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+outworlds-chaos.jeremylt.org
diff --git a/background.html b/background.html
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+
+
+
Background
+
+
+
+
+
+
+
+
+
+
+
+
2 Background
+
+
+
+
The Outworlds Alliance was founded in 2413 and largely enjoyed prosperity throughout the Star League Era. At the start
+of the Amaris Civil War in 2766, the Outworlds Alliance contained 135 major systems organized into 7 administrative
+districts. The Succession Wars that followed the fall of the Star League in 2780 were particularly difficult for the
+Outworlds Alliance, and they had to abandon systems that they no longer had the resources or infrastructure
+to support. By the end of the Third Succession War in 3025, the Outworlds Alliance only had 36 systems
+remaining.
+
+
Clan Snow Raven began exploring the Periphery soon after the end of Operation REVIVAL in 3052. The
+Outworlds Alliance and Clan Snow Raven encountered each other and began developing mutual respect and a
+tentative alliance in 3064. Clan Snow Raven took refuge in the Outworlds Alliance following their abjuration
+from the Clan Homeworlds after the Wars of Reaving in 3075. In 3083, Clan Snow Raven and the Outworlds
+Alliance merged to form the Raven Alliance. By the ilClan Trial in 3151, the Raven Alliance contained 47
+systems.
+
+
Most of these lost worlds form a region known as the Outworlds Wastes. The exact number of lost systems varies from era
+to era, but the Outworlds Alliance has abandoned approximately 90 systems. Many factions are eager to explore these
+systems in search of lost Star League technology or to take refuge from the political machinations of the Inner Sphere
+successor states.
+
+
You command a combined arms force exploring the Outworlds Wastes for your faction and compete with other factions
+in the Outworlds Wastes to grow your force and recover lost technology. Common factions for the region
+include:
+
+
+
Outworlds Alliance: A resourceful faction focused on reclaiming lost resources to support their remaining
+ systems who was founded by frontier settlers and isolationists.
+
+
Clan Snow Raven: An opportunistic and efficient clan, recently arrived from the Homeworlds, that is seeking
+ to eek out an existence in the abandoned worlds of the Outworlds Alliance.
+
+
Draconis Combine: A fiercely loyal and aggressive faction with a culture rooted in the code of the samurai
+ and focused on honor and conquest.
+
+
Federated Suns: A pragmatic faction balancing diplomacy and military action that is inspired by European
+ knightly orders and chivalry.
+
+
Mercenary groups: Flexible and opportunistic forces driven by profit, holding shifting allegiances, and
+ inspired by historical mercenaries and free companies.
+
+
+
+
Pirate gangs: Outlaws motivated by greed, power, and the freedom from any government oversight living
+ under the code of might is right.
+
+
Clan Dark Caste: Clan bandits, renegades, and malcontents doing what they must to survive while utilizing
+ stolen or scavenged Clan equipment.
+
+
+
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.
+
+
+
+
+
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+
+
+Force BV Adjustments
+
+
+
+
+
+
+
+
+
+
+
+
13 Force BV Adjustments
+
+
+
+
BV adjustments are applied in the following order.
+
+
+
Each unit equipped with TAG or a C3 master computer adds BV for each ton of semi-guided LRM ammunition
+ carried by all units in the force.
+
+
Each unit that is part of a C3 network increases its BV by 5% of the total BV of all units included in the C3
+ network.
+
+
Pilot/crew skill levels are not included in the BV for BattleTech: Outworlds Wastes.
+
+
+
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.
+
+
+
+
+
+
+
+
+
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+
+
+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.
+
+
+
+
+
General:
+
+
+
Combat Vehicles are only 1 level high (see p. 99, TW ).
+
+
+
+
+
Movement Phase:
+
+
+
Combat Vehicles have additional prohibited terrain types (see p. 52, TW ).
+
+
Ground vehicles require 2 MP to change level and may only change 1 level at a time (see p. 49, TW ).
+
+
Ground vehicles receive one additional 1 MP when traveling on pavement for the entire Movement Phase
+ (see p. 61, TW ).
+
+
WiGE, VTOL, and Hover Vehicles may sideslip when turning at flank speed (running) (see p. 67, TW ).
+
+
+
+
+
Attack Phases:
+
+
+
Combat Vehicles with turrets can select the firing arc for the turret (see p. 104 TW ).
+
+
+
+
Combat Vehicles have different damage hit location zones and hit location tables (see p. 192-, 196, TW ).
+
+
Combat Vehicle damage may cause motive system damage which can slow or immobilize the vehicle (see
+ p. 193, TW ).
+
+
Combat Vehicle critical damage is resolved by rolling 2D6 and consulting the critical hit table for the
+ vehicle; there is no roll for the number of critical hits (see p. 194-196, TW ).
+
+
Combat Vehicles are destroyed if all internal structure in one location is destroyed or if the critical damage
+ results in destruction (see p. 128, TW ).
+
+
+
Many of Combat Vehicle tables can be printed directly on the Combat Vehicle record sheet in MegaMekLab. It is
+ recommended to verify the tables printed on record sheets against BattleTech: Total Warfare and any applicable
+ errata.
+
+
+
+
+
+
+
+
+
+
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+
+
+Downloads
+
+
+
+
+
+
+
+
+
+
+
+
+
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:
+
+
+
’Mech Maintenance
+
+
Ground Combat Vehicle Maintenance
+
+
VTOL Combat Vehicle Maintenance
+
+
Aerospace Unit Maintenance
+
+
ProtoMech Maintenance
+
+
Machine Shop
+
+
Medical Bay
+
+
+
+
Infantry Quarters
+
+
Simulators
+
+
Bay Configuration Limits
+
+
+
Each commander receives 5 customization points to modify their DropShip. The DropShip starts at level 0 in each
+category. Commanders spend customization points to raise the level for a category and gain the corresponding benefit. Any
+portion of the initial 5 customization points may be reserved for future use. The table below details how many points it costs
+to increase a category customization level.
+
+
+
+
+
+
+
+
+
Level Increase
+
Cost
+
+
Level -2 to -1
+
2 point cost
+
+
Level -1 to 0
+
1 point cost
+
+
Level 0 to 1
+
1 point cost
+
+
Level 1 to 2
+
2 point cost
+
+
Level 2 to 3
+
3 point cost
+
+DropShip Customization Point Costs
+
+
+
+
+
+
+
Point costs are cumulative. For example, it costs 1 point to go from level 0 to level 1 and 2 points to go from level 1 to
+level 2, so it costs 3 total points to go from level 0 to level 2.
+
+
Commanders can further customize their DropShip, but space and resources must be reallocated from one category to
+another. After each 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.
+
+
+
BattleMech Recovery Vehicles give 1 level of Machine Shop
+
+
Vehicles with at least 6 tons of MASH equipment give 1 level of Medical Bay
+
+
+
+
5.2 Flyby
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+Event Play
+
+
+
+
+
+
+
+
+
+
+
+
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.
+
+
+
+
Cripple or destroy a ’Mech.
+
+
+
+
Cripple or destroy a ProtoMech.
+
+
Cripple or destroy a Combat Vehicle.
+
+
Cause critical or motive damage on a VTOL unit.
+
+
Kill at least half of the troops in an infantry unit.
+
+
Swarm a ’Mech or Combat Vehicle with an infantry unit.
+
+
Successfully complete a Death from Above attack.
+
+
Damage an internal section of an opponent’s highest BV unit.
+
+
Capture a vehicle crew or ’Mech pilot.
+
+
+
+
+
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.
+
+
+
+
+
+
+
+
+
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+
+
+Force Construction
+
+
+
+
+
+
+
+
+
+
+
+
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.
+
+
+
Total Warfare: Use the force construction rules as written. Use BattleTech: Total Warfare rules for non-’Mech
+ units. Use Battlefield Support: Strikes rules from the BattleTech: Mercenaries box set. Aerospace and artillery
+ units may also use BattleTech: Total Warfare rules.
+
+
Force Assets: Use the force construction rules as written. Use Battlefield Support: Assets rules from the
+BattleTech: Mercenaries bot set for non-’Mech units. You may only use Battlefield Support: Assets from your
+ force during play, but Assets cannot score objectives. Use Battlefield Support: Strikes rules from the BattleTech:
+ Mercenaries box set. In order to use Battlefield Support: Strikes, your command must have a unit capable of
+ offering the support.
+
+
+
+
Hired Assets: For Event Play, you may start with 3,000 BV (100 PV) of ’Mech units; do not add non-’Mech
+ units to your force. For League Play, you may start with 9,000 BV (300 PV) of ’Mech units; do not add
+ non-’Mech units to your force. Use Battlefield Support: Assets rules from the BattleTech: Mercenaries bot
+ set for non-’Mech units. You may add any Battlefield Support: Assets to your force, up to the BSP limit for
+ the scenario, but Assets cannot score objectives. Use Battlefield Support: Strikes rules from the BattleTech:
+ Mercenaries box set. You may use any Battlefield Support: Strikes and your force should not contain these
+ supporting non-’Mech units.
+
+
+
+
+
+
+
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:
+
+
+
+
+
You have a modified DropShip, similar to a Trojan, with 8 configurable bays. Bays may be empty and can
+ changed to a different configuration. Your entire force must fit onto your DropShip. Bay limits are in the table
+ below.
+
+
+
+
+
Bay Type
+
Capacity
+
+Limit
+
+
’Mech
+
1 ’Mech or 1/2 superheavy ’Mech
+
+6
+ bays
+
+
Combat Vehicle
+
2 vehicles or 1 superheavy vehicle
+
+3
+ bays
+
+
ProtoMech
+
5 ProtoMechs
+
+1
+ bay
+
+
Infantry
+
15 tons or 1 unit over 15 tons
+
+1
+ bay
+
+Event Play DropShip Bay Limits
+
+
+
+
+
You must select units from one faction on the Master Unit List for the era chosen by event organizers. Forces may
+ include units with introductory, standard, and advanced technology. Custom, experimental, and unique units are not
+ permitted.
+
+
Each force must have at least one ’Mech. Your initial force may have no more than two ’Mechs. ’Mechs can account for
+ no more than 3,000 BV (100 PV).
+
+
Each force must have at least one Battle Armor unit. If Battle Armor is not available to the faction in the era, then the
+ force must contain at least one non-mechanized conventional infantry unit.
+
+
Each force must have one unit capable of carrying the Battle Armor (or infantry) unit. An OmniMech can carry
+ standard Battle Armor. BattleMechs can carry Battle Armor equipped with magnetic clamps, but receive a -1 MP (-2
+ inch) reduction to their Walking MP (p. 227, TW, p. 39, AS: CE).
+
+
You may play non-’Mech units as Battlefield Support: Assets; however Assets cannot score objectives.
+
+
+
+
Your force cannot contain artillery, aerospace, or other support units. However, you may have access to Battlefield
+ Support: Strikes for some tracks.
+
+
The BV costs of a unit must be modified to include C3 and TAG.
+
+
The BV (PV) costs do not include Skill Advances. All units start at 4 Gunnery and 5 Piloting/Driving/Anti-’Mech
+ (Skill 4). ProtoMechs always have Piloting 5 and infantry units without anti-’Mech equipment have Anti-’Mech 5. You
+ start with two Skill Advances (one Skill Advance for Alpha Strike); however these advances cannot be applied to the
+ same skill on the same unit.
+
+
+
+
+
+
+
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.
+
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:
+
+
+
+
+
Commanders have a modified class DropShip, similar to a Union, with 15 configurable bays. Bays may be
+ empty and can changed to a different configuration. Bay space for all infantry units is shared across bays. Your
+ entire force must fit onto your DropShip. Bay limits are in the table below.
+
+
+
+
+
Bay Type
+
Capacity
+
+Limit
+
+
’Mech
+
1 ’Mech or 1/2 superheavy ’Mech
+
+12
+ bays
+
+
Combat Vehicle
+
2 vehicles or 1 superheavy vehicle
+
+5
+ bays
+
+
Aerospace
+
1 aerospace unit
+
+2
+ bays
+
+
ProtoMech
+
5 ProtoMechs
+
+2
+ bays
+
+
Infantry
+
15 tons or 1 unit over 15 tons
+
+2
+ bays
+
+League Play DropShip Bay Limits
+
+
+
+
+
Support, Advanced Support, and Advanced Aerospace units are not permitted. Illegal designs and units over 200 tons
+ are also not permitted. Units over 100 tons, such as superheavy ’Mechs, require double the bay space as standard
+ units.
+
+
You must select units from their faction on the Master Unit List for the era chosen by league organizers. Forces can
+ include units with introductory, standard, or advanced technology. For example, the Marauder MAD-3R is a valid
+ ilClan era mercenary unit.
+
+
Forces may include one Unique or Experimental unit. The Unique unit may be Extinct if another variant of the unit is
+ available to the faction in the current era and the faction has the relevant technology base to recreate the
+ unit.
+
+
Each force can start with no more than 7,000 BV (250 PV) in ’Mechs. You are encouraged to try to use the typical
+ ’Mech unit composition of their faction. Organizers may raise this limit to 9,000 BV (300 PV) if they want to
+ de-emphasize combined arms for their league.
+
+
+
+
Some scenarios will require infantry/Battle Armor or Combat Vehicles with cargo capacity, so commanders should have
+ at least one of each of these units in their force. You may play these units as Battlefield Support: Assets; however
+ Assets cannot score objectives.
+
+
+
+
In order to use Battlefield Support: Strikes, your command must have a unit capable of offering the support. At least
+ 500 BV (25 PV) must be spent on units capable of offering Battlefield Support: Strikes.
+
+
+
+
+
Support Type
+
Required Unit
+
+
Offensive Aerospace Support
+
Attack or fire-support aerospace unit
+
+
Defensive Aerospace Support
+
Dogfighter or interceptor aerospace unit
+
+
Artillery Support
+
Corresponding artillery unit
+
+
Minefield Support
+
Any unit
+
+Support Unit Requirements
+
+
+
+
+
The BV (PV) costs do not include Skill Advances. All units start at 4 Gunnery and 5 Piloting/Driving/Anti-’Mech
+ (Skill 4). ProtoMechs always have Piloting 5 and infantry units without anti-’Mech equipment have Anti-’Mech 5. You
+ start with two Skill Advances (one Skill Advance for Alpha Strike); however these advances cannot be applied to the
+ same skill on the same unit.
+
+
+
+
+
+
+
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
+
+
+
+
+
+
+
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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ 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
+
+
+
+
+
+
+
+
+
+
+
+
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.
+
+
+
2 ’Mechs with Compact ’Mech may share a DropShip bay.
+
+
Bad Reputation decreases purchase and selling prices by 10%.
+
+
Good Reputation increases purchase and salvage prices by 10%.
+
+
Rugged decreases repair costs by 5%.
+
+
Ubiquitous decreases repair costs by 10%.
+
+
Easy to Maintain decreases repair costs by 10%.
+
+
Difficult to Maintain increases repair costs by 10%.
+
+
Non-Standard Parts increases repair costs by 10%.
+
+
+
+
+
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:
+
+
+
+
+
Accurate Weapon (varies)
+
+
Improved Cooling Jacket (1 point)
+
+
Improved Sensors (3 points)
+
+
Improved Targeting (3, 4, or 5 points)
+
+
Rumble Seat (0 points)
+
+
Searchlight (0 points)
+
+
Stabilized Weapon (varies)
+
+
Variable Range Targeting (varies)
+
+
+
Negative Design Quirks:
+
+
+
Ammunition Feed Problem (1 point)
+
+
Cooling System Flaws (3 points)
+
+
Hard to Pilot (2 points)
+
+
Inaccurate Weapon (varies)
+
+
No Cooling Jacket (2 points)
+
+
+
+
Poor Cooling Jacket (1 point)
+
+
Poor Performance (3 points)
+
+
Poor Targeting (2 points)
+
+
Poor Workmanship (1 point)
+
+
Ramshackle (3 points)
+
+
Sensor Ghosts (3 points)
+
+
+
+
+
+
+
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/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
+
+
Foster a friendly and welcoming environment
+
+
+
+
Create personalized lore for your BattleTech forces
+
+
Explore BattleTech lore, equipment, and rules
+
+
+
+
+
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.
+
BattleTech: Outworlds Wastes is fan-made and based upon the official BattleTech rules from Catalyst Game Labs. See the
+References for a list of official Catalyst Game Labs products that BattleTech: Outworlds Wastes specifically
+references. BattleTech is a registered trademark of The Topps Company, Inc. in the United States and other
+countries.
+
BattleTech: Outworlds Wastes would not have been possible without hours of discussion and editing on the Colorado
+BattleTech Discord server or the months of gameplay and testing.
+
"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
+
+
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
+
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.
+
+
+
+
Cripple or destroy a ’Mech.
+
+
Cripple or destroy a ProtoMech.
+
+
Cripple or destroy a Combat Vehicle.
+
+
Cause critical or motive damage on a VTOL or aerospace unit.
+
+
+
+
Kill at least half of the troops (remove all armor, Alpha Strike) in an infantry unit.
+
+
Swarm a ’Mech or Combat Vehicle with an infantry unit.
+
+
Successfully complete a Death from Above attack.
+
+
Damage an internal section of an opponent’s highest BV/PV unit.
+
+
Capture a vehicle crew or ’Mech pilot.
+
+
Extract a hidden unit from within 4 hexes (8", Alpha Strike) of the far map edge.
+
+
+
+
+
+
+
+
+
+
\ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
\ 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:
+
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.
+
+
+
+
+
+
+
+
+
+
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.
+
For the BattleTech Beginner Box, Second Edition, exchange the Wolverine WVR-9R for a Vindicator variant such as the
+VND-4L, available to Mercenaries, the Capellan Confederation, the Magistracy of Canopus, and the Duchy of Andurien.
+Note that most Vindicator variants are primarily available to these factions.
+
+
+
+
+
+
+
+
+
+
Bay
+
Unit
+
Pilot
+
+Gunnery
+
+Piloting
+
+BV
+
+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
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
+
+
+
+
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
The force primarily consisted of second line BattleMechs and older Battle Armor suits with solahma warriors, but Society
+leadership included one advanced OmniMech and several of their best ProtoMech designs. The Society did not have sufficient
+resources to support this reconnaissance mission, so the Lost Deep Septs were expected to resupply and repair with whatever
+they could find and steal in the Outworlds Wastes.
+
+
+
+
+
+
+
+
+
+
Bay
+
Unit
+
Pilot
+
+Gunnery
+
+Piloting
+
+BV
+
+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.
+
+
+
+
+
+
+
+
+
+
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.
+
+
+
+
+
+
+
+
+
+
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.
+
+
+
+
+
+
+
+
+
+
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.
+
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.
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
+
+
+
+
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.
+
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...
+
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.
+
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
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
+
+
+
+
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
+
+
+
+
+
+
+
+
+
+
+
+
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
+
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
+
+
+
+
+
+
+
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
+
+
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
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.
+
+
+
+
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
+
Braizo Plains Renorsal, Outworlds Wastes 15 November 3064
+
+
Blinding blue-white beams lashed across the wind swept, barren landscape of the Braizo Plains. One particle bolt
+slammed into rock outcropping, filling the air with splintered stone shards as the rock exploded under the hellish
+forces.
+
+
Through the shower of rock and dust, the second beam drilled into the barrel-chest of a Wolverine. Wherever the PPC
+beam touched it eviscerated the ferro-fibrous armor, seeking to punch through to the vital inner workings
+beneath.
+
+
Riding in the cockpit of her Ice Ferret, Sandra cast a glance at Kamran’s Warhawk stalking along a ridge behind her. The
+assault OmniMech vented heat in the rear display over her primary holographic as its pilot relocated the massive weapons
+platform.
+
+
Undaunted by the strike despite the damage, the Wolverine pilot unleashed a double burst of suppressing autocannon fire
+as he jumped for better cover.
+
+
"Seeker Three," Star Commander Malik Kirov’s voice growled over the comms. "Swing wide to the left and move around
+their flank."
+
+
"Aff, Seeker Lead."
+
+
Channeling her sense of balance into the neural link, Sandra leaned her forty-five ton war machine left as she altered
+course.
+
+
Malik warned his vision promised conflict. Yet it will be a small price to pay to discover the fate of the 61stRoyal Jump
+Infantry. That so many other groups are on this world, seemingly searching for something, is a strong indicator that Malik is
+correct.
+
+
Groups like these mercenaries…
+
+
Sandra darted the Ice Ferret through a narrow gap in another rock formation then burst into the open, throwing her
+OmniMech into a 129 kph sprint.
+
The Demolisher assault tank tilted dangerously as the left side treads rolled up and over a boulder. Twin Gauss Rifle
+barrels, adorned with the words ’Diplomacy Failed’ scrawled on them in white, nearly scraped the ground as the gunner
+swung them back into line with the hull.
+
+
Used to this approach to driving, the crew wedged feet and arms against support structures to keep in their
+positions.
+
+
Despite Sergeant Dwight Shelby’s complaints, Charles Harper knew he didn’t care about the driving. He was griping to
+gripe.
+
+
It took the edge off driving a barely mobile tank into combat with the Clans.
+
+
+
+
"Diplomacy’s a tank, Sarge, not a sports car."
+
+
"You could TRY not to hit every terrain feature," Gunner Austin Lane remarked over the comms. "Just a
+thought."
+
+
"You wanna drive, Aus?"
+
+
"No," Shelby cut off the chance for Austin to reply. "We go through enough tracks without letting the kid with no license
+drive."
+
+
The tank rattled and slid sideways across loose scree as Charles manhandled it onto course, eliciting more
+curses.
+
+
"Shucks, Sarge," Charles remarked through gritted teeth. "I don’t have a license neither."
+
Sandra’s first warning was an urgent tone from her sensors. A hostile contact flashed into existence on her holographic as
+the Demolisher seemed to materialize on the ridge just over three hundred meters away.
+
+
Yet again, the Goliath Scorpion warrior cursed the mineral deposits on world that had played hell with sensor operations
+since they landed.
+
+
Battle reflexes, bred into the Trueborn warrior through the advanced genetics programs of the Clans then honed to
+perfection, meant Sandra was evading the moment she was aware of the enemy tank.
+
+
It was still not fast enough.
+
+
The silvery blur of a Gauss Rifle hurtled across the desert to slam into the left arm of the Ice Ferret.
+
+
Sandra wrestled with the controls, keeping the war machine upright by a combination of skill and determination. Her eyes
+flashed to the damage indicator as it dutifully updated the condition of her OmniMech.
+
+
Internal structure damage on the arm, but no loss of functionality…yet. Still, cannot take another hit like
+that!
+
+
The clan warrior ducked her machine behind a low ridge, breaking line of sight with the massive assault
+tank.
+
Charles couldn’t help but grin at Shelby’s words. It had been a hell of a shot to tag that Fenris just as it exited the
+canyon.
+
+
Not bad for a bunch of farm kids in an oversized tin can.
+
+
But now the tough part would really begin. Already, Charles was shifting the controls to turn the ponderous tank. It
+rarely benefited them to stay in the same position for long…and he suspected it would be a matter of time before the
+inevitable happened.
+
+
Even anticipating it, he was surprised when it happened.
+
+
The Fenris reemerged around the rock formation, running at a full sprint. In mere seconds it chewed up the distance
+between itself and the ridge where Charles was trying to get Diplomacy into a better firing position.
+
+
Only thirty meters away, a defile would provide some cover for the tank while it continued to hurl Gauss rounds
+downrange.
+
+
Unfortunately, Diplomacy never got the chance to use it.
+
+
A quartet of stuttering emerald beams lashed out from the OmniMech, stabbing into the front and side of the turning
+armored vehicle. Armor vaporized at the caress of pulse lasers and Diplomacy developed an unsettling and all too familiar
+grinding sound.
+
+
Charles cursed as the display in front of him flared a warning in red.
+
+
"We lost a track!"
+
+
There was a collective groan through the tank, audible over the engine and the discharge of twin Gauss Rifles
+overhead.
+
One Gauss Rifle round tore past the cockpit of the Ice Ferret so close Sandra thought she could feel the shock of its
+displacement through the air. The other skipped off the ground to the OmniMechs right and ricocheted into its right thigh,
+sending a shudder through the war machine.
+
+
Once again, Sandra’s skilled hand on the controls kept the ‘Mech upright but she gritted her teeth noting half the armor
+on the leg was gone. Grudgingly, she acknowledged the skill of the tank’s gunner.
+
+
But it is all coming to an end now.
+
+
Smoke drifted up from the hull of the now immobilized tank. Magnification confirmed the OmniMech’s battle computer
+report; the tank had lost its left track.
+
+
It was little more than a pillbox. A thickly armored and well-armed pillbox, but still an immobile target.
+
+
+
+
Planting one foot, Sandra leaned her ‘Mech so hard to the right she could have placed a hand on the ground as she
+reversed the OmniMech’s course to rush right at the tank.
+
+
Feeling the shot more than aiming, she lashed the enemy tank with more pulse laser fire. Only two connected and neither
+did more than damage more armor, of which the machine seemed to have an endless supply.
+
+
Now, however, the mercenary tank brought back up weapons online. A pair of medium lasers returned her fire, cutting
+protection from the left flank and centerline of the OmniMech. It was not enough to punch through, but it softened the war
+machine up should another Gauss Rifle round find its mark.
+
+
You are a bruiser for certain…but let us try something unorthodox, quiaff?
+
Shelby coughed as smoke drifted through the compartment of Diplomacy, courtesy of a shorted-out display. The tanks
+turret ground right as Austin tried to track the fast-moving OmniMech.
+
+
"You wanna convince the damn Clanner to stop moving so I can?"
+
+
Charles squinted through the viewport, watching the Fenris change course. It was one of the sharpest bits of ‘Mech
+piloting he’d seen outside that pirated copy of last year’s Noisel Summer Games.
+
+
"He’s coming right at us," he called to the gunner. "Make it count, Aus!"
+
+
+
+
+
+
9.1 Firefight
+
+
+
+
+
+
+
Another Gauss round slammed into the right torso of the Ice Ferret, smashing armor and cracking the internal structure.
+Warnings flashed indicating the frame of the war machine had taken damage and another hit there would likely damage the
+fusion reactor.
+
+
Sandra kept her OmniMech on course, determined to end this struggle one way or another. Lasers flashed at her but both
+missed as she sidestepped the Ice Ferret around a low hill then raced up to the tank.
+
+
The first kick crashed into the side of the armored vehicle, denting armor and crushing a pair of boggie wheels.
+It was a testament to the design of the Demolisher that the plating held up under the assault of a 45-ton
+‘Mech.
+
+
Undoubtedly, the crew was rattled when Sandra delivered a second kick in rapid succession.
+
+
You all assume we do not know how to fight in close, Sandra grinned. But in the 3rdCuirassiers, it is a point of
+pride.
+
+
The armor cracked under the assault and the OmniMech battle computer indicated there was a chance of internal
+damage. Another strike there, lasers or a kick, would likely destroy the enemy tank.
+
+
"All Seekers," Malik’s voice cut through Sandra’s cockpit once more. "Cease Fire. Repeat, Cease Fire."
+
+
Sandra glanced in her overhead display. Kamran’s battle scarred Warhawk was on a distant ridge, alongside Malik’s Vapor
+Eagle. Smoke drifted across the ridge from some unknown source. The mercenary forces were withdrawing slowly, weapons
+still directed at the Goliath Scorpion ‘Mechs but none firing.
+
+
Sandra keyed her comms.
+
+
"Seeker Three to Lead. We are letting them go, quineg?"
+
+
"Aff," Malik replied. "We are here for artifacts, not for combat. This fighting does not serve either of us…and this
+mercenary is wise enough to recognize it. There will be other days for fighting."
+
+
Though she felt robbed of her victory, Sandra could find no fault in Malik’s logic. Keeping her battered Ice Ferret facing
+the immobilized tank, she began to reverse away from it as she keyed the external speakers.
+
+
"You fought well, mercenary. Perhaps we will meet on the battlefield again…and truly determine who is the more
+skilled."
+