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6 changes: 3 additions & 3 deletions rules/0-Introduction/0-Intro.tex
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\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.
\emph{BattleTech: Outworlds Wastes} provides a framework for a narrative BattleTech league and events based upon \emph{BattleTech: Chaos Campaign}.
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.
6 changes: 2 additions & 4 deletions rules/0-Introduction/1-Goals.tex
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\item Foster a friendly and welcoming environment

\item Create personalized lore for BattleTech forces
\item Create personalized lore for your BattleTech command

\item Track the struggles and accomplishments of these forces

\item Explore BattleTech lore and equipment
\item Explore BattleTech lore, equipment, and rules

\end{itemize}
5 changes: 0 additions & 5 deletions rules/0-Introduction/2-Contents-quickstart.tex

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33 changes: 12 additions & 21 deletions rules/0-Introduction/2-Contents.tex
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\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]{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.

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.
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 scenarios are available as \hyperref[sec:downloads]{downloads} and the \hyperref[sec:scenarios]{scenarios} rules include instructions on creating additional scenarios.

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 region \hyperref[sec:outworlds_wastes_map]{maps} 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{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}).

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.
The \emph{Scenario} rules (see p. \pageref{sec:scenarios}) rules include instructions on creating additional scenarios.
}
43 changes: 0 additions & 43 deletions rules/0-Introduction/index-quickstart.tex

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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 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, 18 November 2024}.

\newpage
\vspace*{\fill}
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7 changes: 3 additions & 4 deletions rules/1-Background/0-Intro-factions.tex
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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}

Expand All @@ -21,4 +20,4 @@
\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.
2 changes: 1 addition & 1 deletion rules/1-Background/1-Factions.tex
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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.
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5 changes: 0 additions & 5 deletions rules/1-Background/index-quickstart.tex

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13 changes: 11 additions & 2 deletions rules/2-Force-Construction/0-Intro.tex
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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).
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.

You must bring the rulebooks for any special equipment on units in your command not found in \emph{BattleTech: Total Warfare}, \emph{BattleTech: BattleMech Manual}, or \emph{Alpha Strike: Commander's Edition}.
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.
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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 \\
2 & Locust IIC & 'Casper' Poole & 4 & 5 & 1,100 & 42 \\
3 & Cavalry Attack (BA) & 'Bugs' Schwann & 4 & 5 & 604 & 29 \\
4 & IS Standard (Laser) & Ralph Nosske & 4 & 5 & 231 & 14 \\
\hline
& Total & & & & 3,832 & 137 \\
\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 & Adder J & Ada & 4 & 5 & 1,222 & 28 \\
3 & Elemental BA [Laser] & Harry & 4 & 5 & 447 & 19 \\
4 & Elemental BA [Laser] & Thomas & 4 & 5 & 447 & 19 \\
\hline
& Total & & & & 3,738 & 107 \\
\Hline{1pt}
\end{tabular}
\caption*{ilClan Era Raven Alliance - Raven Expeditionary Cluster}
\end{table}

Both forces can support additional units on their DropShips.
56 changes: 56 additions & 0 deletions rules/2-Force-Construction/1-Force-Construction-Scale-1.tex
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You start with 4,000 BV (100 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.
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 & 6 bays \\
Combat Vehicle & 2 vehicles or 1 superheavy vehicle & 3 bays \\
Aerospace & 1 aerospace unit & 2 bays \\
ProtoMech & 5 ProtoMechs & 1 bays \\
Infantry & 15 tons or 1 unit over 15 tons & 1 bay \\
\Hline{1pt}
\end{tabular}
\caption*{Scale 1 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 and may have two 'Mechs.
'Mechs can account for no more than 3,000 BV (75 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 run non-'Mech units as Battlefield Support: Assets; however Assets cannot score objectives.

\item Forces cannot contain aerospace or battlefield support units, including on-map artillery.

\item The BV costs of a unit includes 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}
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