000000..491ed97 Binary files /dev/null and b/img/Mismatch.webp differ diff --git a/img/Outworlds-Alliance.webp b/img/Outworlds-Alliance.webp new file mode 100644 index 0000000..c1f6771 Binary files /dev/null and b/img/Outworlds-Alliance.webp differ diff --git a/img/Outworlds-Wastes-3SW-Map.webp b/img/Outworlds-Wastes-3SW-Map.webp new file mode 100644 index 0000000..1d679df Binary files /dev/null and b/img/Outworlds-Wastes-3SW-Map.webp differ diff --git a/img/Outworlds-Wastes-ilClan-Map.webp b/img/Outworlds-Wastes-ilClan-Map.webp new file mode 100644 index 0000000..67b0a72 Binary files /dev/null and b/img/Outworlds-Wastes-ilClan-Map.webp differ diff --git a/img/Outworlds-Wastes.webp b/img/Outworlds-Wastes.webp new file mode 100644 index 0000000..b73947a Binary files /dev/null and b/img/Outworlds-Wastes.webp differ diff --git a/img/Society.webp b/img/Society.webp new file mode 100644 index 0000000..1097fe3 Binary files /dev/null and b/img/Society.webp differ diff --git a/img/Swordsworn.webp b/img/Swordsworn.webp new file mode 100644 index 0000000..ac06012 Binary files /dev/null and b/img/Swordsworn.webp differ diff --git a/img/Wolf.webp b/img/Wolf.webp new file mode 100644 index 0000000..e9fdb39 Binary files /dev/null and b/img/Wolf.webp differ diff --git a/img/Word-of-Blake.webp b/img/Word-of-Blake.webp new file mode 100644 index 0000000..90af699 Binary files /dev/null and b/img/Word-of-Blake.webp differ diff --git a/index.css b/index.css new file mode 100644 index 0000000..49a9637 --- /dev/null +++ b/index.css @@ -0,0 +1,396 @@ + +/* start css.sty */ +.ecbx-3583{font-size:350%; font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-3583{ font-weight: bold;} +.ecbx-2986{font-size:290%; font-weight: bold;} +.ecbx-2986{ font-weight: bold;} +.ecbx-2986{ font-weight: bold;} +.ecbx-2986{ font-weight: bold;} +.ecbx-2986{ font-weight: bold;} +.ecbx-2986{ 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+ +

+

+

BATTLETECH OUTWORLDS +WASTES +

+

’Outworlds Wastes logo’ +

+

Lightweight Narrative League and Event Framework

+ +
+ + + + + + + + + + + + + + + +
+ + \ No newline at end of file diff --git a/introduction.html b/introduction.html new file mode 100644 index 0000000..e725ebf --- /dev/null +++ b/introduction.html @@ -0,0 +1,217 @@ + + +Introduction + + + + + + + + + +
+ +

1 Introduction

+
+
+ +

BattleTech: Outworlds Wastes: Chaos Campaign provides a framework for a narrative BattleTech league and events based +upon BattleTech: Chaos Campaign from the Hot Spots: Hinterlands sourcebook or the BattleTech: Mercenaries box set. +BattleTech: Outworlds Wastes extends the BattleTech: Chaos Campaign rules by adding DropShip customization as well as +optional rules for force maintenance. These rules can be used with existing BattleTech: Chaos Campaign content and +tracks. +

+

Players take the role of a commander for an independent combined arms force. In BattleTech: Outworlds Wastes narrative +tracks, commanders are searching the Outworlds Wastes region of the Periphery for LosTech and glory. Commanders can +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. +

+

The original format of BattleTech: Outworlds Wastes with a logistics system more similar to BattleTech: Campaign +Operations is available online at https://outworlds-wastes.jeremylt.org. +

+

+

+
Goals
+ + +

+

+
Contents
+ +

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

+

Players who want to start with smaller scale or event play, where each commander controls a mixed combined arms lance, +should read the Event Play Force Construction rules. Players who want to start with larger scale or league play, where each +commander controls a combined arms company, see the League Play Force Construction rules. The DropShip Customization +rules describe how to modify your DropShip to better support their forces, and the Force Maintenance rules provide +additional options for maintaining your force. +

+

Organizers should read the Event Play and League Play sections for information on how to organize and run events +and leagues. Sample tracks are available as downloads and the tracks rules include for creating and running +tracks. +

+

The reference materials include region maps, a combat vehicle primer, and a list of references. +

+

+

+
Rulebooks
+ +

The minimal rules for BattleTech: Chaos Campaign with mercenary contracts are located in many separate +rulebooks. +

+ + +

+

+
Disclaimer
+ +

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

+

+

+
Questions and Downloads
+ +

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

+

+

+
Acknowledgments
+ +

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

+

+

+
+ +

Editor: Jeremy L Thompson +

+
+ +

Contributors: Listed in PDF +

+
+ +

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

+
+ +

Fiction: Listed in PDF +

+ +

+

+
Version
+ +

This website is current as of December 2, 2024. +

+

+ + +

+
+ +

+

+

+
+ +

+

+

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

+ +

 
+Michael A. Stackpole

+ +

+ + +

+

+ + +

+

+ + + + +

+ + \ No newline at end of file diff --git a/js/download.js b/js/download.js new file mode 100644 index 0000000..bc4a895 --- /dev/null +++ b/js/download.js @@ -0,0 +1,30 @@ +const url_lookup = { + // Rules + 'full' : 'https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-chaos.pdf', +} + +function downloadURL(url) { + const link = document.createElement('a'); + + // Generate a element + link.href = url; + link.target = '_blank'; + link.download = ''; + link.style.display = 'none'; + + // Trigger download + document.body.appendChild(link); + link.click(); + document.body.removeChild(link); +} + +function triggerDownloadOnLoad() { + const url = window.location.href; + const keyword = url.split('?')[1]; + const pdf_url = url_lookup[keyword]; + + // Trigger download if ? present and corresponds to valid target + if (pdf_url) downloadURL(pdf_url); +} + +window.onload = triggerDownloadOnLoad; diff --git a/league-play.html b/league-play.html new file mode 100644 index 0000000..81e0115 --- /dev/null +++ b/league-play.html @@ -0,0 +1,254 @@ + + +League Play + + + + + + + + + +
+ +

7 League Play

+
+7.1 Narrative Play +
7.2 Competitive Play +
7.3 Hot Drop +
7.4 Contracts +
7.5 League Tracks +
7.6 Secondary Objectives +
+ +

For League Play, each commander has a Scale 3 force and plays each track at Scale 2. League Play is more suitable for +longer, larger games and pickup games. +

+

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 tracks designed by league organizers and casual tracks 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 of each +force remain separate. +

+

Optional DropShip Customization and Force Maintenance rules should be consistent across the league; for example, +Design Quirks should be permitted for all forces or banned from all forces. Each side should agree upon any +available optional or advanced rules for each track they play, such as Multiple Attack Rolls or Special Pilot +Abilities. +

+

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 tracks 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. +

+

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

+

Players are ranked by their Warchest, with ties being broken by Reputation. At the end of the series of tracks, winners are +determined by their ranking. Additional winners may be determined for specific categories, such as Best Painted Force or +Best Force Lore. + + +

+

+ + +

+

7.3 Hot Drop

+
+ + + + + + +

’Purifiers dropping on an infantry position’ +

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

+ + +

+

7.4 Contracts

+ +

Organizers will provide a contract for the event or allow commanders to select one of the two default contracts given below. +As described in the BattleTech: Mercenaries box set and the Hot Spots: Hinterlands sourcebook, commanders may negotiate +to adjust the terms of their contract. +

+

The first default contract represents an independent unit. +

+

+

+
+ +

Base Pay: 100% Base Pay (step 7) +

+
+ +

Support: 0% (step 1) +

+
+ +

Transportation: 100% (step 9) +

+
+ +

Salvage: 100% (step 13) +

+
+ +

Command Rights: Independent (step 11) +

+ +

The second default contract significantly reduces the maintenance cost for commanders while also reducing salvage and +transportation payments. +

+

+

+
+ +

Base Pay: 100% Base Pay (step 7) +

+
+ +

Support: Battle (step 7) +

+
+ +

Transportation: 50% (step 7) +

+
+ +

Salvage: 40% (step 7) +

+
+ +

Command Rights: House (step 7) +

+ + + +

+

+

7.5 League Tracks

+ +

Event organizers provide tracks, which may be 1v1, 2v2, or 1v2. Commanders may use different units for different tracks in a +contract. +

+

The standard rules given in the BattleTech: Mercenaries box set and the Hot Spots: Hinterlands sourcebook apply to +these tracks, unless the organizers modify these rules. +

+

For 1v1 tracks, commanders may bring up to 7,000 BV (250 PV) of units to each track, excluding the cost of Skill +Advances but including any costs of C3 and TAG. If allowed by league organizers, commanders may convert up to 1,000 +BV to 50 BSP and run the non-’Mech units as Battlefield Support: Assets; however, Assets may not score +objectives. +

+

For 2v2 tracks, each commander may bring up to 3,500 BV (125 PV) of units to each track, excluding the cost of Skill +Advances but including any costs of C3 and TAG. Commanders may give any unspent BV to the other commander to use. If +allowed by league organizers, commanders may convert up to 500 BV to 25 BSP and run the non-’Mech units as Battlefield +Support: Assets; however, Assets may not score objectives. +

+

For 1v2 tracks, the commanders working together select their units per the 2v2 limits given above. The independent +commander may select their units per the 1v1 limits given above. +

+

On-map artillery or aerospace units may be used if allowed by league organizers. +

+

If allowed by league organizers, commanders get 14 BSP for Battlefield Support: Strikes in 1v1 tracks or 7 BSP in 2v2 +tracks. In 2v2 tracks, commanders may give any unspent BSP for Battlefield Support: Strikes to the other commander to use. +Any unspent BV or BSP may be converted to BSP to use for Battlefield Support: Strikes, unless prohibited by the track +rules. +

+

+

+

7.6 Secondary Objectives

+ +

Secondary objectives are additional goals added to each track. Commanders earn 50 SP if their force completes their +secondary objective. In a 1v2 track, the independent commander may have two separate secondary objectives a single +secondary objective that they may score twice. +

+

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

+

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

+

+

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

+ + + + +

+ + \ No newline at end of file diff --git a/outworlds-wastes-map.html b/outworlds-wastes-map.html new file mode 100644 index 0000000..ff741c1 --- /dev/null +++ b/outworlds-wastes-map.html @@ -0,0 +1,72 @@ + + +Outworlds Wastes Maps + + + + + + + + + +
+ +

10 Outworlds Wastes Maps

+
+
+
+ + + + + + +

’Outworlds Wastes Succession Wars Era map’ +

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

’Outworlds Wastes ilClan Era map’ +

Outworlds Wastes - 3151
+ + +
+ +

+ + + + +

+ + \ No newline at end of file diff --git a/references.html b/references.html new file mode 100644 index 0000000..510ac73 --- /dev/null +++ b/references.html @@ -0,0 +1,142 @@ + + +References + + + + + + + + + +
+ +

15 References

+
+
+ +

The following references are mentioned in these rules: +

+ + +

These additional resources may also be helpful: +

+ + +

+ + + + +

+ + \ No newline at end of file diff --git a/sample-forces.html b/sample-forces.html new file mode 100644 index 0000000..82b636f --- /dev/null +++ b/sample-forces.html @@ -0,0 +1,4631 @@ + + +Sample Forces + + + + + + + + + +
+ +

12 Sample Forces

+
+12.1 ilClan Era +
12.2 Dark Age Era +
12.3 Blakist Jihad Era +
12.4 Civil War Era +
12.5 Clan Invasion Era +
12.6 Succession Wars Eras +
+ +

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

+

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

+

+

+

12.1 ilClan Era

+ +

+

+
12.1.1 Fox Patrol - ilClan Era Mercenary Force
+ +

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

+ + + + + + +

’Fox Patrol Logo’ +

Fox Patrol
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Kit Fox Prime

+

Capt. Katie + Ferraro

+

+4

+

+5

+

+1,085

+

+26

+

2

+

Quickdraw QKD-5M

+

Sgt. Arkee + Colorado

+

+4

+

+5

+

+1,237

+

+31

+

3

+

Ion Sparrow Prime

+

Sgt. Evan Huxley

+

+4

+

+4

+

+885

+

+30

+

4

+

Marauder MAD-3R

+

Rhiannon + Ramirez

+

+3

+

+5

+

+1,363

+

+35

+

5

+

Griffin GRF-2N

+

Dexter Nicks

+

+4

+

+5

+

+1,606

+

+38

Combat Vehicles
+
+

1

+

Warrior H-8

+

+

+

+4

+

+5

+

+419

+

+20

+

1

+

Warrior H-8

+

+

+

+4

+

+5

+

+419

+

+20

+

2

+

Heavy Hover APC, LRM

+

+

+

+4

+

+5

+

+284

+

+14

+

2

+

Heavy Hover APC, LRM

+

+

+

+4

+

+5

+

+284

+

+14

+

3

+

Heavy Tracked APC, SRM

+

+

+

+4

+

+5

+

+266

+

+11

+

3

+

Heavy Tracked APC, SRM

+

+

+

+4

+

+5

+

+266

+

+11

+

4

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

4

+

Padilla Tube Artillery

+

+

+

+4

+

+5

+

+592

+

+29

+

5

+

Gun Trailer, Thumper

+

+

+

+4

+

+5

+

+265

+

+13

Infantry/Battle Armor
+
+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+14

+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+14

+

1

+

IS Std BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+13

+

2

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+7

+

2

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+7

+

2

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+7

+

12

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,747

+

+

+

+

Total PV

+

+

+

+

+

+

+391

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

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

+

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

+

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

+ + + + + + +

’Mercenary Logo’ +

Mercenaries
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Quickdraw QKD-5Mr

+

Jane Doe

+

+3

+

+5

+

+1,471

+

+33

+

2

+

Griffin GRF-3N

+

Tom Smith

+

+4

+

+5

+

+1,560

+

+34

+

3

+

Wolverine WVR-9R

+

Dick Smith

+

+4

+

+4

+

+1,481

+

+39

+

4

+

Chameleon CLN-8V

+

Harry Smith

+

+4

+

+5

+

+1,426

+

+32

Combat Vehicles
+
+

1

+

Maxim Heavy Hover, BA + Factory

+

+

+

+4

+

+5

+

+794

+

+36

+

1

+

Maxim Heavy Hover, BA + Factory

+

+

+

+4

+

+5

+

+794

+

+36

+

2

+

Galleon Light Tank + GAL-102

+

+

+

+4

+

+5

+

+651

+

+31

+

2

+

Long Tom LT-MOB-25F

+

+

+

+4

+

+5

+

+726

+

+37

+

3

+

Sniper Artillery

+

+

+

+4

+

+5

+

+895

+

+38

+

3

+

Gun Trailer, Thumper

+

+

+

+4

+

+5

+

+265

+

+13

Infantry/Battle Armor
+
+

1

+

IS Standard BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+13

+

1

+

IS Standard BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+13

+

1

+

IS Standard BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+13

+

2

+

IS Standard BA, Magnetic

+

+

+

+4

+

+5

+

+209

+

+13

+

9

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,899

+

+

+

+

Total PV

+

+

+

+

+

+

+381

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

12.2 Dark Age Era

+ +

+

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

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

+

Submitted By: Ian T +

+ + + + + + +

’Swordsworn Logo’ +

Swordsworn
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Atlas III AS7-D3

+

Baronetess Janja + Castillon

+

+3

+

+5

+

+2,564

+

+58

+

2

+

Hatchetman HCT-5DD

+

Lt. Max Anouih

+

+4

+

+4

+

+1,112

+

+27

+

3

+

Heavy Lifter HCL-1M

+

Sgt. Janja Travers

+

+4

+

+5

+

+915

+

+23

+

4

+

Harvester HVR-199M-A

+

Sgt. Ai Cadieux

+

+4

+

+5

+

+605

+

+12

+

5

+

Burrower DTM-1M

+

Sgt. Brooke Savoy

+

+4

+

+5

+

+556

+

+18

Combat Vehicles
+
+

1

+

Tribune Mobile HQ

+

Baronetess + Orianne Anouih

+

+4

+

+5

+

+424

+

+24

+

1

+

Balac Strike VTOL, + Spotter

+

+

+

+4

+

+5

+

+943

+

+34

+

2

+

Zibbler Fast Strike Tank A

+

+

+

+4

+

+5

+

+664

+

+28

+

2

+

Zibbler Fast Strike Tank A

+

+

+

+4

+

+5

+

+664

+

+28

+

3

+

Long Tom LT-MOB-25F

+

+

+

+4

+

+5

+

+726

+

+37

+

3

+

Padilla Tube Artillery

+

+

+

+4

+

+5

+

+592

+

+29

+

4

+

Gun Trailer, Thumper

+

+

+

+4

+

+5

+

+265

+

+13

Infantry/Battle Armor
+
+

1

+

Grenadier II BA D

+

+

+

+4

+

+5

+

+377

+

+17

+

1

+

Purifier Adaptive BA, Laser

+

+

+

+4

+

+5

+

+269

+

+19

+

2

+

Motorized Platoon, SRM

+

+

+

+4

+

+5

+

+79

+

+10

+

2

+

Motorized Platoon, SRM

+

+

+

+4

+

+5

+

+79

+

+10

+

11

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,815

+

+

+

+

Total PV

+

+

+

+

+

+

+387

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

12.3 Blakist Jihad Era

+ +

+

+
12.3.1 9th Division Eyes of Time III-alpha - Blakist Jihad Era Word of Blake Force
+ +

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

+

Submitted By: Ian T +

+ + + + + + +

’Word of Blake Logo’ +

Word of Blake
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Archangel C-ANG-OD

+

Precentor Vin + Ludovisi

+

+3

+

+5

+

+2,105

+

+58

+

2

+

Blue Flame BLF-21

+

Adept Brom + Orsini

+

+4

+

+4

+

+1,256

+

+34

+

3

+

Malak C-MK-OC

+

Adept Angua + Ottoboni

+

+4

+

+5

+

+944

+

+40

+

4

+

Gurkha GUR-8G

+

Adept Petra Sarto

+

+4

+

+5

+

+1,241

+

+37

+

5

+

Mercury MCY-102

+

Adept Rosemary + Braschi

+

+4

+

+5

+

+510

+

+24

+

6

+

Red Shift RDS-3A

+

Adept Seiji + Lambertini

+

+4

+

+5

+

+869

+

+25

Aerospace Fighters
+
+

1

+

Striga S-STR-OB

+

Adept Bergoglio

+

+4

+

+5

+

+1,871

+

+49

+

2

+

Shade S-HA-OB

+

Adept Kirchner

+

+4

+

+5

+

+1,209

+

+29

Infantry/Battle Armor
+
+

1

+

Purifier Adaptive BA, Laser

+

+

+

+4

+

+5

+

+466

+

+19

+

2

+

Se’irim Medium BA

+

+

+

+4

+

+5

+

+79

+

+17

+

11

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,952

+

+

+

+

Total PV

+

+

+

+

+

+

+332

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

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

+

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

+ + + + + + +

’Society Logo’ +

The Society
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Septicemia B

+

Christy

+

+4

+

+5

+

+1,310

+

+49

+

2

+

Griffin IIC 2

+

Albane

+

+4

+

+5

+

+1,516

+

+30

+

3

+

Clint IIC

+

Chloe

+

+4

+

+5

+

+1,395

+

+25

+

4

+

Locust IIC

+

Tibby

+

+4

+

+5

+

+1,100

+

+42

+

5

+

Jenner IIC

+

Edwena

+

+4

+

+5

+

+1,047

+

+29

+

6

+

Mercury MCY-99

+

Barret

+

+4

+

+5

+

+586

+

+22

ProtoMechs
+
+

1

+

Boggart

+

Harper

+

+3

+

+4

+

+538

+

+10

+

1

+

Roc

+

Kevin

+

+4

+

+5

+

+336

+

+12

+

1

+

Minotaur Z

+

Jerico

+

+4

+

+5

+

+295

+

+11

+

1

+

Hobgoblin

+

Bernd

+

+4

+

+5

+

+272

+

+11

+

1

+

Basilisk (Quad)

+

Nadine

+

+4

+

+5

+

+258

+

+12

Combat Vehicles
+
+

1

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

1

+

Thor Artillery (Clan)

+

+

+

+4

+

+5

+

+830

+

+29

Infantry/Battle Armor
+
+

1

+

Salamander BA Sqd3

+

+

+

+4

+

+5

+

+191

+

+16

+

1

+

Elemental BA, Headhunter + Sqd3

+

+

+

+4

+

+5

+

+155

+

+15

+

1

+

Elemental BA, Headhunter + Sqd3

+

+

+

+4

+

+5

+

+155

+

+15

+

9

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,819

+

+

+

+

Total PV

+

+

+

+

+

+

+365

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

12.4 Civil War Era

+ +

+

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

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

+

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

+

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

+ + + + + + +

’Clan Wolf in Exile Logo’ +

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

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Warhawk B

+

Star Captain + Billon Kell

+

+3

+

+4

+

+2,320

+

+52

+

2

+

Pouncer E

+

Carlisa

+

+4

+

+5

+

+1,632

+

+35

+

3

+

Nova D

+

Tami

+

+4

+

+5

+

+1,450

+

+29

+

4

+

Fire Moth A

+

Oswald

+

+4

+

+5

+

+639

+

+20

Aerospace Fighters
+
+

1

+

Avar C

+

+

+

+4

+

+5

+

+1,747

+

+36

+

2

+

Bashkir C

+

+

+

+4

+

+5

+

+1,312

+

+32

Infantry/Battle Armor
+
+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+19

+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+19

+

1

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+19

+

2

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+19

+

8

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,698

+

+

+

+

Total PV

+

+

+

+

+

+

+280

+
Civil War Wolf in Exile Force - Far Watch Binary, Alpha Galaxy +
+ + +
+
+
12.4.2 8th Dongel Guards, Alpha Galaxy - Civil War Lyran Alliance Force
+ +

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

+

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

+

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

+

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

+ + + + + + +

’Lyran Alliance Logo’ +

Lyran Alliance
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Atlas C

+

Hauptmann + Markus Mandel

+

+3

+

+5

+

+2,340

+

+55

+

2

+

Archer ARC-6S

+

Lt. Kristina Stern

+

+4

+

+5

+

+1,694

+

+43

+

3

+

Blackjack BJ-2

+

Sgt. Levin Hausler

+

+4

+

+5

+

+1,148

+

+30

+

4

+

Locust C

+

Sgt. Knut Enns

+

+4

+

+4

+

+672

+

+23

Combat Vehicles
+
+

1

+

Karnov UR Transport, BA

+

+

+

+4

+

+5

+

+499

+

+19

+

1

+

Kestral VTOL, MedEvac

+

+

+

+4

+

+5

+

+126

+

+11

+

2

+

SturmFeur, Heavy Gauss

+

+

+

+4

+

+5

+

+1,711

+

+40

+

2

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

3

+

Ballista Artillery

+

+

+

+4

+

+5

+

+531

+

+24

+

3

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

Fenrir BA, MPL

+

+

+

+4

+

+5

+

+304

+

+17

+

1

+

Rottweiler BA

+

+

+

+4

+

+5

+

+209

+

+17

+

2

+

IS Standard BA, SSR

+

+

+

+4

+

+5

+

+311

+

+15

+

2

+

IS Standard BA, Laser

+

+

+

+4

+

+5

+

+311

+

+14

+

9

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,920

+

+

+

+

Total PV

+

+

+

+

+

+

+367

+
Civil War Lyran Alliance Force - 8th Dongel Guards +
+ + +
+
+
12.4.3 2nd Knights of the Inner Sphere - Civil War Era Free Worlds League Force
+ +

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

+

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

+

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

+ + + + + + +

’Free Worlds League Logo’ +

Free Worlds League
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Warhammer WHM-8D

+

Capt. Jaxson + Attwood

+

+3

+

+4

+

+1,744

+

+43

+

2

+

Wraith TR2

+

Lt. Adeyn + Ljunggren

+

+4

+

+5

+

+1,485

+

+38

+

3

+

Phoenix Hawk PXH-3M

+

Sgt. Dezi Stacy

+

+4

+

+5

+

+1,307

+

+27

+

4

+

Wasp WSP-3M

+

Sgt. Duncan Ikin

+

+4

+

+5

+

+394

+

+12

Combat Vehicles
+
+

1

+

Maxim Heavy Hover, BA + Factory

+

+

+

+4

+

+5

+

+794

+

+36

+

1

+

Maxim Heavy Hover, BA + Factory

+

+

+

+4

+

+5

+

+794

+

+36

+

2

+

Galleon Light Tank + GAL-102

+

+

+

+4

+

+5

+

+651

+

+31

+

2

+

Galleon Light Tank + GAL-102

+

+

+

+4

+

+5

+

+651

+

+31

+

3

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

3

+

Ballista Artillery

+

+

+

+4

+

+5

+

+531

+

+24

+

4

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

Phalanx BA A

+

+

+

+4

+

+5

+

+292

+

+15

+

1

+

Longinus BA, Laser

+

+

+

+4

+

+5

+

+247

+

+15

+

1

+

Longinus BA, MG

+

+

+

+4

+

+5

+

+215

+

+14

+

2

+

Achileus Light BA, Laser

+

+

+

+4

+

+5

+

+205

+

+15

+

10

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,713

+

+

+

+

Total PV

+

+

+

+

+

+

+396

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

12.5 Clan Invasion Era

+ +

+

+
12.5.1 1st Somerset Strikers - Clan Invasion Era Mercenary Force
+ +

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

+

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

+ + + + + + +

’1st Somerset Strikers Logo’ +

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

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Axman AXM-3S

+

Maj. Adam + Steiner

+

+3

+

+4

+

+1,659

+

+32

+

2

+

Mauler MAL-2R

+

Capt. Zachary + Hawkins

+

+4

+

+5

+

+1,586

+

+42

+

3

+

Bushwacker BSW-X2

+

Capt. Valten + Ryder

+

+4

+

+5

+

+1,193

+

+28

+

4

+

Wolfhound WLF-1

+

Lt. Ciro Ramirez

+

+4

+

+5

+

+949

+

+28

+

5

+

Hatamoto-Chi HTM-27T

+

Franklin + Sakamoto

+

+4

+

+5

+

+1,607

+

+39

Aerospace Fighters
+
+

1

+

Corsair CSR-V12

+

Cadet Katiara + Kylie

+

+4

+

+5

+

+1,190

+

+35

+

2

+

Shilone SL-17

+

+

+

+4

+

+5

+

+1,230

+

+33

Combat Vehicles
+
+

1

+

Karnov UR, 3055

+

+

+

+4

+

+5

+

+152

+

+12

+

1

+

Karnov UR, 3055

+

+

+

+4

+

+5

+

+152

+

+12

+

2

+

Karnov UR, 3055

+

+

+

+4

+

+5

+

+152

+

+12

+

2

+

Karnov UR, 3055

+

+

+

+4

+

+5

+

+152

+

+12

Infantry/Battle Armor
+
+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+14

+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+14

+

1

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+14

+

2

+

IS Std BA, Laser

+

+

+

+4

+

+5

+

+231

+

+14

+

11

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,946

+

+

+

+

Total PV

+

+

+

+

+

+

+367

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

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

+

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

+ + + + + + +

’Clan Jade Falcon Logo’ +

Clan Jade Falcon
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Timber Wolf B

+

Star Captain Lisa + Clees

+

+3

+

+4

+

+2,224

+

+48

+

2

+

Mongrel C

+

Kandi

+

+4

+

+5

+

+1,465

+

+36

+

3

+

Nova D

+

Gae

+

+4

+

+5

+

+1,450

+

+29

+

4

+

Puma E

+

Doran

+

+4

+

+5

+

+1,272

+

+31

Aerospace Fighters
+
+

1

+

Sulla B

+

+

+

+4

+

+5

+

+1,801

+

+35

+

2

+

Vandal B

+

+

+

+4

+

+5

+

+878

+

+35

Infantry/Battle Armor
+
+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+19

+

1

+

Elemental BA, Laser

+

+

+

+4

+

+5

+

+447

+

+19

+

1

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+19

+

2

+

Elemental BA, MG

+

+

+

+4

+

+5

+

+404

+

+19

+

8

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,688

+

+

+

+

Total PV

+

+

+

+

+

+

+290

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

12.6 Succession Wars Eras

+ +

+

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

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

+

Submitted By: Peter Martin +

+ + + + + + +

’Gray Death Legion Logo’ +

Gray Death Legion
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Shadowhawk SHD-2H

+

Cpt. Grayson + ’Death’ Carlyle

+

+3

+

+4

+

+1,064

+

+30

+

2

+

Wolverine WVR-6R

+

Delmar Clay

+

+4

+

+5

+

+1,101

+

+30

+

3

+

Locust LCT-1V

+

Lori Kalmar

+

+4

+

+5

+

+432

+

+21

+

4

+

Rifleman RFL-3N

+

Davis McCall

+

+4

+

+5

+

+1,039

+

+26

+

5

+

Stinger STG-3G

+

Hassan Ali Khaled

+

+4

+

+5

+

+497

+

+14

+

6

+

Wasp WSP-1A

+

Piter Debrowski

+

+4

+

+5

+

+384

+

+14

+

7

+

Wasp WSP-1A

+

Jaleg Yorulis

+

+4

+

+5

+

+384

+

+14

Aerospace Fighters
+
+

1

+

Chippewa CHP-W5

+

Sue Ellen Klein

+

+4

+

+5

+

+1,520

+

+37

+

2

+

Chippewa CHP-W5

+

Jeffrie Sherman

+

+4

+

+5

+

+1,520

+

+37

Combat Vehicles
+
+

1

+

Galleon Light Tank + GAL-100

+

+

+

+4

+

+5

+

+309

+

+13

+

1

+

Galleon Light Tank + GAL-100

+

+

+

+4

+

+5

+

+309

+

+13

+

2

+

APC, Hover

+

+

+

+4

+

+5

+

+102

+

+25

+

2

+

APC, Hover

+

+

+

+4

+

+5

+

+102

+

+25

+

3

+

Long Tom LT-MOB-25F

+

+

+

+4

+

+5

+

+726

+

+37

+

3

+

Ballista Artillery

+

+

+

+4

+

+5

+

+531

+

+24

+

4

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

Foot Platoon, Flamer

+

+

+

+4

+

+5

+

+74

+

+8

+

1

+

Foot Platoon, MG

+

+

+

+4

+

+5

+

+84

+

+7

+

14

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,746

+

+

+

+

Total PV

+

+

+

+

+

+

+364

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

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

+

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

+ + + + + + +

’Outworlds Alliance Logo’ +

Outworlds Alliance
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Merlin MLN-1A

+

Section Leader + Aviana Woolf

+

+3

+

+4

+

+1,217

+

+31

+

2

+

Merlin MLN-1A

+

Supervisor Irving + Tailor

+

+4

+

+5

+

+1,217

+

+31

+

3

+

Locust LCT-3V

+

Preceptor Luke + Lynwood

+

+4

+

+5

+

+490

+

+19

+

4

+

Locust LCT-1V

+

Preceptor Garrick + Glenn

+

+4

+

+5

+

+432

+

+18

+

5

+

Stinger STG-3G

+

Preceptor + Courteney Castle

+

+4

+

+5

+

+497

+

+14

+

6

+

Stinger STG-3R

+

Preceptor Pam + Tupper

+

+4

+

+5

+

+359

+

+14

+

7

+

Wasp WSP-1A

+

Preceptor Willy + Rose

+

+4

+

+5

+

+384

+

+14

+

8

+

Wasp WSP-1A

+

Preceptor Clive + Miles

+

+4

+

+5

+

+384

+

+14

Aerospace Fighters
+
+

1

+

Shilone SL-17

+

Supervisor Piers + Key

+

+4

+

+5

+

+1,230

+

+33

+

2

+

Lightning LTN-G15

+

Preceptor Aliah + Oliverson

+

+4

+

+5

+

+1,057

+

+34

Combat Vehicles
+
+

1

+

Warrior Attack Helicopter + H-7C

+

+

+

+4

+

+5

+

+446

+

+20

+

1

+

Warrior Attack Helicopter + H-7A

+

+

+

+4

+

+5

+

+292

+

+15

+

2

+

Karnov UR Transport

+

+

+

+4

+

+5

+

+125

+

+11

+

2

+

Karnov UR Transport

+

+

+

+4

+

+5

+

+125

+

+11

+

3

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

3

+

Ballista Artillery

+

+

+

+4

+

+5

+

+531

+

+24

+

4

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

HALO Paratrooper

+

+

+

+4

+

+5

+

+110

+

+11

+

1

+

HALO Paratrooper

+

+

+

+4

+

+5

+

+110

+

+11

+

1

+

HALO Paratrooper

+

+

+

+4

+

+5

+

+110

+

+11

+

15

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,519

+

+

+

+

Total PV

+

+

+

+

+

+

+395

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

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

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

Submitted By: Dusty ’Star Colonel’ Guerra +

+ + + + + + +

’Mercenary Logo’ +

Mercenaries
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Thunderbolt TDR-5S

+

Capt. Kasdan + Young

+

+3

+

+5

+

+1,335

+

+36

+

2

+

Wolverine WVR-6R

+

Lt. Rhys + McKenna

+

+4

+

+4

+

+1,101

+

+30

+

3

+

Phoenix Hawk PXH-1

+

Sgt. Tori Black

+

+4

+

+5

+

+1,041

+

+26

+

4

+

Catapult CPLT-C1

+

Cpl. Jennifer + Guerrero

+

+4

+

+5

+

+1,399

+

+32

+

5

+

Shadow Hawk SHD-2H

+

Cpl. Guy LeBlanc

+

+4

+

+5

+

+1,064

+

+30

+

6

+

Commando COM-2D

+

Cpl. Zuri Adamu

+

+4

+

+5

+

+541

+

+17

+

7

+

Locust LCT-3V

+

Cpl. Bikram + Ansari

+

+4

+

+5

+

+490

+

+19

Combat Vehicles
+
+

1

+

Bulldog Medium Tank

+

+

+

+4

+

+5

+

+605

+

+17

+

1

+

Vedette Medium Tank

+

+

+

+4

+

+5

+

+475

+

+16

+

2

+

Maxim Heavy Hover + Transport

+

+

+

+4

+

+5

+

+764

+

+29

+

2

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

3

+

Ballista Artillery

+

+

+

+4

+

+5

+

+531

+

+24

+

3

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+7

+

1

+

Jump Platoon, SRM

+

+

+

+4

+

+5

+

+77

+

+9

+

1

+

Jump Platoon, SRM

+

+

+

+4

+

+5

+

+77

+

+9

+

11

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,993

+

+

+

+

Total PV

+

+

+

+

+

+

+360

+
Renaissance Mercenary Force - Youngbloods +
+ + +
+
+
12.6.4 17th Avalon Hussars Combat Command Echo - Succession Wars LosTech Era Federated Suns +Force
+ +

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

+

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

+

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

+

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

+

Submitted By: Dusty ’Star Colonel’ Guerra +

+ + + + + + +

’Federated Suns Logo’ +

Federated Suns
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Battlemaster BLR-1D

+

Cpt. Claire + ’Monty’ + Montgomery

+

+3

+

+4

+

+1,522

+

+40

+

2

+

Wolverine WVR-6R

+

Lt. Andrea + Neilson

+

+4

+

+5

+

+1,101

+

+30

+

3

+

Enforcer ENF-4R

+

SSgt. Reginald + Owens

+

+4

+

+5

+

+1,032

+

+25

+

4

+

Javelin JVN-10N

+

Sgt. Kashvi Singh

+

+4

+

+5

+

+594

+

+19

+

5

+

Dervish DV-6M

+

Cpl. Lorraine + LeClerc

+

+4

+

+5

+

+1,146

+

+30

+

6

+

Blackjack BJ-1

+

Cpl. Vincent + Toyama

+

+4

+

+5

+

+949

+

+26

+

7

+

Locust LCT-1V

+

Cpl. Edmond + Kline

+

+4

+

+5

+

+432

+

+21

Combat Vehicles
+
+

1

+

Hunter Light Tank, LRM15

+

+

+

+4

+

+5

+

+599

+

+17

+

1

+

Pegasus Scout Hover Tank

+

+

+

+4

+

+5

+

+152

+

+25

+

2

+

Heavy Hover APC

+

+

+

+4

+

+5

+

+188

+

+11

+

2

+

Heavy Hover APC

+

+

+

+4

+

+5

+

+188

+

+11

+

3

+

Warrior H-7

+

+

+

+4

+

+5

+

+295

+

+15

+

3

+

Warrior H-7

+

+

+

+4

+

+5

+

+295

+

+15

+

4

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

4

+

Ballista Artillery

+

+

+

+4

+

+5

+

+531

+

+24

+

5

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

Jump Platoon, SRM

+

+

+

+4

+

+5

+

+77

+

+9

+

1

+

Jump Platoon, Flamer

+

+

+

+4

+

+5

+

+71

+

+8

+

1

+

Foot Platoon, MG

+

+

+

+4

+

+5

+

+84

+

+7

+

13

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,999

+

+

+

+

Total PV

+

+

+

+

+

+

+390

+
LosTech Federated Suns Force - 17th Avalon Hussars Combat Command Echo +
+ + +
+
+
12.6.5 3rd Confederation Reserve Cavalry Tan’s Company - Succession Wars LosTech Era Capellan Confederation +Force
+ +

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

+

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

+

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

+

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

+

Submitted By: Dusty ’Star Colonel’ Guerra +

+ + + + + + +

’Capellan Confederation Logo’ +

Capellan Confederation
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Crusader CRD-3L

+

Sao-Wei Liu Tan

+

+4

+

+5

+

+1,297

+

+34

+

2

+

Vindicator VND-1R

+

Si-ben-bing Erica + Xiong

+

+4

+

+5

+

+1,024

+

+27

+

3

+

Phoenix Hawk PXH-1

+

San-ben-bing Su + Wei

+

+4

+

+5

+

+1,041

+

+26

+

4

+

Clint CLNT-2-3T

+

Yi-si-ben-bing + Marius Vaun

+

+4

+

+5

+

+770

+

+21

+

5

+

Cicada CDA-2A

+

San-ben-bing + Serge Rostov

+

+4

+

+5

+

+659

+

+22

Combat Vehicles
+
+

1

+

Condor Heavy Hover Tank, + Liao

+

+

+

+4

+

+5

+

+765

+

+32

+

1

+

Condor Heavy Hover Tank, + Liao

+

+

+

+4

+

+5

+

+765

+

+32

+

2

+

Vedette Medium Tank, Liao

+

+

+

+4

+

+5

+

+495

+

+16

+

2

+

Vedette Medium Tank, Liao

+

+

+

+4

+

+5

+

+495

+

+16

+

3

+

Hetzer Assault Gun

+

+

+

+4

+

+5

+

+574

+

+15

+

3

+

Hetzer Assault Gun

+

+

+

+4

+

+5

+

+574

+

+15

+

4

+

Heavy Wheeled APC

+

+

+

+4

+

+5

+

+189

+

+8

+

4

+

APC Wheeled MG

+

+

+

+4

+

+5

+

+172

+

+8

+

5

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

5

+

Ballista Artillery

+

+

+

+4

+

+5

+

+531

+

+24

+

6

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+7

+

1

+

Foot Platoon, Flamer

+

+

+

+4

+

+5

+

+74

+

+8

+

2

+

Motorized Platoon, SRM

+

+

+

+4

+

+5

+

+79

+

+10

+

13

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,997

+

+

+

+

Total PV

+

+

+

+

+

+

+380

+
LosTech Capellan Confederation Force - 3rd Confederation Reserve Cavalry Tan’s Company +
+ + +
+
+
12.6.6 3rd Dieron Regulars Spears of Nobutsuna - Early Succession Wars Era Draconis Combine Force
+ +

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

+

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

+

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

+

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

+

Submitted By: Dusty ’Star Colonel’ Guerra +

+ + + + + + +

’Draconis Combine Logo’ +

Draconis Combine
+ + +
+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs
+
+

1

+

Warhammer WHM-6Rk

+

Tai-i Ise Shinkuro

+

+3

+

+4

+

+1,621

+

+42

+

2

+

Wolverine WVR-6K

+

Chu-i Mori + Takekage

+

+4

+

+5

+

+1,248

+

+35

+

3

+

Kintaro KTO-19

+

Gunsho Katakura + Kira

+

+4

+

+5

+

+1,160

+

+36

+

4

+

Dragon DRG-1N

+

Go-cho + Matsudaira + Motoyasu

+

+4

+

+5

+

+1,125

+

+32

+

5

+

Stinger STG-3Gb

+

Go-cho Sven + Agnarsson

+

+4

+

+5

+

+674

+

+22

+

6

+

Locust LCT-1Vb

+

Go-cho Miyoshi + Jackson

+

+4

+

+5

+

+642

+

+23

Aerospace Fighters
+
+

1

+

Trident TRN-3T

+

Chu-i Mariko + Saburo

+

+4

+

+5

+

+374

+

+24

Combat Vehicles
+
+

1

+

Sabaku Kaze Scout Tank

+

+

+

+4

+

+5

+

+997

+

+38

+

1

+

Sabaku Kaze Scout Tank

+

+

+

+4

+

+5

+

+997

+

+38

+

2

+

Heavy Hover APC

+

+

+

+4

+

+5

+

+188

+

+11

+

2

+

Long Tom LT-MOB-25

+

+

+

+4

+

+5

+

+835

+

+37

+

3

+

Thumper Artillery

+

+

+

+4

+

+5

+

+568

+

+22

Infantry/Battle Armor
+
+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+7

+

1

+

Foot Platoon, Rifle

+

+

+

+4

+

+5

+

+90

+

+7

+

11

+

Total Bays

+

+

+

+

+

+

+

+

+

Total BV

+

+

+

+

+

+10,609

+

+

+

+

Total PV

+

+

+

+

+

+

+374

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

+ + + + +

+ + \ No newline at end of file diff --git a/sample-tracking.html b/sample-tracking.html new file mode 100644 index 0000000..664145a --- /dev/null +++ b/sample-tracking.html @@ -0,0 +1,586 @@ + + +Sample Tracking + + + + + + + + + +
+ +

11 Sample Tracking

+
+11.1 Event Play Force Roster +
11.2 League Play Force Roster +
11.3 DropShip Customization +
+ +

+

+

11.1 Event Play Force Roster

+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs (1 per bay)
+
+

1

+

+

+

+

+

+

+

+

+

2

+

+

+

+

+

+

+

+

+

3

+

+

+

+

+

+

+

+

+

4

+

+

+

+

+

+

+

+

+

5

+

+

+

+

+

+

+

+

+

6

+

+

+

+

+

+

+

+

Combat Vehicles (2 per bay)
+
+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

2

+

+

+

+

+

+

+

+

+

2

+

+

+

+

+

+

+

+

+

3

+

+

+

+

+

+

+

+

+

3

+

+

+

+

+

+

+

+

ProtoMechs (5 per bay)
+
+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

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

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

+

Total Bays (8 max)
+
+

+

Total BV/PV
+
+ + +
+
+

11.2 League Play Force Roster

+
+ + + +

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

Bay

+

Unit

+

Pilot

+

+Gunnery

+

+Piloting

+

+BV

+

+PV

’Mechs (1 per bay)
+
+

1

+

+

+

+

+

+

+

+

+

2

+

+

+

+

+

+

+

+

+

3

+

+

+

+

+

+

+

+

+

4

+

+

+

+

+

+

+

+

+

5

+

+

+

+

+

+

+

+

+

6

+

+

+

+

+

+

+

+

Combat Vehicles (2 per bay)
+
+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

2

+

+

+

+

+

+

+

+

+

2

+

+

+

+

+

+

+

+

+

3

+

+

+

+

+

+

+

+

+

3

+

+

+

+

+

+

+

+

ProtoMechs (5 per bay)
+
+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

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

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

1

+

+

+

+

+

+

+

+

+

+

Total Bays (8 max)
+
+

+

Total BV/PV
+
+ + +
+
+

11.3 DropShip Customization

+
+ + + +

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

Level

+

Category

+

+

+

’Mech Maintenance

+

+

Ground Combat Vehicle Maintenance

+

+

+

VTOL Combat Vehicle Maintenance

+

+

Aerospace Unit Maintenance

+

+

+

ProtoMech Maintenance

+

+

Machine Shop

+

+

+

Medical Bay

+

+

+

Infantry Quarters

+

+

+

Simulators

+

+

+

Bay Configuration Limits

+

+

+

Limits exchanged:

+

+

+

  

+

+

+

Limits exchanged:

+

+

+

  

+

+

+

Limits exchanged:

+

+

+

  

+ + +
+
+ +

+ + + + +

+ + \ No newline at end of file diff --git a/scenarios.html b/scenarios.html new file mode 100644 index 0000000..18e1b64 --- /dev/null +++ b/scenarios.html @@ -0,0 +1,305 @@ + + +Tracks + + + + + + + + + +
+ +

8 Tracks

+
+8.1 Play Formats +
8.2 Optional Rules +
8.3 Mismatch +
8.4 Balancing +
8.5 Casual Tracks +
8.6 Instant Action +
8.7 Narrative Tracks +
+ +

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. +

+

+

+

8.1 Play Formats

+ +

Tracks may be played wish BattleTech or Alpha Strike. League organizers may use additional formats, such as +BattleTroops. +

+

Use the rules for the track format to define terms such as destroyed and crippled for the purposes of achieving +objectives. +

+

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). +

+

+

+

8.2 Optional Rules

+ +

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

+

+

+
+ +

Alternate Munitions: BattleTech: BattleMech Manual p. 106-108, BattleTech: Tactical Operations Advanced + Units and Equipment p. 164, BattleTech: Alpha Strike Commander’s Edition p. 143-150 +

+
+ +

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

+
+ +

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

+
+ +

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

+
+ +

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

+
+ +

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

+
+ +

Machine Gun Rapid-Fire Mode: BattleTech: Tactical Operations Advanced Rules p. 100 +

+
+ +

Enhanced Flamers: BattleTech: BattleMech Manual p. 99 +

+
+ +

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

+
+ +

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

+
+ +

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

+ +

+ + +

+

8.3 Mismatch

+
+ + + + + + +

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

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

+ + +

+

8.4 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 tracks so game play is welcoming while also +staying fresh and challenging: +

+

+

+
+ +

Setup: When setting up a track, 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 track with a terrain setup phase, the commander + with the lowest total BV could be offered the first placement of terrain pieces. +

+
+ +

2v2: Many tracks are described as 1v1; however, these tracks 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 track. +

+ +

+

+

8.5 Casual Tracks

+ +

Narrative tracks are provided by the league organizers, but BattleTech: Outworlds Wastes also supports casual games +between forces. Each side must agree upon the format, scale, turn limits, and optional rules before the track +starts. +

+

Some sample primary objectives are included below. These scenarios generally assume a Scale 1 force and 5-7 turns of +play. +

+

+

+
8.5.1 Primary Objectives
+ +

+

    +
  1. Reconnaissance: The map contains 15 buildings, 7 of which contain hidden objectives. Place the buildings + randomly or each side takes turns placing the buildings. The defender secretly rolls to determine which buildings + hold the objectives. Attacking units may search buildings during the End Phase if they are in the target hex + (in base to base contact) 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 point for + each objective they find and the defender earns 1 point for each objective remaining hidden. +
  2. +
  3. Supply Raid: 3-7 supply depots are on the map, near the center. Each supply depot has 1-3 loads of supplies. + Any unit with hands or cargo capacity can load supplies from the depot if they are in the same hex as a + supply depot (in base to base contact) during the End Phase. A ’Mech with hand actuators must declare which + hand is holding the supplies. For units with cargo capacity, a friendly infantry unit must load or unload the + + + supplies during the End Phase. Units involved in loading or unloading supplies cannot make weapon or physical + attacks during that turn. A ’Mech carrying supplies can’t fire arm weapons (does -2 damage). The supplies + have negligible weight. There is no movement penalty and jumping units may still jump while carrying supplies. + Carrying supplies does not decrease the infantry space in a combat vehicle, but all standard infantry mount + and dismount rules still apply. ’Mechs carrying supplies in their hands may drop the supplies at any point + during their movement. The supplies are automatically dropped if the carrying ’Mech falls or goes prone. Units + with cargo capacity must be unloaded by a friendly infantry unit. Each side cannot retrieve more supplies from + the same supply depot until the current supplies from that depot are scored. A unit carrying supplies earns 1 + Victory Point for bringing the supplies to their home edge. +
  4. +
  5. Zone Control: 3, 5, or 7 objectives are distributed on the map. The locations of the objectives dramatically + changes the gameplay. The basic configuration is 3 objective along the center of the map and 1 objective halfway + between the center and each home edge. A side controls an objective if only their units are in or adjacent to the + objective (within 2"). During the End Phase, the side that controls the most objectives earns 2 Victory Point. + If each side controls the same number of objectives and controls at least 1 objective, then each side earns 1 + Victory Point for that round. +
  6. +
  7. Base Defense: 7 buildings are on the defenders side of the map. Each building is medium with a construction + factor of 60 (6) and 1-3 levels high (1"-3"), unless the players agree upon a different configuration. The attacker + earns 1 Victory Point for each building destroyed and the defender earns 1 Victory Point for each building + remaining. +
  8. +
  9. King of the Hill: A hex in the center of the map contains a building with valuable files. The building is + medium with a construction factor of 60 (6), unless the players agree upon a different configuration. The force + earns 1 Victory Point for every turn that they have the only infantry units inside of the building at the end of + the turn. Commanders may add additional bunkers to the center of the map. +
  10. +
  11. Assassination: A VIP needs to be escorted across the battlefield. The defender selects a medium or heavy + ’Mech from the Periphery General or Pirates list. The VIP is a Gunnery 5/ Piloting 4 (Skill 4) pilot and half of + the adjusted BV/PV of the ’Mech counts against the defender’s BV/PV limit. The VIP’s ’Mech must cross the + map from the defender’s home edge to the attacker’s home edge. The attacker earns 10 Victory Points if this + ’Mech is destroyed or 5 Victory Points if this ’Mech receives crippling damage. The defender 10 Victory Points + if this ’Mech does not receive crippling damage or 5 Victory Points if this ’Mech is crippled but not destroyed. + The turn limit for this scenario is based upon the terrain and movement profile of the VIP’s ’Mech. +
  12. +
  13. Extraction: Extract 1-3 hidden infantry teams. For each hidden unit, the attackers select a hex within 4 rows + (8") of the defenders home edge and more than 4 hexes (8") 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. The attackers earn 1 Victory Point + for each team extracted and the defenders earn 1 Victory Point for each extraction prevented. +
  14. + + +
  15. Recovery: 4-6 disabled ’Mechs are equally spaced along the map diagonal. A unit of equal or higher weight + class can drag a target ’Mech. A friendly unit must be in the same hex (in base to base contact) 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 (does -1 damage). A unit earns Victory Points based upon the Alpha Strike + size category of ’Mech returned to their home map edge. +
+ +

+

+
8.5.2 Additional Options
+ +

This list of casual objectives is not exhaustive. Commanders may develop and play alternative tracks as long as the tracks are +not intended to cheat the spirit of the rules or otherwise give the commanders unfair advantages. Commanders are +encouraged to develop tracks 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 narrative the players are creating, as long as all commanders agree. +Any additional restrictions or conditions for the track need to be agreed upon by all commanders before the track starts. The +outcome of the track may result in transfer of SP, personnel, or units between forces if that is agreed upon before the track +starts. +

+

These alternative tracks may include an SP payment but do not have to. If the track includes an SP payment, it +should stay close to the 100% Base Pay limit for the Scale. If the track is smaller than Scale 1, reduce the +payment accordingly. For example, a duel between two 1,500 BV ’Mechs could have prize of 250 SP for the +winner. +

+

+ + +

+

8.6 Instant Action

+ +

BattleTech: Instant Action is a custom scenario pack for BattleTech that is intended to add depth and variety to pickup +games. BattleTech: Instant Action includes 15 tracks and rules for integration into BattleTech: Chaos Campaigns from the +BattleTech: Mercenaries box set and Hot Spots: Hinterlands sourcebook. These missions can be used to expand the number +of casual tracks available for BattleTech: Outworlds Wastes. +

+

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

+

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

+

+

+

8.7 Narrative Tracks

+ +

Narrative tracks for BattleTech: Outworlds Wastes: Chaos Campaign are in development. +

+

+ + +

+

+ + + + +

+ + \ No newline at end of file diff --git a/short-story.html b/short-story.html new file mode 100644 index 0000000..a007f47 --- /dev/null +++ b/short-story.html @@ -0,0 +1,287 @@ + + +Renorsal Reversal + + + + + + + + + +
+ +

9 Renorsal Reversal

+
+9.1 Firefight +
+
+ +

+

+

Dusty ’Star Colonel’ Guerra

+ +


Braizo Plains
Renorsal, Outworlds Wastes
15 November 3064 +

+

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

+

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

+

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

+

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

+

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

+

"Aff, Seeker Lead." +

+

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

+

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

+

Groups like these mercenaries… +

+

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

+

_____________________________________________________________
+ +

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

+

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

+

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

+

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

+

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

+

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

+

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

+

"You wanna drive, Aus?" +

+

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

+

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

+

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

+

"Contact! Look sharp!" +

+

_____________________________________________________________
+ +

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

+

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

+

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

+

It was still not fast enough. +

+

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

+

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

+

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

+

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

+

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

+

_________________________________________________________
+ +

"Hell yeah! Nice shootin’ Lane!" +

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

"We lost a track!" +

+

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

+

_____________________________________________________________
+ +

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

+

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

+

But it is all coming to an end now. +

+

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

+

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

+

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

+

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

+

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

+

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

+

_________________________________________________________
+ +

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

+

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

+

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

+

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

+

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

+

+ + +

+

9.1 Firefight

+
+ + + + + + +

’Demolisher and Ice Ferret fighting’ +

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

+ + +

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

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

+

Sandra keyed her comms. +

+

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

+

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

+

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

+

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

+

+ + + + +

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