diff --git a/.github/workflows/build-pdf.yml b/.github/workflows/build-pdf.yml
index a39c475..3f9d172 100644
--- a/.github/workflows/build-pdf.yml
+++ b/.github/workflows/build-pdf.yml
@@ -16,20 +16,12 @@ jobs:
scheme: full
run: |
cd rules
- pdflatex battletech-outworlds-wastes.tex
- pdflatex battletech-outworlds-wastes.tex
- pdflatex battletech-outworlds-wastes.tex
- pdflatex battletech-outworlds-wastes-quickstart.tex
- pdflatex battletech-outworlds-wastes-quickstart.tex
- pdflatex battletech-outworlds-wastes-event.tex
- pdflatex battletech-outworlds-wastes-event.tex
- pdflatex battletech-outworlds-wastes-errata.tex
- pdflatex battletech-outworlds-wastes-errata.tex
- pdflatex battletech-outworlds-wastes-instant-action.tex
- pdflatex battletech-outworlds-wastes-instant-action.tex
+ pdflatex battletech-outworlds-chaos.tex
+ pdflatex battletech-outworlds-chaos.tex
+ pdflatex battletech-outworlds-chaos.tex
cd ..
mv rules/*.pdf .
- mv scenarios/*/*.pdf .
+# mv scenarios/*/*.pdf . (commented out while there are no scenarios)
ls | grep -vE ".pdf|.md" | xargs rm -rf
- name: Publish PDF
diff --git a/.github/workflows/build-website.yml b/.github/workflows/build-website.yml
index 4a9d5fb..e80c438 100644
--- a/.github/workflows/build-website.yml
+++ b/.github/workflows/build-website.yml
@@ -15,9 +15,9 @@ jobs:
env:
command: |
cd rules &&
- make4ht -f html5-copy_images -j index --output-dir html --config battletech-outworlds-wastes-web.cfg battletech-outworlds-wastes-web.tex &&
- make4ht -f html5-copy_images -j index --output-dir html --config battletech-outworlds-wastes-web.cfg battletech-outworlds-wastes-web.tex &&
- make4ht -f html5-copy_images -j index --output-dir html --config battletech-outworlds-wastes-web.cfg battletech-outworlds-wastes-web.tex &&
+ make4ht -f html5-copy_images -j index --output-dir html --config battletech-outworlds-chaos-web.cfg battletech-outworlds-chaos-web.tex &&
+ make4ht -f html5-copy_images -j index --output-dir html --config battletech-outworlds-chaos-web.cfg battletech-outworlds-chaos-web.tex &&
+ make4ht -f html5-copy_images -j index --output-dir html --config battletech-outworlds-chaos-web.cfg battletech-outworlds-chaos-web.tex &&
sed -i 's/\.png/\.webp/g' html/*.html &&
rm html/img/*.png &&
cp img/*.webp html/img/ &&
@@ -29,7 +29,7 @@ jobs:
sed -i -E 's/#B2B2B2/var(--table-header-background-color)/g' html/index.css &&
cp img/outworlds-wastes.ico html/favicon.ico &&
touch html/.nojekyll &&
- echo 'outworlds-wastes.jeremylt.org' > html/CNAME
+ echo 'outworlds-chaos.jeremylt.org' > html/CNAME
- name: Publish Website
uses: peaceiris/actions-gh-pages@v4
diff --git a/README.md b/README.md
index 343e600..31960c4 100644
--- a/README.md
+++ b/README.md
@@ -1,17 +1,16 @@
[battletech-tw]: https://store.catalystgamelabs.com/products/battletech-total-warfare-pdf
[battletech-as]: https://store.catalystgamelabs.com/products/battletech-alpha-strike-commanders-edition
-[outworlds-pdf]: https://outworlds-wastes.jeremylt.org/downloads?league
-[outworlds-quickstart]: https://outworlds-wastes.jeremylt.org/downloads?quickstart
-[outworlds-event]: https://outworlds-wastes.jeremylt.org/downloads?event
-[outworlds-web]: https://outworlds-wastes.jeremylt.org
+[outworlds-pdf]: https://outworlds-chaos.jeremylt.org/downloads?full
+[outworlds-web]: https://outworlds-chaos.jeremylt.org
+[outworlds-original]: https://outworlds-wastes.jeremylt.org
-[build-pdf-job]: https://github.com/Eudicods/outworlds-wastes/actions/workflows/build-pdf.yml
-[build-pdf-badge]: https://github.com/Eudicods/outworlds-wastes/actions/workflows/build-pdf.yml/badge.svg
-[build-web-job]: https://github.com/Eudicods/outworlds-wastes/actions/workflows/build-website.yml
-[build-web-badge]: https://github.com/Eudicods/outworlds-wastes/actions/workflows/build-website.yml/badge.svg
+[build-pdf-job]: https://github.com/Eudicods/outworlds-chaos/actions/workflows/build-pdf.yml
+[build-pdf-badge]: https://github.com/Eudicods/outworlds-chaos/actions/workflows/build-pdf.yml/badge.svg
+[build-web-job]: https://github.com/Eudicods/outworlds-chaos/actions/workflows/build-website.yml
+[build-web-badge]: https://github.com/Eudicods/outworlds-chaos/actions/workflows/build-website.yml/badge.svg
-[github-issues]: https://github.com/Eudicods/outworlds-wastes/issues
+[github-issues]: https://github.com/Eudicods/outworlds-chaos/issues
[scotts-list]: https://scottsgameroom.com/2022/05/13/battletech-play-formats
[fanon-wiki]: https://battletechfanon.fandom.com/wiki/Battletech:_Outworlds_Wastes_(Casual_Campaigns)
@@ -23,7 +22,7 @@
[outworlds-wastes-logo]: rules/img/outworlds-wastes.ico
-# BattleTech: Outworlds Wastes
+# BattleTech: Outworlds Wastes: Chaos Campaign
[![Build PDFs][build-pdf-badge]][build-pdf-job]
[![Build Website][build-web-badge]][build-web-job]
@@ -31,20 +30,19 @@
![BattleTech: Outworlds Wastes][outworlds-wastes-logo]
-BattleTech: Outworlds Wastes provides a lightweight framework for narrative BattleTech leagues and events with simplified campaign logistics rules.
+BattleTech: Outworlds Wastes: Chaos Campaign provides a lightweight framework for narrative BattleTech leagues and events based upon BattleTech: Chaos Campaign from the Hot Spots: Hinterlands sourcebook or the BattleTech: Mercenaries box set.
Players take the role of a commander leading a combined arms force searching the Outworlds Wastes for lost technology and glory.
Completing objectives in scenarios earns C-bills that commanders use to maintain and upgrade their forces.
Commanders play scenarios in multiple formats, such as [BattleTech][battletech-tw] and [Alpha Strike][battletech-as].
The latest PDF of the rules can be found [here][outworlds-pdf].
-The Quickstart Rules PDF can be found [here][outworlds-quickstart].
-The Event Rules PDF can be found [here][outworlds-event].
The web format of the rules can be found [here][outworlds-web].
+The original BattleTech: Outworlds Wastes rules can be found [here][outworlds-original].
## References
-These rules have been mentiond in [Scott's Game Room][scotts-list] and the [BattleTech Fanon Wiki][fanon-wiki].
-These rules are also avaliable on [itch.io][itchio-link].
+These rules have been mentioned in [Scott's Game Room][scotts-list] and the [BattleTech Fanon Wiki][fanon-wiki].
+These rules are also available on [itch.io][itchio-link].
## Contributing
diff --git a/rules/0-Introduction/0-Intro.tex b/rules/0-Introduction/0-Intro.tex
index e6bf85f..73f4bb2 100644
--- a/rules/0-Introduction/0-Intro.tex
+++ b/rules/0-Introduction/0-Intro.tex
@@ -1,5 +1,10 @@
-\emph{BattleTech: Outworlds Wastes} provides a framework for a narrative BattleTech league with simplified logistics.
-Players take the role of a commander leading a combined arms force searching the Outworlds Wastes for LosTech and glory.
-Completing objectives in scenarios earns C-bills that commanders use to maintain and upgrade their force.
-Commanders play scenarios in multiple formats, such as \emph{BattleTech} and \emph{Alpha Strike}.
+\emph{BattleTech: Outworlds Wastes: Chaos Campaign} provides a framework for a narrative BattleTech league and events based upon \emph{BattleTech: Chaos Campaign} from the \emph{Hot Spots: Hinterlands} sourcebook or the \emph{BattleTech: Mercenaries} box set.
+\emph{BattleTech: Outworlds Wastes} extends the \emph{BattleTech: Chaos Campaign} rules by adding DropShip customization as well as optional rules for force maintenance.
+These rules can be used with existing \emph{BattleTech: Chaos Campaign} content and tracks.
+
+Players take the role of a commander for an independent combined arms force.
+In \emph{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 \emph{BattleTech} and \emph{Alpha Strike}.
This framework can be modified to meet the goals of the organizers and players.
+
+The original format of \emph{BattleTech: Outworlds Wastes} with a logistics system more similar to \emph{BattleTech: Campaign Operations} is available online at \href{https://outworlds-wastes.jeremylt.org}{https://outworlds-wastes.jeremylt.org}.
diff --git a/rules/0-Introduction/1-Goals.tex b/rules/0-Introduction/1-Goals.tex
index ecefa21..dbb7cb9 100644
--- a/rules/0-Introduction/1-Goals.tex
+++ b/rules/0-Introduction/1-Goals.tex
@@ -1,11 +1,9 @@
\begin{itemize}
-\item Foster a friendly and welcoming environment
+ \item Foster a friendly and welcoming environment
-\item Create personalized lore for BattleTech forces
+ \item Create personalized lore for your BattleTech forces
-\item Track the struggles and accomplishments of these forces
-
-\item Explore BattleTech lore and equipment
+ \item Explore BattleTech lore, equipment, and rules
\end{itemize}
diff --git a/rules/0-Introduction/2-Contents-quickstart.tex b/rules/0-Introduction/2-Contents-quickstart.tex
deleted file mode 100644
index 48db59c..0000000
--- a/rules/0-Introduction/2-Contents-quickstart.tex
+++ /dev/null
@@ -1,5 +0,0 @@
-These rules cover background information, player rules, and scenario scoring.
-The background information describes the Outworlds Wastes region and the overall design of the \emph{BattleTech: Outworlds Wastes} rules.
-\emph{Force Construction} (see p. \pageref{subsec:force_construction}) and \emph{Force Maintenance and Improvements} (p. \pageref{subsec:force_maintenance}) are the minimum rules needed for a player to begin Outworlds Wastes event play.
-Scenario design and league scoring rules are provided for league organizers.
-The reference materials include a region map, a list of references, and sample tables for tracking a commander's forces.
diff --git a/rules/0-Introduction/2-Contents.tex b/rules/0-Introduction/2-Contents.tex
index 99fc1a6..46d869d 100644
--- a/rules/0-Introduction/2-Contents.tex
+++ b/rules/0-Introduction/2-Contents.tex
@@ -1,28 +1,23 @@
-\ifthenelse{\equal{\outworldsMode}{mode-pdf-event}} {
-% Event rules PDF
-These rules cover background information, player rules, event organizer information, and reference material.
-The background information describes the Outworlds Wastes region and the \emph{BattleTech: Outworlds Wastes} rules.
-\emph{Force Construction} (see p. \pageref{subsec:event_force_construction}) and \emph{Force Maintenance and Improvements} (see p. \pageref{subsec:event_force_maintenance}) are the minimum rules needed for a player to begin Outworlds Wastes league play.
-Scoring rules are provided for event organizers.
-The reference materials include a region map and list of references.
-} {
\ifthenelse{\equal{\outworldsMode}{mode-web}} {
% Website
-This website covers background information, player rules, league organizer information, event rules, and reference material.
+This website covers background information, player rules, organizer information, and reference material.
-To start with smaller scale event play, where each commander controls a mixed combined arms lance, read the \hyperref[sec:event_play]{Event Play} rules.
-Sample scenarios are available as \hyperref[sec:downloads]{downloads} and the Event Play rules include instructions on creating additional scenarios.
+Players who want to start with smaller scale or event play, where each commander controls a mixed combined arms lance, should read the \hyperref[subsec:force_construction_scale_1]{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 \hyperref[subsec:force_construction_scale_2]{League Play Force Construction} rules.
+The \hyperref[sec:dropship_customization]{DropShip Customization} rules describe how to modify your DropShip to better support their forces, and the \hyperref[sec:force_maintenance]{Force Maintenance} rules provide additional options for maintaining your force.
-For \hyperref[sec:league_play]{League Play} where each commander controls a combined arms company, see the \hyperref[subsec:force_construction]{Force Construction} and \hyperref[subsec:force_maintenance]{Force Maintenance and Improvements} rules.
-Optional advanced force construction and force management rules are also included.
-Sample scenarios are available as \hyperref[sec:downloads]{downloads} and the \hyperref[sec:scenarios]{scenarios} rules include instructions on creating additional scenarios.
+Organizers should read the \hyperref[sec:event_play]{Event Play} and \hyperref[sec:league_play]{League Play} sections for information on how to organize and run events and leagues.
+Sample tracks are available as \hyperref[sec:downloads]{downloads} and the \hyperref[sec:tracks]{tracks} rules include for creating and running tracks.
-The reference materials include a region \hyperref[sec:outworlds_wastes_map]{map}, sample \hyperref[sec:sample_tracking_event]{event} and \hyperref[sec:sample_tracking]{league} force tracking sheets, and a list of \hyperref[sec:references]{references}.
+The reference materials include \hyperref[sec:outworlds_wastes_map]{region maps}, a \hyperref[sec:combat_vehicle_primer]{combat vehicle primer}, and a list of \hyperref[sec:references]{references}.
} {
-% Full and quickstart rules PDF
-These rules cover background information, player rules, league organizer information, and reference material.
-The background information describes the Outworlds Wastes region and the \emph{BattleTech: Outworlds Wastes} rules.
-\emph{Force Construction} (see p. \pageref{subsec:force_construction}) and \emph{Force Maintenance and Improvements} (see p. \pageref{subsec:force_maintenance}) are the minimum rules needed for a player to begin Outworlds Wastes league play.
-Scenario design and league scoring rules are provided for league organizers.
-The reference materials include a region map, a list of references, and sample tables for tracking a commander's forces.
-}}
+% Rules PDF
+Players who want to start with smaller scale or event play, where each commander controls a mixed combined arms lance, should read the \emph{Event Play Force Construction} rules (see p. \pageref{subsec:force_construction_scale_1}).
+Players who want to start with larger scale or league play, where each commander controls a combined arms company, see the \emph{League Play Force Construction} rules (see p. \pageref{subsec:force_construction_scale_2}).
+The \emph{DropShip Customization} rules (see p. \pageref{sec:dropship_customization}) describe how to modify your DropShip to better support their forces, and the \emph{Force Maintenance} rules (see p. \pageref{sec:force_maintenance}) provide additional options for maintaining your force.
+
+Organizers should read the \emph{Event Play} rules (see p. \pageref{sec:event_play}) and \emph{League Play} (see p. \pageref{sec:league_play}) sections for information on how to organize and run events and leagues.
+The \emph{Tracks} rules (see p. \pageref{sec:tracks}) rules include rules for creating and running tracks.
+
+The reference materials include region maps, a combat vehicle primer, and a list of references.
+}
diff --git a/rules/0-Introduction/3-Rulebooks.tex b/rules/0-Introduction/3-Rulebooks.tex
new file mode 100644
index 0000000..9361b50
--- /dev/null
+++ b/rules/0-Introduction/3-Rulebooks.tex
@@ -0,0 +1,35 @@
+The minimal rules for \emph{BattleTech: Chaos Campaign} with mercenary contracts are located in many separate rulebooks.
+
+\begin{itemize}
+
+\item Chaos Campaign
+
+ \begin{itemize}
+
+ \item Mercenary Contracts: \emph{Hot Spots: Hinterlands} or \emph{BattleTech: Mercenaries} box set
+
+ \item 'Maintenance: \emph{Hot Spots: Hinterlands}
+
+ \end{itemize}
+
+ \item BattleTech
+
+ \begin{itemize}
+
+ \item 'Mechs: \emph{\href{https://store.catalystgamelabs.com/products/battletech-total-warfare-pdf}{BattleTech: Total Warfare}} or \emph{\href{https://store.catalystgamelabs.com/products/battletech-battlemech-manual-book-pdf-combo}{BattleTech: BattleMech Manual}}
+
+ \item Full combined arms units: \emph{\href{https://store.catalystgamelabs.com/products/battletech-total-warfare-pdf}{BattleTech: Total Warfare}}
+
+ \item Battlefield Support Assets (optional): \emph{BattleTech: Mercenaries} box set
+
+ \end{itemize}
+
+ \item Alpha Strike
+
+ \begin{itemize}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-alpha-strike-commanders-edition}{Alpha Strike: Commander's Edition}}
+
+ \end{itemize}
+
+\end{itemize}
diff --git a/rules/0-Introduction/3-Disclaimer.tex b/rules/0-Introduction/4-Disclaimer.tex
similarity index 100%
rename from rules/0-Introduction/3-Disclaimer.tex
rename to rules/0-Introduction/4-Disclaimer.tex
diff --git a/rules/0-Introduction/4-Questions.tex b/rules/0-Introduction/4-Questions.tex
deleted file mode 100644
index 6ea5ee9..0000000
--- a/rules/0-Introduction/4-Questions.tex
+++ /dev/null
@@ -1,3 +0,0 @@
-\emph{BattleTech: Outworlds Wastes} is online at \href{https://outworlds-wastes.jeremylt.org}{https://outworlds-wastes.jeremylt.org}.
-The \emph{BattleTech: Outworlds Wastes} GitHub repository is at \href{https://github.com/Eudicods/outworlds-wastes}{https://github.com/Eudicods/outworlds-wastes}.
-You can post feedback or ask questions as \href{https://github.com/Eudicods/outworlds-wastes/issues}{GitHub Issues} or email \href{mailto:outworlds-wastes@jeremylt.org}{outworlds-wastes@jeremylt.org}.
diff --git a/rules/0-Introduction/5-Questions.tex b/rules/0-Introduction/5-Questions.tex
new file mode 100644
index 0000000..c0f139c
--- /dev/null
+++ b/rules/0-Introduction/5-Questions.tex
@@ -0,0 +1,3 @@
+\emph{BattleTech: Outworlds Wastes: Chaos Campaign} is available online at \href{https://outworlds-chaos.jeremylt.org}{https://outworlds-chaos.jeremylt.org}.
+The \emph{BattleTech: Outworlds Wastes: Chaos Campaign} GitHub repository is at \href{https://github.com/Eudicods/outworlds-chaos}{https://github.com/Eudicods/outworlds-chaos}.
+You can post feedback or ask questions as \href{https://github.com/Eudicods/outworlds-chaos/issues}{GitHub Issues} or email \href{mailto:outworlds-chaos@jeremylt.org}{outworlds-chaos@jeremylt.org}.
diff --git a/rules/0-Introduction/5-Acknowledgments-authors-short.tex b/rules/0-Introduction/6-Acknowledgments-authors-short.tex
similarity index 100%
rename from rules/0-Introduction/5-Acknowledgments-authors-short.tex
rename to rules/0-Introduction/6-Acknowledgments-authors-short.tex
diff --git a/rules/0-Introduction/5-Acknowledgments-authors-web.tex b/rules/0-Introduction/6-Acknowledgments-authors-web.tex
similarity index 100%
rename from rules/0-Introduction/5-Acknowledgments-authors-web.tex
rename to rules/0-Introduction/6-Acknowledgments-authors-web.tex
diff --git a/rules/0-Introduction/5-Acknowledgments-authors.tex b/rules/0-Introduction/6-Acknowledgments-authors.tex
similarity index 100%
rename from rules/0-Introduction/5-Acknowledgments-authors.tex
rename to rules/0-Introduction/6-Acknowledgments-authors.tex
diff --git a/rules/0-Introduction/5-Acknowledgments.tex b/rules/0-Introduction/6-Acknowledgments.tex
similarity index 71%
rename from rules/0-Introduction/5-Acknowledgments.tex
rename to rules/0-Introduction/6-Acknowledgments.tex
index b699489..ec79159 100644
--- a/rules/0-Introduction/5-Acknowledgments.tex
+++ b/rules/0-Introduction/6-Acknowledgments.tex
@@ -1,11 +1,11 @@
\emph{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\ifthenelse{\equal{\outworldsMode}{mode-pdf}}{ at the Denver Team at Wizard's Chest and by the Kansas City Metro Team at the Geekery and other locations}{}.
\ifthenelse{\equal{\outworldsMode}{mode-web}}{
- \input{0-Introduction/5-Acknowledgments-authors-web.tex}
+ \input{0-Introduction/6-Acknowledgments-authors-web.tex}
}{
\ifthenelse{\equal{\outworldsMode}{mode-pdf}}{
- \input{0-Introduction/5-Acknowledgments-authors.tex}
+ \input{0-Introduction/6-Acknowledgments-authors.tex}
}{
- \input{0-Introduction/5-Acknowledgments-authors-short.tex}
+ \input{0-Introduction/6-Acknowledgments-authors-short.tex}
}
}
diff --git a/rules/0-Introduction/6-Quote.tex b/rules/0-Introduction/6-Quote.tex
deleted file mode 100644
index 5fbe39f..0000000
--- a/rules/0-Introduction/6-Quote.tex
+++ /dev/null
@@ -1,14 +0,0 @@
-\begin{center}
-\parbox{0.6\textwidth}{
-\begin{center}
-"\emph{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 \emph{BattleTech}."
-\end{center}
-}
-
-~\\
-
-Michael A. Stackpole
-\end{center}
diff --git a/rules/0-Introduction/7-Quote.tex b/rules/0-Introduction/7-Quote.tex
new file mode 100644
index 0000000..4cef29e
--- /dev/null
+++ b/rules/0-Introduction/7-Quote.tex
@@ -0,0 +1,14 @@
+\begin{center}
+ \parbox{0.6\textwidth}{
+ \begin{center}
+ "\emph{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 \emph{BattleTech}."
+ \end{center}
+ }
+
+ ~\\
+
+ Michael A. Stackpole
+\end{center}
diff --git a/rules/0-Introduction/index.tex b/rules/0-Introduction/index.tex
index 3f8b727..c2dbee0 100644
--- a/rules/0-Introduction/index.tex
+++ b/rules/0-Introduction/index.tex
@@ -12,31 +12,51 @@ \subsubsection*{Contents}
\input{0-Introduction/2-Contents.tex}
+% --------------------------------------------------------------------------------
+\subsubsection*{Rulebooks}
+% --------------------------------------------------------------------------------
+
+\input{0-Introduction/3-Rulebooks.tex}
+
% --------------------------------------------------------------------------------
\subsubsection*{Disclaimer}
% --------------------------------------------------------------------------------
-\input{0-Introduction/3-Disclaimer.tex}
+\input{0-Introduction/4-Disclaimer.tex}
% --------------------------------------------------------------------------------
\subsubsection*{Questions and Downloads}
% --------------------------------------------------------------------------------
-\input{0-Introduction/4-Questions.tex}
+\input{0-Introduction/5-Questions.tex}
% --------------------------------------------------------------------------------
\subsubsection*{Acknowledgments}
% --------------------------------------------------------------------------------
-\input{0-Introduction/5-Acknowledgments.tex}
+\input{0-Introduction/6-Acknowledgments.tex}
% --------------------------------------------------------------------------------
\subsubsection*{Version}
% --------------------------------------------------------------------------------
-This \ifthenelse{\equal{\outworldsMode}{mode-web}}{website is current as of \today}{document is for \emph{BattleTech: Outworlds Wastes} version 2.0, 18 October 2024}.
+This \ifthenelse{\equal{\outworldsMode}{mode-web}}{website is current as of \today}{document is for \emph{BattleTech: Outworlds Wastes} version 3.0-alpha, 27 November 2024}.
\newpage
\vspace*{\fill}
-\input{0-Introduction/6-Quote.tex}
+\input{0-Introduction/7-Quote.tex}
\vspace*{\fill}
+
+\newpage
+
+\ifthenelse{\equal{\outworldsMode}{mode-web}}
+{}
+{
+ \vspace*{\fill}
+ \begin{center}
+ (This page intentionally left blank.)
+ \end{center}
+ \vspace*{\fill}
+}
+
+\newpage % Blank page for printing purposes
diff --git a/rules/1-Background/0-Intro-factions.tex b/rules/1-Background/0-Intro-factions.tex
index 69af87e..327cb1f 100644
--- a/rules/1-Background/0-Intro-factions.tex
+++ b/rules/1-Background/0-Intro-factions.tex
@@ -1,24 +1,23 @@
-You command a combined arms force exploring the Outworlds Wastes for your faction.
-Commanders compete with other factions in the Outworlds Wastes to grow their force and recover lost technology.
-Common factions for the region are given below.
+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:
\begin{itemize}
-\item {\bfseries Outworlds Alliance}: A resourceful faction focused on reclaiming lost resources to support their remaining systems who was founded by frontier settlers and isolationists.
+ \item {\bfseries Outworlds Alliance}: A resourceful faction focused on reclaiming lost resources to support their remaining systems who was founded by frontier settlers and isolationists.
-\item {\bfseries 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.
+ \item {\bfseries 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.
-\item {\bfseries Draconis Combine}: A fiercely loyal and aggressive faction with a culture rooted in the code of the samurai and focused on honor and conquest.
+ \item {\bfseries Draconis Combine}: A fiercely loyal and aggressive faction with a culture rooted in the code of the samurai and focused on honor and conquest.
-\item {\bfseries Federated Suns}: A pragmatic faction balancing diplomacy and military action that is inspired by European knightly orders and chivalry.
+ \item {\bfseries Federated Suns}: A pragmatic faction balancing diplomacy and military action that is inspired by European knightly orders and chivalry.
-\item {\bfseries Mercenary groups}: Flexible and opportunistic forces driven by profit, holding shifting allegiances, and inspired by historical mercenaries and free companies.
+ \item {\bfseries Mercenary groups}: Flexible and opportunistic forces driven by profit, holding shifting allegiances, and inspired by historical mercenaries and free companies.
-\item {\bfseries Pirate gangs}: Outlaws motivated by greed, power, and the freedom from any government oversight living under the code of might is right.
+ \item {\bfseries Pirate gangs}: Outlaws motivated by greed, power, and the freedom from any government oversight living under the code of might is right.
-\item {\bfseries Clan Dark Caste}: Clan bandits, renegades, and malcontents doing what they must to survive while utilizing stolen or scavenged Clan equipment.
+ \item {\bfseries Clan Dark Caste}: Clan bandits, renegades, and malcontents doing what they must to survive while utilizing stolen or scavenged Clan equipment.
\end{itemize}
These factions are the most prevalent in the region, but many other factions may be found in the Outworlds Wastes.
-Commanders may pick the faction any find interesting.
+You may pick the faction any find interesting.
diff --git a/rules/1-Background/1-Factions.tex b/rules/1-Background/1-Factions.tex
index 9d8c5d7..30eb79e 100644
--- a/rules/1-Background/1-Factions.tex
+++ b/rules/1-Background/1-Factions.tex
@@ -1,5 +1,5 @@
The general background, goals, and playstyles of the common factions in the Outworlds Wastes are outlined below.
-Commanders may use these descriptions as inspiration for their forces but are not limited to the notes given here.
+You may use these descriptions as inspiration for their forces but are not limited to the notes given here.
{\bfseries Outworlds Alliance}:
The Outworlds Alliance has always prioritized survival over expansion, especially during and after the devastating Succession Wars.
diff --git a/rules/1-Background/index-quickstart.tex b/rules/1-Background/index-quickstart.tex
deleted file mode 100644
index 76a7149..0000000
--- a/rules/1-Background/index-quickstart.tex
+++ /dev/null
@@ -1,5 +0,0 @@
-\input{1-Background/0-Intro-region.tex}
-
-\input{1-Background/0-Intro-factions.tex}
-
-\input{1-Background/0-Intro-league.tex}
diff --git a/rules/10-Downloads/0-Downloads.tex b/rules/10-Downloads/0-Downloads.tex
new file mode 100644
index 0000000..21a6f02
--- /dev/null
+++ b/rules/10-Downloads/0-Downloads.tex
@@ -0,0 +1,36 @@
+% --------------------------------------------------------------------------------
+% Core downloads
+% --------------------------------------------------------------------------------
+
+These rules may be downloaded in PDF format:
+
+\ifthenelse{\equal{\outworldsMode}{mode-web}}{
+\HCode{
+
+}}{}
+
+\emph{GitHub Download}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-chaos/rules-pdf/battletech-outworlds-chaos.pdf}{Full rules}
+
+% --------------------------------------------------------------------------------
+% Scenarios
+% --------------------------------------------------------------------------------
+
+\input{7-Tracks/7-Narrative.tex}
+
+% --------------------------------------------------------------------------------
+% GitHub
+% --------------------------------------------------------------------------------
+
+The source files for \emph{BattleTech: Outworlds Wastes: Chaos Campaign} are on \href{https://github.com/Eudicods/outworlds-chaos}{GitHub}.
diff --git a/rules/10-Short/index.tex b/rules/10-Short/index.tex
deleted file mode 100644
index 70b6f05..0000000
--- a/rules/10-Short/index.tex
+++ /dev/null
@@ -1 +0,0 @@
-\input{10-Short/0-Short.tex}
diff --git a/rules/11-Errata/0-Errata-1.0.tex b/rules/11-Errata/0-Errata-1.0.tex
deleted file mode 100644
index 748aa6c..0000000
--- a/rules/11-Errata/0-Errata-1.0.tex
+++ /dev/null
@@ -1,209 +0,0 @@
-\section{Version 1.0}
-
-This errata applies to version 1.0 of the BattleTech: Outworlds Wastes rules.
-
-\subsection{Advanced Force Construction Rules}
-
-Add the following paragraph at the end of the section:
-
-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.
-
-\subsection{Casual Scenario Primary Objectives}
-
-The following changes fix Alpha Strike compatibility for Casual Scenarios.
-Update the following items on p. 25 of the full rules and p. 9 of the quickstart rules as follows:
-
-\begin{enumerate}
-
-\setcounter{enumi}{1}
-\item {\bfseries 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 end the Movement Phase in the same hex.
-Standard cargo loading rules apply.
-A 'Mech carrying supplies can't fire arm weapons (BattleTech) or does -2 damage (Alpha Strike).
-A unit carrying supplies earns a portion of 7,000,000 C-bills for bringing the supplies to their home edge.
-Each side cannot score from the same supply depot twice until they score from every other supply depot.
-
-\setcounter{enumi}{7}
-\item {\bfseries 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 as the target 'Mech during the End Phase to start dragging it.
-Units without hand actuators must use 1 turn securing the target 'Mech.
-The dragging unit has a 1/2 reduction in their walking MP and cannot jump.
-A target 'Mech cannot fire weapons in one arm (BattleTech) or does -1 damage (Alpha Strike).
-A unit earns a proportion of 7,000,000 C-bills for each 'Mech returned to their home map edge.
-
-\end{enumerate}
-
-\subsection{Battlefield Support}
-
-The BattleTech: Mercenaries box set updated the Battlefield Support system for BattleTech.
-Replace the Battlefield Support subsection of the Scenario section with the following text:
-
-By default, \emph{BattleTech: Outworlds Wastes} assumes commanders are using the full rules for combined arms from \emph{BattleTech: Total Warfare} and \emph{Alpha Strike: Commander's Edition}.
-League organizers may allow Battlefield Support: Strikes rules (p. 75, \emph{BMM} and p.55, \emph{AS: CE}) to provide simplified aerospace and artillery support and off-board artillery rules for Alpha Strike (see p. 151, \emph{AS: CE}).
-League organizers may also allow Battlefield Support: Assets rules (BattleTech: Mercenaries box set) to provide simplified non-'Mech units, such as combat vehicles and infantry.
-
-\subsubsection{Battlefield Support: Strikes and Off-Board Artillery}
-
-Each side for a scenario must agree to use Battlefield Support: Strikes or off-board artillery rules.
-When using Battlefield Support: Strikes rules, each side receives the same number of Battlefield Support Points (BSP).
-Consult the Battlefield Support rules in Alpha Strike: Commander's Edition or BattleTech: Mercenaries box set, as appropriate, to help determine the number of BSP and the cost of each support type.
-Each side may also agree to use any unused BV from force selection to purchase additional BSP, where 1 BSP costs 20 BV.
-Commanders may increase their BSP by up to half of the BSP limit.
-
-The following additional rules apply when using Battlefield Support: Strikes or off-board artillery.
-
-\begin{itemize}
-
-\item The commander's force must have a unit capable of offering the support.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{18em} m{20em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Support Type} & \bfseries{Required Unit} \\
-\Hline{1pt}
-Offensive Aerospace Support (BSP) & Attack or fire-support aerospace unit \\
-Defensive Aerospace Support (BSP) & Dogfighter or interceptor aerospace unit \\
-Artillery Support (BSP) & Corresponding artillery unit \\
-Counter-Battery Support (BSP) & Artillery or aerospace unit \\
-Minefield Support (BSP) & Any unit \\
-Off-board Artillery (AS) & Artillery unit \\
-Counter-Battery Fire (AS) & Artillery or aerospace unit \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Support Unit Requirements}
-\end{table}
-
-\item The commander must declare which off-map unit in their force is offering support during the scenario before using the off-map support rules.
-The same unit must be used to provide this type of support for the rest of the scenario, unless this unit is destroyed.
-
-\item Commanders declare what Battlefield Support they are using this turn at the start of the Weapon Attack Phase while declaring attacks.
-
-\item The first successful use of Defensive Aerospace Support or Counter-Battery Support/Fire damages the attacking unit.
-The second successful use destroys the attacking unit.
-
-\end{itemize}
-
-Counter-Battery Support is a new form of Battlefield Support for BattleTech that mirrors the Counter-Battery Fire rule from Alpha Strike.
-
-{\bfseries Counter-Battery Support}:
-Counter-Battery Support costs 14 BSP and can only be used once enemy Artillery Support has been used.
-The Target Number for Counter-Battery Support is 7.
-Reduce the Target Number by 1 for each use of enemy Artillery Support where a friendly unit had LOS to the point of impact.
-Reset the Target Number to 7 if the enemy artillery unit is destroyed by 2 successful Counter-Battery Support attacks.
-
-\subsubsection{Battlefield Support: Assets}
-
-Each side for a scenario must agree to use Battlefield Support: Assets rules.
-Commanders may agree to only use Battlefield Support: Assets rules for some types of units, such as conventional infantry units.
-Commanders should use the same rules for every unit of the same type in the scenario, BattleTech: Total Warfare or Battlefield Support: Assets.
-
-When converting a unit in a force to an Asset, first compute the Asset skill level by taking the average of the Gunnery and Driving skills, rounding down, and adding 2.
-Only BV values for skill 5 and skill 6 are provided on the Asset cards, so unit skill levels may be temporarily degraded for a scenario to a higher skill level.
-Use the BV cost of the Asset at the computed skill level.
-
-For BattleTech: Outworlds Wastes, an Asset is considered \emph{damaged} if the Destroy Check Target Number is reduced to (base Destroy Check Target Number + 4) / 2, rounded down.
-For example, the Manticore Heavy Tank Asset is considered \emph{damaged} when the Destroy Check Target Number is reduced to (10 + 4) / 2 = 7 while the Warrior H-7 Asset is considered \emph{damaged} when the Destroy Check Target Number is reduced to (5 + 4) / 2 = 4.
-
-If the BV of the Asset at skill 6 is lower than the BV of the unit at Gunnery 4/Driving 5 under Total Warfare rules, scale the \emph{repair} and \emph{replace} costs to account for the unit being less combat effective.
-For example, a Manticore Heavy Tank Asset is 420 BV at skill 6, while the Manticore Heavy Tank under Total Warfare rules costs 993 BV.
-The Manticore Heavy Tank Asset has 42\% of the BV, so it only costs 279,196 C-bills to \emph{repair} or 558,392 C-bills to \emph{replace} instead of the 660,100 C-bills to \emph{repair} or 1,320,200 C-bills to \emph{replace} the unit using full Total Warfare rules.
-Do not apply any modifiers for quirks or DropShip modifications when \emph{repairing} or \emph{replacing} Assets.
-
-\subsection{Sample Scenario Logistics Tracking}
-
-The Sample Scenario Logistics Tracking in the event rules references \emph{Refit}, which is no longer part of the event rules.
-The following sample tracking sheet should be used instead on p.9 of the event rules.
-
-\newpage
-
-\section{Sample Scenario Logistics Tracking}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{11em} m{9em} R{5em} R{5em} R{6em} R{4em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Initial Force} \\
-\rowcolor{black!30} Bay & Unit & Pilot & Gunnery & Piloting & C-bills & BV \\
-\hline
-\vspace{2.22pt}
-1 & & & & & & \\[2.22pt]
-2 & & & & & & \\[2.22pt]
-3 & & & & & & \\[2.22pt]
-4 & & & & & & \\[2.22pt]
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Total BV} \\[2.22pt]
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Force Management} \\
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Starting C-bills} \\[2.22pt]
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Objectives} \\
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Primary Objective } \\[2.22pt]
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Secondary Objective} \\[2.22pt]
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Training} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 500,000 $\times$ BV skill multiplier difference, cannot exceed 2/3} \\
-\hline
-\vspace{2.22pt}
-1 & & & & & & \\[2.22pt]
-2 & & & & & & \\[2.22pt]
-3 & & & & & & \\[2.22pt]
-4 & & & & & & \\[2.22pt]
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Maintenance (Replace, Repair, and Recruit)} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost if destroyed, 25\% cost to repair internal damage} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost per troop killed} \\
-\hline
-\vspace{2.22pt}
-1 & & & & & & \\[2.22pt]
-2 & & & & & & \\[2.22pt]
-3 & & & & & & \\[2.22pt]
-4 & & & & & & \\[2.22pt]
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Purchase} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay cost to add to TOE} \\
-\hline
-\vspace{2.22pt}
-1 & & & & & & \\[2.22pt]
-2 & & & & & & \\[2.22pt]
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Salvage} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost to add to TOE or sell to earn 25\% cost} \\
-\hline
-\vspace{2.22pt}
-1 & & & & & & \\[2.22pt]
-2 & & & & & & \\[2.22pt]
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Sell} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Earn 50\% cost} \\
-\hline
-1 & & & & & & \\[2.22pt]
-2 & & & & & & \\[2.22pt]
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{...} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Final C-bills} \\
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Total C-bills} \\[2.22pt]
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Final Force} \\
-\rowcolor{black!30} Bay & Unit & Pilot & Gunnery & Piloting & C-bills & BV \\
-\hline
-\vspace{2.22pt}
-1 & & & & & & \\[2.22pt]
-2 & & & & & & \\[2.22pt]
-3 & & & & & & \\[2.22pt]
-4 & & & & & & \\[2.22pt]
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Total BV (5,000 limit)} \\
-\Hline{1pt}
-\end{tabular}
-\end{table}
diff --git a/rules/11-Errata/0-Errata-1.1.tex b/rules/11-Errata/0-Errata-1.1.tex
deleted file mode 100644
index 6103518..0000000
--- a/rules/11-Errata/0-Errata-1.1.tex
+++ /dev/null
@@ -1,260 +0,0 @@
-\section{Version 1.1}
-
-This errata applies to version 1.1 of the BattleTech: Outworlds Wastes rules.
-
-\subsection{Force Construction}
-
-Clarify rules about infantry bays and superheavy units.
-Update the first bullet point on p. 10 of the full rules and p. 5 of the quickstart rules to state:
-
-\begin{itemize}
-
-\item Commanders have a modified Union class DropShip with 15 configurable bays.
-Bays may be empty and can changed to a different configuration.
-Bay space for all infantry units is shared across bays.
-Your entire force must fit onto your DropShip.
-Bay limits are in the table below.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{10em} m{20em} R{3.8em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay Type} & \bfseries{Capacity} & \bfseries{Limit} \\
-\Hline{1pt}
-'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 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Bay Limits}
-\end{table}
-
-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.
-
-\end{itemize}
-
-Add the requirement that unit skill levels can differ by no more than 3.
-Update the last bullet point on p. 10 of the full rules and p. 5 of the quickstart rules to state:
-
-\begin{itemize}
-
-\item The BV cost of a unit includes the skill level.
-The initial skill levels for a unit may be no better than Gunnery 3/Piloting 4 and cannot differ by more than 3.
-Average skill levels for factions and units are given on \emph{BattleTech: Total Warfare} p. 40.
-ProtoMechs always have Piloting 5 and infantry units without anti-'Mech equipment have Anti-'Mech 5, because these skills are not used for these units.
-
-\end{itemize}
-
-\subsection{Event Force Construction}
-
-Update the fourth and fifth bullet point on p. 4 of the Event rules:
-
-\begin{itemize}
-
-\item 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.
-
-\item 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, \emph{TW}, p. 39, \emph{AS: CE}).
-
-\end{itemize}
-
-Add the requirement that unit skill levels can differ by no more than 3.
-Update the last bullet point on p. 4 of the Event rules:
-
-\begin{itemize}
-
-\item The BV costs of a unit includes all adjustments, to include skill levels, C\textsuperscript{3}, and TAG.
-Skill levels should generally be close to the average skill levels (see p. 40, \emph{TW}).
-A unit may be no better than Gunnery 3/Piloting 4 and no worse than Gunnery 5/Piloting 6.
-ProtoMechs always have Piloting 5 and infantry units without anti-'Mech equipment have Anti-'Mech 5.
-
-\end{itemize}
-
-\subsection{Force Maintenance}
-
-The paragraph for Salvage had a grammatical error.
-That paragraph on p. 14 of the full rules, p. 7 of the quickstart rules, and p. 5 of the event rules should read:
-
-{\bfseries Salvage}: Recover enemy units that that were \emph{destroyed} in a scenario.
-Pay 50\% the C-bill cost, rounded up, to add salvaged enemy units to your force.
-A War Crow Prime costs 22,057,358 C-bills, so it costs 11,028,679 C-bills to add a salvaged War Crow Prime to your force.
-The new unit starts at skill 4/5 and can be \emph{trained}.
-Alternatively, sell the salvaged unit to earn 25\% of the C-bill cost.
-A salvaged War Crow Prime could be sold to earn 5,514,340 C-bills.
-
-Add the requirement that unit skill levels can differ by no more than 3.
-Update the Train rule on p. 14 of the full rules, p3. 7 of the quickstart rules to say:
-
-{\bfseries Train}: Pay 500,000 C-bills multiplied by the difference in BV skill multiplier to improve a unit's skill levels.
-For example, a Gunnery 4/Piloting 5 pilot has a BV skill multiplier of 1.0 and a 3/4 pilot has a BV skill multiplier of 1.32.
-Therefore, it costs 160,000 C-bills to train a 4/5 pilot to 3/4.
-Units cannot be upgraded past 1/2.
-New units and units that did not participate in the most recent scenario cannot be upgraded past 3/4.
-Skills cannot differ by more than 3.
-See \emph{BattleTech: TechManual} p. 315 for the BV skill multiplier table.
-A unit's skill levels may be degraded at no C-bill cost.
-ProtoMechs and infantry units without anti-'Mech equipment have Piloting/Anti-'Mech 5.
-
-Update the Train rule on p. 5 of the event rules to say:
-
-{\bfseries Train}: Pay 500,000 C-bills multiplied by the difference in BV skill multiplier to improve a unit's skill levels.
-For example, a Gunnery 4/Piloting 5 pilot has a BV skill multiplier of 1.0 and a 3/4 pilot has a BV skill multiplier of 1.32.
-Therefore, it costs 160,000 C-bills to train a 4/5 pilot to 3/4.
-Units cannot be upgraded past 2/3.
-Skills cannot differ by more than 3.
-See \emph{BattleTech: TechManual} p. 315 for the BV skill multiplier table.
-A unit's skill levels may be degraded at no C-bill cost.
-ProtoMechs and infantry units without anti-'Mech equipment have Piloting/Anti-'Mech 5.
-
-\subsection{Advanced Force Maintenance and Improvements}
-
-\subsection{Granular Repair}
-
-Add the following optional rule on p. 17 of the full rules:
-
-{\bfseries Granular Repair}: Calculate the repair costs based upon the percentage of the internal structure damaged.
-Armor is still repaired for free.
-The repair cost for Omni units is still based upon the fielded variant.
-A 5/6 pilot or crew is still included in the repair cost.
-
-For BattleTech, calculate \emph{repair} costs as 50\% of the unit's C-bill cost, multiplied by the percentage of internal sections damaged.
-For example, if 2 internal sections have structural damage and another section has a through-armor critical hit that caused critical hit damage, pay 3 / 8 = 37.5\% of 50\% of the C-bill cost of the unit, or 18.75\% of the C-bill cost of the unit.
-It would cost 2,113,173 C-bills to repair a Wolverine WVR-7D damaged in this way, instead of 2,817,564 C-bills per the standard \emph{repair} rules.
-
-For Alpha Strike, calculate \emph{repair} costs as 50\% of the unit's C-bill cost, multiplied by the percentage of internal structure bubbles damaged.
-For example, if a unit has only 1 out of 3 structure bubbles remaining, pay 2 / 3 = 66.7\% of 50\% of the C-bill cost of the unit, or 33.3\% of the C-bill cost of the unit.
-It would cost 3,756,752 C-bills to repair a Wolverine WVR-7D damaged in this way, instead of 2,817,564 C-bills per the standard \emph{repair} rules.
-
-\subsection{Rearm}
-
-Add the following optional rule on p. 17 of the full rules:
-
-{\bfseries Rearm}: League organizers may require ammunition to be replenished.
-\emph{BattleTech: TechManual} provides cost per ton for ammunition.
-When not purchasing ammunition by the ton, it costs 35,000 C-bills for standard ammo and 175,000 C-bills for specialty ammo to rearm a unit.
-In Alpha Strike, apply a -1 modifier to damage at all brackets during a scenario if a unit is not rearmed.
-
-Add the following two new optional rules for infantry units on p.17 of the full rules:
-
-\begin{description}
-
-\item {\bfseries Conscripts}: Foot infantry may be treated as conscripts.
-These units have no cost to \emph{recruit} or \emph{replace} and cannot be sold as \emph{salvage}.
-These units must be \emph{purchased} as normal to be added to a force.
-Conscripted troops may be no better than Gunnery 4/Anti-'Mech 5 and cannot have Special Pilot Abilities (SPAs).
-Commanders may have elite infantry who can be higher skill and receive SPAs.
-
-\item {\bfseries Anti-'Mech Costs}: Some infantry units, such as Anti-'Mech jump infantry, can have particularly high C-bill costs.
-The relatively low BV cost for these units can be exploited to give commanders disproportionate initial C-bills.
-League organizers may reduce the Anti-'Mech Training and Equipment cost multiplier (see p.282 TM) from 5.0 to 2.0 to mitigate this issue.
-Commanders multiply the C-bill costs of all units with Anti-'Mech training and equipment by 0.4.
-
-\end{description}
-
-\subsection{DropShip Customization - Maintenance}
-
-Replace the first paragraph on p. 21 of the full rules with the following paragraphs:
-
-Improve the ability to repair, replace, or refit units in a maintenance category.
-Also, commanders may fix a limited number of through-armor critical hits or motive system damage without paying the \emph{repair} cost.
-The maintenance categories are 'Mechs, ground Combat Vehicles, VTOL Combat Vehicles, Aerospace units, and ProtoMechs.
-
-This customization stacks with quirks.
-A unit that is \emph{Easy to Maintain} on a DropShip with level 1 in maintenance for that unit type is 15\% cheaper to \emph{repair} or \emph{replace} while a unit that is \emph{Hard to Maintain} would only be 5\% more expensive to \emph{repair} or \emph{replace}.
-
-\subsection{DropShip Customization - Support Bays}
-
-Add the following text at the bottom of p.22 of the full rules:
-
-\emph{\bfseries Support Bays}: A vehicle may be used to convert combat vehicle bay space into DropShip customization levels.
-Using a vehicle in this fashion fills the entire bay.
-The vehicle must cost at least 500,000 C-bills; if the vehicle costs less, pay the difference to use the vehicle in this way.
-Only one level of a type may be added by a vehicle and customization cannot exceed level 3.
-The vehicles may be used in scenarios but do not grant a level of customization if \emph{damaged} or \emph{destroyed} unless \emph{repaired} or \emph{replaced}.
-
-\begin{itemize}
-
-\item BattleMech Recovery Vehicles give 1 level of Machine Shop
-
-\item Vehicles with at least 6 tons of MASH equipment give 1 level of Medical Bay
-
-\end{itemize}
-
-\subsection{Casual Scenario Primary Objectives}
-
-The following changes fix Alpha Strike compatibility for Casual Scenarios.
-Update the following items on p. 28 of the full rules and p. 9 of the quickstart rules as follows:
-
-\begin{enumerate}
-
-\item {\bfseries 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, Alpha Strike) and no enemy units are in the target hex.
-The search is successful on a 2D6 roll of 7+ for 'Mechs and ground combat vehicles or 5+ for infantry.
-An attacking unit with an active probe may instead search 1 building within range of its active probe on a 2D6 roll of 6+.
-The attacker earns 1,000,000 C-bills for each objective they find and the defender earns 1,000,000 C-bills for each objective remaining hidden.
-
-\item {\bfseries 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, Alpha Strike) 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 (BattleTech) or does -2 damage (Alpha Strike).
-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 a portion of 7,000,000 C-bills for bringing the supplies to their home edge based upon the total number of loads of supplies available.
-
-\item {\bfseries Zone Control}: 3, 5, or 7 key points are distributed on the map.
-The locations of the key points dramatically changes the gameplay.
-The basic configuration is 3 key points along the center of the map and 1 key point halfway between the center and each home edge.
-A side controls a key point if only their units are in or adjacent to the key point (within 2", Alpha Strike).
-During the End Phase, the side that controls the most key points earns 1,000,000 C-bills.
-If each side controls the same number of points and controls at least 1 point, then each side earns 500,000 C-bills for that round.
-
-\item {\bfseries Base Defense}: 7 buildings are on the defenders side of the map.
-Each building is medium with a construction factor of 60 (6, Alpha Strike) and 1-3 levels high (1"-3", Alpha Strike), unless the players agree upon a different configuration.
-The attacker earns 1,000,000 C-bills for each building destroyed and the defender earns 1,000,000 C-bills for each building remaining.
-
-\item {\bfseries King of the Hill}: A hex in the center of the map contains a building with valuable files.
-The building is medium with a construction factor of 60 (6, Alpha Strike), unless the players agree upon a different configuration.
-The force earns 1,000,000 C-bills for every turn that they have the only infantry units inside of the building at the end of the turn.
-Commanders may add additional bunkers to the center of the map and split the 1,000,000 C-bills between the number of bunkers.
-
-\item {\bfseries 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, Alpha Strike) 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 7,000,000 C-bills if this 'Mech is destroyed or 3,500,000 C-bills if this 'Mech receives crippling damage.
-The defender 7,000,000 C-bills if this 'Mech does not receive crippling damage or 3,500,000 C-bills if this 'Mech is crippled but not destroyed.
-The turn limit for this scenario is based upon the terrain and movement profile of the VIP's 'Mech.
-
-\item {\bfseries Extraction}: Extract 1-3 hidden infantry teams.
-For each hidden unit, the attackers select a hex within 4 rows (8", Alpha Strike) of the defenders home edge and more than 4 hexes (8", Alpha Strike) away from the other edges of the map.
-A unit with at least 1 ton of cargo capacity can pick up the target by being in the same hex as a target during the End Phase.
-The target is not destroyed if the carrying unit is destroyed.
-A unit earns a portion of 7,000,000 C-bills by exiting their home edge while carrying a target.
-
-\item {\bfseries Recovery}: 4-6 disabled 'Mechs are equally spaced along the map diagonal.
-A unit of equal or higher weight class can drag a target 'Mech.
-A friendly unit must be in the same hex (in base to base contact, Alpha Strike) as the target 'Mech during the End Phase to start dragging it.
-Units without hand actuators must use 1 turn securing the target 'Mech.
-The dragging unit has a 1/2 reduction in their walking MP and cannot jump.
-A target 'Mech cannot fire weapons in one arm (BattleTech) or does -1 damage (Alpha Strike).
-A unit earns a proportion of 7,000,000 C-bills for each 'Mech returned to their home map edge.
-
-\end{enumerate}
diff --git a/rules/11-Errata/index.tex b/rules/11-Errata/index.tex
deleted file mode 100644
index 4a1cc5a..0000000
--- a/rules/11-Errata/index.tex
+++ /dev/null
@@ -1,8 +0,0 @@
-This errata document is current as of 18 October 2024.
-
-\input{11-Errata/0-Errata-1.1.tex}
-
-\newpage
-
-\input{11-Errata/0-Errata-1.0.tex}
-
diff --git a/rules/11-Sample-Forces/0-ilClan-Merc-Fox-Patrol.tex b/rules/11-Sample-Forces/0-ilClan-Merc-Fox-Patrol.tex
new file mode 100644
index 0000000..2732219
--- /dev/null
+++ b/rules/11-Sample-Forces/0-ilClan-Merc-Fox-Patrol.tex
@@ -0,0 +1,61 @@
+\subsubsection{Fox Patrol - ilClan Era Mercenary Force}
+
+\href{https://www.sarna.net/wiki/Fox_Patrol}{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.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Fox Patrol Logo', width=1.5in, height=2.25in]{img/Fox-Patrol.png}
+ \caption*{Fox Patrol}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 12 & Total Bays & & & & & \\
+ & Total BV & & & & 10,747 & \\
+ & Total PV & & & & & 391 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{ilClan Mercenary Force - Fox Patrol}
+\end{table}
diff --git a/rules/11-Sample-Forces/1-Clan-Invasion-Somerset-Strikers.tex b/rules/11-Sample-Forces/1-Clan-Invasion-Somerset-Strikers.tex
new file mode 100644
index 0000000..ebe5e35
--- /dev/null
+++ b/rules/11-Sample-Forces/1-Clan-Invasion-Somerset-Strikers.tex
@@ -0,0 +1,63 @@
+\subsubsection{1st Somerset Strikers - Clan Invasion Era Mercenary Force}
+
+\href{https://www.sarna.net/wiki/1st_Somerset_Strikers}{1st Somerset Strikers} is an irregular Federated Commonwealth unit containing both Federated Commonwealth and Draconis Combine personnel.
+A popular propaganda holovid show detailed the exploits of the 1st Somerset Strikers.
+This list adds some Inner Sphere Battle Armor to their roster, which was developed in part with technical data on Elemental Battle Armor captured by the 1st Somerset Strikers.
+
+Note: All of the 'mech minis for these units can be found in the \href{https://www.sarna.net/wiki/BattleTech:_Somerset_Strikers_ForcePack}{BattleTech: Somerset Strikers ForcePack}.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='1st Somerset Strikers Logo', width=1.5in, height=1.778in]{img/1st-Somerset-Strikers.png}
+ \caption*{1st Somerset Strikers}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 1 & Axman AXM-3S & Maj. Adam Steiner & 3 & 4 & 1,659 & 32 \\
+ 2 & Mauler MAL-2R & Capt. Zachary Hawkins & 4 & 5 & 1,586 & 42 \\
+ 3 & Bushwacker BSW-X2 & Capt. Valten Ryder & 4 & 5 & 1,193 & 28 \\
+ 4 & Wolfhound WLF-1 & Lt. Ciro Ramirez & 4 & 5 & 949 & 28 \\
+ 5 & Hatamoto-Chi HTM-27T & Franklin Sakamoto & 4 & 5 & 1,607 & 39 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
+ \Hline{1pt}
+ 1 & Corsair CSR-V12 & Cadet Katiara Kylie & 4 & 5 & 1,190 & 35 \\
+ 2 & Shilone SL-17 & & 4 & 5 & 1,230 & 33 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 1 & Karnov UR, 3055 & & 4 & 5 & 152 & 12 \\
+ 1 & Karnov UR, 3055 & & 4 & 5 & 152 & 12 \\
+ 2 & Karnov UR, 3055 & & 4 & 5 & 152 & 12 \\
+ 2 & Karnov UR, 3055 & & 4 & 5 & 152 & 12 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & IS Std BA, Laser & & 4 & 5 & 231 & 14 \\
+ 1 & IS Std BA, Laser & & 4 & 5 & 231 & 14 \\
+ 1 & IS Std BA, Laser & & 4 & 5 & 231 & 14 \\
+ 2 & IS Std BA, Laser & & 4 & 5 & 231 & 14 \\
+ \Hline{1pt}
+
+ 11 & Total Bays & & & & & \\
+ & Total BV & & & & 10,946 & \\
+ & Total PV & & & & & 367 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Clan Invasion Mercenary Force - 1st Somerset Strikers}
+\end{table}
diff --git a/rules/11-Sample-Forces/10-Civil-War-Far-Watch.tex b/rules/11-Sample-Forces/10-Civil-War-Far-Watch.tex
new file mode 100644
index 0000000..54c4504
--- /dev/null
+++ b/rules/11-Sample-Forces/10-Civil-War-Far-Watch.tex
@@ -0,0 +1,56 @@
+\subsubsection{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 \href{https://www.sarna.net/wiki/Alpha_Galaxy_(Clan_Wolf-in-Exile)}{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 \href{https://www.sarna.net/wiki/Alpha_Strike_Boxed_Set}{Alpha Strike} box set.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Clan Wolf in Exile Logo', width=1.5in, height=0.931in]{img/Wolf.png}
+ \caption*{Clan Wolf in Exile}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
+ \Hline{1pt}
+ 1 & Avar C & & 4 & 5 & 1,747 & 36 \\
+ 2 & Bashkir C & & 4 & 5 & 1,312 & 32 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 8 & Total Bays & & & & & \\
+ & Total BV & & & & 10,698 & \\
+ & Total PV & & & & & 280 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Civil War Wolf in Exile Force - Far Watch Binary, Alpha Galaxy}
+\end{table}
diff --git a/rules/11-Sample-Forces/11-Civil-War-8th-Dongel.tex b/rules/11-Sample-Forces/11-Civil-War-8th-Dongel.tex
new file mode 100644
index 0000000..e730dd1
--- /dev/null
+++ b/rules/11-Sample-Forces/11-Civil-War-8th-Dongel.tex
@@ -0,0 +1,61 @@
+\subsubsection{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 \href{https://www.sarna.net/wiki/8th_Donegal_Guards}{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 \href{https://www.sarna.net/wiki/Alpha_Strike_Boxed_Set}{Alpha Strike} box set.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Lyran Alliance Logo', width=1.5in, height=2.514in]{img/Lyran-Alliance.png}
+ \caption*{Lyran Alliance}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 9 & Total Bays & & & & & \\
+ & Total BV & & & & 10,920 & \\
+ & Total PV & & & & & 367 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Civil War Lyran Alliance Force - 8th Dongel Guards}
+\end{table}
diff --git a/rules/11-Sample-Forces/12-Civil-War-Knights.tex b/rules/11-Sample-Forces/12-Civil-War-Knights.tex
new file mode 100644
index 0000000..e3b672d
--- /dev/null
+++ b/rules/11-Sample-Forces/12-Civil-War-Knights.tex
@@ -0,0 +1,61 @@
+\subsubsection{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 \href{https://www.sarna.net/wiki/2nd_Knights_of_the_Inner_Sphere}{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 \href{https://www.sarna.net/wiki/Alpha_Strike_Boxed_Set}{Alpha Strike} box set.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Free Worlds League Logo', width=1.5in, height=0.944in]{img/Free-Worlds-League.png}
+ \caption*{Free Worlds League}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 10 & Total Bays & & & & & \\
+ & Total BV & & & & 10,713 & \\
+ & Total PV & & & & & 396 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Civil War Free Worlds League Force - 2nd Knights of the Inner Sphere}
+\end{table}
diff --git a/rules/11-Sample-Forces/13-Early-Dieron-Regulars.tex b/rules/11-Sample-Forces/13-Early-Dieron-Regulars.tex
new file mode 100644
index 0000000..e7fef6a
--- /dev/null
+++ b/rules/11-Sample-Forces/13-Early-Dieron-Regulars.tex
@@ -0,0 +1,74 @@
+\subsubsection{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 \href{https://www.sarna.net/wiki/3rd_Dieron_Regulars}{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
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Draconis Combine Logo', width=1.5in, height=1.486in]{img/Draconis-Combine.png}
+ \caption*{Draconis Combine}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
+ \Hline{1pt}
+ 1 & Trident TRN-3T & Chu-i Mariko Saburo & 4 & 5 & 374 & 24 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 7 \\
+ 1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 7 \\
+ \Hline{1pt}
+
+ 11 & Total Bays & & & & & \\
+ & Total BV & & & & 10,609 & \\
+ & Total PV & & & & & 374 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Early Succession Wars Draconis Combine Force - 3rd Dieron Regulars Spears of Nobutsuna}
+\end{table}
diff --git a/rules/11-Sample-Forces/14-Renaissance-Wastes-Jagers.tex b/rules/11-Sample-Forces/14-Renaissance-Wastes-Jagers.tex
new file mode 100644
index 0000000..4f115b1
--- /dev/null
+++ b/rules/11-Sample-Forces/14-Renaissance-Wastes-Jagers.tex
@@ -0,0 +1,68 @@
+\subsubsection{Alliance Grenadiers Wastes Jagers - Renaissance Era Outworlds Alliance Force}
+
+The Outworlds Wastes Jagers are a detached unit from the \href{https://www.sarna.net/wiki/Alliance_Grenadiers}{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.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Outworlds Alliance Logo', width=1.5in, height=1.486in]{img/Outworlds-Alliance.png}
+ \caption*{Outworlds Alliance}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 1 & Merlin MLN-1A & Section Leader Aviana Woolf & 3 & 4 & 1,217 & 31 \\
+ 2 & Merlin MLN-1A & Supervisor Irving Tailor & 4 & 5 & 1,217 & 31 \\
+ 3 & Locust LCT-3V & Preceptor Luke Lynwood & 4 & 5 & 490 & 19 \\
+ 4 & Locust LCT-1V & Preceptor Garrick Glenn & 4 & 5 & 432 & 18 \\
+ 5 & Stinger STG-3G & Preceptor Courteney Castle & 4 & 5 & 497 & 14 \\
+ 6 & Stinger STG-3R & Preceptor Pam Tupper & 4 & 5 & 359 & 14 \\
+ 7 & Wasp WSP-1A & Preceptor Willy Rose & 4 & 5 & 384 & 14 \\
+ 8 & Wasp WSP-1A & Preceptor Clive Miles & 4 & 5 & 384 & 14 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
+ \Hline{1pt}
+ 1 & Shilone SL-17 & Supervisor Piers Key & 4 & 5 & 1,230 & 33 \\
+ 2 & Lightning LTN-G15 & Preceptor Aliah Oliverson & 4 & 5 & 1,057 & 34 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 1 & Warrior Attack Helicopter H-7C & & 4 & 5 & 446 & 20 \\
+ 1 & Warrior Attack Helicopter H-7A & & 4 & 5 & 292 & 15 \\
+ 2 & Karnov UR Transport & & 4 & 5 & 125 & 11 \\
+ 2 & Karnov UR Transport & & 4 & 5 & 125 & 11 \\
+ 3 & Long Tom LT-MOB-25 & & 4 & 5 & 835 & 37 \\
+ 3 & Ballista Artillery & & 4 & 5 & 531 & 24 \\
+ 4 & Thumper Artillery & & 4 & 5 & 568 & 22 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & HALO Paratrooper & & 4 & 5 & 110 & 11 \\
+ 1 & HALO Paratrooper & & 4 & 5 & 110 & 11 \\
+ 1 & HALO Paratrooper & & 4 & 5 & 110 & 11 \\
+ \Hline{1pt}
+
+ 15 & Total Bays & & & & & \\
+ & Total BV & & & & 10,519 & \\
+ & Total PV & & & & & 395 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Renaissance Outworlds Alliance Force - Alliance Grenadiers Wastes Jagers}
+\end{table}
diff --git a/rules/11-Sample-Forces/15-Blakist-Society.tex b/rules/11-Sample-Forces/15-Blakist-Society.tex
new file mode 100644
index 0000000..b138a1d
--- /dev/null
+++ b/rules/11-Sample-Forces/15-Blakist-Society.tex
@@ -0,0 +1,63 @@
+\subsubsection{Lost Deep Septs - Blakist Jihad Era Society Force}
+
+\href{The Society}{https://www.sarna.net/wiki/The_Society} was very interested in caches of scientific equipment from the Star League era in the Outlands Wastes.
+
+The force primarily consisted of second line BattleMechs and older Battle Armor suits with solahma warriors, but Society leadership included one advanced OmniMech and several of their best ProtoMech designs.
+The Society did not have sufficient resources to support this reconnaissance mission, so the Lost Deep Septs were expected to resupply and repair with whatever they could find and steal in the Outworlds Wastes.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Society Logo', width=1.5in, height=2.292in]{img/Society.png}
+ \caption*{The Society}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{ProtoMechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 1 & Long Tom LT-MOB-25 & & 4 & 5 & 835 & 37 \\
+ 1 & Thor Artillery (Clan) & & 4 & 5 & 830 & 29 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 9 & Total Bays & & & & & \\
+ & Total BV & & & & 10,819 & \\
+ & Total PV & & & & & 365 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Blakist Jihad Society Force - Lost Deep Septs}
+\end{table}
diff --git a/rules/11-Sample-Forces/2-LosTech-Avalon-Hussars.tex b/rules/11-Sample-Forces/2-LosTech-Avalon-Hussars.tex
new file mode 100644
index 0000000..4951e48
--- /dev/null
+++ b/rules/11-Sample-Forces/2-LosTech-Avalon-Hussars.tex
@@ -0,0 +1,72 @@
+\subsubsection{17th Avalon Hussars Combat Command Echo - Succession Wars LosTech Era Federated Suns Force}
+
+This irregular command was detached for special assignment from the \href{https://www.sarna.net/wiki/17th_Avalon_Hussars}{17th Avalon Hussars}.
+Built as a fast reaction force to be deployed where House Davion needed extra firepower without mobilizing an entire regiment, they are a small, self-contained unit.
+
+Captain Clair 'Monty' Montgomery is a graduate of Warrior's Hall on New Syrtis.
+The son of minor nobility, he is known as a bit of a dandy with a flair for inspirational speeches and a love of berets.
+His spirited defense of a forward position drew the attention of Marshal Addley Verner.
+The same defense also cost Monty his family Crusader.
+
+Believing the AFFS needs more officers like Montgomery, Verner saw to it that Monty was rewarded an appropriate replacement; a Battlemaster BLR-1D.
+He was also detached from the 17th as the CO of Combat Command Echo.
+
+While Monty looks the part and now has the mech of a commander, it remains an open question if Monty’s inspired defense was tactical genius or merely incredible luck.
+
+Submitted By: Dusty 'Star Colonel' Guerra
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Federated Suns Logo', width=1.5in, height=1.5in]{img/Federated-Suns.png}
+ \caption*{Federated Suns}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 1 & Battlemaster BLR-1D & Cpt. Claire 'Monty' Montgomery & 3 & 4 & 1,522 & 40 \\
+ 2 & Wolverine WVR-6R & Lt. Andrea Neilson & 4 & 5 & 1,101 & 30 \\
+ 3 & Enforcer ENF-4R & SSgt. Reginald Owens & 4 & 5 & 1,032 & 25 \\
+ 4 & Javelin JVN-10N & Sgt. Kashvi Singh & 4 & 5 & 594 & 19 \\
+ 5 & Dervish DV-6M & Cpl. Lorraine LeClerc & 4 & 5 & 1,146 & 30 \\
+ 6 & Blackjack BJ-1 & Cpl. Vincent Toyama & 4 & 5 & 949 & 26 \\
+ 7 & Locust LCT-1V & Cpl. Edmond Kline & 4 & 5 & 432 & 21 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 1 & Hunter Light Tank, LRM15 & & 4 & 5 & 599 & 17 \\
+ 1 & Pegasus Scout Hover Tank & & 4 & 5 & 152 & 25 \\
+ 2 & Heavy Hover APC & & 4 & 5 & 188 & 11 \\
+ 2 & Heavy Hover APC & & 4 & 5 & 188 & 11 \\
+ 3 & Warrior H-7 & & 4 & 5 & 295 & 15 \\
+ 3 & Warrior H-7 & & 4 & 5 & 295 & 15 \\
+ 4 & Long Tom LT-MOB-25 & & 4 & 5 & 835 & 37 \\
+ 4 & Ballista Artillery & & 4 & 5 & 531 & 24 \\
+ 5 & Thumper Artillery & & 4 & 5 & 568 & 22 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & Jump Platoon, SRM & & 4 & 5 & 77 & 9 \\
+ 1 & Jump Platoon, Flamer & & 4 & 5 & 71 & 8 \\
+ 1 & Foot Platoon, MG & & 4 & 5 & 84 & 7 \\
+ \Hline{1pt}
+
+ 13 & Total Bays & & & & & \\
+ & Total BV & & & & 10,999 & \\
+ & Total PV & & & & & 390 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{LosTech Federated Suns Force - 17th Avalon Hussars Combat Command Echo}
+\end{table}
diff --git a/rules/11-Sample-Forces/3-Renaissance-Gray-Death-Legion.tex b/rules/11-Sample-Forces/3-Renaissance-Gray-Death-Legion.tex
new file mode 100644
index 0000000..5c02ca9
--- /dev/null
+++ b/rules/11-Sample-Forces/3-Renaissance-Gray-Death-Legion.tex
@@ -0,0 +1,65 @@
+\subsubsection{Gray Death Legion - Succession Wars Renaissance Era Mercenary Force}
+
+The \href{https://www.sarna.net/wiki/Gray_Death_Legion}{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
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Gray Death Legion Logo', width=1.5in, height=1.306in]{img/Gray-Death-Legion.png}
+ \caption*{Gray Death Legion}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
+ \Hline{1pt}
+ 1 & Chippewa CHP-W5 & Sue Ellen Klein & 4 & 5 & 1,520 & 37 \\
+ 2 & Chippewa CHP-W5 & Jeffrie Sherman & 4 & 5 & 1,520 & 37 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & Foot Platoon, Flamer & & 4 & 5 & 74 & 8 \\
+ 1 & Foot Platoon, MG & & 4 & 5 & 84 & 7 \\
+ \Hline{1pt}
+
+ 14 & Total Bays & & & & & \\
+ & Total BV & & & & 10,746 & \\
+ & Total PV & & & & & 364 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Renaissance Mercenary Force - Gray Death Legion}
+\end{table}
diff --git a/rules/11-Sample-Forces/4-Dark-Age-Swordsworn.tex b/rules/11-Sample-Forces/4-Dark-Age-Swordsworn.tex
new file mode 100644
index 0000000..6515da4
--- /dev/null
+++ b/rules/11-Sample-Forces/4-Dark-Age-Swordsworn.tex
@@ -0,0 +1,59 @@
+\subsubsection{Swordsworn - Dark Age Era Republic of the Sphere Force}
+
+The \href{https://www.sarna.net/wiki/Swordsworn}{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
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Swordsworn Logo', width=1.5in, height=1.5in]{img/Swordsworn.png}
+ \caption*{Swordsworn}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 11 & Total Bays & & & & & \\
+ & Total BV & & & & 10,815 & \\
+ & Total PV & & & & & 387 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Dark Age Republic of the Sphere Force - Swordsworn}
+\end{table}
diff --git a/rules/11-Sample-Forces/5-Blakist-Word-of-Blake.tex b/rules/11-Sample-Forces/5-Blakist-Word-of-Blake.tex
new file mode 100644
index 0000000..1ac6b57
--- /dev/null
+++ b/rules/11-Sample-Forces/5-Blakist-Word-of-Blake.tex
@@ -0,0 +1,54 @@
+\subsubsection{9th Division Eyes of Time III-alpha - Blakist Jihad Era Word of Blake Force}
+
+The \href{https://www.sarna.net/wiki/9th_Division_(Word_of_Blake)}{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
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Word of Blake Logo', width=1.5in, height=3.167in]{img/Word-of-Blake.png}
+ \caption*{Word of Blake}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
+ \Hline{1pt}
+ 1 & Striga S-STR-OB & Adept Bergoglio & 4 & 5 & 1,871 & 49 \\
+ 2 & Shade S-HA-OB & Adept Kirchner & 4 & 5 & 1,209 & 29 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & Purifier Adaptive BA, Laser & & 4 & 5 & 466 & 19 \\
+ 2 & Se'irim Medium BA & & 4 & 5 & 79 & 17 \\
+ \Hline{1pt}
+
+ 11 & Total Bays & & & & & \\
+ & Total BV & & & & 10,952 & \\
+ & Total PV & & & & & 332 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Blakist Jihad Word of Blake Force - 9th Division Eyes of Time III-alpha}
+\end{table}
diff --git a/rules/11-Sample-Forces/6-LosTech-Confederation-Reserve-Cavalry.tex b/rules/11-Sample-Forces/6-LosTech-Confederation-Reserve-Cavalry.tex
new file mode 100644
index 0000000..34203ff
--- /dev/null
+++ b/rules/11-Sample-Forces/6-LosTech-Confederation-Reserve-Cavalry.tex
@@ -0,0 +1,72 @@
+\subsubsection{3rd Confederation Reserve Cavalry Tan's Company - Succession Wars LosTech Era Capellan Confederation Force}
+
+The \href{https://www.sarna.net/wiki/3rd_Confederation_Reserve_Cavalry}{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
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Capellan Confederation Logo', width=1.5in, height=2.139in]{img/Capellan-Confederation.png}
+ \caption*{Capellan Confederation}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 7 \\
+ 1 & Foot Platoon, Flamer & & 4 & 5 & 74 & 8 \\
+ 2 & Motorized Platoon, SRM & & 4 & 5 & 79 & 10 \\
+ \Hline{1pt}
+
+ 13 & Total Bays & & & & & \\
+ & Total BV & & & & 10,997 & \\
+ & Total PV & & & & & 380 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{LosTech Capellan Confederation Force - 3rd Confederation Reserve Cavalry Tan's Company}
+\end{table}
diff --git a/rules/11-Sample-Forces/7-ilClan-General.tex b/rules/11-Sample-Forces/7-ilClan-General.tex
new file mode 100644
index 0000000..85f97fc
--- /dev/null
+++ b/rules/11-Sample-Forces/7-ilClan-General.tex
@@ -0,0 +1,61 @@
+\subsubsection{The Generalists - ilClan Era Inner Sphere General Force}
+
+This force is not based upon the lore for a specific faction.
+The units in this force are available to any Inner Sphere faction or Mercenaries in the ilClan era.
+This force can be customized as desired to fit any faction by changing units or variants.
+
+Note: All of the minis for these units can be found in the \href{https://www.sarna.net/wiki/BattleTech_Beginner_Box}{BattleTech Beginner Box} and \href{https://www.sarna.net/wiki/BattleTech:_Mercenaries}{BattleTech: Mercenaries} box sets.
+
+For the \href{https://www.sarna.net/wiki/BattleTech_Beginner_Box,_Second_Edition}{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.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Mercenary Logo', width=1.5in, height=1.5in]{img/Mercenary.png}
+ \caption*{Mercenaries}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 9 & Total Bays & & & & & \\
+ & Total BV & & & & 10,899 & \\
+ & Total PV & & & & & 381 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{ilClan Inner Sphere General Force - The Generalists}
+\end{table}
diff --git a/rules/11-Sample-Forces/8-Renaissance-Youngbloods.tex b/rules/11-Sample-Forces/8-Renaissance-Youngbloods.tex
new file mode 100644
index 0000000..1e91262
--- /dev/null
+++ b/rules/11-Sample-Forces/8-Renaissance-Youngbloods.tex
@@ -0,0 +1,85 @@
+\subsubsection{The Youngbloods - Succession Wars Renaissance Era Mercenary Force}
+
+The world of Sterope is one of the jewels of the Taurian Concordat.
+With the Taurian military spread thin, the nobility of the world took it upon themselves to create their own defense force; the Noble’s Regiment.
+In an attempt to expand the Regiment, the nobility funded a small mechwarrior training academy on the world.
+
+Unfortunately, this brought the attention of a large pirate band which came to raid the campus for parts and munitions.
+Determined to defend their students, the handful of grizzled TDF veterans serving as instructors mounted up.
+As they moved to head off the invaders, they ordered the students to evacuate to shelters.
+
+Those students, however, were determined Taurians.
+Hearing that the instructors were in a desperate fight, they rushed to the hangers and mounted up in every piece of equipment that moved to join the fray.
+Ultimately, the pirates were forced to retreat but only after the last of the instructors and half the cadets had been killed.
+
+In the aftermath of the fight, the local populace considered the cadets to be heroes.
+They had acted in the finest tradition of the Noble’s Regiment and faced a threat to the world.
+
+However, they had also disobeyed orders.
+Millions of C-bills worth of academy property were destroyed.
+Lawyers argued that the actions of the students forced the instructors to sacrifice themselves to protect them.
+Regardless of the support of the civilian population, the cadets were found guilty of a myriad of crimes and expelled from the academy and the armed forces.
+
+The majority of the cadets, infuriated at this response to their actions, decided they would take their chances as mercenaries rather than stay on Sterope.
+They plotted to steal the equipment they had used to defend the academy.
+After securing a DropShip through the good graces of people of the world, the cadets snuck into the equipment hanger.
+
+They were shocked to discover not a single sentry guarding the hanger and none of the equipment was properly locked down. Even the hanger doors had been left unlocked.
+The staff of the academy could not officially support their students... but they could make sure there was no resistance to their plan...
+
+Note: All of the 'mech minis for these units can be found in the \href{https://www.sarna.net/wiki/BattleTech:_A_Game_of_Armored_Combat}{BattleTech: A Game of Armored Combat} box set.
+
+Submitted By: Dusty 'Star Colonel' Guerra
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Mercenary Logo', width=1.5in, height=1.5in]{img/Mercenary.png}
+ \caption*{Mercenaries}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 1 & Thunderbolt TDR-5S & Capt. Kasdan Young & 3 & 5 & 1,335 & 36 \\
+ 2 & Wolverine WVR-6R & Lt. Rhys McKenna & 4 & 4 & 1,101 & 30 \\
+ 3 & Phoenix Hawk PXH-1 & Sgt. Tori Black & 4 & 5 & 1,041 & 26 \\
+ 4 & Catapult CPLT-C1 & Cpl. Jennifer Guerrero & 4 & 5 & 1,399 & 32 \\
+ 5 & Shadow Hawk SHD-2H & Cpl. Guy LeBlanc & 4 & 5 & 1,064 & 30 \\
+ 6 & Commando COM-2D & Cpl. Zuri Adamu & 4 & 5 & 541 & 17 \\
+ 7 & Locust LCT-3V & Cpl. Bikram Ansari & 4 & 5 & 490 & 19 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 1 & Bulldog Medium Tank & & 4 & 5 & 605 & 17 \\
+ 1 & Vedette Medium Tank & & 4 & 5 & 475 & 16 \\
+ 2 & Maxim Heavy Hover Transport & & 4 & 5 & 764 & 29 \\
+ 2 & Long Tom LT-MOB-25 & & 4 & 5 & 835 & 37 \\
+ 3 & Ballista Artillery & & 4 & 5 & 531 & 24 \\
+ 3 & Thumper Artillery & & 4 & 5 & 568 & 22 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 7 \\
+ 1 & Jump Platoon, SRM & & 4 & 5 & 77 & 9 \\
+ 1 & Jump Platoon, SRM & & 4 & 5 & 77 & 9 \\
+ \Hline{1pt}
+
+ 11 & Total Bays & & & & & \\
+ & Total BV & & & & 10,993 & \\
+ & Total PV & & & & & 360 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Renaissance Mercenary Force - Youngbloods}
+\end{table}
diff --git a/rules/11-Sample-Forces/9-Clan-Invasion-Deep-Probe-Nova.tex b/rules/11-Sample-Forces/9-Clan-Invasion-Deep-Probe-Nova.tex
new file mode 100644
index 0000000..83516fb
--- /dev/null
+++ b/rules/11-Sample-Forces/9-Clan-Invasion-Deep-Probe-Nova.tex
@@ -0,0 +1,54 @@
+\subsubsection{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 \href{https://www.sarna.net/wiki/Epsilon_Galaxy_(Clan_Jade_Falcon)}{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 \href{https://www.sarna.net/wiki/BattleTech:_Clan_Invasion}{BattleTech: Clan Invasion} box set.
+
+\begin{figure}[!h]
+ \centering
+ \includegraphics[alt='Clan Jade Falcon Logo', width=1.5in, height=1.444in]{img/Jade-Falcon.png}
+ \caption*{Clan Jade Falcon}
+\end{figure}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
+ \Hline{1pt}
+ 1 & Sulla B & & 4 & 5 & 1,801 & 35 \\
+ 2 & Vandal B & & 4 & 5 & 878 & 35 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 8 & Total Bays & & & & & \\
+ & Total BV & & & & 10,688 & \\
+ & Total PV & & & & & 290 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Clan Invasion Jade Falcon Force - Deep Probe Nova, Epsilon Galaxy}
+\end{table}
diff --git a/rules/12-Sample-Forces/index.tex b/rules/11-Sample-Forces/index.tex
similarity index 62%
rename from rules/12-Sample-Forces/index.tex
rename to rules/11-Sample-Forces/index.tex
index 8c590a5..b518983 100644
--- a/rules/12-Sample-Forces/index.tex
+++ b/rules/11-Sample-Forces/index.tex
@@ -8,54 +8,54 @@
\subsection{ilClan Era}
% --------------------------------------------------------------------------------
-\input{12-Sample-Forces/0-ilClan-Merc-Fox-Patrol.tex}
+\input{11-Sample-Forces/0-ilClan-Merc-Fox-Patrol.tex}
-\input{12-Sample-Forces/7-ilClan-General.tex}
+\input{11-Sample-Forces/7-ilClan-General.tex}
% --------------------------------------------------------------------------------
\subsection{Dark Age Era}
% --------------------------------------------------------------------------------
-\input{12-Sample-Forces/4-Dark-Age-Swordsworn.tex}
+\input{11-Sample-Forces/4-Dark-Age-Swordsworn.tex}
% --------------------------------------------------------------------------------
-\subsection{Blakist Era}
+\subsection{Blakist Jihad Era}
% --------------------------------------------------------------------------------
-\input{12-Sample-Forces/5-Blakist-Word-of-Blake.tex}
+\input{11-Sample-Forces/5-Blakist-Word-of-Blake.tex}
-\input{12-Sample-Forces/15-Blakist-Society.tex}
+\input{11-Sample-Forces/15-Blakist-Society.tex}
% --------------------------------------------------------------------------------
\subsection{Civil War Era}
% --------------------------------------------------------------------------------
-\input{12-Sample-Forces/10-Civil-War-Far-Watch.tex}
+\input{11-Sample-Forces/10-Civil-War-Far-Watch.tex}
-\input{12-Sample-Forces/11-Civil-War-8th-Dongel.tex}
+\input{11-Sample-Forces/11-Civil-War-8th-Dongel.tex}
-\input{12-Sample-Forces/12-Civil-War-Knights.tex}
+\input{11-Sample-Forces/12-Civil-War-Knights.tex}
% --------------------------------------------------------------------------------
\subsection{Clan Invasion Era}
% --------------------------------------------------------------------------------
-\input{12-Sample-Forces/1-Clan-Invasion-Somerset-Strikers.tex}
+\input{11-Sample-Forces/1-Clan-Invasion-Somerset-Strikers.tex}
-\input{12-Sample-Forces/9-Clan-Invasion-Deep-Probe-Nova.tex}
+\input{11-Sample-Forces/9-Clan-Invasion-Deep-Probe-Nova.tex}
% --------------------------------------------------------------------------------
\subsection{Succession Wars Eras}
% --------------------------------------------------------------------------------
-\input{12-Sample-Forces/3-Renaissance-Gray-Death-Legion.tex}
+\input{11-Sample-Forces/3-Renaissance-Gray-Death-Legion.tex}
-\input{12-Sample-Forces/14-Renaissance-Wastes-Jagers.tex}
+\input{11-Sample-Forces/14-Renaissance-Wastes-Jagers.tex}
-\input{12-Sample-Forces/8-Renaissance-Youngbloods.tex}
+\input{11-Sample-Forces/8-Renaissance-Youngbloods.tex}
-\input{12-Sample-Forces/2-LosTech-Avalon-Hussars.tex}
+\input{11-Sample-Forces/2-LosTech-Avalon-Hussars.tex}
-\input{12-Sample-Forces/6-LosTech-Confederation-Reserve-Cavalry.tex}
+\input{11-Sample-Forces/6-LosTech-Confederation-Reserve-Cavalry.tex}
-\input{12-Sample-Forces/13-Early-Dieron-Regulars.tex}
+\input{11-Sample-Forces/13-Early-Dieron-Regulars.tex}
diff --git a/rules/12-Sample-Forces/0-ilClan-Merc-Fox-Patrol.tex b/rules/12-Sample-Forces/0-ilClan-Merc-Fox-Patrol.tex
deleted file mode 100644
index 2b9ae68..0000000
--- a/rules/12-Sample-Forces/0-ilClan-Merc-Fox-Patrol.tex
+++ /dev/null
@@ -1,53 +0,0 @@
-\subsubsection{Fox Patrol - ilClan Era Mercenary Force}
-
-\href{https://www.sarna.net/wiki/Fox_Patrol}{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.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Fox Patrol Logo', width=1.5in, height=2.25in]{img/Fox-Patrol.png}
- \caption*{Fox Patrol}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Kit Fox Prime & Capt. Katie Ferraro & 3 & 5 & 1,085 & 1,302 & 26 & 26 \\
-2 & Quickdraw QKD-5M & Sgt. Arkee Colorado & 4 & 5 & 1,237 & 1,237 & 31 & 31 \\
-3 & Ion Sparrow Prime & Sgt. Evan Huxley & 4 & 4 & 885 & 974 & 30 & 30 \\
-4 & Marauder MAD-3R & Rhiannon Ramirez & 3 & 5 & 1,363 & 1,636 & 35 & 35 \\
-5 & Griffin GRF-2N & Dexter Nicks & 4 & 4 & 1,606 & 1,767 & 38 & 38 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Warrior H-8 & & 4 & 5 & 419 & 419 & 20 & 20 \\
-1 & Warrior H-8 & & 4 & 5 & 419 & 419 & 20 & 20 \\
-2 & Heavy Hover APC, LRM & & 4 & 5 & 284 & 284 & 14 & 14 \\
-2 & Heavy Hover APC, LRM & & 4 & 5 & 284 & 284 & 14 & 14 \\
-3 & Heavy Tracked APC, SRM & & 4 & 5 & 266 & 266 & 11 & 11 \\
-3 & Heavy Tracked APC, SRM & & 4 & 5 & 266 & 266 & 11 & 11 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & IS Std BA, Laser & & 3 & 4 & 231 & 305 & 14 & 17 \\
-1 & IS Std BA, Laser & & 4 & 4 & 231 & 254 & 14 & 14 \\
-1 & IS Std BA, Magnetic & & 4 & 5 & 209 & 209 & 13 & 13 \\
-2 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-2 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-2 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-2 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-\Hline{1pt}
-10 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,982 & & \\
- & Total PV & & & & & & & 322 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{ilClan Mercenary Force - Fox Patrol}
-\end{table}
diff --git a/rules/12-Sample-Forces/1-Clan-Invasion-Somerset-Strikers.tex b/rules/12-Sample-Forces/1-Clan-Invasion-Somerset-Strikers.tex
deleted file mode 100644
index adb5059..0000000
--- a/rules/12-Sample-Forces/1-Clan-Invasion-Somerset-Strikers.tex
+++ /dev/null
@@ -1,55 +0,0 @@
-\subsubsection{1st Somerset Strikers - Clan Invasion Era Mercenary Force}
-
-\href{https://www.sarna.net/wiki/1st_Somerset_Strikers}{1st Somerset Strikers} is an irregular Federated Commonwealth unit containing both Federated Commonwealth and Draconis Combine personnel.
-A popular propaganda holovid show detailed the exploits of the 1st Somerset Strikers.
-This list adds some Inner Sphere Battle Armor to their roster, which was developed in part with technical data on Elemental Battle Armor captured by the 1st Somerset Strikers.
-
-Note: All of the 'mech minis for these units can be found in the \href{https://www.sarna.net/wiki/BattleTech:_Somerset_Strikers_ForcePack}{BattleTech: Somerset Strikers ForcePack}.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='1st Somerset Strikers Logo', width=1.5in, height=1.778in]{img/1st-Somerset-Strikers.png}
- \caption*{1st Somerset Strikers}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Axman AXM-3S & Maj. Adam Steiner & 4 & 5 & 1,659 & 1,659 & 32 & 32 \\
-2 & Mauler MAL-2R & Capt. Zachary Hawkins & 4 & 5 & 1,586 & 1,586 & 42 & 42 \\
-3 & Bushwacker BSW-X2 & Capt. Valten Ryder & 4 & 5 & 1,193 & 1,193 & 33 & 28 \\
-4 & Wolfhound WLF-1 & Lt. Ciro Ramirez & 4 & 5 & 949 & 949 & 24 & 28 \\
-5 & Hatamoto-Chi HTM-27T & Franklin Sakamoto & 4 & 5 & 1,607 & 1,607 & 39 & 39 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
-\Hline{1pt}
-1 & Corsair CSR-V14 & Cadet Katiara Kylie & 4 & 5 & 1,330 & 1,330 & 38 & 38 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Karnov UR, 3055 & & 4 & 5 & 152 & 152 & 12 & 12 \\
-1 & Karnov UR, 3055 & & 4 & 5 & 152 & 152 & 12 & 12 \\
-2 & Karnov UR, 3055 & & 4 & 5 & 152 & 152 & 12 & 12 \\
-2 & Karnov UR, 3055 & & 4 & 5 & 152 & 152 & 12 & 12 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & IS Std BA, Laser & & 4 & 5 & 231 & 231 & 14 & 14 \\
-1 & IS Std BA, Laser & & 4 & 5 & 231 & 231 & 14 & 14 \\
-1 & IS Std BA, Laser & & 4 & 5 & 231 & 231 & 14 & 14 \\
-2 & IS Std BA, Laser & & 4 & 5 & 231 & 231 & 14 & 14 \\
-\Hline{1pt}
-10 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,856 & & \\
- & Total PV & & & & & & & 312 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Clan Invasion Mercenary Force - 1st Somerset Strikers}
-\end{table}
diff --git a/rules/12-Sample-Forces/10-Civil-War-Far-Watch.tex b/rules/12-Sample-Forces/10-Civil-War-Far-Watch.tex
deleted file mode 100644
index 90cca65..0000000
--- a/rules/12-Sample-Forces/10-Civil-War-Far-Watch.tex
+++ /dev/null
@@ -1,50 +0,0 @@
-\subsubsection{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 \href{https://www.sarna.net/wiki/Alpha_Galaxy_(Clan_Wolf-in-Exile)}{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 \href{https://www.sarna.net/wiki/Alpha_Strike_Boxed_Set}{Alpha Strike} box set.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Clan Wolf in Exile Logo', width=1.5in, height=0.931in]{img/Wolf.png}
- \caption*{Clan Wolf in Exile}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Warhawk B & Star Captain Billon Kell & 4 & 5 & 2,320 & 2,320 & 52 & 52 \\
-2 & Pouncer E & Carlisa & 4 & 5 & 1,632 & 1,632 & 35 & 35 \\
-3 & Nova D & Tami & 4 & 5 & 1,450 & 1,450 & 29 & 29 \\
-4 & Fire Moth A & Oswald & 4 & 5 & 639 & 639 & 20 & 20 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
-\Hline{1pt}
-1 & Gotha GTHA-500b & & 4 & 5 & 1,527 & 1,527 & 41 & 41 \\
-2 & Bashkir A & & 4 & 5 & 763 & 763 & 27 & 27 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Elemental BA, Laser & & 4 & 5 & 447 & 447 & 19 & 19 \\
-1 & Elemental BA, Laser & & 4 & 5 & 447 & 447 & 19 & 19 \\
-1 & Elemental BA, MG & & 4 & 5 & 404 & 404 & 19 & 19 \\
-2 & Elemental BA, MG & & 4 & 5 & 404 & 404 & 19 & 19 \\
-\Hline{1pt}
- 8 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,929 & & \\
- & Total PV & & & & & & & 277 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Civil War Wolf in Exile Force - Far Watch Binary, Alpha Galaxy}
-\end{table}
diff --git a/rules/12-Sample-Forces/11-Civil-War-8th-Dongel.tex b/rules/12-Sample-Forces/11-Civil-War-8th-Dongel.tex
deleted file mode 100644
index f557592..0000000
--- a/rules/12-Sample-Forces/11-Civil-War-8th-Dongel.tex
+++ /dev/null
@@ -1,53 +0,0 @@
-\subsubsection{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 \href{https://www.sarna.net/wiki/8th_Donegal_Guards}{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 \href{https://www.sarna.net/wiki/Alpha_Strike_Boxed_Set}{Alpha Strike} box set.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Lyran Alliance Logo', width=1.5in, height=2.514in]{img/Lyran-Alliance.png}
- \caption*{Lyran Alliance}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Atlas C & Hauptmann Markus Mandel & 4 & 5 & 2,340 & 2,340 & 55 & 55 \\
-2 & Archer ARC-6S & Lt. Kristina Stern & 4 & 5 & 1,694 & 1,694 & 43 & 43 \\
-3 & Blackjack BJ-2 & Sgt. Levin Hausler & 4 & 5 & 1,148 & 1,148 & 30 & 30 \\
-4 & Locust C & Sgt. Knut Enns & 4 & 5 & 672 & 672 & 23 & 23 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & SturmFeur, Heavy Gauss & & 4 & 5 & 1,711 & 1,711 & 40 & 40 \\
-1 & Hunter Light Tank, ERLL & & 4 & 5 & 660 & 660 & 16 & 16 \\
-2 & Karnov UR Transport, BA & & 4 & 5 & 499 & 499 & 19 & 19 \\
-2 & Kestral VTOL, ML & & 4 & 5 & 252 & 252 & 17 & 17 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Fenrir BA, MPL & & 4 & 5 & 304 & 304 & 17 & 17 \\
-1 & Rottweiler BA & & 4 & 5 & 209 & 209 & 17 & 17 \\
-2 & IS Standard BA, Laser & & 4 & 5 & 311 & 311 & 14 & 14 \\
-2 & IS Standard BA, Laser & & 4 & 5 & 311 & 311 & 14 & 14 \\
-\Hline{1pt}
- 8 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,951 & & \\
- & Total PV & & & & & & & 305 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Civil War Lyran Alliance Force - 8th Dongel Guards}
-\end{table}
diff --git a/rules/12-Sample-Forces/12-Civil-War-Knights.tex b/rules/12-Sample-Forces/12-Civil-War-Knights.tex
deleted file mode 100644
index e1ed149..0000000
--- a/rules/12-Sample-Forces/12-Civil-War-Knights.tex
+++ /dev/null
@@ -1,54 +0,0 @@
-\subsubsection{2nd Knights of the Inner Sphere - Civil War Free Worlds League Force}
-
-The search for Star League technology in the Outworlds Wastes caught the attention of the Knights of the Inner Sphere.
-Concerned about the possibility of brutal conflict over these valuable resources, the \href{https://www.sarna.net/wiki/2nd_Knights_of_the_Inner_Sphere}{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 \href{https://www.sarna.net/wiki/Alpha_Strike_Boxed_Set}{Alpha Strike} box set.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Free Worlds League Logo', width=1.5in, height=0.944in]{img/Free-Worlds-League.png}
- \caption*{Free Worlds League}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Warhammer WHM-8D & Capt. Jaxson Attwood & 3 & 4 & 1,744 & 2,093 & 43 & 43 \\
-2 & Wraith TR2 & Lt. Adeyn Ljunggren & 4 & 5 & 1,485 & 1,485 & 38 & 38 \\
-3 & Phoenix Hawk PXH-3M & Sgt. Dezi Stacy & 4 & 5 & 1,307 & 1,307 & 27 & 27 \\
-4 & Wasp WSP-3M & Sgt. Duncan Ikin & 4 & 5 & 394 & 394 & 12 & 12 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Maxim Heavy Hover, BA Factory & & 4 & 5 & 794 & 794 & 36 & 36 \\
-1 & Maxim Heavy Hover, BA Factory & & 4 & 5 & 794 & 794 & 36 & 36 \\
-2 & Galleon Light Tank GAL-102 & & 4 & 5 & 651 & 651 & 31 & 31 \\
-2 & Galleon Light Tank GAL-102 & & 4 & 5 & 651 & 651 & 31 & 31 \\
-3 & Harasser Missile Platform, LRM & & 4 & 5 & 412 & 412 & 18 & 18 \\
-3 & Harasser Missile Platform, LRM & & 4 & 5 & 412 & 412 & 18 & 18 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Phalanx BA A & & 4 & 5 & 292 & 292 & 15 & 15 \\
-1 & Longinus BA, Laser & & 4 & 5 & 247 & 247 & 15 & 15 \\
-1 & Longinus BA, Laser & & 4 & 5 & 247 & 247 & 15 & 15 \\
-2 & Achileus Light BA, Laser & & 4 & 5 & 205 & 205 & 15 & 15 \\
-\Hline{1pt}
- 9 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,984 & & \\
- & Total PV & & & & & & & 359 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Civil War Free Worlds League Force - 2nd Knights of the Inner Sphere}
-\end{table}
diff --git a/rules/12-Sample-Forces/13-Early-Dieron-Regulars.tex b/rules/12-Sample-Forces/13-Early-Dieron-Regulars.tex
deleted file mode 100644
index 820c682..0000000
--- a/rules/12-Sample-Forces/13-Early-Dieron-Regulars.tex
+++ /dev/null
@@ -1,65 +0,0 @@
-\subsubsection{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 \href{https://www.sarna.net/wiki/3rd_Dieron_Regulars}{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
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Draconis Combine Logo', width=1.5in, height=1.486in]{img/Draconis-Combine.png}
- \caption*{Draconis Combine}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Warhammer WHM-6Rk & Tai-i Ise Shinkuro & 3 & 4 & 1,621 & 2,139 & 42 & 50 \\
-2 & Wolverine WVR-6K & Chu-i Mori Takekage & 4 & 5 & 1,248 & 1,248 & 35 & 35 \\
-3 & Kintaro KTO-19 & Gunsho Katakura Kira & 4 & 5 & 1,160 & 1,160 & 36 & 36 \\
-4 & Dragon DRG-1N & Go-cho Matsudaira Motoyasu & 4 & 5 & 1,125 & 1,125 & 32 & 32 \\
-5 & Stinger STG-3Gb & Go-cho Sven Agnarsson & 4 & 5 & 674 & 674 & 22 & 22 \\
-6 & Locust LCT-1Vb & Go-cho Miyoshi Jackson & 4 & 5 & 642 & 642 & 23 & 23 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
-\Hline{1pt}
-1 & Trident TRN-3T & Chu-i Mariko Saburo & 4 & 4 & 374 & 411 & 24 & 24 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Sabaku Kaze Scout Tank & & 4 & 4 & 997 & 1,096 & 38 & 38 \\
-1 & Sabaku Kaze Scout Tank & & 4 & 4 & 997 & 1,096 & 38 & 38 \\
-2 & Heavy Hover APC & & 4 & 5 & 188 & 188 & 11 & 11 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-\Hline{1pt}
-10 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,959 & & \\
- & Total PV & & & & & & & 323 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Early Succession Wars Draconis Combine Force - 3rd Dieron Regulars Spears of Nobutsuna}
-\end{table}
diff --git a/rules/12-Sample-Forces/14-Renaissance-Wastes-Jagers.tex b/rules/12-Sample-Forces/14-Renaissance-Wastes-Jagers.tex
deleted file mode 100644
index a54c1a7..0000000
--- a/rules/12-Sample-Forces/14-Renaissance-Wastes-Jagers.tex
+++ /dev/null
@@ -1,60 +0,0 @@
-\subsubsection{Alliance Grenadiers Wastes Jagers - Renaissance Era Outworlds Alliance Force}
-
-The Outworlds Wastes Jagers are a detached unit from the \href{https://www.sarna.net/wiki/Alliance_Grenadiers}{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.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Outworlds Alliance Logo', width=1.5in, height=1.486in]{img/Outworlds-Alliance.png}
- \caption*{Outworlds Alliance}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Merlin MLN-1A & Section Leader Aviana Woolf & 4 & 5 & 1,217 & 1,217 & 31 & 31 \\
-2 & Merlin MLN-1A & Supervisor Irving Tailor & 4 & 5 & 1,217 & 1,217 & 31 & 31 \\
-3 & Locust LCT-3V & Preceptor Luke Lynwood & 4 & 5 & 490 & 490 & 19 & 19 \\
-4 & Locust LCT-1V & Preceptor Garrick Glenn & 4 & 5 & 432 & 432 & 18 & 18 \\
-5 & Stinger STG-3G & Preceptor Courteney Castle & 4 & 5 & 497 & 497 & 14 & 14 \\
-6 & Stinger STG-3R & Preceptor Pam Tupper & 4 & 5 & 359 & 359 & 14 & 14 \\
-7 & Wasp WSP-1A & Preceptor Willy Rose & 4 & 5 & 384 & 384 & 14 & 14 \\
-8 & Wasp WSP-1A & Preceptor Clive Miles & 4 & 5 & 384 & 384 & 14 & 14 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
-\Hline{1pt}
-1 & Shilone SL-17 & Supervisor Piers Key & 4 & 5 & 1,230 & 1,230 & 33 & 33 \\
-2 & Lightning LTN-G15 & Preceptor Aliah Oliverson & 4 & 5 & 1,057 & 1,057 & 34 & 34 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Warrior Attack Helicopter H-7C & & 4 & 5 & 446 & 446 & 20 & 20 \\
-1 & Warrior Attack Helicopter H-7A & & 4 & 5 & 292 & 292 & 15 & 15 \\
-2 & Karnov UR Transport & & 4 & 5 & 125 & 125 & 11 & 11 \\
-2 & Karnov UR Transport & & 4 & 5 & 125 & 125 & 11 & 11 \\
-3 & Long Tom LT-MOB-25 & & 4 & 5 & 835 & 835 & 37 & 37 \\
-3 & Thumper Artillery Vehicle & & 4 & 5 & 568 & 658 & 22 & 22 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & HALO Paratrooper & & 4 & 5 & 110 & 110 & 11 & 11 \\
-1 & HALO Paratrooper & & 4 & 5 & 110 & 110 & 11 & 11 \\
-1 & HALO Paratrooper & & 4 & 5 & 110 & 110 & 11 & 11 \\
-\Hline{1pt}
-14 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,988 & & \\
- & Total PV & & & & & & & 371 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Renaissance Outworlds Alliance Force - Alliance Grenadiers Wastes Jagers}
-\end{table}
diff --git a/rules/12-Sample-Forces/15-Blakist-Society.tex b/rules/12-Sample-Forces/15-Blakist-Society.tex
deleted file mode 100644
index bea38cd..0000000
--- a/rules/12-Sample-Forces/15-Blakist-Society.tex
+++ /dev/null
@@ -1,54 +0,0 @@
-\subsubsection{Lost Deep Septs - Blakist Society Force}
-
-\href{The Society}{https://www.sarna.net/wiki/The_Society} was very interested in caches of scientific equipment from the Star League era in the Outlands Wastes.
-
-The force primarily consisted of second line BattleMechs and older Battle Armor suits with solahma warriors, but Society leadership included one advanced OmniMech and several of their best ProtoMech designs.
-The Society did not have sufficient resources to support this reconnaissance mission, so the Lost Deep Septs were expected to resupply and repair with whatever they could find and steal in the Outworlds Wastes.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Society Logo', width=1.5in, height=2.292in]{img/Society.png}
- \caption*{The Society}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Septicemia B & Christy & 4 & 5 & 1,310 & 2,310 & 49 & 49 \\
-2 & Griffin IIC 2 & Albane & 4 & 5 & 1,516 & 1,516 & 30 & 30 \\
-3 & Clint IIC & Chloe & 4 & 5 & 1,395 & 1.395 & 25 & 25 \\
-4 & Locust IIC & Tibby & 4 & 5 & 1,100 & 1,100 & 42 & 42 \\
-5 & Locust IIC & Barret & 4 & 5 & 1,100 & 1,100 & 42 & 42 \\
-6 & Jenner IIC & Edwena & 4 & 5 & 1,047 & 1,047 & 29 & 29 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{ProtoMechs} \\
-\Hline{1pt}
-1 & Boggart & Harper & 4 & 5 & 538 & 538 & 10 & 10 \\
-1 & Roc & Kevin & 4 & 5 & 336 & 336 & 12 & 12 \\
-1 & Minotaur Z & Jerico & 4 & 5 & 295 & 295 & 11 & 11 \\
-1 & Hobgoblin & Bernd & 4 & 5 & 272 & 272 & 11 & 11 \\
-1 & Basilisk (Quad) & Nadine & 4 & 5 & 258 & 258 & 12 & 12 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Gnome BA, Sqd3 & & 4 & 5 & 299 & 299 & 14 & 14 \\
-1 & Gnome BA, Sqd3 & & 4 & 5 & 299 & 299 & 14 & 14 \\
-1 & Elemental BA, Laser Sqd3 & & 4 & 5 & 230 & 230 & 16 & 16 \\
-1 & Elemental BA, Laser Sqd3 & & 4 & 5 & 230 & 230 & 16 & 16 \\
-2 & Elemental BA, Flamer Sqd3 & & 4 & 5 & 208 & 208 & 16 & 16 \\
-2 & Elemental BA, Flamer Sqd3 & & 4 & 5 & 208 & 208 & 16 & 16 \\
-\Hline{1pt}
- 9 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,804 & & \\
- & Total PV & & & & & & & 365 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Blakist Society Force - Lost Deep Septs}
-\end{table}
diff --git a/rules/12-Sample-Forces/2-LosTech-Avalon-Hussars.tex b/rules/12-Sample-Forces/2-LosTech-Avalon-Hussars.tex
deleted file mode 100644
index 5178e64..0000000
--- a/rules/12-Sample-Forces/2-LosTech-Avalon-Hussars.tex
+++ /dev/null
@@ -1,64 +0,0 @@
-\subsubsection{17th Avalon Hussars Combat Command Echo - Succession Wars LosTech Era Federated Suns Force}
-
-This irregular command was detached for special assignment from the \href{https://www.sarna.net/wiki/17th_Avalon_Hussars}{17th Avalon Hussars}.
-Built as a fast reaction force to be deployed where House Davion needed extra firepower without mobilizing an entire regiment, they are a small, self-contained unit.
-
-Captain Clair 'Monty' Montgomery is a graduate of Warrior's Hall on New Syrtis.
-The son of minor nobility, he is known as a bit of a dandy with a flair for inspirational speeches and a love of berets.
-His spirited defense of a forward position drew the attention of Marshal Addley Verner.
-The same defense also cost Monty his family Crusader.
-
-Believing the AFFS needs more officers like Montgomery, Verner saw to it that Monty was rewarded an appropriate replacement; a Battlemaster BLR-1D.
-He was also detached from the 17th as the CO of Combat Command Echo.
-
-While Monty looks the part and now has the mech of a commander, it remains an open question if Monty’s inspired defense was tactical genius or merely incredible luck.
-
-Submitted By: Dusty 'Star Colonel' Guerra
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Federated Suns Logo', width=1.5in, height=1.5in]{img/Federated-Suns.png}
- \caption*{Federated Suns}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Battlemaster BLR-1D & Cpt. Claire 'Monty' Montgomery & 4 & 4 & 1,522 & 1,674 & 40 & 40 \\
-2 & Wolverine WVR-6R & Lt. Andrea Neilson & 4 & 5 & 1,101 & 1,101 & 30 & 30 \\
-3 & Enforcer ENF-4R & SSgt. Reginald Owens & 4 & 5 & 1,032 & 1,032 & 25 & 25 \\
-4 & Javelin JVN-10N & Sgt. Kashvi Singh & 4 & 5 & 594 & 594 & 19 & 19 \\
-5 & Dervish DV-6M & Cpl. Lorraine LeClerc & 4 & 5 & 1,146 & 1,146 & 30 & 30 \\
-6 & Blackjack BJ-1 & Cpl. Vincent Toyama & 4 & 5 & 949 & 949 & 26 & 26 \\
-7 & Locust LCT-1V & Cpl. Edmond Kline & 4 & 5 & 432 & 432 & 21 & 21 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Hunter Light Tank, LRM10 & & 4 & 5 & 645 & 645 & 21 & 21 \\
-1 & Striker Light Tank & & 4 & 5 & 640 & 640 & 20 & 20 \\
-2 & Pegasus Scout Hover Tank & & 4 & 5 & 152 & 152 & 25 & 25 \\
-3 & Heavy Hover APC & & 4 & 5 & 188 & 188 & 11 & 11 \\
-3 & Heavy Hover APC & & 4 & 5 & 188 & 188 & 11 & 11 \\
-4 & Warrior H-7 & & 4 & 5 & 295 & 295 & 15 & 15 \\
-4 & Warrior H-7 & & 4 & 5 & 295 & 295 & 15 & 15 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Jump Platoon, SRM & & 4 & 5 & 77 & 77 & 9 & 9 \\
-1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-1 & Foot Platoon, MG & & 4 & 5 & 84 & 84 & 7 & 7 \\
-\Hline{1pt}
-12 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,922 & & \\
- & Total PV & & & & & & & 332 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{LosTech Federated Suns Force - 17th Avalon Hussars Combat Command Echo}
-\end{table}
diff --git a/rules/12-Sample-Forces/3-Renaissance-Gray-Death-Legion.tex b/rules/12-Sample-Forces/3-Renaissance-Gray-Death-Legion.tex
deleted file mode 100644
index 2ce6b98..0000000
--- a/rules/12-Sample-Forces/3-Renaissance-Gray-Death-Legion.tex
+++ /dev/null
@@ -1,55 +0,0 @@
-\subsubsection{Gray Death Legion - Succession Wars Renaissance Era Mercenary Force}
-
-The \href{https://www.sarna.net/wiki/Gray_Death_Legion}{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
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Gray Death Legion Logo', width=1.5in, height=1.306in]{img/Gray-Death-Legion.png}
- \caption*{Gray Death Legion}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Shadowhawk SHD-2H & Cpt. Grayson 'Death' Carlyle & 3 & 4 & 1,064 & 1,404 & 30 & 36 \\
-2 & Wolverine WVR-6R & Delmar Clay & 3 & 4 & 1,101 & 1,453 & 30 & 36 \\
-3 & Locust LCT-1V & Lori Kalmar & 4 & 5 & 432 & 432 & 21 & 21 \\
-4 & Rifleman RFL-3N & Davis McCall & 3 & 4 & 1,039 & 1,371 & 26 & 31 \\
-5 & Stinger STG-3G & Hassan Ali Khaled & 4 & 5 & 497 & 497 & 14 & 14 \\
-6 & Wasp WSP-1A & Piter Debrowski & 4 & 5 & 384 & 384 & 14 & 14 \\
-7 & Wasp WSP-1A & Jaleg Yorulis & 4 & 5 & 384 & 384 & 14 & 14 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
-\Hline{1pt}
-1 & Chippewa CHP-W5 & Sue Ellen Klein & 4 & 5 & 1,520 & 1,520 & 37 & 37 \\
-2 & Chippewa CHP-W5 & Jeffrie Sherman & 4 & 5 & 1,520 & 1,520 & 37 & 37 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Galleon Light Tank GAL-100 & & 4 & 5 & 309 & 309 & 13 & 13 \\
-1 & Galleon Light Tank GAL-100 & & 4 & 5 & 309 & 309 & 13 & 13 \\
-2 & APC, Hover & & 4 & 5 & 102 & 102 & 25 & 25 \\
-2 & APC, Hover & & 4 & 5 & 102 & 102 & 25 & 25 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Foot Platoon, Flamer & & 4 & 5 & 74 & 74 & 8 & 8 \\
-1 & Foot Platoon, MG & & 4 & 5 & 84 & 84 & 7 & 7 \\
-\Hline{1pt}
-12 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,945 & & \\
- & Total PV & & & & & & & 298 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Renaissance Mercenary Force - Gray Death Legion}
-\end{table}
diff --git a/rules/12-Sample-Forces/4-Dark-Age-Swordsworn.tex b/rules/12-Sample-Forces/4-Dark-Age-Swordsworn.tex
deleted file mode 100644
index e773656..0000000
--- a/rules/12-Sample-Forces/4-Dark-Age-Swordsworn.tex
+++ /dev/null
@@ -1,52 +0,0 @@
-\subsubsection{Swordsworn - Dark Age Era Republic of the Sphere Force}
-
-The \href{https://www.sarna.net/wiki/Swordsworn}{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
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Swordsworn Logo', width=1.5in, height=1.5in]{img/Swordsworn.png}
- \caption*{Swordsworn}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Atlas III AS7-D3 & Baronetess Janja Castillon & 4 & 5 & 2,564 & 2,564 & 58 & 58 \\
-2 & Hatchetman HCT-5DD & Lt. Max Anouih & 4 & 5 & 1,112 & 1,112 & 27 & 27 \\
-3 & Heavy Lifter HCL-1M & Sgt. Janja Travers & 5 & 5 & 915 & 824 & 23 & 21 \\
-4 & Harvester HVR-199M-A & Sgt. Ai Cadieux & 5 & 5 & 605 & 545 & 12 & 11 \\
-5 & Burrower DTM-1M & Sgt. Brooke Savoy & 5 & 5 & 556 & 500 & 18 & 16 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Tribune Mobile HQ & Baronetess Orianne Anouih & 5 & 5 & 424 & 382 & 24 & 22 \\
-1 & JES III Missile Carrier & & 4 & 5 & 1,037 & 1,037 & 31 & 31 \\
-2 & Zibbler Fast Strike Tank A & & 5 & 5 & 664 & 598 & 28 & 25 \\
-2 & Zibbler Fast Strike Tank A & & 5 & 5 & 664 & 598 & 28 & 25 \\
-3 & Balac Strike VTOL, Spotter & & 4 & 5 & 943 & 943 & 34 & 34 \\
-3 & Flatbed Truck, SRM & & 5 & 5 & 67 & 60 & 4 & 3 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Grenadier II BA D & & 4 & 5 & 377 & 377 & 17 & 17 \\
-1 & Purifier Adaptive BA, Laser & & 4 & 5 & 269 & 269 & 19 & 19 \\
-2 & Motorized Platoon, SRM & & 4 & 5 & 79 & 79 & 10 & 10 \\
-2 & Motorized Platoon, SRM & & 4 & 5 & 79 & 79 & 10 & 10 \\
-\Hline{1pt}
-10 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,958 & & \\
- & Total PV & & & & & & & 298 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Dark Age Republic of the Sphere Force - Swordsworn}
-\end{table}
diff --git a/rules/12-Sample-Forces/5-Blakist-Word-of-Blake.tex b/rules/12-Sample-Forces/5-Blakist-Word-of-Blake.tex
deleted file mode 100644
index 48d07c3..0000000
--- a/rules/12-Sample-Forces/5-Blakist-Word-of-Blake.tex
+++ /dev/null
@@ -1,47 +0,0 @@
-\subsubsection{9th Division Eyes of Time III-alpha - Blakist Era Word of Blake Force}
-
-The \href{https://www.sarna.net/wiki/9th_Division_(Word_of_Blake)}{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
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Word of Blake Logo', width=1.5in, height=3.167in]{img/Word-of-Blake.png}
- \caption*{Word of Blake}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Archangel C-ANG-OD & Precentor Vin Ludovisi & 4 & 5 & 2,105 & 2,105 & 58 & 58 \\
-2 & Blue Flame BLF-21 & Adept Brom Orsini & 4 & 5 & 1,256 & 1,256 & 34 & 34 \\
-3 & Malak C-MK-OC & Adept Angua Ottoboni & 4 & 5 & 944 & 944 & 40 & 40 \\
-4 & Gurkha GUR-8G & Adept Petra Sarto & 4 & 5 & 1,241 & 1,241 & 37 & 37 \\
-5 & Mercury MCY-102 & Adept Rosemary Braschi & 4 & 5 & 510 & 510 & 24 & 24 \\
-6 & Red Shift RDS-3A & Adept Seiji Lambertini & 4 & 5 & 869 & 869 & 25 & 25 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
-\Hline{1pt}
-1 & Striga S-STR-OB & Adept Bergoglio & 4 & 4 & 1,871 & 2,058 & 49 & 49 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Purifier Adaptive BA, Laser & & 4 & 4 & 466 & 513 & 19 & 19 \\
-2 & Se'irim Medium BA & & 4 & 5 & 79 & 79 & 17 & 17 \\
-\Hline{1pt}
- 9 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,977 & & \\
- & Total PV & & & & & & & 303 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Blakist Word of Blake Force - 9th Division Eyes of Time III-alpha}
-\end{table}
diff --git a/rules/12-Sample-Forces/6-LosTech-Confederation-Reserve-Cavalry.tex b/rules/12-Sample-Forces/6-LosTech-Confederation-Reserve-Cavalry.tex
deleted file mode 100644
index 60f38b6..0000000
--- a/rules/12-Sample-Forces/6-LosTech-Confederation-Reserve-Cavalry.tex
+++ /dev/null
@@ -1,64 +0,0 @@
-\subsubsection{3rd Confederation Reserve Cavalry Tan's Company - Succession Wars LosTech Era Capellan Confederation Force}
-
-The \href{https://www.sarna.net/wiki/3rd_Confederation_Reserve_Cavalry}{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
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Capellan Confederation Logo', width=1.5in, height=2.139in]{img/Capellan-Confederation.png}
- \caption*{Capellan Confederation}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Crusader CRD-3L & Sao-Wei Liu Tan & 4 & 4 & 1,297 & 1,427 & 34 & 34 \\
-2 & Vindicator VND-1R & Si-ben-bing Erica Xiong & 4 & 5 & 1,024 & 1,024 & 27 & 27 \\
-3 & Phoenix Hawk PXH-1 & San-ben-bing Su Wei & 4 & 5 & 1,041 & 1,041 & 26 & 26 \\
-4 & Clint CLNT-2-3T & Yi-si-ben-bing Marius Vaun & 4 & 5 & 770 & 770 & 21 & 21 \\
-5 & Cicada CDA-2A & San-ben-bing Serge Rostov & 4 & 5 & 659 & 659 & 22 & 22 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Condor Heavy Hover Tank, Liao & & 3 & 4 & 765 & 1,010 & 32 & 38 \\
-1 & Condor Heavy Hover Tank, Liao & & 3 & 4 & 765 & 1,010 & 32 & 38 \\
-2 & Vedette Medium Tank, Liao & & 4 & 5 & 495 & 495 & 16 & 16 \\
-2 & Vedette Medium Tank, Liao & & 4 & 5 & 495 & 495 & 16 & 16 \\
-3 & Hetzer Assault Gun & & 4 & 4 & 574 & 631 & 15 & 15 \\
-3 & Hetzer Assault Gun & & 4 & 4 & 574 & 631 & 15 & 15 \\
-4 & Heavy Wheeled APC & & 4 & 5 & 189 & 189 & 8 & 8 \\
-4 & Heavy Wheeled APC & & 4 & 5 & 189 & 189 & 8 & 8 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-2 & Motorized Platoon, MG & & 4 & 5 & 83 & 83 & 8 & 8 \\
-2 & Motorized Platoon, SRM & & 4 & 5 & 79 & 79 & 10 & 10 \\
-\Hline{1pt}
-11 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,913 & & \\
- & Total PV & & & & & & & 316 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{LosTech Capellan Confederation Force - 3rd Confederation Reserve Cavalry Tan's Company}
-\end{table}
diff --git a/rules/12-Sample-Forces/7-ilClan-General.tex b/rules/12-Sample-Forces/7-ilClan-General.tex
deleted file mode 100644
index a2c6750..0000000
--- a/rules/12-Sample-Forces/7-ilClan-General.tex
+++ /dev/null
@@ -1,53 +0,0 @@
-\subsubsection{The Generalists - ilClan Era Inner Sphere General Force}
-
-This force is not based upon the lore for a specific faction.
-The units in this force are available to any Inner Sphere faction or Mercenaries in the ilClan era.
-This force can be customized as desired to fit any faction by changing units or variants.
-
-Note: All of the minis for these units can be found in the \href{https://www.sarna.net/wiki/BattleTech_Beginner_Box}{BattleTech Beginner Box} and \href{https://www.sarna.net/wiki/BattleTech:_Mercenaries}{BattleTech: Mercenaries} box sets.
-
-For the \href{https://www.sarna.net/wiki/BattleTech_Beginner_Box,_Second_Edition}{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.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Mercenary Logo', width=1.5in, height=1.5in]{img/Mercenary.png}
- \caption*{Mercenaries}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Quickdraw QKD-5Mr & Jane Doe & 4 & 5 & 1,471 & 1,471 & 33 & 33 \\
-2 & Griffin GRF-3N & Tom Smith & 4 & 5 & 1,560 & 1,560 & 34 & 34 \\
-3 & Wolverine WVR-9R & Dick Smith & 4 & 5 & 1,481 & 1,481 & 39 & 39 \\
-4 & Chameleon CLN-8V & Harry Smith & 4 & 5 & 1,426 & 1,426 & 32 & 32 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Maxim Heavy Hover, BA Factory & & 4 & 5 & 794 & 794 & 36 & 36 \\
-1 & Maxim Heavy Hover, BA Factory & & 4 & 5 & 794 & 794 & 36 & 36 \\
-2 & Galleon Light Tank GAL-102 & & 4 & 5 & 651 & 651 & 31 & 31 \\
-2 & Galleon Light Tank GAL-102 & & 4 & 5 & 651 & 651 & 31 & 31 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & IS Standard BA, Magnetic & & 4 & 5 & 209 & 209 & 13 & 13 \\
-1 & IS Standard BA, Magnetic & & 4 & 5 & 209 & 209 & 13 & 13 \\
-1 & IS Standard BA, Magnetic & & 4 & 5 & 209 & 209 & 13 & 13 \\
-2 & IS Standard BA, Magnetic & & 4 & 5 & 209 & 209 & 13 & 13 \\
-\Hline{1pt}
- 8 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,664 & & \\
- & Total PV & & & & & & & 324 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{ilClan Inner Sphere General Force - The Generalists}
-\end{table}
diff --git a/rules/12-Sample-Forces/8-Renaissance-Youngbloods.tex b/rules/12-Sample-Forces/8-Renaissance-Youngbloods.tex
deleted file mode 100644
index b3d79ae..0000000
--- a/rules/12-Sample-Forces/8-Renaissance-Youngbloods.tex
+++ /dev/null
@@ -1,76 +0,0 @@
-\subsubsection{The Youngbloods - Succession Wars Renaissance Era Mercenary Force}
-
-The world of Sterope is one of the jewels of the Taurian Concordat.
-With the Taurian military spread thin, the nobility of the world took it upon themselves to create their own defense force; the Noble’s Regiment.
-In an attempt to expand the Regiment, the nobility funded a small mechwarrior training academy on the world.
-
-Unfortunately, this brought the attention of a large pirate band which came to raid the campus for parts and munitions.
-Determined to defend their students, the handful of grizzled TDF veterans serving as instructors mounted up.
-As they moved to head off the invaders, they ordered the students to evacuate to shelters.
-
-Those students, however, were determined Taurians.
-Hearing that the instructors were in a desperate fight, they rushed to the hangers and mounted up in every piece of equipment that moved to join the fray.
-Ultimately, the pirates were forced to retreat but only after the last of the instructors and half the cadets had been killed.
-
-In the aftermath of the fight, the local populace considered the cadets to be heroes.
-They had acted in the finest tradition of the Noble’s Regiment and faced a threat to the world.
-
-However, they had also disobeyed orders.
-Millions of C-bills worth of academy property were destroyed.
-Lawyers argued that the actions of the students forced the instructors to sacrifice themselves to protect them.
-Regardless of the support of the civilian population, the cadets were found guilty of a myriad of crimes and expelled from the academy and the armed forces.
-
-The majority of the cadets, infuriated at this response to their actions, decided they would take their chances as mercenaries rather than stay on Sterope.
-They plotted to steal the equipment they had used to defend the academy.
-After securing a dropship through the good graces of people of the world, the cadets snuck into the equipment hanger.
-
-They were shocked to discover not a single sentry guarding the hanger and none of the equipment was properly locked down. Even the hanger doors had been left unlocked.
-The staff of the academy could not officially support their students... but they could make sure there was no resistance to their plan...
-
-Note: All of the 'mech minis for these units can be found in the \href{https://www.sarna.net/wiki/BattleTech:_A_Game_of_Armored_Combat}{BattleTech: A Game of Armored Combat} box set.
-
-Submitted By: Dusty 'Star Colonel' Guerra
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Mercenary Logo', width=1.5in, height=1.5in]{img/Mercenary.png}
- \caption*{Mercenaries}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Thunderbolt TDR-5S & Capt. Kasdan Young & 4 & 5 & 1,335 & 1,335 & 36 & 36 \\
-2 & Wolverine WVR-6R & Lt. Rhys McKenna & 4 & 5 & 1,101 & 1,101 & 30 & 30 \\
-3 & Phoenix Hawk PXH-1 & Sgt. Tori Black & 4 & 5 & 1,041 & 1,041 & 26 & 26 \\
-4 & Catapult CPLT-C1 & Cpl. Jennifer Guerrero & 4 & 5 & 1,399 & 1,399 & 32 & 32 \\
-5 & Shadow Hawk SHD-2H & Cpl. Guy LeBlanc & 4 & 5 & 1,064 & 1,064 & 30 & 30 \\
-6 & Commando COM-2D & Cpl. Zuri Adamu & 4 & 5 & 541 & 541 & 17 & 17 \\
-7 & Locust LCT-3V & Cpl. Bikram Ansari & 4 & 5 & 490 & 490 & 19 & 19 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Bulldog Medium Tank & & 4 & 5 & 605 & 605 & 17 & 17 \\
-1 & Bulldog Medium Tank & & 4 & 5 & 605 & 605 & 17 & 17 \\
-2 & Pegasus Scout Hover Tank & & 4 & 5 & 640 & 640 & 25 & 25 \\
-2 & Maxim Heavy Hover Transport & & 4 & 5 & 764 & 764 & 29 & 29 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Foot Platoon, Rifle & & 4 & 5 & 90 & 90 & 7 & 7 \\
-1 & Jump Platoon, SRM & & 4 & 5 & 77 & 77 & 9 & 9 \\
-\Hline{1pt}
-10 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,829 & & \\
- & Total PV & & & & & & & 294 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Renaissance Mercenary Force - Youngbloods}
-\end{table}
diff --git a/rules/12-Sample-Forces/9-Clan-Invasion-Deep-Probe-Nova.tex b/rules/12-Sample-Forces/9-Clan-Invasion-Deep-Probe-Nova.tex
deleted file mode 100644
index cb8a170..0000000
--- a/rules/12-Sample-Forces/9-Clan-Invasion-Deep-Probe-Nova.tex
+++ /dev/null
@@ -1,48 +0,0 @@
-\subsubsection{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 \href{https://www.sarna.net/wiki/Epsilon_Galaxy_(Clan_Jade_Falcon)}{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 \href{https://www.sarna.net/wiki/BattleTech:_Clan_Invasion}{BattleTech: Clan Invasion} box set.
-
-\begin{figure}[!h]
- \centering
- \includegraphics[alt='Clan Jade Falcon Logo', width=1.5in, height=1.444in]{img/Jade-Falcon.png}
- \caption*{Clan Jade Falcon}
-\end{figure}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} R{3.5em} R{3.5em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} & \bfseries{PV} & \bfseries{Adj PV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Timber Wolf B & Star Captain Lisa Clees & 4 & 5 & 2,224 & 2,224 & 48 & 48 \\
-2 & Mongrel C & Kandi & 4 & 5 & 1,465 & 1,465 & 36 & 36 \\
-3 & Nova D & Gae & 4 & 5 & 1,450 & 1,450 & 29 & 29 \\
-4 & Puma E & Doran & 4 & 5 & 1,272 & 1,272 & 31 & 31 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace Fighters} \\
-\Hline{1pt}
-1 & Hammerhead HMR-HDb & & 4 & 5 & 1,338 & 1,338 & 35 & 35 \\
-2 & Vandal Prime & & 4 & 5 & 525 & 525 & 30 & 30 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{9}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Elemental BA, Laser & & 4 & 5 & 447 & 447 & 19 & 19 \\
-1 & Elemental BA, Laser & & 4 & 5 & 447 & 447 & 19 & 19 \\
-1 & Elemental BA, MG & & 4 & 5 & 404 & 404 & 19 & 19 \\
-2 & Elemental BA, MG & & 4 & 5 & 404 & 404 & 19 & 19 \\
-\Hline{1pt}
- 8 & Total Bays & & & & & & & \\
- & Total BV & & & & & 9,872 & & \\
- & Total PV & & & & & & & 282 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Clan Invasion Jade Falcon Force - Deep Probe Nova, Epsilon Galaxy}
-\end{table}
diff --git a/rules/13-Instant-Action/0-Intro.tex b/rules/13-Instant-Action/0-Intro.tex
deleted file mode 100644
index 06eb83b..0000000
--- a/rules/13-Instant-Action/0-Intro.tex
+++ /dev/null
@@ -1,7 +0,0 @@
-\emph{BattleTech: Instant Action} is a supplement that is intended to add depth and variety to pickup games.
-\emph{BattleTech: Instant Action} missions can be used to expand the number of casual scenarios available for \emph{BattleTech: Outworlds Wastes}.
-This guide is for \emph{BattleTech: Outworlds Wastes} version 2.0 and \emph{BattleTech: Instant Action} version 4.0.
-
-\emph{BattleTech: Instant Action} is available as a free PDF to download online at
-
- \href{https://victorypointproductions.neocities.org/instantaction}{https://victorypointproductions.neocities.org/instantaction}.
diff --git a/rules/13-Instant-Action/1-Missions.tex b/rules/13-Instant-Action/1-Missions.tex
deleted file mode 100644
index a299f05..0000000
--- a/rules/13-Instant-Action/1-Missions.tex
+++ /dev/null
@@ -1,82 +0,0 @@
-In order to use \emph{BattleTech: Instant Action} missions as casual scenarios for \emph{BattleTech: Outworlds Wastes}, first each side agrees upon a BV limit.
-The standard \emph{BattleTech: Outworlds Wastes} limits of 6,000 BV for 1v1 or 10,000 BV for 2v2 agree with the recommendations for \emph{BatleTech: Instant Action}.
-
-Next, both sides agree upon a Battlefield Support Points (BSP) budget and if Gambits and Conditions are being used.
-BSP can be used with or without Gambits and Conditions, and Gambits and Conditions may be used with no other BSP, such as BSP Strikes.
-
-Then, each side selects an agenda and consults the Mission Matrix to determine which mission corresponds to this pair of agendas.
-Any special rules for the selected mission given in the Game Concepts section apply.
-The mission determines the primary objective.
-
-Finally, each side selects a secondary objective per the instructions in Secondary Objectives subsection of the Scenarios section for \emph{BattleTech: Outworlds Wastes}.
-
-The secondary objective is scored as described in the Secondary Objectives subsection of \emph{BattleTech: Outworlds Wastes}.
-The primary objective is scored as described below.
-
-\begin{description}
-
-\item {\bfseries Circle of Equals}: Each side receives a proportion of 7,000,000 C-bills based upon the ratio of the percentage of enemy BV \emph{destroyed} by each side.
-Units that withdraw do not count as \emph{destroyed} for the purposes of scoring.
-Award an extra 15\% to the side who had the last active units on the field during the End Phase, if any.
-For example, if the first side \emph{destroyed} 30\% of the enemy BV and the second side \emph{destroyed} 35\% of the enemy BV and had the only active units on the field during the final End Phase, then the second side is considered to have destroyed 50\% of the enemy BV.
-The first side receives 37.5\% of the C-bills and the second side receives 62.5\% of the C-bills.
-The first side receives 2,625,000 C-bills and the second side receives 4,375,000 C-bills.
-
-\item {\bfseries Ambush}: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of the Confront side's non-infantry units \emph{destroyed} or withdrawing.
-If the Hold side receives double the percentage of the Confront side's non-infantry units that are \emph{destroyed} or withdrawing, up to 100\%.
-For example, if 28\% of the Confront side's non-infantry units are \emph{destroyed} or withdrawing, then the Hold side receives 56\% of the C-bills, or 3,920,000 C-bills, and the Confront side receives the remaining 44\% of the C-bills, or 3,080,000 C-bills.
-
-\item {\bfseries Scanner Drop}: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of target hexes with beacons placed.
-For example, if the Recon side placed 4 beacons, then the Recon side receives 4,666,667 C-bills and the Confront side receives the remaining 2,333,333 C-bills.
-
-\item {\bfseries Death before Dishonor}: Each side receives a portion of 7,000,000 C-bills based upon the status of the objective.
-If the objective was destroyed, the Destroy side receives 7,000,000 C-bills.
-If the objective was carried off the Destroy side's map edge, then the Confront side receives 7,000,000 C-bills.
-Otherwise, each side receives 3,500,000 C-bills.
-
-\item {\bfseries Take Intact}: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of the Confront units except for the Prize that have suffered crippling damage.
-Units that withdraw count as crippled for the purposes of scoring.
-For example, if the Confront side has 6 units, then 1 of them is the prize and the remaining 5 are scored.
-If 3 of the 5 non-Prize units suffered crippling damage, then the Salvage side receives 4,200,000 C-bills and the Confront side receives 2,800,000 C-bills.
-If the Prize did not suffer crippling damage and all of the other Confront units suffered crippling damage, then the Salvage side may forgo all other \emph{salvage} to instead \emph{salvage} the Prize and add it to their list, paying only 30\% of the C-bill cost.
-
-\item {\bfseries King of the Hill}: Each side receives a portion of 7,000,000 C-bills based upon the percentage of Victory Points each side earns and winning the scenario.
-6,000,000 C-bills are awarded proportionally and the side with the most Victory Points, if any, receives an extra 1,000,000 C-bills.
-For example, if the first side earned 6 Victory Points and the second side earned 8 Victory Points, then the first side receives 42.9\% of the 6,000,000 C-bills and the second side receives 57.1\% of the 6,000,000 C-bills and the 1,000,000 C-bills bonus.
-The first side receives 2,571,1429 C-bills and the second side receives 4,428,571 C-bills.
-
-\item {\bfseries Running Retreat}: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of the Recon side's units that have not been \emph{destroyed} or immobilized.
-Units that withdraw count as \emph{destroyed} for the purposes of scoring.
-If the Hold side receives double the percentage of the Confront side's non-infantry units that are \emph{destroyed} or withdrawing, up to 100\%.
-For example, if 28\% of the Recon side's units are \emph{destroyed} or immobilized, then the Hold side receives 56\% of the C-bills, or 3,920,000 C-bills, and the Recon side receives 44\% of the C-bills, or 3,080,000 C-bills.
-
-\item {\bfseries Bombing Run}: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of objectives delivered, out of 3 objectives.
-For example, if 2 objectives were delivered, then the Destroy side receives 4,666,667 C-bills and the Hold side receives 2,333,333 C-bills.
-
-\item {\bfseries One Man's Trash}: The side controlling the data core receives 7,000,000 C-bills at the end of the game.
-
-\item {\bfseries Scout Clash}: Each side receives a portion of 7,000,000 C-bills based upon the percentage of Victory Points each side earns and winning the scenario.
-6,000,000 C-bills are awarded proportionally and the side with the most Victory Points, if any, receives an extra 1,000,000 C-bills.
-For example, if the first side earned 6 Victory Points and the second side earned 4 Victory Points, then the first side receives 60\% of the 6,000,000 C-bills and the 1,000,000 C-bills bonus and the second side receives 40\% of the 6,000,000 C-bills.
-The first side receives 4,600,000 C-bills and the second side receives 2,400,000 C-bills.
-
-\item {\bfseries High Risk Extraction}: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of agents removed, out of 3 agents.
-For example, if 2 agents were removed, then the Recon side receives 4,666,667 C-bills and the Destroy side receives 2,333,333 C-bills.
-
-\item {\bfseries Scan or Recover}: Each side receives a portion of 7,000,000 C-bills based upon the percentage of their objectives they complete.
-6,000,000 C-bills are awarded proportionally and the side that completes their objectives, if any, receives an extra 1,000,000 C-bills.
-For example, if the Recon side scanned 4 objectives, 67\% of their goal, and the second side left with 4 objectives, 100\% of their goal, then the first side receives 40\% of the 6,000,000 C-bills and the second side receives 60\% of the 6,000,000 C-bills and the 1,000,000 C-bills bonus.
-The first side receives 2,400,000 C-bills and the second side receives 4,600,000 C-bills.
-
-\item {\bfseries Hot Potato}: The side not holding the objective at the end of the game receives 7,000,000 C-bills.
-
-\item {\bfseries Under No Circumstances}: Each side receives a proportion of 7,000,000 C-bills based upon the percentage of objectives removed or destroyed.
-For example, if 2 objectives were removed and 3 objectives were destroyed, then the Salvage side receives 2,800,000 C-bills and the Destroy side receives 4,200,000 C-bills.
-
-\item {\bfseries Get The Goods}: Each side receives a portion of 7,000,000 C-bills based upon the percentage of Victory Points each side earns and winning the scenario.
-6,000,000 C-bills are awarded proportionally and the side with the most Victory Points, if any, receives an extra 1,000,000 C-bills.
-For example, if the first side earned 6 Victory Points and the second side earned 6 Victory Points, then the first side receives 50\% of the 3,000,000 C-bills and the second side receives 50\% of the 3,000,000 C-bills.
-Neither side earns the 1,000,000 C-bill bonus.
-The first side receives 3,000,000 C-bills and the second side receives 3,000,000 C-bills.
-
-\end{description}
diff --git a/rules/13-Instant-Action/index.tex b/rules/13-Instant-Action/index.tex
deleted file mode 100644
index cd0b6d9..0000000
--- a/rules/13-Instant-Action/index.tex
+++ /dev/null
@@ -1,7 +0,0 @@
-\input{13-Instant-Action/0-Intro.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Mission Scoring}
-% --------------------------------------------------------------------------------
-
-\input{13-Instant-Action/1-Missions.tex}
diff --git a/rules/2-Force-Construction/0-Intro.tex b/rules/2-Force-Construction/0-Intro.tex
index 6a521df..adaa680 100644
--- a/rules/2-Force-Construction/0-Intro.tex
+++ b/rules/2-Force-Construction/0-Intro.tex
@@ -1,2 +1,10 @@
-Unit commanders start with 10,000 Battle Value points (BV) for their initial units and 3,000,000 C-bills they can use for maintenance after completing their first scenario.
-Completing scenarios and accomplishing objectives earns additional C-bills for commanders to spend on training their pilots, upgrading units, and acquiring new equipment.
+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 \emph{Hot Spots: Hinterlands} sourcebook or the \emph{BattleTech: Mercenaries} box set.
+
+If any units in your force have special equipment not found in \emph{BattleTech: Total Warfare}, \emph{BattleTech: BattleMech Manual}, or \emph{Alpha Strike: Commander's Edition}, then you must bring the rulebooks for that equipment.
+Unit record sheets can be generated using \href{https://megamek.org}{MegaMekLab} or similar tools.
+Alpha Strike cards can be found on the \href{http://www.masterunitlist.info}{Master Unit List}.
+
+BV costs sometimes do not mach between the \href{http://www.masterunitlist.info}{Master Unit List} and \href{https://megamek.org}{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.
diff --git a/rules/2-Force-Construction/1-Force-Construction-examples.tex b/rules/2-Force-Construction/1-Force-Construction-examples.tex
deleted file mode 100644
index cf24258..0000000
--- a/rules/2-Force-Construction/1-Force-Construction-examples.tex
+++ /dev/null
@@ -1,79 +0,0 @@
-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 \emph{BattleTech: Outworlds Wastes} is to develop the personalized lore for your force.
-
-\ifthenelse{\equal{\outworldsMode}{mode-web}}{Additional sample initial forces can be found \hyperref[sec:sample_forces]{here}.}{}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Atlas AS7-D & 'Meg' Courant & 3 & 4 & 1,897 & 2,504 \\
-2 & Phoenix Hawk PXH-2K & 'Bison' Helge & 4 & 5 & 1,271 & 1,271 \\
-3 & Blackjack BJ-2 & 'Lizard' Baker & 4 & 5 & 1,148 & 1,148 \\
-4 & Locust IIC & 'Casper' Poole & 4 & 5 & 1,100 & 1,100 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Maxim Hover Transport & & 4 & 5 & 764 & 764 \\
-1 & Maxim Hover Transport & & 4 & 5 & 764 & 764 \\
-2 & Galleon GAL-102 & & 4 & 5 & 651 & 651 \\
-2 & Galleon GAL-102 & & 4 & 5 & 651 & 651 \\
-3 & Warrior H-7 & & 4 & 5 & 295 & 295 \\
-3 & Warrior H-7 & & 4 & 5 & 295 & 295 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & IS Std BA, LRR & & 4 & 5 & 255 & 255 \\
-1 & IS Std BA, Laser & & 4 & 5 & 231 & 231 \\
-\Hline{1pt}
-8 & Total Bays & & & & & \\
- & Total BV & & & & & 9,929 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Civil War Era Mercenary Force - Meg's Magpies}
-\end{table}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
-\Hline{1pt}
-1 & Carrion Crow A & Sarah Magnus & 3 & 4 & 1,622 & 2,141 \\
-2 & Nova U & Bryn & 4 & 5 & 1,413 & 1,413 \\
-3 & Adder J & Ada & 4 & 5 & 1,222 & 1,222 \\
-4 & Kit Fox V & Soton & 3 & 4 & 974 & 1,286 \\
-5 & Fire Moth A & Tina & 3 & 4 & 639 & 843 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
-\Hline{1pt}
-1 & Karnov UR Transport & & 4 & 5 & 125 & 125 \\
-\Hline{1pt}
-\rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
-\Hline{1pt}
-1 & Elemental BA, Laser & & 3 & 4 & 447 & 590 \\
-1 & Elemental BA, HMG & & 3 & 4 & 415 & 548 \\
-1 & Elemental BA, Flamer & & 3 & 4 & 404 & 533 \\
-2 & Elemental BA, Flamer & & 3 & 4 & 404 & 533 \\
-2 & Gnome BA & & 3 & 4 & 580 & 766 \\
-\Hline{1pt}
-8 & Total Bays & & & & & \\
- & Total BV & & & & & 10,000 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{ilClan Era Raven Alliance Force - Raven Expeditionary Cluster, Alpha Nova}
-\end{table}
-
-Both forces can support additional units on their DropShips.
-However, the Raven Alliance force cannot add any additional infantry bays because the DropShip has the maximum of 5 infantry bays.
diff --git a/rules/2-Force-Construction/1-Force-Construction.tex b/rules/2-Force-Construction/1-Force-Construction.tex
deleted file mode 100644
index 0709b62..0000000
--- a/rules/2-Force-Construction/1-Force-Construction.tex
+++ /dev/null
@@ -1,66 +0,0 @@
-Commanders create an initial force of up to 10,000 BV.
-BV costs for all units are listed in the \href{http://www.masterunitlist.info}{Master Unit List} or \href{https://megamek.org}{MegaMekLab}.
-Force construction must follow the following rules:
-
-\begin{itemize}
-
-\item Commanders have a modified Union class DropShip with 15 configurable bays.
-Bays may be empty and can changed to a different configuration.
-Bay space for all infantry units is shared across bays.
-Your entire force must fit onto your DropShip.
-Bay limits are in the table below.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{10em} m{20em} R{3.8em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay Type} & \bfseries{Capacity} & \bfseries{Limit} \\
-\Hline{1pt}
-'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 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Bay Limits}
-\end{table}
-
-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.
-
-\item Commanders must select units from their faction on the \href{http://www.masterunitlist.info/}{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.
-
-\item 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.
-
-\item Each force can start with no more than 7,000 BV in 'Mechs.
-Commanders are encouraged to try to use the typical 'Mech unit composition of their faction.
-
-\item 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.
-
-\item Unless optional Battlefield Support or off-board artillery rules are used, a force can only include on-map units.
-For example, artillery and aerospace units can only be used on-map by default.
-
-\item The BV cost of a unit includes the skill level.
-The initial skill levels for a unit may be no better than Gunnery 3/Piloting 4 and cannot differ by more than 3.
-Average skill levels for factions and units are given on \emph{BattleTech: Total Warfare} p. 40.
-ProtoMechs always have Piloting 5 and infantry units without anti-'Mech equipment have Anti-'Mech 5, because these skills are not used for these units.
-
-\end{itemize}
-
-Commanders are responsible for knowing which rulebooks contain the rules pertaining to all units and special equipment in their force.
-
-Unit record sheets can be generated using \href{https://megamek.org}{MegaMekLab} or similar tools.
-BV costs sometimes do not mach between the \href{http://www.masterunitlist.info}{Master Unit List} and \href{https://megamek.org}{MegaMekLab}, especially for infantry units.
-Commanders must use the same source for all BV costs.
-All record sheets must agree with the BV costs from this source.
-
-Learning new types of units can be intimidating.
-Commanders may limit the types of different units in their non-'Mech forces.
-For example, a force could include only troop transports and Battle Armor so the commander can meet any objectives while keeping new rules to a minimum.
diff --git a/rules/2-Force-Construction/1-Optional.tex b/rules/2-Force-Construction/1-Optional.tex
new file mode 100644
index 0000000..5d343fb
--- /dev/null
+++ b/rules/2-Force-Construction/1-Optional.tex
@@ -0,0 +1,28 @@
+\emph{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.
+
+\emph{BattleTech: Outworlds Wastes} is designed for full combined arms play using \emph{BattleTech: Total Warfare} rules; however organizers may use the Battlefield Support: Asset rules from the the \emph{BattleTech: Mercenaries} box set instead.
+There are three common combinations of rules that a league or event may use.
+
+\begin{itemize}
+
+ \item {\bfseries Total Warfare}: Use the force construction rules as written.
+ Use \emph{BattleTech: Total Warfare} rules for non-'Mech units.
+ Use Battlefield Support: Strikes rules from the \emph{BattleTech: Mercenaries} box set.
+ Aerospace and artillery units may also use \emph{BattleTech: Total Warfare} rules.
+
+ \item {\bfseries Force Assets}: Use the force construction rules as written.
+ Use Battlefield Support: Assets rules from the \emph{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 \emph{BattleTech: Mercenaries} box set.
+ In order to use Battlefield Support: Strikes, your command must have a unit capable of offering the support.
+
+ \item {\bfseries 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 \emph{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 \emph{BattleTech: Mercenaries} box set.
+ You may use any Battlefield Support: Strikes and your force should not contain these supporting non-'Mech units.
+
+\end{itemize}
diff --git a/rules/2-Force-Construction/2-Force-Construction-Scale-1-examples.tex b/rules/2-Force-Construction/2-Force-Construction-Scale-1-examples.tex
new file mode 100644
index 0000000..e830c5d
--- /dev/null
+++ b/rules/2-Force-Construction/2-Force-Construction-Scale-1-examples.tex
@@ -0,0 +1,46 @@
+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 \emph{BattleTech: Outworlds Wastes} is to develop the personalized lore for your command.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+ 1 & Atlas AS7-D & 'Meg' Courant & 3 & 4 & 1,897 & 52 \\
+ 3 & Wolverine WVR-6R & 'Casper' Poole & 4 & 5 & 1,101 & 30 \\
+ 3 & Cavalry Attack (BA) & 'Bugs' Schwann & 4 & 5 & 152 & 12 \\
+ 4 & IS Standard (Laser) & Ralph Nosske & 4 & 5 & 231 & 14 \\
+ \hline
+ & Total & & & & 3,381 & 108 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{ilClan Era Mercenaries - Meg's Magpies}
+\end{table}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+ 1 & Carrion Crow A & Sarah Magnus & 3 & 4 & 1,622 & 41 \\
+ 2 & Fire Moth B & Tina & 4 & 5 & 1,064 & 24 \\
+ 3 & Elemental BA, MG & & 4 & 5 & 404 & 19 \\
+ 4 & Elemental BA, Flamer & & 4 & 5 & 404 & 19 \\
+ \hline
+ & Total & & & & 3,494 & 103 \\
+ \Hline{1pt}
+ \end{tabular}
+ \caption*{ilClan Era Raven Alliance - Raven Expeditionary Cluster}
+\end{table}
+
+Both forces can support additional units on their DropShips.
diff --git a/rules/2-Force-Construction/2-Force-Construction-Scale-1.tex b/rules/2-Force-Construction/2-Force-Construction-Scale-1.tex
new file mode 100644
index 0000000..63a5f62
--- /dev/null
+++ b/rules/2-Force-Construction/2-Force-Construction-Scale-1.tex
@@ -0,0 +1,59 @@
+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 \href{http://www.masterunitlist.info}{Master Unit List} or \href{https://megamek.org}{MegaMekLab}.
+Force construction must follow these rules:
+
+\begin{itemize}
+
+ \item 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.
+
+ \begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{10em} m{20em} R{3.8em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay Type} & \bfseries{Capacity} & \bfseries{Limit} \\
+ \Hline{1pt}
+ '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 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Event Play DropShip Bay Limits}
+ \end{table}
+
+ \item You must select units from one faction on the \href{http://www.masterunitlist.info/}{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.
+
+ \item 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).
+
+ \item 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.
+
+ \item 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, \emph{TW}, p. 39, \emph{AS: CE}).
+
+ \item You may play non-'Mech units as Battlefield Support: Assets; however Assets cannot score objectives.
+
+ \item Your force cannot contain artillery, aerospace, or other support units.
+ However, you may have access to Battlefield Support: Strikes for some tracks.
+
+ \item The BV costs of a unit must be modified to include C\textsuperscript{3} and TAG.
+
+ \item 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.
+
+\end{itemize}
diff --git a/rules/2-Force-Construction/2-Force-Construction-Scale-2-examples.tex b/rules/2-Force-Construction/2-Force-Construction-Scale-2-examples.tex
new file mode 100644
index 0000000..5c1cd04
--- /dev/null
+++ b/rules/2-Force-Construction/2-Force-Construction-Scale-2-examples.tex
@@ -0,0 +1,94 @@
+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 \emph{BattleTech: Outworlds Wastes} is to develop the personalized lore for your force.
+
+\ifthenelse{\equal{\outworldsMode}{mode-web}}{Additional sample initial forces can be found \hyperref[sec:sample_forces]{here}.}{}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Combat Vehicles} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 1 & IS Std BA, LRR & & 4 & 5 & 255 & 15 \\
+ 1 & IS Std BA, Laser & & 4 & 5 & 231 & 14 \\
+ \Hline{1pt}
+
+ 9 & Total Bays & & & & & \\
+ & Total & & & & 10,674 & 365 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Civil War Era Mercenaries - Meg's Magpies}
+\end{table}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.8em} R{3.5em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{'Mechs} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Aerospace} \\
+ \Hline{1pt}
+ 1 & Vandal Prime & & 4 & 5 & 525 & 30 \\
+ 2 & Shilone SL-17R & & 4 & 5 & 1,230 & 33 \\
+ \Hline{1pt}
+
+ \rowcolor{black!30}\multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Infantry/Battle Armor} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+
+ 9 & Total Bays & & & & & \\
+ & Total & & & & 10,865 & 307 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{ilClan Era Raven Alliance - Raven Expeditionary Cluster, Alpha Nova}
+\end{table}
+
+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.
diff --git a/rules/2-Force-Construction/2-Force-Construction-Scale-2.tex b/rules/2-Force-Construction/2-Force-Construction-Scale-2.tex
new file mode 100644
index 0000000..ba901fb
--- /dev/null
+++ b/rules/2-Force-Construction/2-Force-Construction-Scale-2.tex
@@ -0,0 +1,79 @@
+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 \href{http://www.masterunitlist.info}{Master Unit List} or \href{https://megamek.org}{MegaMekLab}.
+Force construction must follow the following rules:
+
+\begin{itemize}
+
+ \item 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.
+
+ \begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{10em} m{20em} R{3.8em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay Type} & \bfseries{Capacity} & \bfseries{Limit} \\
+ \Hline{1pt}
+ '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 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{League Play DropShip Bay Limits}
+ \end{table}
+
+ 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.
+
+ \item You must select units from their faction on the \href{http://www.masterunitlist.info/}{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.
+
+ \item 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.
+
+ \item 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.
+
+ \item 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.
+
+ \item 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.
+
+ \begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{18em} m{20em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Support Type} & \bfseries{Required Unit} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Support Unit Requirements}
+ \end{table}
+
+ \item 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.
+
+\end{itemize}
diff --git a/rules/2-Force-Construction/2-Buried-Treasure.tex b/rules/2-Force-Construction/3-Buried-Treasure.tex
similarity index 100%
rename from rules/2-Force-Construction/2-Buried-Treasure.tex
rename to rules/2-Force-Construction/3-Buried-Treasure.tex
diff --git a/rules/2-Force-Construction/3-Advanced-Force-Construction-examples.tex b/rules/2-Force-Construction/4-Advanced-Force-Construction-examples.tex
similarity index 100%
rename from rules/2-Force-Construction/3-Advanced-Force-Construction-examples.tex
rename to rules/2-Force-Construction/4-Advanced-Force-Construction-examples.tex
diff --git a/rules/2-Force-Construction/3-Advanced-Force-Construction.tex b/rules/2-Force-Construction/4-Advanced-Force-Construction.tex
similarity index 100%
rename from rules/2-Force-Construction/3-Advanced-Force-Construction.tex
rename to rules/2-Force-Construction/4-Advanced-Force-Construction.tex
diff --git a/rules/2-Force-Construction/index-quickstart.tex b/rules/2-Force-Construction/index-quickstart.tex
deleted file mode 100644
index f775665..0000000
--- a/rules/2-Force-Construction/index-quickstart.tex
+++ /dev/null
@@ -1,19 +0,0 @@
-\input{2-Force-Construction/0-Intro.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Force Construction}
-\label{subsec:force_construction}
-% --------------------------------------------------------------------------------
-
-\input{2-Force-Construction/1-Force-Construction.tex}
-
-\newpage
-
-% --------------------------------------------------------------------------------
-\subsection{Sample Forces}
-\label{subsec:sample_forces}
-% --------------------------------------------------------------------------------
-
-\input{2-Force-Construction/1-Force-Construction-examples.tex}
-
-\newpage
diff --git a/rules/2-Force-Construction/index.tex b/rules/2-Force-Construction/index.tex
index ef28aa1..a45ee3f 100644
--- a/rules/2-Force-Construction/index.tex
+++ b/rules/2-Force-Construction/index.tex
@@ -1,20 +1,42 @@
\input{2-Force-Construction/0-Intro.tex}
% --------------------------------------------------------------------------------
-\subsection{Force Construction}
-\label{subsec:force_construction}
+\subsection{Optional Rules}
% --------------------------------------------------------------------------------
-\input{2-Force-Construction/1-Force-Construction.tex}
+\input{2-Force-Construction/1-Optional.tex}
\newpage
% --------------------------------------------------------------------------------
-\subsection{Sample Forces}
-\label{subsec:sample_forces}
+\subsection{Event Play}
+\label{subsec:force_construction_scale_1}
% --------------------------------------------------------------------------------
-\input{2-Force-Construction/1-Force-Construction-examples.tex}
+\input{2-Force-Construction/2-Force-Construction-Scale-1.tex}
+
+\newpage
+
+\subsubsection{Sample Forces}
+\label{subsec:sample_commands_scale_1}
+
+\input{2-Force-Construction/2-Force-Construction-Scale-1-examples.tex}
+
+\newpage
+
+% --------------------------------------------------------------------------------
+\subsection{League Play}
+\label{subsec:force_construction_scale_2}
+% --------------------------------------------------------------------------------
+
+\input{2-Force-Construction/2-Force-Construction-Scale-2.tex}
+
+\newpage
+
+\subsubsection{Sample Forces}
+\label{subsec:sample_commands_scale_2}
+
+\input{2-Force-Construction/2-Force-Construction-Scale-2-examples.tex}
\newpage
@@ -22,7 +44,7 @@ \subsection{Sample Forces}
\subsection{Buried Treasure}
% --------------------------------------------------------------------------------
-\input{2-Force-Construction/2-Buried-Treasure.tex}
+\input{2-Force-Construction/3-Buried-Treasure.tex}
\newpage
@@ -30,8 +52,8 @@ \subsection{Buried Treasure}
\subsection{Advanced Force Construction Rules}
% --------------------------------------------------------------------------------
-\input{2-Force-Construction/3-Advanced-Force-Construction.tex}
+\input{2-Force-Construction/4-Advanced-Force-Construction.tex}
-\input{2-Force-Construction/3-Advanced-Force-Construction-examples.tex}
+\input{2-Force-Construction/4-Advanced-Force-Construction-examples.tex}
\newpage
diff --git a/rules/3-Force-Maintenance/0-Intro.tex b/rules/3-Force-Maintenance/0-Intro.tex
new file mode 100644
index 0000000..d407fa4
--- /dev/null
+++ b/rules/3-Force-Maintenance/0-Intro.tex
@@ -0,0 +1,11 @@
+You may maintain and improve your force between tracks with the Chaos Campaign rules.
+Maintenance costs can be found in the \emph{Hot Spots: Hinterlands} sourcebook.
+See the \emph{Hot Spots: Hinterlands} errata for clarifications on the maintenance costs for non-'Mech units.
+Note that the maintenance costs provided in the \emph{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.
diff --git a/rules/3-Force-Maintenance/1-Skills.tex b/rules/3-Force-Maintenance/1-Skills.tex
new file mode 100644
index 0000000..ffccce4
--- /dev/null
+++ b/rules/3-Force-Maintenance/1-Skills.tex
@@ -0,0 +1,4 @@
+The \emph{BattleTech: Mercenaries} box set or \emph{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.
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-capture.tex b/rules/3-Force-Maintenance/2-Capture.tex
similarity index 74%
rename from rules/3-Force-Management/3-Advanced-Force-Maintenance-capture.tex
rename to rules/3-Force-Maintenance/2-Capture.tex
index 452e48c..9c8a1d9 100644
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-capture.tex
+++ b/rules/3-Force-Maintenance/2-Capture.tex
@@ -1,5 +1,4 @@
-\item {\bfseries Capture}: Capture a pilot or crew when their unit is destroyed.
A pilot or crew may eject from their 'Mech or abandon their vehicle (see p.164, \emph{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 \emph{retrained} as above.
+Alternatively, a captured pilot or crew may be taken as a bondsman and used as if they were hired.
diff --git a/rules/3-Force-Maintenance/3-Salvage.tex b/rules/3-Force-Maintenance/3-Salvage.tex
new file mode 100644
index 0000000..2c021a6
--- /dev/null
+++ b/rules/3-Force-Maintenance/3-Salvage.tex
@@ -0,0 +1,7 @@
+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.
diff --git a/rules/3-Force-Maintenance/4-Purchases.tex b/rules/3-Force-Maintenance/4-Purchases.tex
new file mode 100644
index 0000000..a5eed29
--- /dev/null
+++ b/rules/3-Force-Maintenance/4-Purchases.tex
@@ -0,0 +1,13 @@
+The purchase price for units is the BV value in SP, and the selling price is half of the purchase price, as described in \emph{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 \href{http://www.masterunitlist.info}{Master Unit List} for their faction in the current era.
diff --git a/rules/3-Force-Maintenance/5-SPAs.tex b/rules/3-Force-Maintenance/5-SPAs.tex
new file mode 100644
index 0000000..7ee87bd
--- /dev/null
+++ b/rules/3-Force-Maintenance/5-SPAs.tex
@@ -0,0 +1,49 @@
+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 \emph{BattleTech: Mercenaries} box set or \emph{Hot Spots: Hinterlands} sourcebook.
+
+\begin{table}[!ht]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{C}[1]{>{\centering\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} C{3em} | m{11em} | m{11em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{D6} & \bfseries{'Mech} & \bfseries{ProtoMech} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Random Special Pilot Abilities - 'Mechs and ProtoMechs}
+\end{table}
+
+\begin{table}[!ht]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{C}[1]{>{\centering\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} C{3em} | m{11em} | m{11em} | m{11em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{D6} & \bfseries{Combat Vehicle} & \bfseries{Airborne Unit} & \bfseries{Infantry} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{Random Special Pilot Abilities - Combat Vehicles, Airborne Units, and Infantry}
+\end{table}
diff --git a/rules/3-Force-Maintenance/6-Quirks.tex b/rules/3-Force-Maintenance/6-Quirks.tex
new file mode 100644
index 0000000..16f04d7
--- /dev/null
+++ b/rules/3-Force-Maintenance/6-Quirks.tex
@@ -0,0 +1,28 @@
+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 \emph{BattleTech: BattleMech Manual} p. 82, \emph{BattleTech: Campaign Operations} p. 225, or \href{https://sarna.net}{Sarna.net} for a list of all quirks.
+\href{https://megamek.org}{MegaMekLab} and \href{https://sarna.net}{Sarna.net} list quirks for each unit.
+
+Some quirks require modifications for \emph{BattleTech: Outworlds Wastes}.
+
+\begin{itemize}
+
+ \item 2 'Mechs with \emph{Compact 'Mech} may share a DropShip bay.
+
+ \item \emph{Bad Reputation} decreases purchase and selling prices by 10\%.
+
+ \item \emph{Good Reputation} increases purchase and salvage prices by 10\%.
+
+ \item \emph{Rugged} decreases repair costs by 5\%.
+
+ \item \emph{Ubiquitous} decreases repair costs by 10\%.
+
+ \item \emph{Easy to Maintain} decreases repair costs by 10\%.
+
+ \item \emph{Difficult to Maintain} increases repair costs by 10\%.
+
+ \item \emph{Non-Standard Parts} increases repair costs by 10\%.
+
+\end{itemize}
diff --git a/rules/3-Force-Maintenance/7-Quirks-custom.tex b/rules/3-Force-Maintenance/7-Quirks-custom.tex
new file mode 100644
index 0000000..02825f3
--- /dev/null
+++ b/rules/3-Force-Maintenance/7-Quirks-custom.tex
@@ -0,0 +1,16 @@
+If commanders have opted into using \emph{Design Quirks}, they may purchase additional quirks to customize their units.
+If a commander uses \emph{Custom Design Quirks}, then the additional quirks apply to the SP activity costs for all units.
+Both sides must agree to use \emph{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 \emph{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:
+
+\input{3-Force-Maintenance/7-Quirks-positive.tex}
+
+Negative Design Quirks:
+
+\input{3-Force-Maintenance/7-Quirks-negative.tex}
diff --git a/rules/3-Force-Maintenance/7-Quirks-negative.tex b/rules/3-Force-Maintenance/7-Quirks-negative.tex
new file mode 100644
index 0000000..643ee6d
--- /dev/null
+++ b/rules/3-Force-Maintenance/7-Quirks-negative.tex
@@ -0,0 +1,31 @@
+\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\begin{multicols}{2}}{}
+
+\begin{itemize}
+
+ \item \emph{Ammunition Feed Problem} (1 point)
+
+ \item \emph{Cooling System Flaws} (3 points)
+
+ \item \emph{Hard to Pilot} (2 points)
+
+ \item \emph{Inaccurate Weapon} (varies)
+
+ \item \emph{No Cooling Jacket} (2 points)
+
+ \item \emph{Poor Cooling Jacket} (1 point)
+
+ \item \emph{Poor Performance} (3 points)
+
+ \item \emph{Poor Targeting} (2 points)
+
+ \item \emph{Poor Workmanship} (1 point)
+
+ \item \emph{Ramshackle} (3 points)
+
+ \item \emph{Sensor Ghosts} (3 points)
+
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\item[\vspace{\fill}]}{}
+
+\end{itemize}
+
+\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\end{multicols}}{}
diff --git a/rules/3-Force-Maintenance/7-Quirks-positive.tex b/rules/3-Force-Maintenance/7-Quirks-positive.tex
new file mode 100644
index 0000000..8c9f67f
--- /dev/null
+++ b/rules/3-Force-Maintenance/7-Quirks-positive.tex
@@ -0,0 +1,23 @@
+\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\begin{multicols}{2}}{}
+
+\begin{itemize}
+
+ \item \emph{Accurate Weapon} (varies)
+
+ \item \emph{Improved Cooling Jacket} (1 point)
+
+ \item \emph{Improved Sensors} (3 points)
+
+ \item \emph{Improved Targeting} (3, 4, or 5 points)
+
+ \item \emph{Rumble Seat} (0 points)
+
+ \item \emph{Searchlight} (0 points)
+
+ \item \emph{Stabilized Weapon} (varies)
+
+ \item \emph{Variable Range Targeting} (varies)
+
+\end{itemize}
+
+\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\end{multicols}}{}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-custom-units.tex b/rules/3-Force-Maintenance/8-Custom-units.tex
similarity index 71%
rename from rules/3-Force-Management/3-Advanced-Force-Maintenance-custom-units.tex
rename to rules/3-Force-Maintenance/8-Custom-units.tex
index b2e2925..2007afe 100644
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-custom-units.tex
+++ b/rules/3-Force-Maintenance/8-Custom-units.tex
@@ -1,4 +1,4 @@
-\item {\bfseries Custom Units}: Commanders may customize units by refitting an existing variant of a chassis.
+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.
@@ -37,15 +37,14 @@
A force can have multiple units with level 1 or level 2 customizations but only one unit with level 3 or higher customizations.
A unit with level 3 or higher customizations counts as the single Unique or Experimental unit allowed in a force; a force cannot have both a Unique or Experimental unit and a unit with level 3 or higher customizations.
-Commanders purchase the base unit and then pay 200\% of the difference in C-bill cost of the original unit and the computed C-bill cost of the custom unit.
-Customization has a minimum cost of 500,000 C-bills or 20\% of the original C-bill cost of the unit, whichever is less.
+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 configured as a cheaper Omni variant of the chassis at no cost.
+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 \emph{repair} and \emph{replace} costs by 5\% for each level of customization past level 1.
-For example, a unit with level 3 customization costs 10\% more to \emph{Repair} and \emph{Replace}; repairs cost of 35\% of the C-bill cost and replacement costs 60\% of the C-bill cost.
+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 \emph{salvaged} and sold but cannot be added to another force.
+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 \emph{sell} custom units per the standard rules.
+Commanders may sell custom units per the standard rules.
diff --git a/rules/0-Introduction/index-quickstart.tex b/rules/3-Force-Maintenance/index.tex
similarity index 51%
rename from rules/0-Introduction/index-quickstart.tex
rename to rules/3-Force-Maintenance/index.tex
index af2eef7..daa642e 100644
--- a/rules/0-Introduction/index-quickstart.tex
+++ b/rules/3-Force-Maintenance/index.tex
@@ -1,43 +1,57 @@
-\input{0-Introduction/0-Intro.tex}
+\input{3-Force-Maintenance/0-Intro.tex}
% --------------------------------------------------------------------------------
-\subsubsection*{Goals}
+\subsection{Skill Limits}
% --------------------------------------------------------------------------------
-\input{0-Introduction/1-Goals.tex}
+\input{3-Force-Maintenance/1-Skills.tex}
% --------------------------------------------------------------------------------
-\subsubsection*{Contents}
+\subsection{Capture Personnel}
% --------------------------------------------------------------------------------
-\input{0-Introduction/2-Contents-quickstart.tex}
+\input{3-Force-Maintenance/2-Capture.tex}
% --------------------------------------------------------------------------------
-\subsubsection*{Disclaimer}
+\subsection{Generous Salvage}
% --------------------------------------------------------------------------------
-\input{0-Introduction/3-Disclaimer.tex}
+\input{3-Force-Maintenance/3-Salvage.tex}
% --------------------------------------------------------------------------------
-\subsubsection*{Questions and Downloads}
+\subsection{Unit Purchases}
% --------------------------------------------------------------------------------
-\input{0-Introduction/4-Questions.tex}
+\input{3-Force-Maintenance/4-Purchases.tex}
+
+\newpage
% --------------------------------------------------------------------------------
-\subsubsection*{Acknowledgments}
+\subsection{Random SPAs}
% --------------------------------------------------------------------------------
-\input{0-Introduction/5-Acknowledgments.tex}
+\input{3-Force-Maintenance/5-SPAs.tex}
+
+\newpage
% --------------------------------------------------------------------------------
-\subsubsection*{Version}
+\subsection{Design Quirks}
% --------------------------------------------------------------------------------
-This document is for \emph{BattleTech: Outworlds Wastes} version 2.0, 18 October 2024.
+\input{3-Force-Maintenance/6-Quirks.tex}
+
+% --------------------------------------------------------------------------------
+\subsection{Custom Design Quirks}
+% --------------------------------------------------------------------------------
+
+\input{3-Force-Maintenance/7-Quirks-custom.tex}
\newpage
-\vspace*{\fill}
-\input{0-Introduction/6-Quote.tex}
-\vspace*{\fill}
+% --------------------------------------------------------------------------------
+\subsection{Custom Units}
+% --------------------------------------------------------------------------------
+
+\input{3-Force-Maintenance/8-Custom-units.tex}
+
+\newpage
diff --git a/rules/3-Force-Management/0-Intro.tex b/rules/3-Force-Management/0-Intro.tex
deleted file mode 100644
index 4240093..0000000
--- a/rules/3-Force-Management/0-Intro.tex
+++ /dev/null
@@ -1 +0,0 @@
-Commanders spend C-bills they earn in scenarios to improve their force.
diff --git a/rules/3-Force-Management/1-Force-Maintenance.tex b/rules/3-Force-Management/1-Force-Maintenance.tex
deleted file mode 100644
index 53097cb..0000000
--- a/rules/3-Force-Management/1-Force-Maintenance.tex
+++ /dev/null
@@ -1,61 +0,0 @@
-Force maintenance and improvement options are listed below.
-C-bill costs for all units are listed on the \href{http://www.masterunitlist.info}{Master Unit List}.
-The C-bill cost in \href{https://megamek.org}{MegaMekLab} can be used if the \href{http://www.masterunitlist.info}{Master Unit List} does not list a cost.
-
-\begin{description}
-
-\item {\bfseries Train}: Pay 500,000 C-bills multiplied by the difference in BV skill multiplier to improve a unit's skill levels.
-For example, a Gunnery 4/Piloting 5 pilot has a BV skill multiplier of 1.0 and a 3/4 pilot has a BV skill multiplier of 1.32.
-Therefore, it costs 160,000 C-bills to train a 4/5 pilot to 3/4.
-Units cannot be upgraded past 1/2.
-New units and units that did not participate in the most recent scenario cannot be upgraded past 3/4.
-Skills cannot differ by more than 3.
-See \emph{BattleTech: TechManual} p. 315 for the BV skill multiplier table.
-A unit's skill levels may be degraded at no C-bill cost.
-ProtoMechs and infantry units without anti-'Mech equipment have Piloting/Anti-'Mech 5.
-
-\item {\bfseries Replace}: Pay 50\% of the C-bill cost, rounded up, to replace a \emph{destroyed} unit.
-If the pilot/crew was killed, the replacement cost includes a 5/6 pilot.
-If an infantry or Battle Armor unit was destroyed, the replacement cost includes 5/6 troops.
-The new unit may be \emph{trained} as above.
-For Omni units, the replacement cost is based upon the cost of the variant on the unit roster.
-See \emph{BattleTech: Total Warfare} for the definition of \emph{destroyed} for different types of units.
-An abandoned unit is considered \emph{destroyed} if the commander does not control the field at the end of the scenario.
-
-\item {\bfseries Repair}: Pay 25\% of the C-bill cost, rounded up, to repair all internal damage, critical components, and motive systems for a unit that has not been \emph{destroyed}.
-If the pilot/crew was killed, the repair cost includes a 5/6 pilot or crew that may be \emph{trained}.
-Armor is repaired for free.
-For Omni units, the repair cost is based upon the fielded variant.
-
-\item {\bfseries Recruit}: Pay 50\% of the C-bill cost, rounded up, to replace troops in an infantry or Battle Armor unit that was not \emph{destroyed}.
-For example, to recruit 1 troop in a squad of 4 IS Standard Battle Armor with Lasers, pay 50\% of the cost of 1 troop, which is 293,125 C-bills.
-Damage to Battle Armor troops that survive a scenario is repaired for free.
-Use the \emph{Repair} rules for infantry and Battle Armor units damaged in an Alpha Strike scenario.
-
-\item {\bfseries Refit}: Pay the difference in C-bill cost to refit a unit to a different variant.
-A Phoenix Hawk PXH-2 costs 4,348,840 C-bills and a Phoenix Hawk PXH-1K costs 3,628,553.
-Pay 720,287 C-bills to convert a PHX-2 into a PHX-1K or to convert a PHX-1K into a PHX-2.
-Note that it still costs C-bills to refit when the new variant is cheaper.
-Refitting has a minimum cost of 250,000 C-bills or 10\% of the original C-bill cost of the unit, whichever is less.
-
-\item {\bfseries Omni Refit}: OmniMechs and Battle Armor with modular weapon mounts can be temporarily configured as a cheaper variant at no cost.
-For example, the Carrion Crow C costs 10,336,492 C-bills.
-The Carrion Crow A costs 9,704,829 C-bills, so a Carrion Crow C can be temporarily configured as a Carrion Crow A for a scenario.
-A Carrion Crow B costs 15,617,992 C-bills, so a Carrion Crow C cannot be temporarily configured as a Carrion Crow B.
-
-\item {\bfseries Purchase}: Pay the C-bill cost to get a new unit.
-Commanders must purchase units from their \href{http://www.masterunitlist.info}{Master Unit List} faction and era list.
-The new unit has a pilot/crew at skill 4/5 and can be trained.
-
-\item {\bfseries Salvage}: Recover enemy units that were \emph{destroyed} in a scenario.
-Pay 50\% the C-bill cost, rounded up, to add salvaged enemy units to your force.
-A War Crow Prime costs 22,057,358 C-bills, so it costs 11,028,679 C-bills to add a salvaged War Crow Prime to your force.
-The new unit starts at skill 4/5 and can be \emph{trained}.
-Alternatively, sell the salvaged unit to earn 25\% of the C-bill cost.
-A salvaged War Crow Prime could be sold to earn 5,514,340 C-bills.
-
-\item {\bfseries Sell}: Sell undamaged units for 50\% of the C-bill cost or \emph{destroyed} units for 25\% of the C-bill cost, rounded up.
-A Locust LCT-1E costs 1,574,200 C-bills and may be sold for 787,100 C-bills.
-If the Locust LCT-1E was \emph{destroyed}, then selling it would only yield 393,550 C-bills.
-
-\end{description}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-SPA-list.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-SPA-list.tex
deleted file mode 100644
index fa9908a..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-SPA-list.tex
+++ /dev/null
@@ -1,81 +0,0 @@
-\begin{table}[!ht]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{C}[1]{>{\centering\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} C{3em} | C{3em} | C{3em} | m{10em} | m{10em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{1st} & \bfseries{2nd} & \bfseries{3rd} & \bfseries{'Mech} & \bfseries{ProtoMech} \\
-\Hline{1pt}
-\multirow{12}{*}{1 - 5}
- & \multirow{6}{*}{1 - 3}
- & 1 & Blood Stalker & Blood Stalker \\
- & & 2 & Dodge & Cluster Hitter \\
- & & 3 & Fist Fire & Dodge \\
- & & 4 & Hot Dog & Eagle's Eyes \\
- & & 5 & Jumping Jack & Hot Dog \\
- & & 6 & Maneuvering Ace & Jumping Jack \\
-\cline{2-5}
- & \multirow{6}{*}{4 - 6}
- & 1 & Melee Master & Maneuvering Ace \\
- & & 2 & Oblique Attacker & Marksman \\
- & & 3 & Range Master & Multi-Tasker \\
- & & 4 & Sandblaster & Range Master \\
- & & 5 & Swordsman & Speed Demon \\
- & & 6 & Zweihander & Street Fighter \\
-\hline
-\multirow{7}{*}{6}
- & 1 - 4
- & * & Marksman & Animal Mimicry \\
-\cline{2-5}
- & \multirow{6}{*}{5 - 6}
- & 1 & Combat Intuition & Combat Intuition \\
- & & 2 & Natural Grace & Natural Grace \\
- & & 3 & Sharpshooter & Sharpshooter \\
- & & 4 & Sniper & Sniper \\
- & & 5 & Tactical Genius & Tactical Genius \\
- & & 6 & Weapon Specialist & Weapon Specialist \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Random Special Pilot Abilities - 'Mechs and ProtoMechs}
-\end{table}
-
-\begin{table}[!ht]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{C}[1]{>{\centering\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} C{3em} | C{3em} | C{3em} | m{10em} | m{10em} | m{10em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{1st} & \bfseries{2nd} & \bfseries{3rd} & \bfseries{Combat Vehicle} & \bfseries{Airborne Unit} & \bfseries{Infantry} \\
-\Hline{1pt}
-\multirow{12}{*}{1 - 5}
- & \multirow{6}{*}{1 - 3}
- & 1 & Blood Stalker & Blood Stalker & Blood Stalker \\
- & & 2 & Cluster Hitter & Cluster Hitter & Cluster Hitter \\
- & & 3 & Eagle's Eyes & Dust-Off & Eagle's Eyes \\
- & & 4 & Maneuvering Ace & Eagle's Eyes & Foot Cavalry \\
- & & 5 & Marksman & Ground-Hugger & Heavy Horse \\
- & & 6 & Multi-Tasker & Lucky(2) & Light Horseman \\
-\cline{2-6}
- & \multirow{6}{*}{4 - 6}
- & 1 & Oblique Attacker & Maneuvering Ace & Marksman \\
- & & 2 & Range Master & Marksman & Multi-Tasker \\
- & & 3 & Sandblaster & Multi-Tasker & Range Master \\
- & & 4 & Speed Demon & Range Master & Sandblaster \\
- & & 5 & Stand Aside & Sandblaster & Speed Demon \\
- & & 6 & Terrain Master & Speed Demon & Urban Guerrilla \\
-\hline
-\multirow{7}{*}{6}
- & 1 - 4
- & * & Cross Country & Shaky Stick & Human TRO \\
-\cline{2-6}
- & \multirow{6}{*}{5 - 6}
- & 1 & Combat Intuition & Golden Goose & Demoralizer \\
- & & 2 & Lucky(3) & Ride the Wash & Lucky(3) \\
- & & 3 & Sharpshooter & Sharpshooter & Sharpshooter \\
- & & 4 & Sniper & Sniper & Sniper \\
- & & 5 & Tactical Genius & Tactical Genius & Tactical Genius \\
- & & 6 & Weapon Specialist & Weapon Specialist & Weapon Specialist \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Random Special Pilot Abilities - Combat Vehicles, Airborne Units, and Infantry}
-\end{table}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-SPA.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-SPA.tex
deleted file mode 100644
index 1c41cce..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-SPA.tex
+++ /dev/null
@@ -1,12 +0,0 @@
-\item {\bfseries Special Pilot Abilities}: Commanders may opt into using \emph{Special Pilot Abilities} (SPAs) for their units.
-If a commander opts into using \emph{Special Pilot Abilities}, then the SPAs always apply to \emph{retraining} costs.
-Both players in a scenario must agree to use SPAs for them to apply in the scenario.
-
-See \emph{BattleTech: Campaign Operations} p. 70 or \href{https://sarna.net}{Sarna.net} for a list of all SPAs.
-
-After each scenario, roll 2D6 for each unit that survived.
-Subtract 2 from the result if the unit already has an SPA.
-On a result of 10+, assign an SPA to the unit by rolling D666 on the charts below.
-If the result is invalid for the unit, roll D666 again and use the new result.
-Commanders may decide to not apply a valid SPA to the unit; however, do not roll again in this case.
-An SPA may be removed from a unit, but only after rolling for new SPAs following a scenario.
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-allegiance.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-allegiance.tex
deleted file mode 100644
index 1025781..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-allegiance.tex
+++ /dev/null
@@ -1,13 +0,0 @@
-\item {\bfseries Allegiance}: Declare allegiance for to a single employer, such as a Great House, Clan, or wealthy benefactor.
-The force receives logistical support in exchange for a portion each mission's objective payments.
-Commanders must complete 5 scenarios before they can renounce their \emph{allegiance}.
-
-\begin{itemize}
-
-\item Receive only 80\% of the payments for objectives
-
-\item Always receive base pay, unless an objective awarded equipment
-
-\end{itemize}
-
-This optional rule is incompatible when using \emph{BattleTech: Outworlds Wastes} with the \emph{BattleTech: Mercenaries} box set rules for \emph{BattleTech: Chaos Campaign}.
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-ammo.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-ammo.tex
deleted file mode 100644
index 15e17cd..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-ammo.tex
+++ /dev/null
@@ -1,4 +0,0 @@
-\item {\bfseries Rearm}: League organizers may require ammunition to be replenished.
-\emph{BattleTech: TechManual} provides cost per ton for ammunition.
-When not purchasing ammunition by the ton, it costs 35,000 C-bills for standard ammo and 175,000 C-bills for specialty ammo to rearm a unit.
-In Alpha Strike, apply a -1 modifier to damage at all brackets during a scenario if a unit is not rearmed.
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-anti-mech.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-anti-mech.tex
deleted file mode 100644
index 03e8eb0..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-anti-mech.tex
+++ /dev/null
@@ -1,4 +0,0 @@
-\item {\bfseries Anti-'Mech Costs}: Some infantry units, such as Anti-'Mech jump infantry, can have particularly high C-bill costs.
-The relatively low BV cost for these units can be exploited to give commanders disproportionate initial C-bills.
-League organizers may reduce the Anti-'Mech Training and Equipment cost multiplier (see p.282, TM) from 5.0 to 2.0 to mitigate this issue.
-Commanders multiply the C-bill costs of all units with Anti-'Mech training and equipment by 0.4 in this case.
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-conscripts.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-conscripts.tex
deleted file mode 100644
index 5bc4e0c..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-conscripts.tex
+++ /dev/null
@@ -1,4 +0,0 @@
-\item {\bfseries Conscripts}: Basic foot infantry (see p. 213, TW) may be treated as conscripts.
-Conscripts are free to \emph{recruit} or \emph{replace}, cannot be sold as \emph{salvage}, and must be \emph{purchased} as normal to be added to a force.
-These units may be no better than Gunnery 4/Anti-'Mech 5 and cannot have Special Pilot Abilities (SPAs).
-Commanders must use the standard rules for infantry with better skills or SPAs.
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropship.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropship.tex
deleted file mode 100644
index 7c5aaad..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropship.tex
+++ /dev/null
@@ -1,83 +0,0 @@
-\item {\bfseries 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 \ifthenelse{\equal{\outworldsMode}{mode-web}}{sample \hyperref[sec:sample_dropship]{DropShip tracking}}{\emph{Sample DropShip Customization Tracking} (see p. \pageref{sec:sample_dropship})}.
-
-Commanders can customize their DropShips in the following categories:
-
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\begin{multicols}{2}}{}
-
-\begin{itemize}
-
-\item 'Mech Maintenance
-
-\item Ground Combat Vehicle Maintenance
-
-\item VTOL Combat Vehicle Maintenance
-
-\item Aerospace Unit Maintenance
-
-\item ProtoMech Maintenance
-
-\item Machine Shop
-
-\item Medical Bay
-
-\item Infantry Quarters
-
-\item Simulators
-
-\item Bay Configuration Limits
-
-\end{itemize}
-
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\end{multicols}}{}
-
-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.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\vrule width 1pt} m{9em} L{9em} !{\vrule width 1pt}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Level Increase} & \bfseries{Cost} \\
-\Hline{1pt}
-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 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Customization Point Costs}
-\end{table}
-
-Point costs are cumulative.
-For example, it costs 1 point to go from level 0 to level 1 and 2 points to go from level 1 to level 2, so it costs 3 total points to go from level 0 to level 2.
-
-Commanders can further customize their DropShip, but space and resources must be reallocated from one category to another.
-After each scenario, commanders may spend 1,000,000 C-bills to decrease the level of one or more categories to earn sufficient customization points and increase the level of a single category.
-The customization points earned when decreasing the level of a category are given in the table below.
-This may be done only once between scenarios.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\vrule width 1pt} m{9em} L{9em} !{\vrule width 1pt}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Level Decrease} & \bfseries{Payout} \\
-\Hline{1pt}
-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 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Customization Point Payouts}
-\end{table}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-machine.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-machine.tex
deleted file mode 100644
index a77f2db..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-machine.tex
+++ /dev/null
@@ -1,36 +0,0 @@
-\emph{\bfseries Machine Shop}: The machine shop can be used to improve \emph{salvage}.
-Commanders pay less when adding a salvaged unit to their force and earn more when selling a destroyed unit as salvage.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2.7em} L{30em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
-\Hline{1pt}
-\multirow{2}{*}{-2}
- & 10\% increase in salvage costs \\
- & 10\% decrease in salvage revenue \\
-\hline
-\multirow{2}{*}{-1}
- & 5\% increase in salvage costs \\
- & 5\% decrease in salvage revenue \\
-\hline
- 0 & No change \\
-\hline
-\multirow{2}{*}{1}
- & 5\% decrease in salvage costs \\
- & 5\% increase in salvage revenue \\
-\hline
-\multirow{2}{*}{2}
- & 10\% decrease in salvage costs \\
- & 10\% increase in salvage revenue \\
-\hline
-\multirow{2}{*}{3}
- & 15\% decrease in salvage costs \\
- & 15\% increase in salvage revenue \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Machine Shop Customization}
-\end{table}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-maintaince.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-maintaince.tex
deleted file mode 100644
index 8d952db..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-maintaince.tex
+++ /dev/null
@@ -1,40 +0,0 @@
-\emph{\bfseries Maintenance}: Improve the ability to repair, replace, or refit units in a maintenance category.
-Also, commanders may fix a limited number of through-armor critical hits or motive system damage without paying the \emph{repair} cost.
-The maintenance categories are 'Mechs, ground Combat Vehicles, VTOL Combat Vehicles, Aerospace units, and ProtoMechs.
-
-This customization stacks with quirks.
-A unit that is \emph{Easy to Maintain} on a DropShip with level 1 in maintenance for that unit type is 15\% cheaper to \emph{repair} or \emph{replace} while a unit that is \emph{Hard to Maintain} would only be 5\% more expensive to \emph{repair} or \emph{replace}.
-
-The maintenance level cannot be adjusted for a unit type not present in the force.
-For example, a force must have VTOL units to raise or lower the VTOL maintenance category.
-If the last unit of a type is sold or destroyed, commanders must replace the unit with another of the type or immediately pay to reallocate any positive or negative points to reset the category to level 0.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2.7em} L{30em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
-\Hline{1pt}
--2 & 10\% increase in repair, replace, and refit costs for unit type \\
-\hline
--1 & 5\% increase in repair, replace, and refit costs for unit type \\
-\hline
- 0 & No change \\
-\hline
-\multirow{2}{*}{1}
- & 5\% decrease in repair, replace, and refit costs for unit type \\
- & 1 free repair of 1 critical hit or 2 motive hits after each mission \\
-\hline
-\multirow{2}{*}{2}
- & 10\% decrease in repair, replace, and refit costs for unit type \\
- & 2 free repairs of 1 critical hit or 2 motive hits after each mission \\
-\hline
-\multirow{2}{*}{3}
- & 15\% decrease in repair, replace, and refit costs for unit type \\
- & 3 free repairs of 1 critical hit or 2 motive hits after each mission \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Maintenance Customization}
-\end{table}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-medical.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-medical.tex
deleted file mode 100644
index fd4d18e..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-medical.tex
+++ /dev/null
@@ -1,30 +0,0 @@
-\emph{\bfseries Medical Bay}: The medical bay can increase the survivability of pilots/crew when their unit is \emph{destroyed}.
-'Mech pilots receive a modification to their PSR to survive an ejection.
-ProtoMech pilots and Combat Vehicle crews can survive the destruction of their unit on a 2D6 medical bay roll.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2.7em} L{30em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
-\Hline{1pt}
--2 & +2 modifier to 'Mech ejection PSRs \\
-\hline
--1 & +1 modifier to 'Mech ejection PSRs \\
-\hline
- 0 & No change \\
-\hline
- 1 & -1 modifier to 'Mech ejection PSRs \\
- & Vehicle and ProtoMech crews survive on 10+ medical bay roll \\
-\hline
- 2 & -2 modifier to 'Mech ejection PSRs \\
- & Vehicle and ProtoMech crews survive on 8+ medical bay roll \\
-\hline
- 3 & -3 modifier to 'Mech ejection PSRs \\
- & Vehicle and ProtoMech crews survive on 6+ medical bay roll \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Medical Bay Customization}
-\end{table}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-quarters.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-quarters.tex
deleted file mode 100644
index 3bdf489..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-quarters.tex
+++ /dev/null
@@ -1,25 +0,0 @@
-\emph{\bfseries Infantry Quarters}: Allocating more space to infantry quarters makes it cheaper to \emph{recruit} new troops for infantry and Battle Armor units.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2.7em} L{30em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
-\Hline{1pt}
--2 & 10\% increase in recruiting costs \\
-\hline
--1 & 5\% increase in recruiting costs \\
-\hline
- 0 & No change \\
-\hline
- 1 & 5\% decrease in recruiting costs \\
-\hline
- 2 & 10\% decrease in recruiting costs \\
-\hline
- 3 & 15\% decrease in recruiting costs \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Infantry Quarters Customization}
-\end{table}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-reconfigure.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-reconfigure.tex
deleted file mode 100644
index 6840ba4..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-reconfigure.tex
+++ /dev/null
@@ -1,23 +0,0 @@
-\emph{\bfseries Bay Configuration Limits}: Bay configuration limits can be adjusted by spending customization points.
-For example, at level 1 a commander may decrease their 'Mech bay limit to 11 and increase their aerospace bay limit to 3.
-The bay configuration limits customization level can only be decreased if the entire force conforms to the new bay configuration limits.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2.7em} L{30em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
-\Hline{1pt}
- 0 & No change \\
-\hline
- 1 & 1 bay limit can be shifted \\
-\hline
- 2 & 1 additional bay limit can be shifted \\
-\hline
- 3 & 1 additional bay limit can be shifted \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Bay Configuration Customization}
-\end{table}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-simulators.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-simulators.tex
deleted file mode 100644
index 3c6a0b9..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-simulators.tex
+++ /dev/null
@@ -1,27 +0,0 @@
-\emph{\bfseries Simulators}: Allocating more space to simulators makes it cheaper to \emph{train} personnel between scenarios and easier for those personnel to gain SPAs.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2.7em} L{30em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
-\Hline{1pt}
--2 & 10\% increase in training costs \\
-\hline
--1 & 5\% increase in training costs \\
-\hline
- 0 & No change \\
-\hline
- 1 & 5\% decrease in training costs \\
-\hline
- 2 & 10\% decrease in training costs \\
- & +1 to rolls for SPAs \\
-\hline
- 3 & 15\% decrease in training costs \\
- & +2 to rolls for SPAs \\
-\Hline{1pt}
-\end{tabular}
-\caption*{DropShip Simulator Customization}
-\end{table}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-support.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-support.tex
deleted file mode 100644
index 4ce9e8d..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-dropships-support.tex
+++ /dev/null
@@ -1,13 +0,0 @@
-\emph{\bfseries Support Bays}: A vehicle may be used to convert combat vehicle bay space into DropShip customization levels.
-Using a vehicle in this fashion fills the entire bay.
-The vehicle must cost at least 500,000 C-bills; if the vehicle costs less, pay the difference to use the vehicle in this way.
-Only one level of a type may be added by a vehicle and customization cannot exceed level 3.
-The vehicles may be used in scenarios but do not grant a level of customization if \emph{damaged} or \emph{destroyed} unless \emph{repaired} or \emph{replaced}.
-
-\begin{itemize}
-
-\item BattleMech Recovery Vehicles give 1 level of Machine Shop
-
-\item Vehicles with at least 6 tons of MASH equipment give 1 level of Medical Bay
-
-\end{itemize}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-granular-repair.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-granular-repair.tex
deleted file mode 100644
index 49e2f86..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-granular-repair.tex
+++ /dev/null
@@ -1,12 +0,0 @@
-\item {\bfseries Granular Repair}: Calculate the repair costs based upon the percentage of the internal structure damaged.
-Armor is still repaired for free.
-The repair cost for Omni units is still based upon the fielded variant.
-A 5/6 pilot or crew is still included in the repair cost.
-
-For BattleTech, calculate \emph{repair} costs as 50\% of the unit's C-bill cost, multiplied by the percentage of internal sections damaged.
-For example, if 2 internal sections have structural damage and another section has a through-armor critical hit that caused critical hit damage, pay 3 / 8 = 37.5\% of 50\% of the C-bill cost of the unit, or 18.75\% of the C-bill cost of the unit.
-It would cost 2,113,173 C-bills to repair a Wolverine WVR-7D damaged in this way, instead of 2,817,564 C-bills per the standard \emph{repair} rules.
-
-For Alpha Strike, calculate \emph{repair} costs as 50\% of the unit's C-bill cost, multiplied by the percentage of internal structure bubbles damaged.
-For example, if a unit has only 1 out of 3 structure bubbles remaining, pay 2 / 3 = 66.7\% of 50\% of the C-bill cost of the unit, or 33.3\% of the C-bill cost of the unit.
-It would cost 3,756,752 C-bills to repair a Wolverine WVR-7D damaged in this way, instead of 2,817,564 C-bills per the standard \emph{repair} rules.
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-custom.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-custom.tex
deleted file mode 100644
index 5122886..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-custom.tex
+++ /dev/null
@@ -1,16 +0,0 @@
-\item {\bfseries Custom Design Quirks}: If commanders have opted into using \emph{Design Quirks}, they may purchase additional quirks to customize their units.
-If a commander uses \emph{Custom Design Quirks}, then the additional quirks always apply to \emph{repair}, \emph{replacement}, \emph{salvage}, and \emph{selling} costs for all units.
-Both sides must agree to use \emph{Custom Design Quirks} for them to apply in a scenario.
-
-Pay 5\% of the unit's cost in C-bills per positive quirk point to add a positive quirk.
-For each positive quirk, commanders must select negative quirks with a total value greater than or equal to the positive quirk's point value.
-Increase the repair and replacement costs by 5\% for each positive quirk point purchased.
-See \emph{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:
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-quirks-positive.tex}
-
-Negative Design Quirks:
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-quirks-negative.tex}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-negative.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-negative.tex
deleted file mode 100644
index bc72f00..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-negative.tex
+++ /dev/null
@@ -1,31 +0,0 @@
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\begin{multicols}{2}}{}
-
-\begin{itemize}
-
-\item \emph{Ammunition Feed Problem} (1 point)
-
-\item \emph{Cooling System Flaws} (3 points)
-
-\item \emph{Hard to Pilot} (2 points)
-
-\item \emph{Inaccurate Weapon} (varies)
-
-\item \emph{No Cooling Jacket} (2 points)
-
-\item \emph{Poor Cooling Jacket} (1 point)
-
-\item \emph{Poor Performance} (3 points)
-
-\item \emph{Poor Targeting} (2 points)
-
-\item \emph{Poor Workmanship} (1 point)
-
-\item \emph{Ramshackle} (3 points)
-
-\item \emph{Sensor Ghosts} (3 points)
-
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\item[\vspace{\fill}]}{}
-
-\end{itemize}
-
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\end{multicols}}{}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-positive.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-positive.tex
deleted file mode 100644
index d786660..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks-positive.tex
+++ /dev/null
@@ -1,23 +0,0 @@
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\begin{multicols}{2}}{}
-
-\begin{itemize}
-
-\item \emph{Accurate Weapon} (varies)
-
-\item \emph{Improved Cooling Jacket} (1 point)
-
-\item \emph{Improved Sensors} (3 points)
-
-\item \emph{Improved Targeting} (3, 4, or 5 points)
-
-\item \emph{Rumble Seat} (0 points)
-
-\item \emph{Searchlight} (0 points)
-
-\item \emph{Stabilized Weapon} (varies)
-
-\item \emph{Variable Range Targeting} (varies)
-
-\end{itemize}
-
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\end{multicols}}{}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks.tex
deleted file mode 100644
index e4cc61f..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-quirks.tex
+++ /dev/null
@@ -1,30 +0,0 @@
-\item {\bfseries Design Quirks}: Commanders may opt into using \emph{Design Quirks} for their entire force.
-If a commander opts into using \emph{Design Quirks}, then the quirks always apply to \emph{repair}, \emph{replacement}, \emph{salvage}, and \emph{selling} costs for all units.
-Both sides must agree to use \emph{Design Quirks} for them to apply in a scenario.
-
-See \emph{BattleTech: BattleMech Manual} p. 82, \emph{BattleTech: Campaign Operations} p. 225, or \href{https://sarna.net}{Sarna.net} for a list of all quirks.
-\href{https://megamek.org}{MegaMekLab} and \href{https://sarna.net}{Sarna.net} list quirks for each unit.
-
-Some quirks require modifications for \emph{BattleTech: Outworlds Wastes}.
-
-\begin{itemize}
-
-\item 2 'Mechs with \emph{Compact 'Mech} may share a DropShip bay.
-
-\item \emph{Easy to Maintain} reduces repair and replacement costs by 10\%.
-
-\item \emph{Good Reputation} increases purchase and salvage costs by 10\%.
-
-\item \emph{Modular Weapons} decreases refit costs by 50\%.
-
-\item \emph{Rugged} reduces repair costs by 5\%.
-
-\item \emph{Ubiquitous} reduces repair and replacement costs by 10\%.
-
-\item \emph{Bad Reputation} decreases purchase and salvage costs by 10\%.
-
-\item \emph{Difficult to Maintain} increases repair and replacement costs by 10\%.
-
-\item \emph{Non-Standard Parts} increases repair and replacement costs by 10\%.
-
-\end{itemize}
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-refit.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-refit.tex
deleted file mode 100644
index a2d42bc..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-refit.tex
+++ /dev/null
@@ -1,18 +0,0 @@
-\item {\bfseries Advanced Refit}: Pay 200\% of the difference in C-bill cost to refit a unit to a different variant that is available on a different faction list.
-The unit must be available in the current era.
-A Locust LCT-1V is a widely available variant that costs 1,512,400 C-bills while the Locust LCT-6M costs 4,277,500 C-bills is only available to the Free Worlds League and the Word of Blake during the Civil War era.
-A commander outside of the Free Worlds League or Word of Blake may pay 5,530,200 C-bills to convert a LCT-1V to a LCT-6M.
-Converting back to a variant on the faction list for the force only costs the standard \emph{Refit} cost.
-\emph{Advanced Refit} has a minimum cost of 500,000 C-bills or 20\% of the original C-bill cost of the unit, whichever is less.
-
-\emph{Advanced Refit} can also be used to convert a unit a unique or experimental variant, if the force does not already contain a unique or experimental unit.
-See the \ifthenelse{\equal{\outworldsMode}{mode-web}}{\hyperref[subsec:force_construction]{Force Construction} rules}{\emph{Force Construction} rules (p. \pageref{subsec:force_construction})} for restrictions on the single unique or experimental unit in a force.
-
-There is not cost when using \emph{Advanced Refit} to permanently reduce the size of a Battle Armor or infantry unit, such as reducing a salvaged Elemental point with 5 troops to an Inner Sphere squad size of 4 troops.
-Increasing the size of a Battle Armor or infantry unit still incurs the double cost penalty if the unit is from a different faction list; for example refitting a salvaged Gray Death Scout Suit squad with 4 troops to a 5 troop point would cost 1,040,160 C-bills for a faction that does not have the Gray Death Scout Suit on their faction list.
-
-\item {\bfseries Advanced Omni Refit:} An \emph{Omni Refit} allows units to be temporarily converted to a cheaper variant for a scenario at no cost.
-This variant must be available in the current era but does not need to be on the force's faction list.
-Refitting is required to use more expensive variants.
-As with the \emph{Advanced Refit}, pay 200\% of the difference in C-bill cost to refit a unit to a more expensive variant that is available on a different faction list.
-Once the unit has been converted, it can be temporarily configured as a cheaper variant for a scenario at no cost.
diff --git a/rules/3-Force-Management/3-Advanced-Force-Maintenance-retrain.tex b/rules/3-Force-Management/3-Advanced-Force-Maintenance-retrain.tex
deleted file mode 100644
index 0569c29..0000000
--- a/rules/3-Force-Management/3-Advanced-Force-Maintenance-retrain.tex
+++ /dev/null
@@ -1,12 +0,0 @@
-\item {\bfseries Retrain}: Retrain a pilot/crew to a new unit.
-Commanders may retrain a pilot/crew when selling a unit and immediately purchasing a replacement unit of the same type or when exchanging the pilots/crew between two units.
-
-Pay 250,000 C-bills multiplied by the difference in BV skill multiplier between their current skill level and 4/5 to retrain the crew/pilot.
-For example, a 3/3 pilot has a BV skill multiplier of 1.44, so it costs 110,000 C-bills to retrain a 3/3 pilot for a new unit.
-See \emph{BattleTech: TechManual} p. 315 for the BV skill multiplier table.
-Add 250,000 C-bills to the retraining cost for pilots/crew with an SPA.
-Each pilot/crew has to be retrained when exchanging the pilots/crew between two units.
-
-The old and new unit must be the same type.
-For example, a 'Mech pilot can only be retrained into another 'Mech unit.
-A Combat Vehicle crew can only retrain to the same type of Combat Vehicle: ground, VTOL, WiGE, or naval (see p.192, \emph{TW}).
diff --git a/rules/3-Force-Management/4-Changing-Eras.tex b/rules/3-Force-Management/4-Changing-Eras.tex
deleted file mode 100644
index 4bd4cdb..0000000
--- a/rules/3-Force-Management/4-Changing-Eras.tex
+++ /dev/null
@@ -1,40 +0,0 @@
-League organizers may advance the league to a new era.
-Commanders may create a new force or continue to play their current force in the new era.
-
-If the force's faction is not available in the new era, then the commander must pick a new faction list.
-The commander has three options for selecting a new faction list.
-
-\begin{itemize}
-
-\item If the faction becomes part of a new faction, then the new faction list may be used.
-For example, Clan Snow Raven and the Outworlds Alliance merge to form the Raven Alliance during the Republic era.
-Most Snow Raven and Outworlds Alliance forces would become Raven Alliance forces.
-
-\item A commander may select an allied faction.
-The St. Ives Compact was forcefully reintegrated into the Capellan Confederation in 3063.
-A St. Ives Compact commander may decide to join the Federated Suns instead of joining the Capellan Confederation.
-The new faction should share the same general list or historically be allies of the old faction.
-
-\item A commander may decide to become a mercenary or pirate.
-Their force would use the mercenary or pirate faction list.
-
-\end{itemize}
-
-Unit variants that are extinct but still have alternate variants in the current era can be maintained and improved as usual.
-Units that are fully extinct in the new era cost 10\% more to maintain and cannot be replaced.
-The following additional rules apply to maintaining extinct units.
-
-\begin{description}
-
-\item {\bfseries Repair}: If no variant of the unit exists in the current era, then repairing the unit costs 35\% of the C-bill cost instead of 25\% of the C-bill cost.
-
-\item {\bfseries Replace}: If no variant of the unit exists in the current era, then the unit cannot be replaced.
-
-\item {\bfseries Recruit}: If no variant of the unit exists in the current era, then recruiting new troops in an infantry or Battle Armor unit costs 60\% of the cost for a single troop.
-At least one troop in the unit must survive in order to recruit new troops, otherwise the unit is permanently \emph{destroyed} and no new troops can be recruited.
-
-\item {\bfseries Salvage}: Extinct enemy units you \emph{destroyed} in a scenario can only be sold for 25\% cost.
-
-\item {\bfseries Sell}: Extinct units in your force may be sold at 50\% of the C-bill cost, or 25\% of the C-bill cost if \emph{destroyed}.
-
-\end{description}
diff --git a/rules/3-Force-Management/index-quickstart.tex b/rules/3-Force-Management/index-quickstart.tex
deleted file mode 100644
index 27292d5..0000000
--- a/rules/3-Force-Management/index-quickstart.tex
+++ /dev/null
@@ -1,8 +0,0 @@
-\input{3-Force-Management/0-Intro.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Force Maintenance and Improvements}
-\label{subsec:force_maintenance}
-% --------------------------------------------------------------------------------
-
-\input{3-Force-Management/1-Force-Maintenance.tex}
diff --git a/rules/3-Force-Management/index.tex b/rules/3-Force-Management/index.tex
deleted file mode 100644
index 2320a2c..0000000
--- a/rules/3-Force-Management/index.tex
+++ /dev/null
@@ -1,95 +0,0 @@
-\input{3-Force-Management/0-Intro.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Force Maintenance and Improvements}
-\label{subsec:force_maintenance}
-% --------------------------------------------------------------------------------
-
-\input{3-Force-Management/1-Force-Maintenance.tex}
-
-\newpage
-
-% --------------------------------------------------------------------------------
-\subsection{Flyby}
-% --------------------------------------------------------------------------------
-
-\input{3-Force-Management/2-Flyby.tex}
-
-\newpage
-
-% --------------------------------------------------------------------------------
-\subsection{Advanced Force Maintenance and Improvements}
-% --------------------------------------------------------------------------------
-
-Commanders may use these advanced rules to further improve their force.
-League organizers decide which advanced rules are allowed for all forces in the league.
-
-\begin{description}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-capture.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-retrain.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-granular-repair.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-ammo.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-conscripts.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-anti-mech.tex}
-
-\newpage
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-allegiance.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-refit.tex}
-
-\newpage
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-quirks.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-quirks-custom.tex}
-
-\newpage
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-custom-units.tex}
-
-\newpage
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-SPA.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-SPA-list.tex}
-
-\newpage
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-dropship.tex}
-
-\newpage
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-dropships-maintaince.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-dropships-machine.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-dropships-quarters.tex}
-
-\newpage
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-dropships-medical.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-dropships-simulators.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-dropships-reconfigure.tex}
-
-\input{3-Force-Management/3-Advanced-Force-Maintenance-dropships-support.tex}
-
-\end{description}
-
-\clearpage
-
-% --------------------------------------------------------------------------------
-\subsection{Changing Eras}
-% --------------------------------------------------------------------------------
-
-\input{3-Force-Management/4-Changing-Eras.tex}
-
-\newpage
diff --git a/rules/4-Dropship-Customization/0-Intro.tex b/rules/4-Dropship-Customization/0-Intro.tex
new file mode 100644
index 0000000..572721a
--- /dev/null
+++ b/rules/4-Dropship-Customization/0-Intro.tex
@@ -0,0 +1,2 @@
+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.
diff --git a/rules/4-Dropship-Customization/1-Dropship.tex b/rules/4-Dropship-Customization/1-Dropship.tex
new file mode 100644
index 0000000..7917a48
--- /dev/null
+++ b/rules/4-Dropship-Customization/1-Dropship.tex
@@ -0,0 +1,87 @@
+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 \ifthenelse{\equal{\outworldsMode}{mode-web}}{sample \hyperref[sec:sample_dropship]{DropShip tracking}}{\emph{Sample DropShip Customization Tracking} (see p. \pageref{sec:sample_dropship})}.
+
+Commanders can customize their DropShips in the following categories:
+
+\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\begin{multicols}{2}}{}
+
+\begin{itemize}
+
+ \item 'Mech Maintenance
+
+ \item Ground Combat Vehicle Maintenance
+
+ \item VTOL Combat Vehicle Maintenance
+
+ \item Aerospace Unit Maintenance
+
+ \item ProtoMech Maintenance
+
+ \item Machine Shop
+
+ \item Medical Bay
+
+ \item Infantry Quarters
+
+ \item Simulators
+
+ \item Bay Configuration Limits
+
+\end{itemize}
+
+\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\end{multicols}}{}
+
+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.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\vrule width 1pt} m{9em} L{9em} !{\vrule width 1pt}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Level Increase} & \bfseries{Cost} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{DropShip Customization Point Costs}
+\end{table}
+
+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.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\vrule width 1pt} m{9em} L{9em} !{\vrule width 1pt}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Level Decrease} & \bfseries{Payout} \\
+ \Hline{1pt}
+ 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 \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{DropShip Customization Point Payouts}
+\end{table}
diff --git a/rules/4-Dropship-Customization/2-Maintaince.tex b/rules/4-Dropship-Customization/2-Maintaince.tex
new file mode 100644
index 0000000..f3abf53
--- /dev/null
+++ b/rules/4-Dropship-Customization/2-Maintaince.tex
@@ -0,0 +1,39 @@
+\emph{\bfseries 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.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} c L{30em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
+ \Hline{1pt}
+ -2 & 20\% increase in repair costs for unit type \\
+ \hline
+ -1 & 10\% increase in repair costs for unit type \\
+ \hline
+ 0 & No change \\
+ \hline
+ \multirow{2}{*}{1}
+ & 10\% decrease in repair costs for unit type \\
+ & 1 free repair of 1 critical hit or 2 motive hits after each mission \\
+ \hline
+ \multirow{2}{*}{2}
+ & 20\% decrease in repair costs for unit type \\
+ & 2 free repairs of 1 critical hit or 2 motive hits after each mission \\
+ \hline
+ \multirow{2}{*}{3}
+ & 30\% decrease in repair costs for unit type \\
+ & 3 free repairs of 1 critical hit or 2 motive hits after each mission \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{DropShip Maintenance Customization}
+\end{table}
diff --git a/rules/4-Dropship-Customization/3-Machine-shop.tex b/rules/4-Dropship-Customization/3-Machine-shop.tex
new file mode 100644
index 0000000..a50a89d
--- /dev/null
+++ b/rules/4-Dropship-Customization/3-Machine-shop.tex
@@ -0,0 +1,28 @@
+\emph{\bfseries Machine Shop}: The machine shop can be used to improve \emph{salvage}.
+Commanders earn more SP when selling a salvaged unit.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} c L{30em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
+ \Hline{1pt}
+ -2 & 20\% decrease in salvage revenue \\
+ \hline
+ -1 & 10\% decrease in salvage revenue \\
+ \hline
+ 0 & No change \\
+ \hline
+ 1 & 10\% increase in salvage revenue \\
+ \hline
+ 2 & 20\% increase in salvage revenue \\
+ \hline
+ 3 & 30\% increase in salvage revenue \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{DropShip Machine Shop Customization}
+\end{table}
diff --git a/rules/4-Dropship-Customization/4-Quarters.tex b/rules/4-Dropship-Customization/4-Quarters.tex
new file mode 100644
index 0000000..2a355a5
--- /dev/null
+++ b/rules/4-Dropship-Customization/4-Quarters.tex
@@ -0,0 +1,27 @@
+\emph{\bfseries Infantry Quarters}: Allocating more space to infantry quarters makes it cheaper to hire new troops for infantry and Battle Armor units.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} c L{30em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
+ \Hline{1pt}
+ -2 & 20\% increase in hiring costs \\
+ \hline
+ -1 & 10\% increase in hiring costs \\
+ \hline
+ 0 & No change \\
+ \hline
+ 1 & 10\% decrease in hiring costs \\
+ \hline
+ 2 & 20\% decrease in hiring costs \\
+ \hline
+ 3 & 30\% decrease in hiring costs \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{DropShip Infantry Quarters Customization}
+\end{table}
diff --git a/rules/4-Dropship-Customization/5-Medical-bay.tex b/rules/4-Dropship-Customization/5-Medical-bay.tex
new file mode 100644
index 0000000..b963a1f
--- /dev/null
+++ b/rules/4-Dropship-Customization/5-Medical-bay.tex
@@ -0,0 +1,27 @@
+\emph{\bfseries Medical Bay}: The medical bay reduces the cost of healing pilots, crew, and infantry.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} c L{30em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
+ \Hline{1pt}
+ -2 & 20\% increase in healing costs \\
+ \hline
+ -1 & 10\% increase in healing costs \\
+ \hline
+ 0 & No change \\
+ \hline
+ 1 & 10\% decrease in healing costs \\
+ \hline
+ 2 & 20\% decrease in healing costs \\
+ \hline
+ 3 & 30\% decrease in healing costs \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{DropShip Medical Bay Customization}
+\end{table}
diff --git a/rules/4-Dropship-Customization/6-Simulators.tex b/rules/4-Dropship-Customization/6-Simulators.tex
new file mode 100644
index 0000000..b6c6b34
--- /dev/null
+++ b/rules/4-Dropship-Customization/6-Simulators.tex
@@ -0,0 +1,27 @@
+\emph{\bfseries Simulators}: Allocating more space to simulators makes it cheaper to train personnel between contracts.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} c L{30em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
+ \Hline{1pt}
+ -2 & 20\% increase in Personal Training costs \\
+ \hline
+ -1 & 10\% increase in Personal Training costs \\
+ \hline
+ 0 & No change \\
+ \hline
+ 1 & 10\% decrease in Personal Training costs \\
+ \hline
+ 2 & 20\% decrease in Personal Training costs \\
+ \hline
+ 3 & 30\% decrease in Personal Training costs \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{DropShip Simulator Customization}
+\end{table}
diff --git a/rules/4-Dropship-Customization/7-Reconfigure.tex b/rules/4-Dropship-Customization/7-Reconfigure.tex
new file mode 100644
index 0000000..2a807b8
--- /dev/null
+++ b/rules/4-Dropship-Customization/7-Reconfigure.tex
@@ -0,0 +1,25 @@
+\emph{\bfseries 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.
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} c L{30em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Level} & \bfseries{Benefit} \\
+ \Hline{1pt}
+ 0 & No change \\
+ \hline
+ 1 & 1 bay limit can be shifted \\
+ \hline
+ 2 & 1 additional bay limit can be shifted \\
+ \hline
+ 3 & 1 additional bay limit can be shifted \\
+ \Hline{1pt}
+ \end{tabular}
+
+ \caption*{DropShip Bay Configuration Customization}
+\end{table}
diff --git a/rules/4-Dropship-Customization/8-Support-vehicles.tex b/rules/4-Dropship-Customization/8-Support-vehicles.tex
new file mode 100644
index 0000000..ba5126b
--- /dev/null
+++ b/rules/4-Dropship-Customization/8-Support-vehicles.tex
@@ -0,0 +1,12 @@
+\emph{\bfseries 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.
+
+\begin{itemize}
+
+ \item BattleMech Recovery Vehicles give 1 level of Machine Shop
+
+ \item Vehicles with at least 6 tons of MASH equipment give 1 level of Medical Bay
+
+\end{itemize}
diff --git a/rules/3-Force-Management/2-Flyby.tex b/rules/4-Dropship-Customization/9-Flyby.tex
similarity index 100%
rename from rules/3-Force-Management/2-Flyby.tex
rename to rules/4-Dropship-Customization/9-Flyby.tex
diff --git a/rules/4-Dropship-Customization/index.tex b/rules/4-Dropship-Customization/index.tex
new file mode 100644
index 0000000..24b15e6
--- /dev/null
+++ b/rules/4-Dropship-Customization/index.tex
@@ -0,0 +1,35 @@
+\input{4-Dropship-Customization/0-Intro.tex}
+
+% --------------------------------------------------------------------------------
+\subsection{Dropship Customization}
+% --------------------------------------------------------------------------------
+
+\input{4-Dropship-Customization/1-Dropship.tex}
+
+\newpage
+
+\input{4-Dropship-Customization/2-Maintaince.tex}
+
+\input{4-Dropship-Customization/3-Machine-shop.tex}
+
+\input{4-Dropship-Customization/4-Quarters.tex}
+
+\newpage
+
+\input{4-Dropship-Customization/5-Medical-bay.tex}
+
+\input{4-Dropship-Customization/6-Simulators.tex}
+
+\input{4-Dropship-Customization/7-Reconfigure.tex}
+
+\input{4-Dropship-Customization/8-Support-vehicles.tex}
+
+\clearpage
+
+% --------------------------------------------------------------------------------
+\subsection{Flyby}
+% --------------------------------------------------------------------------------
+
+\input{4-Dropship-Customization/9-Flyby.tex}
+
+\newpage
diff --git a/rules/4-Scenarios/1-Formats.tex b/rules/4-Scenarios/1-Formats.tex
deleted file mode 100644
index 6213aa4..0000000
--- a/rules/4-Scenarios/1-Formats.tex
+++ /dev/null
@@ -1,19 +0,0 @@
-Outworlds Wastes forces are created and tracked using Battle Value (BV), but scenarios may be played in many formats.
-Common formats for the scenarios include
-
-\begin{itemize}
-
-\item {\bfseries BattleTech}: Scenarios for this format will primarily focus on medium scale combat, with each side controlling approximately one lance with supporting assets.
-
-\item {\bfseries Alpha Strike}: Scenarios for this format will primarily focus on large scale combat, with each side controlling approximately one company with supporting assets.
-
-\end{itemize}
-
-Regardless of the scenario format, force maintenance and improvement costs are always calculated per the \emph{Force Management} rules.
-Use the rules for the scenario format to define terms such as \emph{destroyed}, \emph{internal damage}, and \emph{critical damage} for the purposes of calculating \emph{repair}, \emph{replacement}, and \emph{salvage} costs.
-
-Alpha Strike cards for all units are available on the \href{http://www.masterunitlist.info}{Master Unit List}.
-To convert a unit skill levels from BattleTech to Alpha Strike, take the average of the Piloting and Gunnery skills, rounded down (see p. 29, \emph{AS: CE}).
-
-League organizers may use additional formats, such as BattleTroops.
-The scenario format must define terms such as \emph{destroyed}, \emph{internal damage}, and \emph{critical damage} for the purposes of calculating \emph{repair}, \emph{replacement}, and \emph{salvage} costs.
diff --git a/rules/4-Scenarios/10-Casual-Additional.tex b/rules/4-Scenarios/10-Casual-Additional.tex
deleted file mode 100644
index 3b616ea..0000000
--- a/rules/4-Scenarios/10-Casual-Additional.tex
+++ /dev/null
@@ -1,12 +0,0 @@
-This list of scenario objectives is not exhaustive.
-Commanders may develop and play alternative scenarios as long as the scenarios are not intended to cheat the rules or otherwise give the commanders unfair advantages.
-Commanders are encouraged to develop scenarios that match the lore of their forces.
-For example, a pair of commanders for Clan forces may agree to a Trial of Possession or a commander of a Solaris VII force may challenge another force to a televised duel.
-
-These objectives may be adapted to best support the scenario format or the narative the players are creating, as long as all commanders agree.
-Any additional restrictions or conditions for the scenario need to be agreed upon by all commanders before the scenario starts.
-The outcome of the scenario may result in transfer of C-bills, personnel, or units between forces if that is agreed upon before the scenario starts.
-
-These alternative scenarios may include a C-bill payment but do not have to.
-If the scenario includes a C-bill payment, it should stay close to the guidelines provided in the Scenario Scoring section.
-For example, a duel between two 1,500 BV 'Mechs could have a maximum of 1,750,000 C-bills as a primary objective payment, if there is a primary objective payment.
diff --git a/rules/4-Scenarios/10-Casual-Primary.tex b/rules/4-Scenarios/10-Casual-Primary.tex
deleted file mode 100644
index 3d5cd9f..0000000
--- a/rules/4-Scenarios/10-Casual-Primary.tex
+++ /dev/null
@@ -1,65 +0,0 @@
-\begin{enumerate}
-
-\item {\bfseries 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, Alpha Strike) and no enemy units are in the target hex.
-The search is successful on a 2D6 roll of 7+ for 'Mechs and ground combat vehicles or 5+ for infantry.
-An attacking unit with an active probe may instead search 1 building within range of its active probe on a 2D6 roll of 6+.
-The attacker earns 1,000,000 C-bills for each objective they find and the defender earns 1,000,000 C-bills for each objective remaining hidden.
-
-\item {\bfseries 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, Alpha Strike) 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 (BattleTech) or does -2 damage (Alpha Strike).
-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 a portion of 7,000,000 C-bills for bringing the supplies to their home edge based upon the total number of loads of supplies available.
-
-\item {\bfseries Zone Control}: 3, 5, or 7 key points are distributed on the map.
-The locations of the key points dramatically changes the gameplay.
-The basic configuration is 3 key points along the center of the map and 1 key point halfway between the center and each home edge.
-A side controls a key point if only their units are in or adjacent to the key point (within 2", Alpha Strike).
-During the End Phase, the side that controls the most key points earns 1,000,000 C-bills.
-If each side controls the same number of points and controls at least 1 point, then each side earns 500,000 C-bills for that round.
-
-\item {\bfseries Base Defense}: 7 buildings are on the defenders side of the map.
-Each building is medium with a construction factor of 60 (6, Alpha Strike) and 1-3 levels high (1"-3", Alpha Strike), unless the players agree upon a different configuration.
-The attacker earns 1,000,000 C-bills for each building destroyed and the defender earns 1,000,000 C-bills for each building remaining.
-
-\item {\bfseries King of the Hill}: A hex in the center of the map contains a building with valuable files.
-The building is medium with a construction factor of 60 (6, Alpha Strike), unless the players agree upon a different configuration.
-The force earns 1,000,000 C-bills for every turn that they have the only infantry units inside of the building at the end of the turn.
-Commanders may add additional bunkers to the center of the map and split the 1,000,000 C-bills between the number of bunkers.
-
-\item {\bfseries 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, Alpha Strike) 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 7,000,000 C-bills if this 'Mech is destroyed or 3,500,000 C-bills if this 'Mech receives crippling damage.
-The defender 7,000,000 C-bills if this 'Mech does not receive crippling damage or 3,500,000 C-bills if this 'Mech is crippled but not destroyed.
-The turn limit for this scenario is based upon the terrain and movement profile of the VIP's 'Mech.
-
-\item {\bfseries Extraction}: Extract 1-3 hidden infantry teams.
-For each hidden unit, the attackers select a hex within 4 rows (8", Alpha Strike) of the defenders home edge and more than 4 hexes (8", Alpha Strike) away from the other edges of the map.
-A unit with at least 1 ton of cargo capacity can pick up the target by being in the same hex as a target during the End Phase.
-The target is not destroyed if the carrying unit is destroyed.
-A unit earns a portion of 7,000,000 C-bills by exiting their home edge while carrying a target.
-
-\item {\bfseries Recovery}: 4-6 disabled 'Mechs are equally spaced along the map diagonal.
-A unit of equal or higher weight class can drag a target 'Mech.
-A friendly unit must be in the same hex (in base to base contact, Alpha Strike) as the target 'Mech during the End Phase to start dragging it.
-Units without hand actuators must use 1 turn securing the target 'Mech.
-The dragging unit has a 1/2 reduction in their walking MP and cannot jump.
-A target 'Mech cannot fire weapons in one arm (BattleTech) or does -1 damage (Alpha Strike).
-A unit earns a proportion of 7,000,000 C-bills for each 'Mech returned to their home map edge.
-
-\end{enumerate}
diff --git a/rules/4-Scenarios/10-Casual-Secondary.tex b/rules/4-Scenarios/10-Casual-Secondary.tex
deleted file mode 100644
index 2580712..0000000
--- a/rules/4-Scenarios/10-Casual-Secondary.tex
+++ /dev/null
@@ -1,31 +0,0 @@
-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.
-
-\begin{enumerate}
-
-\item Cripple or \emph{destroy} a 'Mech.
-
-\item Cripple or \emph{destroy} a ProtoMech.
-
-\item Cripple or \emph{destroy} a Combat Vehicle.
-
-\item Cause critical or motive damage on a VTOL or aerospace unit.
-
-\item Kill at least half of the troops (remove all armor, Alpha Strike) in an infantry unit.
-
-\item Swarm a 'Mech or Combat Vehicle with an infantry unit.
-
-\item Successfully complete a Death from Above attack.
-
-\item Damage an internal section of an opponent's highest BV/PV unit.
-
-\item \emph{Capture} a vehicle crew or 'Mech pilot.
-
-\item Extract a hidden unit from within 4 hexes (8", Alpha Strike) of the far map edge.
-
-\end{enumerate}
diff --git a/rules/4-Scenarios/10-Casual.tex b/rules/4-Scenarios/10-Casual.tex
deleted file mode 100644
index 694429b..0000000
--- a/rules/4-Scenarios/10-Casual.tex
+++ /dev/null
@@ -1,5 +0,0 @@
-Narrative scenarios are provided by the league organizers, but \emph{BattleTech: Outworlds Wastes} also supports casual games between forces.
-Each side must agree upon the format, force limits, turn limits, optional rules, and scoring before the scenario starts.
-
-Some sample objectives are included below.
-These scenarios generally assume a 6,000 BV/150 PV limit, 5-7 turns, 7,000,000 C-bills for primary objectives, and 3,000,000 for secondary objectives.
diff --git a/rules/4-Scenarios/11-Narrative.tex b/rules/4-Scenarios/11-Narrative.tex
deleted file mode 100644
index 689c045..0000000
--- a/rules/4-Scenarios/11-Narrative.tex
+++ /dev/null
@@ -1,11 +0,0 @@
-The following narrative scenario packs are available:
-
-\begin{itemize}
-
-\item \emph{Renorsal}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/renorsal.pdf}{Scenario pack} (Succession Wars or later)
-
-\item \emph{Linden}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/linden.pdf}{Scenario pack} (Succession Wars or later)
-
-\item \emph{Antallos}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/antallos.pdf}{Scenario pack} (Blakist Jihad 3067)
-
-\end{itemize}
diff --git a/rules/4-Scenarios/2-Forces.tex b/rules/4-Scenarios/2-Forces.tex
deleted file mode 100644
index 08d2a93..0000000
--- a/rules/4-Scenarios/2-Forces.tex
+++ /dev/null
@@ -1,16 +0,0 @@
-Both sides should agree upon a BV (or Point Value, PV) and unit count limit before starting the scenario.
-A typical BV limit would be 6,000 BV per side for 1v1 or 10,000 BV per side for 2v2 with \emph{BattleTech}.
-A typical PV limit would be 150 PV per side for 1v1 or 250 PV per side for 2v2 for \emph{Alpha Strike}.
-A typical unit limit depends upon the format but would be approximately 7 units per side for 1v1 or 10 units per side for 2v2.
-Additional limits on specific unit types, such as 2 infantry/Battle Armor units per side, can be imposed as well.
-
-Scenario forces should include all applicable adjustments in their BV/PV calculations, to include TAG, C\textsuperscript{3}, and pilot skill adjustments.
-See \emph{Force BV Adjustments} (p. \pageref{sec:force_bv_adjustments}) for a summary of the most common adjustments.
-See \emph{BattleTech: TechManual} p. 202 and all relevant errata for full details on calculating BV.
-
-Scenarios can be played with higher BV/PV limits, but the C-bills awarded should be adjusted if the limits are more than 25\% above or below the typical limits.
-For example, an Alpha Strike 300 PV per side 1v1 scenario would have its C-bill payments doubled compared to the standard Alpha Strike 150 PV per side 1v1 scenario.
-A Total Warfare 4,000 BV per side 1v1 scenario would have its C-bills payments scaled by 2/3 compared to the standard Total Warfare 6,000 BV per side 1v1 scenario.
-
-Alpha Strike scenarios may be played with BV limits instead of PV limits.
-Commanders would select units to meet the BV limit but use the Alpha Strike cards and rules for the scenario.
diff --git a/rules/4-Scenarios/4-Optional.tex b/rules/4-Scenarios/4-Optional.tex
deleted file mode 100644
index 833a4f8..0000000
--- a/rules/4-Scenarios/4-Optional.tex
+++ /dev/null
@@ -1,25 +0,0 @@
-Scenarios may use optional rules if each side agrees.
-Some common optional rules include
-
-\begin{description}
-
-\item {\bfseries Forced Withdrawal}: \emph{BattleTech: Total Warfare} p. 258\ifthenelse{\equal{\outworldsMode}{mode-web}}{, }{\\}\emph{BattleTech: Alpha Strike Commander's Edition} p. 127
-
-\item {\bfseries Sprinting}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 16
-
-\item {\bfseries Vehicle Lance Movement}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 22
-
-\item {\bfseries Floating Criticals}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 75
-
-\item {\bfseries Firing When Down}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 83
-
-\item {\bfseries Multiple Attack Rolls}: \emph{BattleTech: Alpha Strike Commander's Edition} p. 175
-
-\item {\bfseries 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.
-
-\item {\bfseries 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 \emph{destroyed} during the Weapon Attack Phase will still fire.
-
-\end{description}
diff --git a/rules/4-Scenarios/5-BSP.tex b/rules/4-Scenarios/5-BSP.tex
deleted file mode 100644
index 6d65e16..0000000
--- a/rules/4-Scenarios/5-BSP.tex
+++ /dev/null
@@ -1,73 +0,0 @@
-By default, \emph{BattleTech: Outworlds Wastes} assumes commanders are using the full rules for combined arms from \emph{BattleTech: Total Warfare} and \emph{Alpha Strike: Commander's Edition}.
-League organizers may allow Battlefield Support: Strikes rules (p. 75, \emph{BMM} and p.55, \emph{AS: CE}) to provide simplified aerospace and artillery support and off-board artillery rules for Alpha Strike (see p. 151, \emph{AS: CE}).
-League organizers may also allow Battlefield Support: Assets rules (BattleTech: Mercenaries box set) to provide simplified non-'Mech units, such as combat vehicles and infantry.
-
-\subsubsection{Battlefield Support: Strikes and Off-Board Artillery}
-
-Each side for a scenario must agree to use Battlefield Support: Strikes or off-board artillery rules.
-When using Battlefield Support: Strikes rules, each side receives the same number of Battlefield Support Points (BSP).
-Consult the Battlefield Support rules in Alpha Strike: Commander's Edition or BattleTech: Mercenaries box set, as appropriate, to help determine the number of BSP and the cost of each support type.
-Each side may also agree to use any unused BV from force selection to purchase additional BSP, where 1 BSP costs 20 BV.
-Commanders may increase their BSP by up to half of the BSP limit.
-
-The following additional rules apply when using Battlefield Support: Strikes or off-board artillery.
-
-\begin{itemize}
-
-\item The commander's force must have a unit capable of offering the support.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{18em} m{20em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Support Type} & \bfseries{Required Unit} \\
-\Hline{1pt}
-Offensive Aerospace Support (BSP) & Attack or fire-support aerospace unit \\
-Defensive Aerospace Support (BSP) & Dogfighter or interceptor aerospace unit \\
-Artillery Support (BSP) & Corresponding artillery unit \\
-Counter-Battery Support (BSP) & Artillery or aerospace unit \\
-Minefield Support (BSP) & Any unit \\
-Off-board Artillery (AS) & Artillery unit \\
-Counter-Battery Fire (AS) & Artillery or aerospace unit \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Support Unit Requirements}
-\end{table}
-
-\item The commander must declare which off-map unit in their force is offering support during the scenario before using the off-map support rules.
-The same unit must be used to provide this type of support for the rest of the scenario, unless this unit is destroyed.
-
-\item Commanders declare what Battlefield Support they are using this turn at the start of the Weapon Attack Phase while declaring attacks.
-
-\item The first successful use of Defensive Aerospace Support or Counter-Battery Support/Fire damages the attacking unit.
-The second successful use destroys the attacking unit.
-
-\end{itemize}
-
-Counter-Battery Support is a new form of Battlefield Support for BattleTech that mirrors the Counter-Battery Fire rule from Alpha Strike.
-
-{\bfseries Counter-Battery Support}:
-Counter-Battery Support costs 14 BSP and can only be used once enemy Artillery Support has been used.
-The Target Number for Counter-Battery Support is 7.
-Reduce the Target Number by 1 for each use of enemy Artillery Support where a friendly unit had LOS to the point of impact.
-Reset the Target Number to 7 if the enemy artillery unit is destroyed by 2 successful Counter-Battery Support attacks.
-
-\subsubsection{Battlefield Support: Assets}
-
-Each side for a scenario must agree to use Battlefield Support: Assets rules.
-Commanders may agree to only use Battlefield Support: Assets rules for some types of units, such as conventional infantry units.
-Commanders should use the same rules for every unit of the same type in the scenario, BattleTech: Total Warfare or Battlefield Support: Assets.
-
-When converting a unit in a force to an Asset, first compute the Asset skill level by taking the average of the Gunnery and Driving skills, rounding down, and adding 2.
-Only BV values for skill 5 and skill 6 are provided on the Asset cards, so unit skill levels may be temporarily degraded for a scenario to a higher skill level.
-Use the BV cost of the Asset at the computed skill level.
-
-For BattleTech: Outworlds Wastes, an Asset is considered \emph{damaged} if the Destroy Check Target Number is reduced to (base Destroy Check Target Number + 4) / 2, rounded down.
-For example, the Manticore Heavy Tank Asset is considered \emph{damaged} when the Destroy Check Target Number is reduced to (10 + 4) / 2 = 7 while the Warrior H-7 Asset is considered \emph{damaged} when the Destroy Check Target Number is reduced to (5 + 4) / 2 = 4.
-
-If the BV of the Asset at skill 6 is lower than the BV of the unit at Gunnery 4/Driving 5 under Total Warfare rules, scale the \emph{repair} and \emph{replace} costs to account for the unit being less combat effective.
-For example, a Manticore Heavy Tank Asset is 420 BV at skill 6, while the Manticore Heavy Tank under Total Warfare rules costs 993 BV.
-The Manticore Heavy Tank Asset has 42\% of the BV, so it only costs 279,196 C-bills to \emph{repair} or 558,392 C-bills to \emph{replace} instead of the 660,100 C-bills to \emph{repair} or 1,320,200 C-bills to \emph{replace} the unit using full Total Warfare rules.
-Do not apply any modifiers for quirks or DropShip modifications when \emph{repairing} or \emph{replacing} Assets.
diff --git a/rules/4-Scenarios/6-Balancing.tex b/rules/4-Scenarios/6-Balancing.tex
deleted file mode 100644
index 95dd1fc..0000000
--- a/rules/4-Scenarios/6-Balancing.tex
+++ /dev/null
@@ -1,15 +0,0 @@
-One of the goals of \emph{BattleTech: Outworlds Wastes} is to foster a friendly and welcoming environment.
-A mix of experience levels between commanders is expected.
-Here are some options to help balance scenarios so game play is welcoming while also staying fresh and challenging:
-
-\begin{description}
-
-\item {\bfseries Setup}: When setting up a scenario, slight preference should generally be given to the commander whose force has the lower total BV, including all units and pilots.
-For example, the commander with the lowest total BV could be offered the choice between attacking and defending.
-For a scenario with a terrain setup phase, the commander with the lowest total BV could be offered the first placement of terrain pieces.
-
-\item {\bfseries 2v2}: Many scenarios are described as 1v1; however, these scenarios often support team play, such as 2 players on each side.
-When playing on teams, experience should be divided roughly equally between the two teams.
-Teammates are encouraged to collaborate on strategy for the scenario.
-
-\end{description}
diff --git a/rules/4-Scenarios/7-Scoring.tex b/rules/4-Scenarios/7-Scoring.tex
deleted file mode 100644
index 4635600..0000000
--- a/rules/4-Scenarios/7-Scoring.tex
+++ /dev/null
@@ -1,32 +0,0 @@
-Scenarios award C-bills through completing objectives or receiving base pay.
-The C-bills awarded in a scenario will tend to follow these guidelines:
-
-\begin{description}
-
-\item {\bfseries Objectives}: Forces earn C-bills for completing primary and secondary objectives.
-This C-bill payment represents bonus pay in a mercenary contract and the value of resources or technology acquired by completing mission objectives.
-Objective payments should be proportionally adjusted if the BV limit for the scenario differs from the typical limit.
-
-\begin{itemize}
-
-\item The primary objective is typically worth 7,000,000 C-bills and is split between the two sides based upon the portion of the primary objective completed.
-
-\item The secondary objectives are typically worth 3,000,000 C-bills and each objective is awarded to each side separately.
-
-\end{itemize}
-
-\item {\bfseries Base Pay}: If the force did not complete any objectives, then the force earns 2,000 C-bills for every 10 BV for the scenario, with a minimum of 600,000 C-bills.
-For example, a 6,000 BV vs 6,000 BV scenario will have a base payout of 1,200,000 C-bills.
-This C-bill payment represents the baseline cost of a mercenary contract or supplies sent by a faction.
-
-\end{description}
-
-These guidelines may be adjusted as needed, such as to accommodate the format.
-For example, Alpha Strike tends to favor larger games and the units are easier to damage or destroy.
-League organizers could designate 200 PV or 250 PV with double the payouts listed above as the default for scenarios.
-All modifications should be agreed upon and communicated to all commanders.
-
-Scenarios do not typically require a Game Master to run additional third party forces.
-If there are third party forces that require an additional person, this person may receive C-bills for one of their Outworlds Wastes forces.
-This C-bill payment should not exceed the maximum C-bill payment for the scenario, and it should be close to the average of the payments that the players in the scenario received.
-The exact conditions for the payout should be agreed upon before the scenario starts.
diff --git a/rules/4-Scenarios/8-Scaling.tex b/rules/4-Scenarios/8-Scaling.tex
deleted file mode 100644
index 59a1f4d..0000000
--- a/rules/4-Scenarios/8-Scaling.tex
+++ /dev/null
@@ -1,30 +0,0 @@
-The average unit cost can vary greatly between eras.
-\emph{BattleTech: Campaign Operations} provides scaling for force budgets based upon the time period.
-These optional payment scaling charts map the budget scaling from \emph{BattleTech: Campaign Operations} to the eras from the \href{http://www.masterunitlist.info/}{Master Unit List} and rescale for the expected technology level in \emph{BattleTech: Outworlds Wastes}.
-These charts can be used to adjust the payments for primary and secondary objectives based upon the era.
-League organizers may use or adjust these scaling factors as desired.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{18em} R{8em} R{6em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Era} & \bfseries{Campaign Ops} & \bfseries{Adjusted} \\
-\Hline{1pt}
-Age of War & 1.25 & 1.00 \\
-Star League & 2.00 & 1.50 \\
-Early Succession Wars & 2.00 & 1.25 \\
-Late Succession Wars - LosTech & 0.75 & 0.50 \\
-Late Succession Wars - Renaissance & 1.25 & 0.75 \\
-Clan Invasion & 1.50 & 1.00 \\
-Civil War & 1.50 & 1.00 \\
-Blakist Jihad & 2.00 & 1.50 \\
-Early Republic & 1.00 & 1.00 \\
-Late Republic & 1.00 & 1.00 \\
-Dark Age & 1.50 & 1.25 \\
-ilClan & 1.75 & 1.25 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{Payment Scaling by Era}
-\end{table}
diff --git a/rules/4-Scenarios/9-High-Risk.tex b/rules/4-Scenarios/9-High-Risk.tex
deleted file mode 100644
index 01c77da..0000000
--- a/rules/4-Scenarios/9-High-Risk.tex
+++ /dev/null
@@ -1,10 +0,0 @@
-A force can come close to destruction due to combat losses or bankruptcy.
-The commander may stage a 'last stand' to save their force from ruin.
-League organizers may authorize this optional rule for scoring.
-
-For every 5\% of the full force's BV above 70\% that a commander brings to a scenario, they earn an extra 5\% C-bills payout.
-For example, if a commander brings 90\% of their force to a scenario, they earn an extra 20\%.
-The commander would receive 120\% of the C-bills earned in the scenario.
-
-This rule may only be used when the force is under the starting BV limit of 10,000 BV and the starting balance of 3,000,000 C-bills.
-This rule generally should not be used when the scenario BV/PV limit is 25\% or more above the standard limits of 6,000 BV for Total Warfare or 150 PV for Alpha Strike.
diff --git a/rules/4-Scenarios/index-quickstart.tex b/rules/4-Scenarios/index-quickstart.tex
deleted file mode 100644
index a203cd8..0000000
--- a/rules/4-Scenarios/index-quickstart.tex
+++ /dev/null
@@ -1,31 +0,0 @@
-\input{4-Scenarios/0-Intro.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Scenario Forces}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/2-Forces.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Scenario Scoring}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/7-Scoring.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Casual Scenarios}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/10-Casual.tex}
-
-\subsubsection{Primary Objectives}
-
-\input{4-Scenarios/10-Casual-Primary.tex}
-
-\subsubsection{Secondary Objectives}
-
-\input{4-Scenarios/10-Casual-Secondary.tex}
-
-\subsubsection{Additional Options}
-
-\input{4-Scenarios/10-Casual-Additional.tex}
diff --git a/rules/4-Scenarios/index.tex b/rules/4-Scenarios/index.tex
deleted file mode 100644
index 63d58f2..0000000
--- a/rules/4-Scenarios/index.tex
+++ /dev/null
@@ -1,90 +0,0 @@
-\input{4-Scenarios/0-Intro.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Scenario Formats}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/1-Formats.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Scenario Forces}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/2-Forces.tex}
-
-\newpage
-
-% --------------------------------------------------------------------------------
-\subsection{Mismatch}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/3-Mismatch.tex}
-
-\newpage
-
-% --------------------------------------------------------------------------------
-\subsection{Optional Rules}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/4-Optional.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Battlefield Support}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/5-BSP.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Scenario Balancing}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/6-Balancing.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Scenario Scoring}
-\label{subsec:scenario_scoring}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/7-Scoring.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Scoring Scaling}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/8-Scaling.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{High Risk, High Reward}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/9-High-Risk.tex}
-
-% --------------------------------------------------------------------------------
-\subsection{Casual Scenarios}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/10-Casual.tex}
-
-\subsubsection{Primary Objectives}
-
-\input{4-Scenarios/10-Casual-Primary.tex}
-
-\subsubsection{Secondary Objectives}
-
-\input{4-Scenarios/10-Casual-Secondary.tex}
-
-\newpage
-
-\subsubsection{Additional Options}
-
-\input{4-Scenarios/10-Casual-Additional.tex}
-
-\newpage
-
-\ifthenelse{\equal{\outworldsMode}{mode-web}}{
-% --------------------------------------------------------------------------------
-\subsection{Narrative Scenarios}
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/11-Narrative.tex}
-}{}
diff --git a/rules/5-Conversion/0-Intro.tex b/rules/5-Conversion/0-Intro.tex
deleted file mode 100644
index 61d3910..0000000
--- a/rules/5-Conversion/0-Intro.tex
+++ /dev/null
@@ -1,2 +0,0 @@
-There are a large number of official and unofficial published scenarios.
-These scenarios can be used with \emph{BattleTech: Outworlds Wastes} with the following conversion rules.
diff --git a/rules/5-Conversion/1-General.tex b/rules/5-Conversion/1-General.tex
deleted file mode 100644
index 23072f7..0000000
--- a/rules/5-Conversion/1-General.tex
+++ /dev/null
@@ -1,14 +0,0 @@
-In order to use a existing scenario with \emph{BattleTech: Outworlds Wastes}, force restrictions and allocation of payments should be identified.
-
-Scenario forces should generally match the units available to commanders in the \hyperref[subsec:force_construction]{Force Construction} rules.
-For example, a scenario that relies upon a squadron of aerospace fighters would require additional modifications as a commander's DropShip typically has a maximum of two aerospace bays.
-
-Rewards should generally match the guidelines found in the \hyperref[subsec:scenario_scoring]{Scenario Scoring} rules.
-For scenarios with victory points, Supply Points, Warchest Points, or other metrics of gradated success between commanders, award the primary objective payment based upon the level of success of each side.
-For example, if one side earned 8 victory points and the other side earned 13 victory points out of a total of 25 possible victory points, then award 2,240,000 C-bills to the first side and 3,640,000 C-bills to the second side.
-
-If the scenario has a secondary objective that each side can achieve without preventing the other side from achieving the objective, then award this objective 3,000,000 C-bills.
-This payment maybe partially awarded if it is possible to achieve different levels of success for the secondary objective.
-If the scenario does not have a secondary objective, then select a secondary objective for the scenario.
-
-League organizers may make adjustments to these guidelines as desired.
diff --git a/rules/5-Conversion/2-Chaos.tex b/rules/5-Conversion/2-Chaos.tex
deleted file mode 100644
index c182165..0000000
--- a/rules/5-Conversion/2-Chaos.tex
+++ /dev/null
@@ -1,124 +0,0 @@
-\emph{BattleTech: Chaos Campaign} provides campaign rules that have lower complexity than \emph{BattleTech: Campaign Operations} or \emph{BattleTech: Outworlds Wastes} and is available as a free PDF.
-The Chaos Campaign rules are used for campaigns in \emph{BattleTech: Chaos Campaign: Succession Wars} as well as \emph{BattleTech: Spotlight On} and \emph{BattleTech: Turning Points} publications and \emph{Shrapnel}, the BattleTech magazine.
-The \emph{BattleTech: Mercenaries} box set adds a contract system for the \emph{BattleTech: Chaos Campaign} system.
-
-\emph{BattleTech: Outworlds Wastes} can be used as the logistics system for \emph{BattleTech: Chaos Campaign} with the \emph{BattleTech: Mercenaries} box set extension.
-
-\subsubsection{Contract Terms}
-
-1,000 Supply Points for \emph{Mercenary Chaos Campaign} is worth 3,500,000 C-bills in \emph{BattleTech: Outworlds Wastes}.
-A standard 10,000 BV \emph{BattleTech: Outworlds Wastes} force is equivalent to a Scale 2 force in \emph{Mercenary Chaos Campaign}.
-These conversion rules assume one scenario per month for the ease of computing logistics costs.
-
-These following contract terms in \emph{Mercenary Chaos Campaign} interact with \emph{BattleTech: Outworlds Wastes} as described below.
-
-\begin{itemize}
-
-\item {\bfseries Base Pay}: \emph{BattleTech: Outworlds Wastes} assumes the employer or supporting faction covers 100\% of the base operating costs for the force.
-When using the \emph{Mercenary Chaos Campaign} system, the base operating cost for a \emph{BattleTech: Outworlds Wastes} force is 3,500,000 C-bills.
-If the contract provides lower than 100\% Base Pay, the commander must pay these operating costs after each scenario.
-For example, if the contract has 80\% Base Pay, the commander pays 700,000 C-bills after each scenario as basic operating costs.
-Similarly, if the contract has higher than 100\% base pay, the commander earns extra C-bills after each scenario.
-
-\item {\bfseries Straight Support}: Reduce the \emph{repair} and \emph{recruit} costs by the percentage of Straight Support in the contract.
-For example, if the contract offers 80\% Straight Support, the commander only pays 20\% of the \emph{repair} and \emph{replace} costs.
-
-\item {\bfseries Battle Support}: Reduce the \emph{replace} costs by the percentage of Battle Support in the contract.
-For example, if the contract offers 10\% Battle Support, the commander only pays 90\% of the \emph{replace} costs.
-Note that a contract with Battle Support also grants 100\% Straight Support, so the commander only pays the remaining portion of the \emph{replace} costs and none of the \emph{repair} or \emph{recruit} costs.
-
-\item {\bfseries Salvage Rights}: Only collect the percent of the revenue from \emph{salvage} granted by the Salvage Rights.
-For example, if the contract offers 60\% Salvage Rights, then the commander only earns 15\% of the C-bill cost when selling salvaged units instead of the typical 25\% of the C-bill cost.
-Also, the Salvage Rights limit how many units the commander may salvage and add to their force.
-Multiply the number of enemy units destroyed by the Salvage Rights percentage and round down to determine how many units may be salvaged and added to their force.
-A minimum of 1 unit can always be salvaged and added to their force.
-For example, if a commander destroys 5 enemy units and has 60\% Salvage Rights, then they may add up to 3 of those units to their force.
-If a commander destroys 2 enemy units and has 40\% Salvage Rights, then they may add only 1 of those units to their force.
-
-\item {\bfseries Command Rights}: The specific scenarios determine what effects, if any, Command Rights have on the scenario.
-
-\item {\bfseries Transportation Terms}: If using transportation costs, use the 1,000 Supply Points to 3,500,000 C-bills conversion to compute transportation costs.
-The employer or supporting faction covers the negotiated portion of the C-bill cost.
-If not tracking transportation costs, then Transportation Terms must be set to 100\% (step 9).
-
-\end{itemize}
-
-League organizers may allow a limited set of contracts or may allow commanders to negotiate contract terms per the rules in the \emph{BattleTech: Mercenaries} box set.
-Reputation cannot be used to modify contract terms unless allowed by league organizers.
-League organizers set the frequency at which contracts may be renegotiated.
-If the renegotiation occurs while the force remains on the same planet, then the Transportation Terms cannot be renegotiated.
-
-\subsubsection{Default Contracts}
-
-Two typical contracts for \emph{BattleTech: Outworlds Wastes} are given here.
-As described in the \emph{BattleTech: Mercenaries} box set, commanders may negotiate to adjust the terms of their contract.
-
-The first default contract replicates the \emph{BattleTech: Outworlds Wastes} system.
-Commanders have 100\% Base Pay (step 7), Independent Command Rights (step 11), 100\% Salvage Rights (step 13), no Support Rights (step 1), and 100\% Transportation Terms (step 9).
-Force maintenance works as described in the \hyperref[subsec:force_maintenance]{Force Maintenance} section.
-
-The second default contract significantly reduces the maintenance cost for commanders while also reducing salvage and transportation payments.
-Commanders have 100\% Base Pay (step 7), House Command Rights (step 7), 40\% Salvage Rights (step 7), 10\% Battle Support Rights (step 7), and 50\% Transportation Terms (step 7).
-Force maintenance works as described in the \hyperref[subsec:force_maintenance]{Force Maintenance} section with the following modifications.
-
-\begin{description}
-
-\item {\bfseries Replace}: Pay 45\% of the C-bill cost, rounded up, to replace a \emph{destroyed} unit.
-
-\item {\bfseries Repair}: Pay 0\% of the C-bill cost, rounded up, to repair all internal damage and critical components for a unit that has not been \emph{destroyed}.
-
-\item {\bfseries Recruit}: Pay 0\% of the C-bill cost, rounded up, to replace troops in an infantry or Battle Armor unit that was not \emph{destroyed}.
-
-\item {\bfseries Salvage}: Recover enemy units that were \emph{destroyed} in a scenario.
-You may add up to 40\% of the destroyed enemy units to your force, rounded down, with a minimum of 1 unit.
-Pay 50\% the C-bill cost, rounded up, to add salvaged enemy units to your force.
-Also, sell components from any destroyed enemy unit that was not added to your force to earn 10\% of the unit's C-bill cost.
-
-\end{description}
-
-\subsubsection{Scenario Scoring}
-
-Organizers may score scenarios by using the Supply Point payments given in the \emph{Mercenary Chaos Campaign} and using the 1,000 Supply Points to 3,500,000 C-bills conversion.
-This scoring only provides three possible payments for the primary objective in a scenario, 50\%, 100\%, or 150\% of the 3,5000,000 base pay for a Scale 2 force.
-
-For a more granular scoring for any \emph{BattleTech: Chaos Campaign} scenario, award the 7,000,000 C-bills payment for the primary objective proportional to the victory points or supply points earned by each side.
-For example, if one side earned 8 victory points and the other side earned 13 victory points out of a total 25 possible victory points, then award 2,240,000 C-bills to the first side and 3,640,000 C-bills to the second side.
-
-If the scenario has secondary objectives, the maximum secondary objective payment should be 3,000,000 C-bills.
-
-League organizers may make adjustments to these guidelines as desired.
-
-\subsubsection{Time Between Tracks}
-
-\emph{BattleTech: Outworlds Wastes} replaces the Supply Point (SP) costs for the activities in the \emph{Time Between Tracks} section of \emph{Mercenary Chaos Campaign} with the \emph{BattleTech: Outworlds Wastes} Force Management rules.
-The following adjustments apply to the standard \emph{BattleTech: Outworlds Wastes} rules for Force Management.
-
-\begin{itemize}
-
-\item {\bfseries MechWarrior Wounds}: MechWarrior wounds heal at a rate of one box per month.
-At the start of each month, remove one hit from each injured MechWarrior.
-For example, if a MechWarrior had taken 3 hits, it would take 3 months to fully heal; they would be back to 0 hits at the start of the third month following their injury.
-
-\item {\bfseries Repair Time}: Repairs are completed at the start of the month.
-If two or more scenarios are played in the same month, \emph{repairs} and \emph{replacements} from previous scenarios in the month are not completed before the later scenarios.
-
-\item {\bfseries Training Time}: Training is completed at the start of the month.
-If two or more scenarios are played in the same month, \emph{training} started after previous scenarios in the month is not completed before the later scenarios.
-
-\item {\bfseries Purchase and Sell Time}: \emph{Purchases} and \emph{sales} apply immediately.
-If two or more scenarios are played in the same month, purchase or sales made after earlier scenarios immediately change the unit availability for later scenarios.
-
-\item {\bfseries SPAs}: New SPAs earned by units apply immediately.
-If two or more scenarios are played in the same month, SPAs earned after earlier scenarios immediately apply to units for later scenarios.
-
-\end{itemize}
-
-\subsubsection{Scales of Play}
-
-The \emph{BattleTech: Outworlds Wastes} rules correspond to Scale 2 in \emph{Mercenary Chaos Campaign}.
-All of the standard and agreed upon optional rules for \emph{BattleTech: Outworlds Wastes} apply at this scale.
-
-To play at Scale 1, use modified \emph{BattleTech: Outworlds Wastes} Event rules.
-Your force has a modified Leopard dropship with 4 configurable bays.
-Your initial force has up to 3,000 BV in 'Mechs and 2,000 BV in infantry and combat vehicles.
-Commanders may use any Battlefield Support: Strikes but may only use Battlefield Support: Assets for units in their force unless league organizers state otherwise.
diff --git a/rules/5-Event-Play/0-Intro.tex b/rules/5-Event-Play/0-Intro.tex
new file mode 100644
index 0000000..2be3c42
--- /dev/null
+++ b/rules/5-Event-Play/0-Intro.tex
@@ -0,0 +1,5 @@
+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 \ifthenelse{\equal{\outworldsMode}{mode-web}} {\hyperref[subsec:force_construction_scale_1]{Event Play Force Construction} rules}{\emph{Scale 1 Force Construction} rules (see p. \pageref{subsec:force_construction_scale_1})}.
+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.
diff --git a/rules/5-Event-Play/1-Contracts.tex b/rules/5-Event-Play/1-Contracts.tex
new file mode 100644
index 0000000..aab61b5
--- /dev/null
+++ b/rules/5-Event-Play/1-Contracts.tex
@@ -0,0 +1,34 @@
+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 \emph{BattleTech: Mercenaries} box set and the \emph{Hot Spots: Hinterlands} sourcebook, commanders may negotiate to adjust the terms of their contract.
+
+The first default contract represents an independent unit.
+
+\begin{description}
+
+ \item {\bfseries Base Pay}: 100\% Base Pay (step 7)
+
+ \item {\bfseries Support}: 0\% (step 1)
+
+ \item {\bfseries Transportation}: 100\% (step 9)
+
+ \item {\bfseries Salvage}: 100\% (step 13)
+
+ \item {\bfseries Command Rights}: Independent (step 11)
+
+\end{description}
+
+The second default contract significantly reduces the maintenance cost for commanders while also reducing salvage and transportation payments.
+
+\begin{description}
+
+ \item {\bfseries Base Pay}: 100\% Base Pay (step 7)
+
+ \item {\bfseries Support}: Battle (step 7)
+
+ \item {\bfseries Transportation}: 50\% (step 7)
+
+ \item {\bfseries Salvage}: 40\% (step 7)
+
+ \item {\bfseries Command Rights}: House (step 7)
+
+\end{description}
diff --git a/rules/5-Event-Play/2-Tracks.tex b/rules/5-Event-Play/2-Tracks.tex
new file mode 100644
index 0000000..327bca5
--- /dev/null
+++ b/rules/5-Event-Play/2-Tracks.tex
@@ -0,0 +1,12 @@
+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 \emph{BattleTech: Mercenaries} box set and the \emph{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 C\textsuperscript{3} 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.
diff --git a/rules/5-Event-Play/3-Secondary.tex b/rules/5-Event-Play/3-Secondary.tex
new file mode 100644
index 0000000..7d5766f
--- /dev/null
+++ b/rules/5-Event-Play/3-Secondary.tex
@@ -0,0 +1,28 @@
+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.
+
+\begin{enumerate}
+
+ \item Cripple or \emph{destroy} a 'Mech.
+
+ \item Cripple or \emph{destroy} a ProtoMech.
+
+ \item Cripple or \emph{destroy} a Combat Vehicle.
+
+ \item Cause critical or motive damage on a VTOL unit.
+
+ \item Kill at least half of the troops in an infantry unit.
+
+ \item Swarm a 'Mech or Combat Vehicle with an infantry unit.
+
+ \item Successfully complete a Death from Above attack.
+
+ \item Damage an internal section of an opponent's highest BV unit.
+
+ \item Capture a vehicle crew or 'Mech pilot.
+
+\end{enumerate}
diff --git a/rules/5-Event-Play/4-Detachment.tex b/rules/5-Event-Play/4-Detachment.tex
new file mode 100644
index 0000000..3762b49
--- /dev/null
+++ b/rules/5-Event-Play/4-Detachment.tex
@@ -0,0 +1,13 @@
+Commanders may create an Event Play detachment with units from an existing League Play force.
+This detachment must follow the restrictions given in the \ifthenelse{\equal{\outworldsMode}{mode-web}}{\hyperref[subsec:force_construction_scale_1]{Event Play Force Construction}}{\emph{Event Play Force Construction}} rules\ifthenelse{\equal{\outworldsMode}{mode-web}}{}{ (see p. \pageref{subsec:force_construction_scale_1})}.
+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 \ifthenelse{\equal{\outworldsMode}{mode-web}}{\hyperref[subsec:force_construction_scale_2]{League Play Force Construction}}{\emph{League Play Force Construction}} rules\ifthenelse{\equal{\outworldsMode}{mode-web}}{}{ (see p. \pageref{subsec:force_construction_scale_2})}.
+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.
diff --git a/rules/5-Conversion/index.tex b/rules/5-Event-Play/index.tex
similarity index 52%
rename from rules/5-Conversion/index.tex
rename to rules/5-Event-Play/index.tex
index 4a44d68..0ba1618 100644
--- a/rules/5-Conversion/index.tex
+++ b/rules/5-Event-Play/index.tex
@@ -1,21 +1,25 @@
-\input{5-Conversion/0-Intro.tex}
+\input{5-Event-Play/0-Intro.tex}
% --------------------------------------------------------------------------------
-\subsection{General}
+\subsection{Contracts}
% --------------------------------------------------------------------------------
-\input{5-Conversion/1-General.tex}
+\input{5-Event-Play/1-Contracts.tex}
% --------------------------------------------------------------------------------
-\subsection{Chaos Campaign}
+\subsection{Event Tracks}
% --------------------------------------------------------------------------------
-\input{5-Conversion/2-Chaos.tex}
+\input{5-Event-Play/2-Tracks.tex}
-\newpage
+% --------------------------------------------------------------------------------
+\subsection{Secondary Objectives}
+% --------------------------------------------------------------------------------
+
+\input{5-Event-Play/3-Secondary.tex}
% --------------------------------------------------------------------------------
-\subsection{Hot Drop}
+\subsection{Force Detachment}
% --------------------------------------------------------------------------------
-\input{5-Conversion/3-Hot-Drop.tex}
+\input{5-Event-Play/4-Detachment.tex}
diff --git a/rules/6-League-Play/0-Intro.tex b/rules/6-League-Play/0-Intro.tex
index 341dec1..d55ced9 100644
--- a/rules/6-League-Play/0-Intro.tex
+++ b/rules/6-League-Play/0-Intro.tex
@@ -1,3 +1,6 @@
-There are two types of league play, narrative and competitive.
+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.
diff --git a/rules/6-League-Play/1-Narrative.tex b/rules/6-League-Play/1-Narrative.tex
index 48165a4..c770c0f 100644
--- a/rules/6-League-Play/1-Narrative.tex
+++ b/rules/6-League-Play/1-Narrative.tex
@@ -1,19 +1,11 @@
-In narrative play, commanders play narrative scenarios designed by league organizers and casual scenarios between forces.
+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 and finances of each force remain separate.
+A commander may run multiple forces so long as the logistics of each force remain separate.
-Any optional or advanced rules should be agreed upon per scenario or for the entire league.
-For example, league organizers could ban the \emph{Fire For Effect} optional rule for all league games.
-Advanced Force Maintenance and Improvement rules should be consistent across the league; for example, \emph{Advanced Refit} needs to be available to all forces or banned from all forces.
-Each side should agree upon any available optional or advanced rules for each scenario they play, such as \emph{Multiple Attack Rolls} or \emph{Special Pilot Abilities}.
-
-After each scenario, the players repair and update their forces per the Force Maintenance and Improvements rules.
-Commanders should keep track of the outcomes of all scenarios and changes to their force, as shown on the \ifthenelse{\equal{\outworldsMode}{mode-web}}{sample \hyperref[sec:sample_roster]{force roster} and \hyperref[sec:sample_logistics]{scenario logistics tracker}}{\emph{Sample Force Roster} (see p. \pageref{sec:sample_roster}) and \emph{Sample Scenario Logistics Tracking} (see p. \pageref{sec:sample_logistics})}.
-
-The league organizers may advance the era for the league.
-Commanders would then need to use the Changing Eras rules for their force.
+Optional DropShip Customization and Force Maintenance rules should be consistent across the league; for example, \emph{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 \emph{Multiple Attack Rolls} or \emph{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.
diff --git a/rules/6-League-Play/2-Competitive.tex b/rules/6-League-Play/2-Competitive.tex
index 94517d9..63fee7c 100644
--- a/rules/6-League-Play/2-Competitive.tex
+++ b/rules/6-League-Play/2-Competitive.tex
@@ -1,22 +1,14 @@
-In competitive play, commanders play a series of scenarios in a Swiss-system tournament.
+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.
-For example, league organizers could permit \emph{Advanced Refit} rules while disallowing \emph{Design Quirks} and \emph{Special Pilot Abilities} for the tournament.
-The scenarios in the tournament should only be 1v1.
-Each commander should play a different opponent during each scenario, if possible.
-The last scenario should be a large scale event that requires a significant portion of each commander's forces.
+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.
-Commanders may only use C-bills earned during the tournament to repair and update their forces per the Force Maintenance and Improvements rules after a scenario.
-League organizers may give forces an initial maintenance budget.
-
-Each 1,000,000 C-bills earned during a scenario is worth 1 point of \emph{fame} for scoring.
-The C-bills earned includes primary and secondary objectives.
-The players rankings are updated after each scenario.
-Ties are broken by the lowest total \emph{repair} and \emph{replacement} costs across all scenarios thus far.
-
-At the end of the series of scenarios, winners are determined by their ranking.
+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.
diff --git a/rules/5-Conversion/3-Hot-Drop.tex b/rules/6-League-Play/3-Hot-Drop.tex
similarity index 100%
rename from rules/5-Conversion/3-Hot-Drop.tex
rename to rules/6-League-Play/3-Hot-Drop.tex
diff --git a/rules/6-League-Play/4-Contracts.tex b/rules/6-League-Play/4-Contracts.tex
new file mode 100644
index 0000000..aab61b5
--- /dev/null
+++ b/rules/6-League-Play/4-Contracts.tex
@@ -0,0 +1,34 @@
+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 \emph{BattleTech: Mercenaries} box set and the \emph{Hot Spots: Hinterlands} sourcebook, commanders may negotiate to adjust the terms of their contract.
+
+The first default contract represents an independent unit.
+
+\begin{description}
+
+ \item {\bfseries Base Pay}: 100\% Base Pay (step 7)
+
+ \item {\bfseries Support}: 0\% (step 1)
+
+ \item {\bfseries Transportation}: 100\% (step 9)
+
+ \item {\bfseries Salvage}: 100\% (step 13)
+
+ \item {\bfseries Command Rights}: Independent (step 11)
+
+\end{description}
+
+The second default contract significantly reduces the maintenance cost for commanders while also reducing salvage and transportation payments.
+
+\begin{description}
+
+ \item {\bfseries Base Pay}: 100\% Base Pay (step 7)
+
+ \item {\bfseries Support}: Battle (step 7)
+
+ \item {\bfseries Transportation}: 50\% (step 7)
+
+ \item {\bfseries Salvage}: 40\% (step 7)
+
+ \item {\bfseries Command Rights}: House (step 7)
+
+\end{description}
diff --git a/rules/6-League-Play/5-Tracks.tex b/rules/6-League-Play/5-Tracks.tex
new file mode 100644
index 0000000..ddcfa5e
--- /dev/null
+++ b/rules/6-League-Play/5-Tracks.tex
@@ -0,0 +1,20 @@
+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 \emph{BattleTech: Mercenaries} box set and the \emph{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 C\textsuperscript{3} 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 C\textsuperscript{3} 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.
diff --git a/rules/6-League-Play/6-Secondary.tex b/rules/6-League-Play/6-Secondary.tex
new file mode 100644
index 0000000..c19807f
--- /dev/null
+++ b/rules/6-League-Play/6-Secondary.tex
@@ -0,0 +1,35 @@
+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.
+
+\begin{enumerate}
+
+ \item Cripple or \emph{destroy} a 'Mech.
+
+ \item Cripple or \emph{destroy} a ProtoMech.
+
+ \item Cripple or \emph{destroy} a Combat Vehicle.
+
+ \item Cause critical or motive damage on a VTOL or aerospace unit.
+
+ \item Kill at least half of the troops (remove all armor, Alpha Strike) in an infantry unit.
+
+ \item Swarm a 'Mech or Combat Vehicle with an infantry unit.
+
+ \item Successfully complete a Death from Above attack.
+
+ \item Damage an internal section of an opponent's highest BV/PV unit.
+
+ \item \emph{Capture} a vehicle crew or 'Mech pilot.
+
+ \item Extract a hidden unit from within 4 hexes (8", Alpha Strike) of the far map edge.
+
+\end{enumerate}
diff --git a/rules/6-League-Play/index.tex b/rules/6-League-Play/index.tex
index 6fcbaf1..cd42aad 100644
--- a/rules/6-League-Play/index.tex
+++ b/rules/6-League-Play/index.tex
@@ -11,3 +11,31 @@ \subsection{Competitive Play}
% --------------------------------------------------------------------------------
\input{6-League-Play/2-Competitive.tex}
+
+\newpage
+
+% --------------------------------------------------------------------------------
+\subsection{Hot Drop}
+% --------------------------------------------------------------------------------
+
+\input{6-League-Play/3-Hot-Drop.tex}
+
+\newpage
+
+% --------------------------------------------------------------------------------
+\subsection{Contracts}
+% --------------------------------------------------------------------------------
+
+\input{6-League-Play/4-Contracts.tex}
+
+% --------------------------------------------------------------------------------
+\subsection{League Tracks}
+% --------------------------------------------------------------------------------
+
+\input{6-League-Play/5-Tracks.tex}
+
+% --------------------------------------------------------------------------------
+\subsection{Secondary Objectives}
+% --------------------------------------------------------------------------------
+
+\input{6-League-Play/6-Secondary.tex}
diff --git a/rules/7-Resources/1-Roster.tex b/rules/7-Resources/1-Roster.tex
deleted file mode 100644
index a9a29cf..0000000
--- a/rules/7-Resources/1-Roster.tex
+++ /dev/null
@@ -1,74 +0,0 @@
-\label{sec:sample_roster}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{11em} m{11em} R{5em} R{5em} R{4em} R{4em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{C-bills} & \bfseries{BV} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries 'Mechs} (1 per bay)} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-5 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-6 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-7 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-8 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-9 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-10 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-11 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-12 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Combat Vehicles} (2 per bay)} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-5 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-5 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Aerospace} (1 per bay)} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries ProtoMechs} (5 per bay)} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Infantry/Battle Armor} (15 tons per bay)} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
- & \multicolumn{6}{l!{\Vline{1pt}}}{Total Bays (15 max)} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
- & \multicolumn{6}{l!{\Vline{1pt}}}{Total BV} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
-\Hline{1pt}
-\end{tabular}
-\end{table}
diff --git a/rules/7-Resources/2-Logistics.tex b/rules/7-Resources/2-Logistics.tex
deleted file mode 100644
index 06e209d..0000000
--- a/rules/7-Resources/2-Logistics.tex
+++ /dev/null
@@ -1,81 +0,0 @@
-\label{sec:sample_logistics}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{33em} R{15em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Item} & \bfseries{C-bills} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Starting Balance} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.75pt}}{}
-~ & ~ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Objectives} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.75pt}}{}
-Primary Objective & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-Secondary Objective & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-Base Pay (if no objectives met) & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Training} \\
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 500,000 $\times$ BV skill multiplier difference} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.75pt}}{}
-1 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-2 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-3 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-4 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-5 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-... & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Maintenance} (Replace, Repair, and Recruit)} \\
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost if destroyed, 25\% cost to repair internal damage} \\
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost per troop killed} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.75pt}}{}
-1 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-2 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-3 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-4 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-5 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-... & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Refits} \\
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay cost difference to change variants} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.75pt}}{}
-1 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-2 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-3 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-4 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-5 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-... & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Purchases} \\
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay cost to add to TOE} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.75pt}}{}
-1 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-2 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-3 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-... & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Salvage} \\
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost to add to TOE or sell to earn 25\% cost} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.75pt}}{}
-1 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-2 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-3 & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-... & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries{Total}} \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.75pt}}{}
-~ & ~ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\end{tabular}
-\end{table}
diff --git a/rules/7-Resources/3-DropShip.tex b/rules/7-Resources/3-DropShip.tex
deleted file mode 100644
index 14c3f33..0000000
--- a/rules/7-Resources/3-DropShip.tex
+++ /dev/null
@@ -1,53 +0,0 @@
-\label{sec:sample_dropship}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
-\centering
-\newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{10em} L{38em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Dropship Name} \\
-\Hline{1pt}
-\multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\hspace{2em}} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Dropship Upgrades} \\
-\rowcolor{black!30} Level & Category \\
-\Hline{1pt}
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & 'Mech Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & Ground Combat Vehicle Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & VTOL Combat Vehicle Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & Aerospace Unit Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & ProtoMech Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & Machine Shop \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & Medical Bay \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & Infantry Quarters \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & Simulators \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
- & Bay Configuration Limits \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
- & Limits exchanged: \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
- & \hspace{2em} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
- & Limits exchanged: \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
- & \hspace{2em} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
- & Limits exchanged: \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
- & \hspace{2em} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
-\Hline{1pt}
-\end{tabular}
-\end{table}
diff --git a/rules/7-Resources/4-BV.tex b/rules/7-Resources/4-BV.tex
deleted file mode 100644
index 1569607..0000000
--- a/rules/7-Resources/4-BV.tex
+++ /dev/null
@@ -1,36 +0,0 @@
-BV adjustments are applied in the following order.
-
-\begin{itemize}
-
-\item Each unit equipped with TAG or a C\textsuperscript{3} master computer adds BV for each ton of semi-guided LRM ammunition carried by all units in the force.
-
-\item Each unit that is part of a C\textsuperscript{3} network increases its BV by 5\% of the total BV of all units included in the C\textsuperscript{3} network.
-
-\item Pilot/crew skill levels apply a multiplier to the unit BV.
-
-\end{itemize}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
-\centering
-\newcolumntype{C}[1]{>{\centering\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} C{4.7em} | C{3em} C{3em} C{3em} C{3em} C{3em} C{3em} C{3em} C{3em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Gunnery} & \multicolumn{8}{c !{\Vline{1pt}}}{\bfseries{Piloting/Driving/Anti-'Mech}} \\
-\Hline{1pt}
- & 1 & 2 & 3 & 4 & 5 & 6 & 7 & 8 \\
-\hline
-1 & 2.11 & 2.02 & 1.92 & 1.76 & 1.60 & 1.54 & 1.46 & 1.38 \\
-2 & 1.85 & 1.76 & 1.68 & 1.54 & 1.40 & 1.35 & 1.28 & 1.21 \\
-3 & 1.58 & 1.51 & 1.44 & 1.32 & 1.20 & 1.16 & 1.10 & 1.04 \\
-4 & 1.32 & 1.26 & 1.20 & 1.10 & 1.00 & 0.95 & 0.90 & 0.85 \\
-5 & 1.19 & 1.13 & 1.08 & 0.99 & 0.90 & 0.86 & 0.81 & 0.77 \\
-6 & 1.12 & 1.07 & 1.02 & 0.94 & 0.85 & 0.81 & 0.77 & 0.72 \\
-7 & 1.06 & 1.01 & 0.96 & 0.88 & 0.80 & 0.76 & 0.72 & 0.68 \\
-8 & 0.99 & 0.95 & 0.90 & 0.83 & 0.75 & 0.71 & 0.68 & 0.64 \\
-\Hline{1pt}
-\end{tabular}
-\end{table}
-
-This summary is provided here for convenience.
-\emph{BattleTech: TechManual} p. 315 and all \href{https://bg.battletech.com/errata}{relevant errata}, including the \href{https://bg.battletech.com/wp-content/uploads/2021/06/TechManual-TM_BV4.1-Rev2021.pdf}{June 2021 Battle Value Errata}, supersedes this information.
diff --git a/rules/7-Resources/5-References.tex b/rules/7-Resources/5-References.tex
deleted file mode 100644
index ea50056..0000000
--- a/rules/7-Resources/5-References.tex
+++ /dev/null
@@ -1,53 +0,0 @@
-The following references are mentioned in these rules:
-
-\begin{itemize}
-
-\item \emph{\href{https://store.catalystgamelabs.com/products/battletech-total-warfare-pdf}{BattleTech: Total Warfare}}
-
-\item \emph{\href{https://store.catalystgamelabs.com/products/battletech-battlemech-manual-book-pdf-combo}{BattleTech: BattleMech Manual}}
-
-\item \emph{\href{https://store.catalystgamelabs.com/products/battletech-techmanual-book-pdf}{BattleTech: TechManual}}
-
-\item \emph{\href{https://store.catalystgamelabs.com/products/battletech-tactical-operations-advanced-rules}{BattleTech: Tactical Operations Advanced Rules}}
-
-\item \emph{\href{https://store.catalystgamelabs.com/products/battletech-tactical-operations-advanced-units-equipement}{BattleTech: Tactical Operations Advanced Units \& Equipment}}
-
-\item \emph{\href{https://store.catalystgamelabs.com/products/battletech-campaign-operations-pdf}{BattleTech: Campaign Operations}}
-
-\item \emph{\href{https://store.catalystgamelabs.com/products/battletech-alpha-strike-commanders-edition}{Alpha Strike: Commander's Edition}}
-
-\item \emph{\href{http://bg.battletech.com/download/CAT35600_ChaosCampaign_Rulebook.pdf}{BattleTech: Chaos Campaign}}
-
-\item \emph{\href{https://store.catalystgamelabs.com/products/battletech-chaos-campaign-succession-wars}{BattleTech: Chaos Campaign: Succession Wars}}
-
-\item \emph{BattleTech: Mercenaries box set}
-
-\item \emph{Official Errata}: \href{https://bg.battletech.com/errata}{https://bg.battletech.com/errata}
-
-\item \emph{Official Downloads}: \href{https://bg.battletech.com/downloads}{https://bg.battletech.com/downloads}
-
-\item \emph{Master Unit List}: \href{http://www.masterunitlist.info}{http://www.masterunitlist.info}
-
-\item \emph{MegaMek}: \href{https://megamek.org}{https://megamek.org}
-
-\item \emph{Sarna.net}: \href{https://sarna.net}{https://sarna.net}
-
-\end{itemize}
-
-These additional resources may also be helpful:
-
-\begin{itemize}
-
-\item \emph{Flechs Sheets}: \href{https://sheets.flechs.net}{https://sheets.flechs.net}
-
-\item \emph{Jeff's BattleTech Tools}: \href{https://jdgwf.github.io/battletech-tools}{https://jdgwf.github.io/battletech-tools}
-
-\item \emph{MUL Search}: \href{https://as-builder.vercel.app}{https://as-builder.vercel.app}
-
-\item \emph{ITVBBjorn UI}: \href{https://itvbbjorn.github.io}{https://itvbbjorn.github.io}
-
-\item \emph{Free Worlds Technical Institute}: \href{https://free-worlds-tech.github.io}{https://free-worlds-tech.github.io}
-
-\item \emph{Mordel.net}: \href{https://mordel.net}{https://mordel.net}
-
-\end{itemize}
diff --git a/rules/7-Resources/6-Event-Logistics.tex b/rules/7-Resources/6-Event-Logistics.tex
deleted file mode 100644
index d0c03fa..0000000
--- a/rules/7-Resources/6-Event-Logistics.tex
+++ /dev/null
@@ -1,85 +0,0 @@
-\label{sec:sample_event_roster}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{11em} m{9em} R{5em} R{5em} R{6em} R{4em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Initial Force} \\
-\rowcolor{black!30} Bay & Unit & Pilot & Gunnery & Piloting & C-bills & BV \\
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{2.24pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Total BV} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Force Management} \\
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Starting C-bills} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Objectives} \\
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Primary Objective } \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Secondary Objective} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Training} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 500,000 $\times$ BV skill multiplier difference, cannot exceed 2/3} \\
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{2.24pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Maintenance (Replace, Repair, and Recruit)} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost if destroyed, 25\% cost to repair internal damage} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost per troop killed} \\
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{2.24pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Purchase} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay cost to add to TOE} \\
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{2.24pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Salvage} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Pay 50\% cost to add to TOE or sell to earn 25\% cost} \\
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{2.24pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\hline
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Sell} \\
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{Earn 50\% cost} \\
-\hline
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{...} \\
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Final C-bills} \\
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Total C-bills} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\Hline{1pt}
-\rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Final Force} \\
-\rowcolor{black!30} Bay & Unit & Pilot & Gunnery & Piloting & C-bills & BV \\
-\hline
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{2.24pt}}{}
-1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[2.24pt]}{\\}
-\hline
-\multicolumn{7}{!{\Vline{1pt}}l!{\Vline{1pt}}}{Total BV (5,000 limit)} \\
-\Hline{1pt}
-\end{tabular}
-\end{table}
diff --git a/rules/4-Scenarios/0-Intro.tex b/rules/7-Tracks/0-Intro.tex
similarity index 100%
rename from rules/4-Scenarios/0-Intro.tex
rename to rules/7-Tracks/0-Intro.tex
diff --git a/rules/7-Tracks/1-Formats.tex b/rules/7-Tracks/1-Formats.tex
new file mode 100644
index 0000000..270c794
--- /dev/null
+++ b/rules/7-Tracks/1-Formats.tex
@@ -0,0 +1,6 @@
+Tracks may be played wish \emph{BattleTech} or \emph{Alpha Strike}.
+League organizers may use additional formats, such as BattleTroops.
+
+Use the rules for the track format to define terms such as \emph{destroyed} and \emph{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, \emph{AS: CE}).
diff --git a/rules/7-Tracks/2-Optional.tex b/rules/7-Tracks/2-Optional.tex
new file mode 100644
index 0000000..d7d1368
--- /dev/null
+++ b/rules/7-Tracks/2-Optional.tex
@@ -0,0 +1,31 @@
+Tracks may use optional rules if each side agrees.
+Some common optional rules include
+
+\begin{description}
+
+ \item {\bfseries Alternate Munitions}: \emph{BattleTech: BattleMech Manual} p. 106-108\ifthenelse{\equal{\outworldsMode}{mode-web}}{, }{\\}\emph{BattleTech: Tactical Operations Advanced Units and Equipment} p. 164\ifthenelse{\equal{\outworldsMode}{mode-web}}{, }{\\}\emph{BattleTech: Alpha Strike Commander's Edition} p. 143-150
+
+ \item {\bfseries Forced Withdrawal}: \emph{BattleTech: Total Warfare} p. 258\ifthenelse{\equal{\outworldsMode}{mode-web}}{, }{\\}\emph{BattleTech: Alpha Strike Commander's Edition} p. 127
+
+ \item {\bfseries Sprinting}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 16
+
+ \item {\bfseries Vehicle Lance Movement}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 22
+
+ \item {\bfseries Floating Criticals}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 75
+
+ \item {\bfseries Firing When Down}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 83
+
+ \item {\bfseries Machine Gun Rapid-Fire Mode}: \emph{BattleTech: Tactical Operations Advanced Rules} p. 100
+
+ \item {\bfseries Enhanced Flamers}: \emph{BattleTech: BattleMech Manual} p. 99
+
+ \item {\bfseries Multiple Attack Rolls}: \emph{BattleTech: Alpha Strike Commander's Edition} p. 175
+
+ \item {\bfseries 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.
+
+ \item {\bfseries 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 \emph{destroyed} during the Weapon Attack Phase will still fire.
+
+\end{description}
diff --git a/rules/4-Scenarios/3-Mismatch.tex b/rules/7-Tracks/3-Mismatch.tex
similarity index 100%
rename from rules/4-Scenarios/3-Mismatch.tex
rename to rules/7-Tracks/3-Mismatch.tex
diff --git a/rules/7-Tracks/4-Balancing.tex b/rules/7-Tracks/4-Balancing.tex
new file mode 100644
index 0000000..fc62f12
--- /dev/null
+++ b/rules/7-Tracks/4-Balancing.tex
@@ -0,0 +1,15 @@
+One of the goals of \emph{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:
+
+\begin{description}
+
+ \item {\bfseries 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.
+
+ \item {\bfseries 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.
+
+\end{description}
diff --git a/rules/7-Tracks/5-Casual-Additional.tex b/rules/7-Tracks/5-Casual-Additional.tex
new file mode 100644
index 0000000..90ea7e9
--- /dev/null
+++ b/rules/7-Tracks/5-Casual-Additional.tex
@@ -0,0 +1,13 @@
+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.
diff --git a/rules/7-Tracks/5-Casual-Primary.tex b/rules/7-Tracks/5-Casual-Primary.tex
new file mode 100644
index 0000000..dc9abc5
--- /dev/null
+++ b/rules/7-Tracks/5-Casual-Primary.tex
@@ -0,0 +1,65 @@
+\begin{enumerate}
+
+ \item {\bfseries 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.
+
+ \item {\bfseries 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.
+
+ \item {\bfseries 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.
+
+ \item {\bfseries 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.
+
+ \item {\bfseries 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.
+
+\item {\bfseries 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.
+
+ \item {\bfseries 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.
+
+ \item {\bfseries 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.
+
+\end{enumerate}
diff --git a/rules/7-Tracks/5-Casual.tex b/rules/7-Tracks/5-Casual.tex
new file mode 100644
index 0000000..337686a
--- /dev/null
+++ b/rules/7-Tracks/5-Casual.tex
@@ -0,0 +1,5 @@
+Narrative tracks are provided by the league organizers, but \emph{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.
diff --git a/rules/7-Tracks/6-Instant-action.tex b/rules/7-Tracks/6-Instant-action.tex
new file mode 100644
index 0000000..42aa7bc
--- /dev/null
+++ b/rules/7-Tracks/6-Instant-action.tex
@@ -0,0 +1,7 @@
+\emph{BattleTech: Instant Action} is a custom scenario pack for \emph{BattleTech} that is intended to add depth and variety to pickup games.
+\emph{BattleTech: Instant Action} includes 15 tracks and rules for integration into \emph{BattleTech: Chaos Campaigns} from the \emph{BattleTech: Mercenaries} box set and \emph{Hot Spots: Hinterlands} sourcebook.
+These missions can be used to expand the number of casual tracks available for \emph{BattleTech: Outworlds Wastes}.
+
+\emph{BattleTech: Instant Action} is available as a free PDF to download online at
+
+ \href{https://victorypointproductions.neocities.org/instantaction}{https://victorypointproductions.neocities.org/instantaction}.
diff --git a/rules/7-Tracks/7-Narrative.tex b/rules/7-Tracks/7-Narrative.tex
new file mode 100644
index 0000000..44bee46
--- /dev/null
+++ b/rules/7-Tracks/7-Narrative.tex
@@ -0,0 +1 @@
+Narrative tracks for \emph{BattleTech: Outworlds Wastes: Chaos Campaign} are in development.
diff --git a/rules/9-Event/index.tex b/rules/7-Tracks/index.tex
similarity index 56%
rename from rules/9-Event/index.tex
rename to rules/7-Tracks/index.tex
index 20e2901..3c4011a 100644
--- a/rules/9-Event/index.tex
+++ b/rules/7-Tracks/index.tex
@@ -1,41 +1,61 @@
-\input{9-Event/0-Intro.tex}
+\input{7-Tracks/0-Intro.tex}
% --------------------------------------------------------------------------------
-\subsection{Force Construction}
-\label{subsec:event_force_construction}
+\subsection{Play Formats}
% --------------------------------------------------------------------------------
-\input{9-Event/1-Force-Construction.tex}
+\input{7-Tracks/1-Formats.tex}
% --------------------------------------------------------------------------------
-\subsection{Force Maintenance}
-\label{subsec:event_force_maintenance}
+\subsection{Optional Rules}
% --------------------------------------------------------------------------------
-\input{9-Event/2-Force-Maintenance.tex}
+\input{7-Tracks/2-Optional.tex}
+
+\newpage
+
+% --------------------------------------------------------------------------------
+\subsection{Mismatch}
+% --------------------------------------------------------------------------------
+
+\input{7-Tracks/3-Mismatch.tex}
+
+\newpage
% --------------------------------------------------------------------------------
-\subsection{Event Scenarios}
+\subsection{Balancing}
% --------------------------------------------------------------------------------
-\input{9-Event/3-Scenarios.tex}
+\input{7-Tracks/4-Balancing.tex}
% --------------------------------------------------------------------------------
-\subsection{Casual Play}
+\subsection{Casual Tracks}
% --------------------------------------------------------------------------------
-\input{9-Event/4-Casual.tex}
+\input{7-Tracks/5-Casual.tex}
+
+\subsubsection{Primary Objectives}
+
+\input{7-Tracks/5-Casual-Primary.tex}
+
+\subsubsection{Additional Options}
+
+\input{7-Tracks/5-Casual-Additional.tex}
+
+\newpage
% --------------------------------------------------------------------------------
-\subsection{Conversion}
+\subsection{Instant Action}
% --------------------------------------------------------------------------------
-\input{9-Event/5-Conversion.tex}
+\input{7-Tracks/6-Instant-action.tex}
\ifthenelse{\equal{\outworldsMode}{mode-web}}{
% --------------------------------------------------------------------------------
-\subsection{Scenario Packs}
+\subsection{Narrative Tracks}
% --------------------------------------------------------------------------------
-\input{9-Event/6-Scenario-Packs.tex}
+\input{7-Tracks/7-Narrative.tex}
+
+\newpage
}{}
diff --git a/rules/8-Downloads/0-Downloads.tex b/rules/8-Downloads/0-Downloads.tex
deleted file mode 100644
index e1aa5ba..0000000
--- a/rules/8-Downloads/0-Downloads.tex
+++ /dev/null
@@ -1,50 +0,0 @@
-% --------------------------------------------------------------------------------
-% Core downloads
-% --------------------------------------------------------------------------------
-
-These rules may be downloaded in PDF format:
-
-\ifthenelse{\equal{\outworldsMode}{mode-web}}{
-\HCode{
-
-}}{}
-
-\begin{itemize}
-
-\item \emph{League}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes.pdf}{Full league rules}
-
-\item \emph{Quickstart}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes-quickstart.pdf}{Quickstart league rules}
-
-\item \emph{Event}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes-event.pdf}{Event rules}
-
-\item \emph{Errata}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes-errata.pdf}{Current errata}
-
-\item \emph{Instant Action}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/battletech-outworlds-wastes-instant-action.pdf}{Compatibility guide}
-
-\end{itemize}
-
-% --------------------------------------------------------------------------------
-% Scenarios
-% --------------------------------------------------------------------------------
-
-\input{4-Scenarios/11-Narrative.tex}
-
-\input{9-Event/6-Scenario-Packs.tex}
-
-% --------------------------------------------------------------------------------
-% GitHub
-% --------------------------------------------------------------------------------
-
-The source files for \emph{BattleTech: Outworlds Wastes} are on \href{https://github.com/Eudicods/outworlds-wastes}{GitHub}.
diff --git a/rules/7-Resources/0-Map-3SW-web.tex b/rules/8-Resources/0-Map-3SW-web.tex
similarity index 100%
rename from rules/7-Resources/0-Map-3SW-web.tex
rename to rules/8-Resources/0-Map-3SW-web.tex
diff --git a/rules/7-Resources/0-Map-3SW.tex b/rules/8-Resources/0-Map-3SW.tex
similarity index 100%
rename from rules/7-Resources/0-Map-3SW.tex
rename to rules/8-Resources/0-Map-3SW.tex
diff --git a/rules/7-Resources/0-Map-ilClan-web.tex b/rules/8-Resources/0-Map-ilClan-web.tex
similarity index 100%
rename from rules/7-Resources/0-Map-ilClan-web.tex
rename to rules/8-Resources/0-Map-ilClan-web.tex
diff --git a/rules/7-Resources/0-Map-ilClan.tex b/rules/8-Resources/0-Map-ilClan.tex
similarity index 100%
rename from rules/7-Resources/0-Map-ilClan.tex
rename to rules/8-Resources/0-Map-ilClan.tex
diff --git a/rules/8-Resources/1-Roster-Scale-1.tex b/rules/8-Resources/1-Roster-Scale-1.tex
new file mode 100644
index 0000000..786c3e3
--- /dev/null
+++ b/rules/8-Resources/1-Roster-Scale-1.tex
@@ -0,0 +1,53 @@
+\label{sec:sample_scale_1_roster}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{11em} m{11em} R{5em} R{5em} R{4em} R{4em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries 'Mechs} (1 per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 5 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 6 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Combat Vehicles} (2 per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries ProtoMechs} (5 per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Infantry/Battle Armor} (15 tons per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ & \multicolumn{6}{l!{\Vline{1pt}}}{Total Bays (8 max)} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ & \multicolumn{6}{l!{\Vline{1pt}}}{Total BV/PV} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \end{tabular}
+\end{table}
diff --git a/rules/8-Resources/1-Roster-Scale-2.tex b/rules/8-Resources/1-Roster-Scale-2.tex
new file mode 100644
index 0000000..fa92ffb
--- /dev/null
+++ b/rules/8-Resources/1-Roster-Scale-2.tex
@@ -0,0 +1,75 @@
+\label{sec:sample_scale_2_roster}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
+ \centering
+ \newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{2em} m{11em} m{11em} R{5em} R{5em} R{4em} R{4em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{PV} \\
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries 'Mechs} (1 per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 5 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 6 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 7 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 8 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 9 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 10 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 11 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 12 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Combat Vehicles} (2 per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 3 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 4 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 5 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 5 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Aerospace} (1 per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries ProtoMechs} (5 per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{7}{!{\Vline{1pt}}c!{\Vline{1pt}}}{{\bfseries Infantry/Battle Armor} (15 tons per bay)} \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 1 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ 2 & & & & & & \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.85pt]}{\\}
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\vspace{1.85pt}}{}
+ & \multicolumn{6}{l!{\Vline{1pt}}}{Total Bays (15 max)} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ & \multicolumn{6}{l!{\Vline{1pt}}}{Total BV/PV} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \Hline{1pt}
+ \end{tabular}
+\end{table}
diff --git a/rules/8-Resources/2-DropShip.tex b/rules/8-Resources/2-DropShip.tex
new file mode 100644
index 0000000..02e868e
--- /dev/null
+++ b/rules/8-Resources/2-DropShip.tex
@@ -0,0 +1,54 @@
+\label{sec:sample_dropship}
+
+\begin{table}[!h]
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{}\selectfont
+ \centering
+ \newcolumntype{L}[1]{>{\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
+
+ \begin{tabular}{!{\Vline{1pt}} m{10em} L{38em} !{\Vline{1pt}}}
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Dropship Name} \\
+ \Hline{1pt}
+ \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\hspace{2em}} \\
+ \Hline{1pt}
+ \rowcolor{black!30} \multicolumn{2}{!{\Vline{1pt}}c!{\Vline{1pt}}}{\bfseries Dropship Upgrades} \\
+ \rowcolor{black!30} Level & Category \\
+ \Hline{1pt}
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & 'Mech Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & Ground Combat Vehicle Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & VTOL Combat Vehicle Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & Aerospace Unit Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & ProtoMech Maintenance \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & Machine Shop \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & Medical Bay \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & Infantry Quarters \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & Simulators \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \hline
+ \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{~\vspace{1.75pt}}{}
+ & Bay Configuration Limits \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ & Limits exchanged: \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ & \hspace{2em} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ & Limits exchanged: \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ & \hspace{2em} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ & Limits exchanged: \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ & \hspace{2em} \ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\\[1.75pt]}{\\}
+ \Hline{1pt}
+ \end{tabular}
+\end{table}
diff --git a/rules/8-Resources/3-BV.tex b/rules/8-Resources/3-BV.tex
new file mode 100644
index 0000000..7b6215d
--- /dev/null
+++ b/rules/8-Resources/3-BV.tex
@@ -0,0 +1,14 @@
+BV adjustments are applied in the following order.
+
+\begin{itemize}
+
+ \item Each unit equipped with TAG or a C\textsuperscript{3} master computer adds BV for each ton of semi-guided LRM ammunition carried by all units in the force.
+
+ \item Each unit that is part of a C\textsuperscript{3} network increases its BV by 5\% of the total BV of all units included in the C\textsuperscript{3} network.
+
+ \item Pilot/crew skill levels are not included in the BV for \emph{BattleTech: Outworlds Wastes}.
+
+\end{itemize}
+
+This summary is provided here for convenience.
+\emph{BattleTech: TechManual} p. 315 and all \href{https://bg.battletech.com/errata}{relevant errata}, including the \href{https://bg.battletech.com/wp-content/uploads/2021/06/TechManual-TM_BV4.1-Rev2021.pdf}{June 2021 Battle Value Errata}, supersedes this information.
diff --git a/rules/8-Resources/4-Vehicles.tex b/rules/8-Resources/4-Vehicles.tex
new file mode 100644
index 0000000..c105cc1
--- /dev/null
+++ b/rules/8-Resources/4-Vehicles.tex
@@ -0,0 +1,47 @@
+The \emph{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 \emph{BattleTech: Total Warfare} for reference.
+
+\begin{itemize}
+
+ \item {\bfseries General}:
+
+ \begin{itemize}
+
+ \item Combat Vehicles are only 1 level high (see p. 99, \emph{TW}).
+
+ \end{itemize}
+
+ \item {\bfseries Movement Phase}:
+
+ \begin{itemize}
+
+ \item Combat Vehicles have additional prohibited terrain types (see p. 52, \emph{TW}).
+
+ \item Ground vehicles require 2 MP to change level and may only change 1 level at a time (see p. 49, \emph{TW}).
+
+ \item Ground vehicles receive one additional 1 MP when traveling on pavement for the entire Movement Phase (see p. 61, \emph{TW}).
+
+ \item WiGE, VTOL, and Hover Vehicles may sideslip when turning at flank speed (running) (see p. 67, \emph{TW}).
+
+ \end{itemize}
+
+ \item {\bfseries Attack Phases}:
+
+ \begin{itemize}
+
+ \item Combat Vehicles with turrets can select the firing arc for the turret (see p. 104 \emph{TW}).
+
+ \item Combat Vehicles have different damage hit location zones and hit location tables (see p. 192-, 196, \emph{TW}).
+
+ \item Combat Vehicle damage may cause motive system damage which can slow or immobilize the vehicle (see p. 193, \emph{TW}).
+
+ \item 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, \emph{TW}).
+
+ \item Combat Vehicles are destroyed if all internal structure in one location is destroyed or if the critical damage results in destruction (see p. 128, \emph{TW}).
+
+ \end{itemize}
+
+ \item Many of Combat Vehicle tables can be printed directly on the Combat Vehicle record sheet in \href{https://megamek.org}{MegaMekLab}.
+ It is recommended to verify the tables printed on record sheets against \emph{BattleTech: Total Warfare} and any applicable errata.
+
+\end{itemize}
diff --git a/rules/8-Resources/5-References.tex b/rules/8-Resources/5-References.tex
new file mode 100644
index 0000000..350037b
--- /dev/null
+++ b/rules/8-Resources/5-References.tex
@@ -0,0 +1,93 @@
+The following references are mentioned in these rules:
+
+\begin{itemize}
+
+\item Chaos Campaign
+
+ \begin{itemize}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-hot-spots-hinterlands}{Hot Spots: Hinterlands}}
+
+ \item \emph{BattleTech: Mercenaries box set}
+
+ \end{itemize}
+
+ \item BattleTech
+
+ \begin{itemize}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-total-warfare-pdf}{BattleTech: Total Warfare}}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-battlemech-manual-book-pdf-combo}{BattleTech: BattleMech Manual}}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-techmanual-book-pdf}{BattleTech: TechManual}}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-tactical-operations-advanced-rules}{BattleTech: Tactical Operations Advanced Rules}}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-tactical-operations-advanced-units-equipement}{BattleTech: Tactical Operations Advanced Units \& Equipment}}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-campaign-operations-pdf}{BattleTech: Campaign Operations}}
+
+ \end{itemize}
+
+ \item Alpha Strike
+
+ \begin{itemize}
+
+ \item \emph{\href{https://store.catalystgamelabs.com/products/battletech-alpha-strike-commanders-edition}{Alpha Strike: Commander's Edition}}
+
+ \end{itemize}
+
+ \item Other
+
+ \begin{itemize}
+
+ \item \emph{Official Errata}: \href{https://bg.battletech.com/errata}{https://bg.battletech.com/errata}
+
+ \item \emph{Official Downloads}: \href{https://bg.battletech.com/downloads}{https://bg.battletech.com/downloads}
+
+ \item \emph{Master Unit List}: \href{http://www.masterunitlist.info}{http://www.masterunitlist.info}
+
+ \item \emph{MegaMek}: \href{https://megamek.org}{https://megamek.org}
+
+ \item \emph{Sarna.net}: \href{https://sarna.net}{https://sarna.net}
+
+ \end{itemize}
+
+\end{itemize}
+
+These additional resources may also be helpful:
+
+\begin{itemize}
+
+ \item BattleTech
+
+ \begin{itemize}
+
+ \item \emph{Flechs Sheets}: \href{https://sheets.flechs.net}{https://sheets.flechs.net}
+
+ \end{itemize}
+
+ \item Alpha Strike
+
+ \begin{itemize}
+
+ \item \emph{Jeff's BattleTech Tools}: \href{https://jdgwf.github.io/battletech-tools}{https://jdgwf.github.io/battletech-tools}
+
+ \item \emph{MUL Search}: \href{https://as-builder.vercel.app}{https://as-builder.vercel.app}
+
+ \item \emph{ITVBBjorn UI}: \href{https://itvbbjorn.github.io}{https://itvbbjorn.github.io}
+
+ \end{itemize}
+
+ \item Other
+
+ \begin{itemize}
+
+ \item \emph{Free Worlds Technical Institute}: \href{https://free-worlds-tech.github.io}{https://free-worlds-tech.github.io}
+
+ \item \emph{Mordel.net}: \href{https://mordel.net}{https://mordel.net}
+
+ \end{itemize}
+
+\end{itemize}
diff --git a/rules/9-Event/0-Intro.tex b/rules/9-Event/0-Intro.tex
deleted file mode 100644
index 29e69af..0000000
--- a/rules/9-Event/0-Intro.tex
+++ /dev/null
@@ -1 +0,0 @@
-The event format provides faster, simplified \emph{BattleTech: Outworlds Wastes} rules which are more suitable for playing multiple scenarios in a large event, such as at a convention.
diff --git a/rules/9-Event/1-Force-Construction.tex b/rules/9-Event/1-Force-Construction.tex
deleted file mode 100644
index 9396496..0000000
--- a/rules/9-Event/1-Force-Construction.tex
+++ /dev/null
@@ -1,80 +0,0 @@
-Commanders start with 3,000 BV to acquire initial units for their force.
-BV costs for all units are listed in the \href{http://www.masterunitlist.info}{Master Unit List} or \href{https://megamek.org}{MegaMekLab}.
-Force construction must follow these rules:
-
-\begin{itemize}
-
-\item Commanders have a modified Leopard class DropShip that can hold a maximum of 4 units.
-Your entire force must fit onto your DropShip.
-
-\item Commanders should select units from one faction on the \href{http://www.masterunitlist.info/}{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.
-
-\item Each force must have at least one 'Mech.
-
-\item 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.
-
-\item 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, \emph{TW}, p. 39, \emph{AS: CE}).
-
-\item Forces cannot contain aerospace or battlefield support units, including on-map artillery.
-
-\item The BV costs of a unit includes all adjustments, to include skill levels, C\textsuperscript{3}, and TAG.
-Skill levels should generally be close to the average skill levels (see p. 40, \emph{TW}).
-A unit may be no better than Gunnery 3/Piloting 4 and no worse than Gunnery 5/Piloting 6.
-ProtoMechs always have Piloting 5 and infantry units without anti-'Mech equipment have Anti-'Mech 5.
-
-\end{itemize}
-
-Commanders must bring the rulebooks for any special equipment not found in \emph{BattleTech: Total Warfare} or \emph{BattleTech: BattleMech Manual}.
-Unit record sheets can be generated using \href{https://megamek.org}{MegaMekLab} or similar tools.
-
-BV costs sometimes do not mach between the \href{http://www.masterunitlist.info}{Master Unit List} and \href{https://megamek.org}{MegaMekLab}, especially for conventional infantry units, due differences in the official rules.
-Commanders must use the same source for all BV costs.
-All record sheets must agree with the BV costs from this source.
-
-Commanders may maintain and improve their force between scenarios with the \ifthenelse{\equal{\outworldsMode}{mode-pdf-event}}{\emph{Force Maintenance} rules (see p. \pageref{subsec:event_force_maintenance})}{\hyperref[subsec:event_force_maintenance]{Force Maintenance} rules}.
-Improved forces cannot exceed 5,000 BV and must follow the other rules above.
-See the \ifthenelse{\equal{\outworldsMode}{mode-pdf-event}}{\emph{Sample Scenario Logistics Tracking} (p. \pageref{sec:sample_event_roster})}{sample \hyperref[sec:sample_event_roster]{force tracking} sheet}.
-Commanders instead reset their force between scenarios.
-
-Two sample initial forces are provided; the first force is an ilClan era mercenary unit and the second force is an ilClan era Raven Alliance detachment.
-Pilot names are encouraged, as one of the goals is to develop the personalized lore for your force.
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} \\
-\Hline{1pt}
-1 & Archer ARC-7S & 'Meg' Courant & 3 & 5 & 1,658 & 1,990 \\
-2 & Cavalry Attack (BA) & 'Bugs' Schwann & 3 & 5 & 604 & 725 \\
-3 & IS Standard (Laser) & Ralph Nosske & 3 & 5 & 231 & 277 \\
-\hline
- & Total BV & & & & & 2,992 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{ilClan Era Mercenary Force - Meg's Magpies}
-\end{table}
-
-\begin{table}[!h]
-\ifthenelse{\not \equal{\outworldsMode}{mode-web}}{\fontfamily{Montserrat-LF}}{\small}\selectfont
-\centering
-\newcolumntype{R}[1]{>{\raggedleft\let\newline\\\arraybackslash\hspace{0pt}}m{#1}}
-\begin{tabular}{!{\Vline{1pt}} m{2em} m{12em} m{8em} R{4.6em} R{4.6em} R{3.5em} R{3.8em} !{\Vline{1pt}}}
-\Hline{1pt}
-\rowcolor{black!30} \bfseries{Bay} & \bfseries{Unit} & \bfseries{Pilot} & \bfseries{Gunnery} & \bfseries{Piloting} & \bfseries{BV} & \bfseries{Adj BV} \\
-\Hline{1pt}
-1 & Carrion Crow C & Sarah Magnus & 3 & 4 & 1,826 & 2,410 \\
-2 & Elemental BA [Laser] & Harry & 3 & 4 & 447 & 590 \\
-\hline
- & Total BV & & & & & 3,000 \\
-\Hline{1pt}
-\end{tabular}
-\caption*{ilClan Era Raven Alliance Force - Raven Expeditionary Cluster}
-\end{table}
diff --git a/rules/9-Event/2-Force-Maintenance.tex b/rules/9-Event/2-Force-Maintenance.tex
deleted file mode 100644
index 3e16014..0000000
--- a/rules/9-Event/2-Force-Maintenance.tex
+++ /dev/null
@@ -1,56 +0,0 @@
-Commanders can spend C-bills they earn in scenarios to improve their force.
-Possible improvements are listed below.
-C-bill costs for all units are listed on the \href{http://www.masterunitlist.info}{Master Unit List}.
-The C-bill cost in \href{https://megamek.org}{MegaMekLab} can be used if the \href{http://www.masterunitlist.info}{Master Unit List} does not list a cost.
-
-\begin{description}
-
-\item {\bfseries Train}: Pay 500,000 C-bills multiplied by the difference in BV skill multiplier to improve a unit's skill levels.
-For example, a Gunnery 4/Piloting 5 pilot has a BV skill multiplier of 1.0 and a 3/4 pilot has a BV skill multiplier of 1.32.
-Therefore, it costs 160,000 C-bills to train a 4/5 pilot to 3/4.
-Units cannot be upgraded past 2/3.
-Skills cannot differ by more than 3.
-See \emph{BattleTech: TechManual} p. 315 for the BV skill multiplier table.
-A unit's skill levels may be degraded at no C-bill cost.
-ProtoMechs and infantry units without anti-'Mech equipment have Piloting/Anti-'Mech 5.
-
-\item {\bfseries Replace}: Pay 50\% of the C-bill cost, rounded up, to replace a \emph{destroyed} unit.
-If the pilot/crew was killed, the replacement cost includes a 5/6 pilot.
-If an infantry or Battle Armor unit was destroyed, the replacement cost includes 5/6 troops.
-The new unit may be \emph{trained} as above.
-For Omni units, the replacement cost is based upon the cost of the variant on the unit roster.
-See \emph{BattleTech: Total Warfare} for the definition of \emph{destroyed} for different types of units.
-
-\item {\bfseries Repair}: Pay 25\% of the C-bill cost, rounded up, to repair all internal damage, critical components, and motive systems for a unit that has not been \emph{destroyed}.
-If the pilot/crew was killed, the repair cost includes a 5/6 pilot or crew that may be \emph{trained}.
-Armor is repaired for free.
-For Omni units, the repair cost is based upon the fielded variant.
-
-\item {\bfseries Recruit}: Pay 50\% of the C-bill cost, rounded up, to replace troops in an infantry or Battle Armor unit that was not \emph{destroyed}.
-For example, to recruit 1 troop in a squad of 4 IS Standard Battle Armor with Lasers, pay 50\% of the cost of 1 troop, which is 293,125 C-bills.
-Damage to Battle Armor troops that survive a scenario is repaired for free.
-
-\item {\bfseries Omni Refit}: OmniMechs and Battle Armor with modular weapon mounts can be temporarily configured as a cheaper variant at no cost.
-For example, the Carrion Crow C costs 10,336,492 C-bills.
-The Carrion Crow A costs 9,704,829 C-bills, so a Carrion Crow C can be temporarily configured as a Carrion Crow A for a scenario.
-A Carrion Crow B costs 15,617,992 C-bills, so a Carrion Crow C cannot be temporarily configured as a Carrion Crow B.
-
-\item {\bfseries Purchase}: Pay the C-bill cost to get a new unit.
-Commanders must purchase units from their \href{http://www.masterunitlist.info}{Master Unit List} faction and era list.
-The new unit has a pilot/crew at skill 4/5 and can be trained.
-
-\item {\bfseries Salvage}: Recover enemy units that that were \emph{destroyed} in a scenario.
-Pay 50\% the C-bill cost, rounded up, to add salvaged enemy units to your force.
-A War Crow Prime costs 22,057,358 C-bills, so it costs 11,028,679 C-bills to add a salvaged War Crow Prime to your force.
-The new unit starts at skill 4/5 and can be \emph{trained}.
-Alternatively, sell the salvaged unit to earn 25\% of the C-bill cost.
-A salvaged War Crow Prime could be sold to earn 5,514,340 C-bills.
-
-\item {\bfseries Sell}: Sell undamaged units for 50\% of the C-bill cost or \emph{destroyed} units for 25\% of the C-bill cost, rounded up.
-A Locust LCT-1E costs 1,574,200 C-bills and may be sold for 787,100 C-bills.
-If the Locust LCT-1E was \emph{destroyed}, then selling it would only yield 393,550 C-bills.
-
-\end{description}
-
-If a commander is using units from a full \emph{BattleTech: Outworlds Wastes} league list, they may apply all earned C-bills and maintenance costs from the event to their full list.
-However, only C-bills earned during the event may be used for force maintenance during the event.
diff --git a/rules/9-Event/3-Scenarios.tex b/rules/9-Event/3-Scenarios.tex
deleted file mode 100644
index 6dbd357..0000000
--- a/rules/9-Event/3-Scenarios.tex
+++ /dev/null
@@ -1,49 +0,0 @@
-Event organizers provide scenarios, which may be either player-vs-GM or player-vs-player.
-These scenarios award C-bills through completing objectives and receiving base pay.
-The C-bills awarded in a scenario will tend to follow these guidelines:
-
-\begin{itemize}
-
-\item {\bfseries Base Pay}: Each force receives a base payment of 500,000 C-bills.
-This C-bill payment represents the baseline cost of a mercenary contract or supplies sent by a faction.
-
-\item {\bfseries Objectives}: Forces earn C-bills for completing primary and secondary objectives.
-This C-bill payment represents bonus pay in a mercenary contract and the value of resources or technology acquired by completing mission objectives.
-
-\begin{itemize}
-
-\item Each primary objective is worth no more than 2,000,000 C-bills and is awarded to every player on a side.
-
-\item Each secondary objective is worth no more than 500,000 C-bills and is awarded to each player individually.
-
-\end{itemize}
-
-\end{itemize}
-
-A scenario will have multiple primary and secondary objectives, with each player having the opportunity to earn approximately 5,000,000 C-bills from objectives.
-
-A full list of primary and secondary objectives for each scenario is provided by the event organizers.
-This list may change during each scenario as new objectives are revealed.
-A sample list of secondary objectives is provided here:
-
-\begin{enumerate}
-
-\item Cripple or \emph{destroy} a 'Mech.
-
-\item Cripple or \emph{destroy} a ProtoMech.
-
-\item Cripple or \emph{destroy} a Combat Vehicle.
-
-\item Cause critical or motive damage on a VTOL unit.
-
-\item Kill at least half of the troops in an infantry unit.
-
-\item Swarm a 'Mech or Combat Vehicle with an infantry unit.
-
-\item Successfully complete a Death from Above attack.
-
-\item Damage an internal section of an opponent's highest BV unit.
-
-\item Capture a vehicle crew or 'Mech pilot.
-
-\end{enumerate}
diff --git a/rules/9-Event/4-Casual.tex b/rules/9-Event/4-Casual.tex
deleted file mode 100644
index a3bfa79..0000000
--- a/rules/9-Event/4-Casual.tex
+++ /dev/null
@@ -1,10 +0,0 @@
-Event organizers may allow commanders to play additional casual scenarios between the official event scenarios.
-Event organizers will provide a packet of casual play scenarios for the event, if they are allowed.
-
-Commanders use their entire force for a casual scenario.
-Commanders may temporarily modify the skill levels of their units to balance the BV of each side in a casual scenario.
-The BV or PV of each side should be within 10\% of each other.
-
-Each casual scenario will have a maximum of 5,000,000 C-bills in objectives payments.
-A commander can accept either all of the objectives pay and repair costs or none of the objectives pay and repair costs.
-Any objective pay from casual scenarios can be used to improve a force, so long as repair costs have been applied.
diff --git a/rules/9-Event/5-Conversion.tex b/rules/9-Event/5-Conversion.tex
deleted file mode 100644
index 742bd6a..0000000
--- a/rules/9-Event/5-Conversion.tex
+++ /dev/null
@@ -1,21 +0,0 @@
-Commanders can convert their force from an event into a full \emph{BattleTech: Outworlds Wastes} force.
-All of the full \ifthenelse{\equal{\outworldsMode}{mode-pdf-event}}{Force Construction}{\hyperref[subsec:force_construction]{Force Construction} rules} rules apply, with the following modifications.
-
-\begin{itemize}
-
-\item Units from the event that are damaged but not \emph{destroyed} are repaired for free.
-
-\item Units from the event that are \emph{destroyed} but not replaced cannot be added to the new force.
-
-\item Units from the event may keep any skill upgrades purchased during the event.
-Units from the event may also have their skill levels degraded, if desired.
-
-\item Commanders may change their faction as long as the units from the event are available on the new faction list.
-Commanders may use the \emph{Advanced Force Construction} rules to create a custom faction list.
-
-\item Commanders may keep any C-bills earned during the event.
-If the force ended the event with fewer than 3,000,000 C-bills, then start with 3,000,000 C-bills.
-
-\end{itemize}
-
-If the event force came from an existing full \emph{BattleTech: Outworlds Wastes} force, then the commander may apply any force improvements and objective pay earned during their event to their full force, but unit damage is not repaired for free in this case.
diff --git a/rules/9-Event/6-Scenario-Packs.tex b/rules/9-Event/6-Scenario-Packs.tex
deleted file mode 100644
index 33dd0c2..0000000
--- a/rules/9-Event/6-Scenario-Packs.tex
+++ /dev/null
@@ -1,17 +0,0 @@
-The following event scenario packs are available:
-
-\begin{itemize}
-
-\item \emph{Combined Arms Trainer}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/combined-arms-trainer.pdf}{Scenario pack} (Succession Wars or later)
-
-\item \emph{Boarding Action}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/boarding-action.pdf}{Scenario pack} (Succession Wars or later)
-
-\item \emph{Resupply}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/resupply.pdf}{Scenario pack} (Dark Age or later)
-
-\item \emph{The Legate}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/the-legate.pdf}{Scenario pack} (Dark Age)
-
-\item \emph{Raven Raid}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/raven-raid.pdf}{Scenario pack} (ilClan)
-
-\item \emph{Pride Month 2024}: \href{https://raw.githubusercontent.com/Eudicods/outworlds-wastes/rules-pdf/pride-2024.pdf}{Scenario pack} (Dark Age or later)
-
-\end{itemize}
diff --git a/rules/10-Short/0-Short.tex b/rules/9-Short/0-Short.tex
similarity index 100%
rename from rules/10-Short/0-Short.tex
rename to rules/9-Short/0-Short.tex
diff --git a/rules/9-Short/index.tex b/rules/9-Short/index.tex
new file mode 100644
index 0000000..1a3a49a
--- /dev/null
+++ b/rules/9-Short/index.tex
@@ -0,0 +1 @@
+\input{9-Short/0-Short.tex}
diff --git a/rules/battletech-outworlds-wastes-web.cfg b/rules/battletech-outworlds-chaos-web.cfg
similarity index 100%
rename from rules/battletech-outworlds-wastes-web.cfg
rename to rules/battletech-outworlds-chaos-web.cfg
diff --git a/rules/battletech-outworlds-wastes-web.tex b/rules/battletech-outworlds-chaos-web.tex
similarity index 80%
rename from rules/battletech-outworlds-wastes-web.tex
rename to rules/battletech-outworlds-chaos-web.tex
index b2d895d..9f9a083 100644
--- a/rules/battletech-outworlds-wastes-web.tex
+++ b/rules/battletech-outworlds-chaos-web.tex
@@ -79,36 +79,29 @@
\newpage
% --------------------------------------------------------------------------------
-\newsection{Force Management}{force-management}
+\newsection{Force Maintenance}{force-management}
+\label{sec:force_management}
% --------------------------------------------------------------------------------
-\input{3-Force-Management/index.tex}
+\input{3-Force-Maintenance/index.tex}
\newpage
% --------------------------------------------------------------------------------
-\newsection{Scenarios}{scenarios}
-\label{sec:scenarios}
+\newsection{DropShip Customization}{dropship-customization}
+\label{sec:dropship_customization}
% --------------------------------------------------------------------------------
-\input{4-Scenarios/index.tex}
+\input{4-Dropship-Customization/index.tex}
\newpage
% --------------------------------------------------------------------------------
-\newsection{Scenario Conversion}{conversion}
-\label{sec:conversion}
-% --------------------------------------------------------------------------------
-
-\input{5-Conversion/index.tex}
-
-\newpage
-
-% --------------------------------------------------------------------------------
-\newsection{Instant Action}{instant-action}
+\newsection{Event Play}{event-play}
+\label{sec:event_play}
% --------------------------------------------------------------------------------
-\input{13-Instant-Action/index.tex}
+\input{5-Event-Play/index.tex}
\newpage
@@ -122,11 +115,11 @@
\newpage
% --------------------------------------------------------------------------------
-\newsection{Event Play}{event-play}
-\label{sec:event_play}
+\newsection{Tracks}{scenarios}
+\label{sec:scenarios}
% --------------------------------------------------------------------------------
-\input{9-Event/index.tex}
+\input{7-Tracks/index.tex}
\newpage
@@ -134,7 +127,7 @@
\newsection{Renorsal Reversal}{short-story}
% --------------------------------------------------------------------------------
-\input{10-Short/index.tex}
+\input{9-Short/index.tex}
\newpage
@@ -143,9 +136,9 @@
\label{sec:outworlds_wastes_map}
% --------------------------------------------------------------------------------
-\input{7-Resources/0-Map-3SW-web.tex}
+\input{8-Resources/0-Map-3SW-web.tex}
-\input{7-Resources/0-Map-ilClan-web.tex}
+\input{8-Resources/0-Map-ilClan-web.tex}
\newpage
@@ -154,48 +147,44 @@
\label{sec:sample_tracking}
% --------------------------------------------------------------------------------
-A Google Sheets with sample tracking is also avaliable \href{https://docs.google.com/spreadsheets/d/1uGSthgyHZNMcxrVl6FJjIguesnTC9MTuP-9ow939Quw/copy}{here}.
-
-\subsection{Force Roster}
+\subsection{Event Play Force Roster}
-\input{7-Resources/1-Roster.tex}
+\input{8-Resources/1-Roster-Scale-1.tex}
-\subsection{Logistics Tracking}
+\subsection{League Play Force Roster}
-\input{7-Resources/2-Logistics.tex}
+\input{8-Resources/1-Roster-Scale-1.tex}
\subsection{DropShip Customization}
-\input{7-Resources/3-DropShip.tex}
+\input{8-Resources/2-DropShip.tex}
\newpage
% --------------------------------------------------------------------------------
-\newsection{Sample Event Tracking}{sample-tracking-event}
-\label{sec:sample_tracking_event}
+\newsection{Sample Forces}{sample-forces}
+\label{sec:sample_forces}
% --------------------------------------------------------------------------------
-A Google Sheets with sample tracking is also avaliable \href{https://docs.google.com/spreadsheets/d/17bFS4qAbdIUJQ173NxxHDCCGLD_BG0LDdHGekpoF5M0/copy}{here}.
-
-\input{7-Resources/6-Event-Logistics.tex}
+\input{11-Sample-Forces/index.tex}
\newpage
% --------------------------------------------------------------------------------
-\newsection{Sample Forces}{sample-forces}
-\label{sec:sample_forces}
+\newsection{Force BV Adjustments}{bv-adjustments}
+\label{sec:force_bv_adjustments}
% --------------------------------------------------------------------------------
-\input{12-Sample-Forces/index.tex}
+\input{8-Resources/3-BV.tex}
\newpage
% --------------------------------------------------------------------------------
-\newsection{Force BV Adjustments}{bv-adjustments}
-\label{sec:force_bv_adjustments}
+\newsection{Combat Vehicle Primer}{combat-vehicle-primer}
+\label{sec:combat_vehicle_primer}
% --------------------------------------------------------------------------------
-\input{7-Resources/4-BV.tex}
+\input{8-Resources/4-Vehicles.tex}
\newpage
@@ -204,7 +193,7 @@ \subsection{DropShip Customization}
\label{sec:references}
% --------------------------------------------------------------------------------
-\input{7-Resources/5-References.tex}
+\input{8-Resources/5-References.tex}
\newpage
@@ -213,7 +202,7 @@ \subsection{DropShip Customization}
\label{sec:downloads}
% --------------------------------------------------------------------------------
-\input{8-Downloads/0-Downloads.tex}
+\input{10-Downloads/0-Downloads.tex}
\newpage
\end{document}
diff --git a/rules/battletech-outworlds-wastes.tex b/rules/battletech-outworlds-chaos.tex
similarity index 88%
rename from rules/battletech-outworlds-wastes.tex
rename to rules/battletech-outworlds-chaos.tex
index 23d47e4..749ae5a 100644
--- a/rules/battletech-outworlds-wastes.tex
+++ b/rules/battletech-outworlds-chaos.tex
@@ -158,7 +158,7 @@ \section{Background}
\section{Renorsal Reversal}
% --------------------------------------------------------------------------------
-\input{10-Short/index.tex}
+\input{9-Short/index.tex}
\newpage
@@ -171,42 +171,55 @@ \section{Force Construction}
\newpage
% --------------------------------------------------------------------------------
-\section{Force Management}
+\section{Force Maintenance}
+\label{sec:force_maintenance}
% --------------------------------------------------------------------------------
-\input{3-Force-Management/index.tex}
+\input{3-Force-Maintenance/index.tex}
\newpage
% --------------------------------------------------------------------------------
-\section{Scenarios}
+\section{DropShip Customization}
+\label{sec:dropship_customization}
% --------------------------------------------------------------------------------
-\input{4-Scenarios/index.tex}
+\input{4-Dropship-Customization/index.tex}
\newpage
% --------------------------------------------------------------------------------
-\section{Scenario Conversion}
+\section{Event Play}
+\label{sec:event_play}
% --------------------------------------------------------------------------------
-\input{5-Conversion/index.tex}
+\input{5-Event-Play/index.tex}
\newpage
% --------------------------------------------------------------------------------
\section{League Play}
+\label{sec:league_play}
% --------------------------------------------------------------------------------
\input{6-League-Play/index.tex}
\newpage
+% --------------------------------------------------------------------------------
+\section{Tracks}
+\label{sec:tracks}
+% --------------------------------------------------------------------------------
+
+\input{7-Tracks/index.tex}
+
+\newpage
+
% --------------------------------------------------------------------------------
\section{Outworlds Wastes Map - Succession Wars Era}
% --------------------------------------------------------------------------------
-\input{7-Resources/0-Map-3SW.tex}
+\input{8-Resources/0-Map-3SW.tex}
\newpage
@@ -214,23 +227,23 @@ \section{Outworlds Wastes Map - Succession Wars Era}
\section{Outworlds Wastes Map - ilClan Era}
% --------------------------------------------------------------------------------
-\input{7-Resources/0-Map-ilClan.tex}
+\input{8-Resources/0-Map-ilClan.tex}
\newpage
% --------------------------------------------------------------------------------
-\section{Sample Force Roster}
+\section{Sample Event Play Force Roster}
% --------------------------------------------------------------------------------
-\input{7-Resources/1-Roster.tex}
+\input{8-Resources/1-Roster-Scale-1.tex}
\newpage
% --------------------------------------------------------------------------------
-\section{Sample Scenario Logistics Tracking}
+\section{Sample League Play Force Roster}
% --------------------------------------------------------------------------------
-\input{7-Resources/2-Logistics.tex}
+\input{8-Resources/1-Roster-Scale-2.tex}
\newpage
@@ -238,7 +251,7 @@ \section{Sample Scenario Logistics Tracking}
\section{Sample DropShip Customization Tracking}
% --------------------------------------------------------------------------------
-\input{7-Resources/3-DropShip.tex}
+\input{8-Resources/2-DropShip.tex}
\newpage
@@ -247,7 +260,16 @@ \section{Force BV Adjustments}
\label{sec:force_bv_adjustments}
% --------------------------------------------------------------------------------
-\input{7-Resources/4-BV.tex}
+\input{8-Resources/3-BV.tex}
+
+\newpage
+
+% --------------------------------------------------------------------------------
+\section{Combat Vehicle Primer}
+\label{sec:combat_vehicle_primer}
+% --------------------------------------------------------------------------------
+
+\input{8-Resources/4-Vehicles.tex}
\newpage
@@ -256,7 +278,7 @@ \section{References}
\label{sec:references}
% --------------------------------------------------------------------------------
-\input{7-Resources/5-References.tex}
+\input{8-Resources/5-References.tex}
\newpage
diff --git a/rules/battletech-outworlds-wastes-errata.tex b/rules/battletech-outworlds-wastes-errata.tex
deleted file mode 100644
index 759e8d7..0000000
--- a/rules/battletech-outworlds-wastes-errata.tex
+++ /dev/null
@@ -1,175 +0,0 @@
-% --------------------------------------------------------------------------------
-% --------------------------------- Preamble -----------------------------------
-% --------------------------------------------------------------------------------
-
-\documentclass{article}
-
-\usepackage[nopatch=footnote]{microtype}
-
-\hyphenpenalty=5000 \tolerance=2000 \emergencystretch=10pt
-
-\usepackage[defaultfam,tabular]{montserrat}
-\usepackage[letterpaper, margin=0.75in]{geometry}
-\usepackage{graphicx} % to insert figures
-\usepackage[table,x11names]{xcolor} % colors for e-copies
-\usepackage{subcaption} % subfigures
-\usepackage{placeins} % Float barriers
-\usepackage{booktabs}
-\usepackage{array}
-\usepackage{caption}
-\usepackage{rotating}
-\usepackage{multicol}
-\usepackage{multirow}
-\usepackage{titlesec}
-\usepackage{hyperref} % PDF hyperreferences
-\usepackage{titling}
-\usepackage{tikz}
-\usetikzlibrary{shapes.geometric}
-\usetikzlibrary{calc}
-\usepackage[T1]{fontenc}
-\usepackage{ifthen}
-\usepackage{fancyhdr}
-\usepackage{setspace}
-\usepackage{eqparbox}
-\renewcommand*\oldstylenums[1]{{\fontfamily{Montserrat-TOsF}\selectfont #1}}
-\usepackage{enumitem}
-\setlist[itemize]{topsep=0pt}
-\setlist[enumerate]{topsep=0pt}
-
-\makeatletter
-\renewcommand{\@dotsep}{10000}
-\makeatother
-
-\newsavebox{\savefig}
-
-\newcommand{\Vline}[1]{\vrule width #1}
-\newcommand{\Hline}[1]{\noalign{\hrule height #1}}
-
-\setcounter{secnumdepth}{0}
-
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diff --git a/rules/battletech-outworlds-wastes-event.tex b/rules/battletech-outworlds-wastes-event.tex
deleted file mode 100644
index 2dd598f..0000000
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diff --git a/rules/battletech-outworlds-wastes-instant-action.tex b/rules/battletech-outworlds-wastes-instant-action.tex
deleted file mode 100644
index 82a50bc..0000000
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diff --git a/rules/battletech-outworlds-wastes-quickstart.tex b/rules/battletech-outworlds-wastes-quickstart.tex
deleted file mode 100644
index 2276c92..0000000
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-\section{BattleTech: Outworlds Wastes Quickstart Rules}
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-\input{0-Introduction/index-quickstart.tex}
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-\tableofcontents
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-\section{Background}
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-\input{1-Background/index-quickstart.tex}
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-\section{Force Construction}
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-\input{2-Force-Construction/index-quickstart.tex}
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-\section{Force Management}
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-\section{Scenarios}
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-\input{4-Scenarios/index-quickstart.tex}
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-\section{Sample Force Roster}
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-\input{7-Resources/1-Roster.tex}
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-\section{Sample Scenario Logistics Tracking}
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-\input{7-Resources/2-Logistics.tex}
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-\section{Force BV Adjustments}
-\label{sec:force_bv_adjustments}
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-\input{7-Resources/4-BV.tex}
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-\section{References}
-\label{sec:references}
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-\input{7-Resources/5-References.tex}
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-% End page
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-\title{
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- \fontsize{35}{42}\fontseries{ub}\selectfont\MakeUppercase{Outworlds Wastes}
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