Force Management¶
This campaign uses the Force Management rules for Outworlds Wastes with the following modifications
Modified Rules¶
Train: Pay 5.000.000 C-bills multiplied by the difference in BV skill multiplier to improve a unit’s skill levels. Only a single skill can be improved by a single level at a time, and training requires 7 days to complete.
Refit: Commanders may not refit any units.
Omni Refit: Commanders may still temporarily refit Omni units to cheaper variants at no cost.
Purchase: Commanders may only purchase the units listed as available in system they currently occupy, from units available at the current or a lower resistance level.
Salvage: Commanders may only salvage enemy units to earn C-bills, not salvage units to add to their force, unless the scenario states otherwise.
Optional Rules¶
The following optional rules are used.
Slim Resources: Refit and purchase options are restricted, representing limited resources in the campaign.
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, 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 retrained as above. Some scenarios may require capturing enemy pilots or crew.
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 2.500.000 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 1.100.000 C-bills to retrain a 3/3 pilot for a new unit. See BattleTech: TechManual p. 315 for the BV skill multiplier table. 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, TW ).
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 result in disproportionate salvage 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.
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 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 repair rules.
For Alpha Strike, calculate 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 repair rules.
Omni Repair: Calculate the repair costs without the Omni Conversion Cost. OmniMechs and OmniVehicles cost 125% of the base cost of the materials to construct due to their complexity. Commanders may reduce their repair costs for Omni units by 20%. For example, a Timber Wolf Prime would cost 4.846.625 C-bills to repair instead of 6.058.281 C-bills. If Granular Repair is in effect, then apply this adjustment to the the cost per internal section or structure bubble. This modification does not apply to the cost replace the unit when destroyed.
Rearm: Ammunition must be replenished. 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.
Timetables: Maintenance activities take time to complete. Repair takes 7 days to complete. Replace and Refit take 14 days to complete. Commanders may pay double the C-bill cost to reduce this time by 7 days. Also, pilots only heal one point of damage each 7 days.
Design Quirks: Commanders may opt into using Design Quirks for their entire force. If a commander opts into using Design Quirks, then the quirks always apply to repair, replacement, salvage, and selling costs for all units. All commanders must agree to use Design Quirks for them to apply in a scenario.
DropShip Customization¶
Danais DropShips are commonly modified to create Trojan DropShips. Commanders may customize their DropShip with the following rules.
Commanders are encouraged to name their DropShip prior to customization.
Danais class DropShips have 1.700 tons of cargo capacity. The tons of cargo capacity may be converted into bays for combat units. 150 tons have already been converted to hold the first ‘Mech bay, leaving 1.550 tons available for customization.
Note: Lower amounts of cargo capacity converted to bays for combat units makes it easier for commanders to avoid a high bounty level.
Combat Bays¶
To customize cargo space into bays for combat units, pay the cost listed below, in tons and C-Bills. Each conversion requires 28 days to complete, and only one bay may be converted at a time.
Bay |
Tons |
Cost |
|---|---|---|
‘Mech |
150 |
₵560.000 |
Combat Vehicle |
125 |
₵550.000 |
Aerospace |
150 |
₵560.000 |
ProtoMech |
50 |
₵550.000 |
Infantry |
15/Unit Weight |
₵15.000 per ton |
The following modifications apply to the rules for these bays.
Combat vehicle bays may hold any number of combat vehicles, as long as their combined weight does not exceed 100 tons.
Superheavy ‘Mechs and combat vehicles require two full bays. No other combat units can be in either bay.
Support Bays¶
A combat vehicle bay holding a single support vehicle may be converted to a support bay, at a cost of ₵500.000 C-bills. Each conversion takes 28 days to complete, but any number of bays can be converted at the same time. Each benefit may be purchased up to 3 times. The support bays give the following benefits.
‘Mech recovery vehicle
Bay |
Benefit |
|---|---|
‘Mech Maintenance |
10% decrease in repair, replace, and refit costs for ‘Mechs; 1 free repair of 1 critical hit after each scenario |
Ground Vehicle Maintenance |
10% decrease in repair, replace, and refit costs for ground combat vehicles; 1 free repair of 1 critical or motive hit after each scenario |
VTOL Vehicle Maintenance |
10% decrease in repair, replace, and refit costs for VTOL combat vehicles; 1 free repair of 1 critical or motive hit after each scenario |
Aerospace Maintenance |
10% decrease in repair, replace, and refit costs for aerospace; 1 free repair of 1 critical hit after each scenario |
ProtoMech Maintenance |
10% decrease in repair, replace, and refit costs for ProtoMechs; 1 free repair of 1 critical hit after each scenario |
Machine Shop |
10% decrease in salvage costs; 10% increase in salvage revenue |
MASH truck
Bay |
Benefit |
|---|---|
Medical Bay |
-1 modifier to ‘Mech ejection PSRs; Vehicle and ProtoMech crews survive on a 2D6 roll of 12 - 2 (number of levels) |
Mobile HQ
Bay |
Benefit |
|---|---|
Simulators |
10% decrease in training costs |