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detachment rules, clarifications
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jeremylt committed Nov 26, 2024
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3 changes: 1 addition & 2 deletions rules/0-Introduction/0-Intro.tex
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\emph{BattleTech: Outworlds Wastes} provides a framework for a narrative BattleTech league and events based upon \emph{BattleTech: Chaos Campaign}.
\emph{BattleTech: Outworlds Wastes} provides a framework for a narrative BattleTech league and events based upon \emph{BattleTech: Chaos Campaign} from the \emph{BattleTech: Mercenaries} box set and \emph{BattleTech: Hinterlands} sourcebook.
Players lead a combined arms force searching the Outworlds Wastes for LosTech and glory.
Completing objectives in scenarios earns Supply Points to maintain and upgrade your force.
Commanders 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.
11 changes: 6 additions & 5 deletions rules/0-Introduction/2-Contents.tex
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% Website
This website covers background information, player rules, organizer information, and reference material.

Players who want to start with smaller scale or event play, where each commander controls a mixed combined arms lance, should read the \hyperref[subsec:force_construction_scale_1]{Scale 1 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]{Scale 2 Force Construction} rules.
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.

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 instructions on creating additional tracks.

The reference materials include region \hyperref[sec:outworlds_wastes_map]{maps} and a list of \hyperref[sec:references]{references}.
} {
% 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{Scale 1 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{Scale 2 Force Construction} rules (see p. \pageref{subsec:force_construction_scale_2}).
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}).

Organizers should read the \emph{Event Play} rules (see p. \pageref{sec:event_play}) and \hyperref[sec:league_play]{League Play} (see p. \pageref{sec:league_play}) sections for information on how to organize and run events and leagues.
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 instructions on creating additional tracks.
}
2 changes: 1 addition & 1 deletion rules/0-Introduction/index.tex
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Expand Up @@ -34,7 +34,7 @@ \subsubsection*{Acknowledgments}
\subsubsection*{Version}
% --------------------------------------------------------------------------------

This \ifthenelse{\equal{\outworldsMode}{mode-web}}{website is current as of \today}{document is for \emph{BattleTech: Outworlds Wastes} version 3.0-alpha, 18 November 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}
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1 change: 0 additions & 1 deletion rules/2-Force-Construction/0-Intro.tex
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You start with a budget of Battle Value (BV) or Point Value (PV) for your initial units and a Warchest of Support Points (SP).
You can create a force at Scale 1 or Scale 2.
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 the \emph{BattleTech: Mercenaries} box set or \emph{BattleTech: Hinterlands} sourcebook.

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5 changes: 3 additions & 2 deletions rules/2-Force-Construction/1-Force-Construction-Scale-1.tex
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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:
Expand All @@ -23,7 +24,7 @@
Infantry & 15 tons or 1 unit over 15 tons & 1 bay \\
\Hline{1pt}
\end{tabular}
\caption*{Scale 1 DropShip Bay Limits}
\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.
Expand All @@ -32,7 +33,7 @@

\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 (85 PV).
'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.
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11 changes: 6 additions & 5 deletions rules/2-Force-Construction/1-Force-Construction-Scale-2.tex
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For Scale 2 play, commanders start with a Scale 3 force.
Commanders start with 11,000 BV (400 PV) to acquire initial units for your force and a Warchest of 3,000 SP.
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:

Expand All @@ -26,7 +26,7 @@
Infantry & 15 tons or 1 unit over 15 tons & 2 bays \\
\Hline{1pt}
\end{tabular}
\caption*{Scale 2 DropShip Bay Limits}
\caption*{League Play DropShip Bay Limits}
\end{table}

Support, Advanced Support, and Advanced Aerospace units are not permitted.
Expand All @@ -40,14 +40,15 @@
\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 (280 PV) in 'Mechs.
\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 (20 PV) must be spent on units capable of offering Battlefield Support: Strikes.
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
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4 changes: 2 additions & 2 deletions rules/2-Force-Construction/index.tex
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\input{2-Force-Construction/0-Intro.tex}

% --------------------------------------------------------------------------------
\subsection{Scale 1}
\subsection{Event Play}
\label{subsec:force_construction_scale_1}
% --------------------------------------------------------------------------------

Expand All @@ -15,7 +15,7 @@ \subsubsection{Sample Forces}
\newpage

% --------------------------------------------------------------------------------
\subsection{Scale 2}
\subsection{League Play}
\label{subsec:force_construction_scale_2}
% --------------------------------------------------------------------------------

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4 changes: 2 additions & 2 deletions rules/3-Force-Maintenance/1-Skills.tex
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The \emph{BattleTech: Mercenaries} box set or \emph{BattleTech: Hinterlands} sourcebook outline the SP costs for Skill Advances.
At Scale 1, units cannot be advanced to better than 2/3.
At Scale 2, units cannot be advanced to better than 1/2.
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.
6 changes: 2 additions & 4 deletions rules/3-Force-Maintenance/3-Salvage.tex
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Expand Up @@ -2,7 +2,5 @@
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.

If a commander's contract has 10\% or better Salvage Rights (step 4), they may purchase salvaged units.
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.
The commander may use these salvage SP to purchase any of the salvaged units.
Any SP not spent on purchasing salvaged units is added to your Warchest.
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.
6 changes: 3 additions & 3 deletions rules/3-Force-Maintenance/5-SPAs.tex
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Units may learn an SPA for free after a track.
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.
Expand All @@ -10,7 +10,7 @@
\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{10em} | m{10em} !{\Vline{1pt}}}
\begin{tabular}{!{\Vline{1pt}} C{3em} | m{12em} | m{12em} !{\Vline{1pt}}}
\Hline{1pt}
\rowcolor{black!30} \bfseries{D6} & \bfseries{'Mech} & \bfseries{ProtoMech} \\
\Hline{1pt}
Expand All @@ -29,7 +29,7 @@
\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{10em} | m{10em} | m{10em} !{\Vline{1pt}}}
\begin{tabular}{!{\Vline{1pt}} C{3em} | m{12em} | m{12em} | m{12em} !{\Vline{1pt}}}
\Hline{1pt}
\rowcolor{black!30} \bfseries{D6} & \bfseries{Combat Vehicle} & \bfseries{Airborne Unit} & \bfseries{Infantry} \\
\Hline{1pt}
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2 changes: 1 addition & 1 deletion rules/5-Event-Play/0-Intro.tex
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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]{Scale 1 Force Construction} rules}{\emph{Scale 1 Force Construction} rules (see p. \pageref{subsec:force_construction_scale_1})}.
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.
6 changes: 3 additions & 3 deletions rules/5-Event-Play/2-Tracks.tex
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Expand Up @@ -3,9 +3,9 @@

The standard rules given in the \emph{BattleTech: Mercenaries} box set and the \emph{BattleTech: Hinterlands} sourcebook apply to these tracks, unless the organizers modify these rules.

Commanders may bring 3,000 BV (85 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 (40 PV) of non-'Mech units, plus any unspent BV (PV) from 'Mech units, for a total of 3,500 BV (125 PV).
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).

Commanders get 7 BSP for Battlefield Support: Strikes.
Commanders may convert the 500 BV to 25 BSP and run the non-'Mech units as Battlefield Support: Assets; however, Assets may not score objectives.
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.
Any unspent BV or BSP may be converted to BSP to use for Battlefield Support: Strikes, unless prohibited by the track rules.
13 changes: 13 additions & 0 deletions rules/5-Event-Play/4-Detachment.tex
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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.
6 changes: 6 additions & 0 deletions rules/5-Event-Play/index.tex
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Expand Up @@ -17,3 +17,9 @@ \subsection{Secondary Objectives}
% --------------------------------------------------------------------------------

\input{5-Event-Play/3-Secondary.tex}

% --------------------------------------------------------------------------------
\subsection{Force Detachment}
% --------------------------------------------------------------------------------

\input{5-Event-Play/4-Detachment.tex}
5 changes: 3 additions & 2 deletions rules/6-League-Play/0-Intro.tex
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League play uses Scale 3 forces playing Scale 2 tracks and is more suitable for longer, larger games and pickup games.
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.
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.
11 changes: 5 additions & 6 deletions rules/6-League-Play/5-Tracks.tex
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Expand Up @@ -3,13 +3,12 @@

The standard rules given in the \emph{BattleTech: Mercenaries} box set and the \emph{BattleTech: Hinterlands} sourcebook apply to these tracks, unless the organizers modify these rules.

For 1v1 tracks, commanders may bring 6,000 BV (170 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 1,000 BV (80 PV) of non-'Mech units, plus any unspent BV (PV) from 'Mech units, for a total of 7,000 BV (250 PV).
Commanders may convert the 1,000 BV to 50 BSP and run the non-'Mech units as Battlefield Support: Assets; however, Assets may not score objectives.
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.
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 3,000 BV (85 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 (40 PV) of non-'Mech units, plus any unspent BV (PV) from 'Mech units, for a total of 3,500 BV (125 PV).
Commanders may convert the 500 BV to 25 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.
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.
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