Battle of Tukayyid Online

The Battle of Tukayyid Online is a community based online campaign designed to let you play through Catalyst Games Labs excellent Battle Of Tukayyid (BOT) Chaos Campaign using MegaMek for game play and Discord for communications including campaign and force/TO&E tracking.

Join the Discord server here:

https://discord.gg/7GCbGjHjwb

This document is a guide to how to set up you forces, get involved in playing and adapt the Tracks in BOT for play with MegaMek. You will be required to have access to a copy of BOT to play through this campaign – and this as a community based product contains no copyright material from the BOT campaign.

This campaign will launch on Friday 22nd of January for force construction only. Gameplay will start from Friday 29th of January. The Campaign will be open for three months (until the end of April) after which either ComStar or the Clans will declared the rulers of Terra!

Stuart “Strategos”

www.facebook.com/strategoslevel3

Legal Stuff

This is a community based project and is not associated in any way or officially endorsed by Catalyst Games Labs or the Catalyst Demo Team. Please ensure you do not post pictures/images/links to copies (e.g. on file sharing sites) of the BOT campaign guide (or other Catalyst products) to the Discord as this is a breach of copyright (please buy a copy at the Catalysts Store – all Kick Starter backers have access to one).

What is Chaos Campaign?

Chaos Campaign is a simple and abstract system for managing campaigns in BattleTech. Each players creates a Campaign Force using the guidance provided and starts with a set number of WarChest Points. WarChest Points represent the forces resources, reserves, cash, reputation etc.

The players then undertake scenarios called Tracks. In each scenario, players can take a certain % of their Campaign Force to take part in the Track, called the Track Force. At the start of each Track players will pay a Track Cost to play. This costs can be modified by Options as shown in the scenario which often make the cost cheaper. At the end of each Track players will score Objectives which will earn them more WarChest Points.

After each Track players will repair units, replace ammo, train MechWarriors, heal injured MechWarriors, purchase new units, bury their dead etc. This is accomplished by spending Support Points which can be purchases by exchanging WarChest Points with a multiplier called the Battle Force Size Multiplier (BFSM).

The version of Chaos Campaign presented in the Battle of Tukayyid campaign book, is a slightly simplified version of prior Chaos Campaign books. The version that will be used in this campaign takes into account additional rules from other Chaos Campaign Books including:

  • Technology Modifier and Equipment Ratings
  • Clan technology Support Point cost multiplier of x 2
  • Provides Support Point cost for repairing and buying Vehicles and Infantry.
  • Separated ComStar BattleMechs into Introductory Technology (which are cheaper to repair) and Standard Technology.
  • Modified Battle Force Support Modifier (BFSM) (this replaces the one found in BOT Pg 15.
  • This campaign does not use Battlefield Support Points (BSP) but converts them to BV to buy Infantry and Vehicles (For ComStar Forces). Where BSP’s are mentioned in a Track they have been converted to BV at 1 BSP = 150 BV.
  • This campaign does not use the Optional Rule: Battle Value/Point Value detailed in BOT pg 24, but instead uses regular BV costs for units.
  • Force generation will not be using the Force Building, Combined Arms or Battlefield Support Point rules in the BOT as they are not compatible with MegaMek (BOT Pg 22).

If there is a difference between rules in this document and BOT, consider this document to be the correct one for this campaign. You can also consult the following books for more about Chaos Campaign (given in order of most recent/up to date):

  • Chaos Campaign: Succession Wars (Free)
  • Chaos Campaign (Free)
  • Total Chaos
  • Campaign Operations

Chosing Forces

The Battle of Tukayyid is a titanic struggle between seven Clans (Clan Smoke Jaguar, Clan Diamond Shark, Clan Steel Viper, Clan Ghost Bear, Clan Nova Cat, Clan Jade Falcon and Clan Wolf) and the forces of ComStar.

Each player may choose to play one Clan Cluster (A Trinary of OmniMechs and a Trinary of Elementals) or play one ComStar Level III (6 Level II’s plus 3 Level II’s of Support units).

It is also possible for players to have both a Clan and a ComStar force and play in the campaign with both forces. Once you have finished one campaign players are more than welcome to create another force for Clan or ComStar and play through again!

Once you have chosen which Clan you wish to play or if you wish to play ComStar, (or both) go to the Discord Channel and in the #newplayers channel put in your request. Once this is done your customised TO&E (Table or Ordinance and Equipment) will be created for you which can only be edited by you and by Admins (Precentors).

Force Construction

Use the following guidelines to construct your Campaign Force. Your Campaign Force will not be the force you take into each scenario e.g. in a scenario you may be asked to select 33% of your Campaign Force. The force used for a scenario is called the Track Force.

One you have constructed your force, enter it onto your Discord TO&E Channel, an example will be provided.

General force construction rules:

  • BV2 will be used for all units (as correctly implemented in the latest versions of MegaMek . At the time of writing the suggested version of MegaMek is 47.16 although the new Stable Version is due shortly.
  • Force generation will not be using the Force Building, Combined Arms or Battlefield Support Point rules in the BOT as they are not compatible with MegaMek (BOT Pg 22).
  • Each player will have 54,000 BV for their Campaign force, split into thirds of 18,000 BV (which is the Expected Track Force Size).
  • Online Canon units may be taken (i.e. ones in a TRO)
  • Currently the Tukayyid (TC) variants in BOT are not available in MegaMek (until a 2 month moratorium has been passed) so should not be taken.
  • All unit selection must be from the BOT campaign guide.
  • Players may select the following Standard Technology Ammo types (Flak, Inferno, Smoke, Artemis Enabled, NARC [and NARC Pods], Streak, Arrow IV [Artillery or Homing], Flechette, Fragmentation, Thunder/FASCAM, Tracer, Swarm, Artillery: Copperhead, Artillery: Cluster – but not Armor Piercing, Semi-Guided or Precision Ammo).
  • Players should not use C3 systems due to their complexity in implementation.
  • Players may not select off table Artillery Units. Any Artillery units (e.g. Catapult CPT-4) should be deployed on the map. Some scenarios make use of Artillery which can be placed off map.
  • Players may not select Aerospace units as part of their forces. Some scenarios do provide aerospace forces.
  • Unless otherwise notes only rules from Total Warfare, A Game of Armored Combat box, Clans Box or BattleMech Manual are in effect.
  • All units skills for Gunnery and Piloting must remain with 2 points of each other e.g. 4/3 or 4/2 are ok but 5/1 is not. (AntiMech skill for Infantry is the exception to this).
  • If making a large force is a daunting task, simply make the 18,000 BV force and just triple it so each of the 3, 18,000 BV forces is the same.

Training Levels

Experience LevelGunnery/PilotingGunnery/PilotingGunnery/Piloting
Civilian8/87/88/7
Very Green7/76/77/6
Green6/65/66/5
Regular5/54/55/4
Veteran4/43/44/3
Elite3/32/33/2
Heroic2/21/22/1
Legendary1/10/11/0 (0/0)

Clan Forces

Clan players will generate a Campaign Force with a BV of 54,000. This will be split into three Stars/Nova’s (each with 5 BattleMechs and up to 5 points of Elemental Battle Armor) each costing no more than 18,000 BV. BV can not be transferred between separate Nova’s.

  • Players should select their forces using the tables in the BOT campaign guide for their appropriate Clan (These do not need to be rolled randomly). (BOT Page 28)
  • Each Nova will have exactly 5 Clan BattleMechs (Either OmniMechs or Second line Clan Mechs or a mix of the two)
  • Each OmniMech must be purchased in the Prime Configuration (note that Omni-Pod configurations can be changed with OmniMechs before each scenario).
  • Clan Trueborn MechWarriors who pilot OmniMechs must have a minimum training of Veteran (Pilot 4, Gunnery 3) and a maximum of Heroic (Pilot 2, Gunnery 1).
  • Dirty Freebirth/Ancient Solhoma Clan MechWarriors who pilot 2nd Line Clan Mechs must have a minimum training of Regular (Pilot 5, Gunnery 4) and a maximum of Elite (Pilot 3, Gunnery 2).
  • Each Star of Mechs may choose to be supported by one Star of Elementals will include 0-5 points of Elemental Battle Armor (Laser) (Note before each Track the weapon systems of Elementals Battle Armor can be changed).
  • Elementals must have a minimum training of Veteran (Pilot 4, Gunnery 3) and a maximum of Heroic (Pilot 2, Gunnery 1).
  • Elemental Battle Armor may only be included in a Track Force if carried onto the map by an Omni-Mech. All Elemental Battle Armor must start scenarios mounted on an Omni-Mech.
  • Clans may not select Conventional Infantry or Vehicles (No Hell’s horses here!)
  • It is completely at the Clan players choice if they wish to follow Zellbrigen rules, they are optional.
  • All Clan forces have a Equipment Rating of A (100% Standard Technology Units). (See the A Chaos Campaign Guide to…for more on Equipment Rating.)
  • Each Clan Star (Formation) can have a maximum of 1 Heroic, 2 Elite units.

Clan Jade Falcon Nova with 5 Omni-Mechs and 5 Points of Elementals.

TO&E Clan Jade Falcon (Gamma Galaxy 9th Talon Cluster) 17,851BV

  • Summoner Prime [70] (2/2) 4020 BV
  • Executioner Prime [95] (4/3) 3629 BV
  • Mad Dog Prime [60] (4/3) 3103 BV
  • Stormcrow Prime [55] (4/3) 2736 BV
  • Kit Fox [30] (4/3) 1432 BV
  • Elemental Battle Armor [Laser] (3/2) 751 BV
  • Elemental Battle Armor [Laser] x4 (4/3) 590 BV x 4

ComStar Forces

ComStar players with generate a Campaign Force with a BV of 54,000. This will be split into three groups, where each group has 2 Level IIs of BattleMechs and 1 Level 2 of Support forces (Vehicles or Infantry). Each group should cost no more than 18,000 BV. BV can’t be transfered between groups.

  • Players should select their forces using the tables in the BOT campaign guide from the ComStar tables (These do not need to be rolled randomly) (BOT pg. 32)
  • ComStar Forces have an Equipment rating of C. This means each Group of 18,000 BV should have between 45% and 65% of their force (by BV) made up of Standard Technology Units. The rest should be made up of Introductory Technology units. This ration should remain in place even if new BattleMechs are purchased. (See A Chaos Campaign Guide to… post for more on Equipment Rating.)
  • Each Level II with consist of exactly 6 BattleMechs.
  • MechWarriors must and a minimum training of Green (Pilot 6, Gunnery 5) and a maximum of Elite (Pilot 3, Gunnery 2)
  • Each Support Level II will consist of 6 Level 1’s which can either be Infantry Platoons or Combat Vehicles.
  • Vehicle Crews must and a minimum training of Green (Pilot 6, Gunnery 5) and a maximum of Elite (Pilot 3, Gunnery 2)
  • Although Vehicles are not mentioned in BOT players may take any canon Introductory Tech or Standard Tech (SLDF) vehicle listed here MASTER UNIT LIST – COMSTAR VEHICLES
  • Royal Vehicles are rare; only one Royal Vehicle of any kind may be included per Level II. For example, if a Burke Defense Tank (Royal) is generated for a Level II, neither a second Burke Defense Tank (Royal) nor a Fury Command Tank (Royal) (nor any other Royal Vehicle) may be included in that Level II.
  • Infantry Platoons must and a minimum training of Green (AntiMech 8, Gunnery 5) and a maximum of Elite (AntiMech 3, Gunnery 2).
  • Any infantry forces may only be added to a Track Force is they can be carried onto the map by a vehicle and must start the game mounted (Mechanised Infantry unit are exempt from this).
  • Infantry must be purchased as Platoons and not Squads. (Although ComStar Deploys Platoons of different strength to InnerSphere standards, for the purposes of this campaign we are ignoring that fact!)
  • ComStar may not use Inner Sphere Battle Armour
  • Each ComStar Level II (Formation) can have a maximum of 1 Elite, 2 Veteran units.

Introductory Technology vs Standard Technology

There are considered to be two technology levels in Chaos Campaign which are important for force Equipment Rating, repairs and purchasing new units.

Introductory Technology

Introductory Technology units tend to be 3025 era units with basic weapons system e.g. the BattleMechs in the BattleTech: A Game of Armored Combat box. Introductory Technology units in your TO&E should be identified e.g. by an *.

A unit is considered to be introductory if it has only the following:

  • Standard Armor
  • Standard Internal Structure
  • Standard Engine
  • AC 2/5/10/20
  • SRM 2/4/6
  • LRM 5/10/15/20
  • Small/Medium/Large Laser
  • PPC
  • Machine Guns
  • Melee Weapon
  • Long Tom/Thumper

This category includes most infantry (Laser, Rifle, SRM).

Standard Technology (3052)

If a unit is not an Introductory Technology unit it is a Standard Technology Unit. This includes all Clan Mechs. Standard Technology units may have any of the following:

  • Ferro-Fibrous
  • Endo-Steel
  • XL Engine
  • UAC 2/5/10/20
  • LB-X 2/5/10/20
  • Gauss Rifle
  • SRM Streak
  • Artemis
  • NARC
  • Small/Medium/Large Pulse Lasers
  • ER Email/Medium/Large Lasers
  • ERPPC
  • Arrow IV
  • TSM
  • MASC
  • Beagle Active Probe
  • Any ECM
  • TAG
  • Any BattleArmor

This should not be confused with the Categories in the MegaMek data base (e.g. Advanced/Experimental) which do not apply to the campaign.

Playing the Campaign

Once you have made your force you are ready to play. Each Clan player will play through the missions in their Campaign as detailed in BOT. At the end of this article is a guide for each scenario in how to adapt it for play in MegaMek and with suggested maps.

Each ComStar players force will act as the Opposing force (OPFOR) for the scenarios.

  • Each player receives 1000 WarChest Points which should be tracked as per the rules in BOT for the “A Single Track per Region” campaign.
  • Each Clan Player can only play each scenario once and should play them in the correct order (as per BOT) – only the main campaign scenarios will be used, and not the tracks (which are used in the extended campaign).
  • ComStar players can continue the play in Tracks as the OPFOR until they either run our of WP or the player elects to disband the force as it’s unviable. ComStar Forces are not assigned to a particular campaign and can act as opposition for any Clan opponent in any region.
  • Players can advertise on the #batchall channel in their campaign. The should indicate clearly what scenario they want to play and their preferred time (and TimeZone).
  • Each player should then modify their WarChest Points total to reflect the WP earned or lost and from Repairs and Rearming (see below).
  • It is a minimum expectation that players be able to use a microphone with Discord for voice communications (you and your opponent may however privately agree to play without voice communications).
  • All force tracking is on the Honor system. Admins/Precentors will not be checking Math, bot all TO&E are open to be viewed by any players.
  • There is no set times for games, nor expectations of frequency or limited timeframe to complete your campaign. Organise your games with your opponent whenever your like (remember you can save!). Expected game play time is about 3-4 hours.
  • Once a Campaign is complete the Clan Player should report their results on the #campaignreporting channel and if the Campaign was a Clan Victory, Draw, or ComStar Victory.

Campaign Order and Victory

Each different Clan’s campaign is made up of different Tracks. The details of each and requirements for a Clan Victory, Draw or ComStar Victory can be found in BOT under the Campaign heading for each Clan.

Track Force

Each Track states a percentage of Campaign Force (in BV) to select to create your Track Force. The units selected for our Track Force can come from any Star or Level II. It is up to players to decided how many and which forces to bring to each Track as long as it falls within the BV of the track.

The % of Campaign Force is always calculated from the initial Campaign Force Size in BV (e.g. 54,000 BV). It is not effected if the Campaign Forces total BV changes e.g. to skill changes or unit changes.

Where the Defender Track Force Size is given as % of the Attackers, this is the % of the maximum Deployable Track Force Size and not the force the Attacker chooses to deploy.

Remember Elemental Battle Armor and Conventional Infantry (other than Mechanised) must enter the map carried by an Omni-Mech or Vehicle, otherwise they can not be selected for the Track Force (this helps to prevent initiative advantages from large numbers of Infantry).

When selecting the Track Force for ComStar it may include no more than 1 Level II of Support Units (e.g. 6 Infantry/Vehicle units).

The Clan Jade Falcon player is starting the Track: Crossing the Streams as the Attacker. The Attacker needs to field “33% of their Campaign Force”. The CJF Player started with a Campaign Force Size of 54,000 BV so 33% of this is 18,000 BV (even though the CJF player has not 55,600 BV in their campaign force due to changes to OmniMech Configuration and increases in skills).
The Defender the ComStar player has “120% of the Attackers Deployed Force”. The CJF player can deploy 18,000 BV (but only deployed 17324 BV) so the ComStar Player Deploys a Track Force Size of 18,000 x 1.2 = 21,600 BV.

Team Play

There are two types of team play available in addition to basic 1 Player vs 1 Player

If players wish to, that may arrange for one or more players to share their Track Force to make a team game.

Alternatively, two players can combine their forces together for a double sized game (2 Clan Forces vs 2 ComStar Forces). If this happens both allied players can claim a victory point if they win. If this is the case you will need to double the number of maps (which may require some work with the Map Editor).

Repairs and Rearming

After each scenario player will need to complete their damage report for the scenario and then calculated how many Support Points they will need to spend to Repair and Rearm their units.

The Battle Force Size Multiplier is used to convert WarChest Points to Support Points. Once you have calculated the number of Support Points you require your can the divide that by the BFSM to get the number of WarChest points it will cost (rounded up).

Clan Forces have a Battle Force Size Multiplier of x11. e.g. 100 WP will buy 1100 SP

ComStar forces have a Battle Force Size Multiplier of x 17. e.g. 100 WP will buy 1700 SP

In an extension to the rules the the BOT campaign book please use the Chaos Campaign rules below (which include extra information on repairing vehicles, battle armor, infantry and reconfiguring OmniMechs).

See A Chaos Campaign Guide to… for more details on how BFSM is calculated.

Chaos Campaign Repairs and Rearm Costs (Expanded)

This is a summary of the costs for repair and re-arming quoted from The Battle of Tukayyid book as well as additional material from other Chaos Campaign sources.

ActivitySupport Point Costs
Repair ‘Mechs Entire Armor*=Tonnage
Repair ‘Mechs Entire Internal Structure** (does not include armor replacement)=Tonnage x 2
Repair Vehicles Entire Armor*=Tonnage/2
Repair ‘Vehicles Entire Internal Structure** (Includes armor replacement)=Tonnage
Repair Battle Armor=Tonnage per suit x No. of suits x 2.5
Purchase ‘Mech (Introductory Technology)=Tonnage x 10
Purchase ‘Mech (Standard Technology)=Tonnage x 20
Purchase Elemental Battle Armor (Includes Elemental) =No. of suits x 50
Selling a ‘Mech *** =Tonnage x 5
Selling a Vehicle***=Tonnage x 2.5
Selling Battle Armor***= Number of Suits x 25
Re-arm Unit (Introductory, per ton
of ammunition [AC, LRM, SRM, MG, Artillery: HE, Smoke, Illumination])
=5
Re-arm Unit (Standard, per ton
of ammunition [Streak, Narc, Artemis, Inferno, Smoke, Flak, LBX, Gauss, UAC, AMS, A-POD, B-POD, Flechette, Fragmentation, Thunder/FASCAM, Tracer, Swarm, Artillery: (Copperhead, Cluster Flechette)
=10
Hire a new MechWarrior****=100
Hire a new Vehicle Crew=200
Heal MechWarrior=30 per wound box
Heal Vehicle Crew (Driver Hit, Commander Hit)=100
Reconfigure OmniMech’s OmniPods=Tonnage/4
Reconfigure Elemental Battle Armor Point=Free
Purchase Vehicle (Introductory Rules)=Tonnage x 5
Purchase Vehicle (Standard Rules)=Tonnage x 10
Hire new foot infantry platoon [Replace squad]=100 [25]
Hire new motorized infantry platoon [Replace squad]=200 [50]
Hire new jump infantry platoon [Replace squad]=300 [100]
Hire new mechanised infantry platoon [Replace squad]=400 [100]
Hire Anti-Mech Infantry (Gunnery 4/AntiMech 5) (Mechanised or Motorised Infantry can’t be AntiMech trained)=Infantry Cost x 1.5
Unit has Clan Technology Base (OmniMech/2nd Line Clan ‘Mech or Elemental)=Cost x 2

* Armor is restored only to locations which do not have internal structure damage.

** ’Mechs whose center torso internal structure has been reduced to 0 cannot be repaired and is Truly Destroyed. Repairing Internal Structure repairs all critical hits (and Vehicle automotive hits) but doesn’t include Repair Armor which has to be purchased separately.

*** A ’Mech must be fully repaired before it can be sold.

**** Regular Training Level (Piloting 5, Gunner 4). Clan TrueBorn OmniMech Pilots cost 200 SP (Piloting 4, Gunner 3). Does not come with a ’Mech; a new ’Mech must be purchased separately.

TRAINING

Any MechWarrior, Vehicle Crew, Infantry Platoon or Battle Armor group may improve their skills after a scenario they took part in to a maximum of 1 skill point per scenario (either Pilot or Gunnery). Pilot and Gunnery Skills must remain within 2 points of each other.

ActivitySupport Point Cost
MechWarrior/Vehicle Crew Gunnery Skill –1=200
MechWarrior/Vehicle Crew Piloting Skill –1=150

After the battle the Clan Jade Flacon forces take the following damage and have to repair it.

  • Executioner [95] – Repair Armor (Tonnage SP= 95 SP x2 for Clan Tech 190 SP)+ Standard Ammo Reload (10 SP). Total: 200 SP
  • Kit Fox [30] – Repair Armor (Tonnage SP= 30 SP x2 for Clan Tech 60 SP). Internal Structure [Head destroyed] (Tonnage x 2 SP = 60 SP x 2 for Clan Tech 120 SP) + Standard Ammo Reload (10 SP) + Pilot killed. Total 190 SP.
  • New Clan Pilot – Regular 100 SP (5/4) x 2 for Clan pilot = 200 SP [The training is then upgraded 1 level to Veteran (Gunnery 3/Piloting 4)]
  • Elemental Battle Armor [1 Ton Each] – 3 suits damaged (Tonnage x 2.5 per suit = 7.5 SP), 1 suit destroyed and need replacing (Tonnage x 50). Total 57.5 SP x 2 for Clan Tech = 115 SP.
  • Total SP 705 SP
  • With a BFSM of x11 the Jade Falcons will need to spend 61 WP to buy enough SP (706 SP/11 = 61 WP).

The ComStar forces also need to make repairs:

  • Rifleman [60] – Repair Armour (Tonnage = 60 SP) Internal Structure (Crippling Damage) (Tonnage x2 SP = 120 SP)/ Total = 180 SP
  • Wolverine [55] – Repair Armour (Tonnage = 55 SP) Internal Structure damage (Tonnage x 2 SP = 110 SP) + Standard Ammo (UAC + SRM) 10. Total 175 SP
  • Valkryie [30] – Armor Only (Tonnage SP = 30 SP) + Introductory Ammo (LRM 10) 5 + two hits to MechWarrior (30 SP per hit = 2 x 30 SP = 60 SP). Total 95 SP.
  • Commando [25] – Destroyed (Central Torso reduced to 0 Internal Structure). Can’t be repaired. Pilot ejected but suffered 3 hits (30 SP per hit = 3 x 30 SP = 90 SP)
  • New Commando COM-5S which is a Standard Technology BattleMech. Tonnage x 20 SP = 400 SP.
  • Total SP = 840 SP
  • With a BFSM of x17 ComStar will need to spend 50 WP (840 SP/17 = 50 WP)

Optional Rules and MegaMek Options

For this campaign the Quirks, Special Pilot Abilities and Formations optional rules will not be used.

Players are encouraged to us the default options on MegaMek to reflect the Total Warfare ruleset. It is up to players when they play a scenario to decide if they wish to select more rules e.g. from TacOps. Different scenarios also may require the selection of MegaMek Options.

It is suggested that players use the following settings in addition to the default MegaMek Options:

  • Advanced Combat > through-armor criticals will ‘float’
  • Advanced Combat > Hull Down (Used in some tracks for Vehicles)
  • Advanced Movement> TacOps Backwards Movement (Expanded)
  • Advanced Movement > (Unofficial) Vehicles can be abandoned.
  • Advanced Movement > (Unofficial) Ejected Pilots Flee
  • Initiative Rules > (Unofficial) Simultaneous targeting phase
  • Initiative Rules > (Unofficial) Simultaneous firing phase
  • Initiative Rules > (Unofficial) Simultaneous weapon phase

We also recommend using

  • Advanced Rules > TacOps Double Blind

Special Rules

WarChest Debt – If a forces WarChest Points ever fall below 0 they are disbanded and may not take part in any more scenarios.

Entering the Play Area and Retreat – In MegaMek games players deploy in the three hexes closest to their home/deployment edge. This also is their retreat edge unless otherwise noted. Any unit that leaves via a non retreat edge is considered Truly Destroyed.

Repairs and Rearming – Players may choose not to pay the SP cost of repairing units , rearming them, or healing MechWarriros/Crews. However, BattleMechs, Infantry, Vehicles and BattleArmor must be fully repaired and rearmed before they can be selected as part of an Track Force for another scenario. MechWarriors and Crews must be fully healed before their unit can be selected as part of a Track Force.

Forced Withdrawal/Crippling Damage – If a BattleMech receives Crippling Damage (as indicated on the MegaMek unit display) its pilot must eject at the start of the next movement phase. When vehicles are crippled, they should be abandoned using the Abandon Vehicle option. Crippling Damage does not apply to BattleArmor or Infantry for this campaign.

Reconfigure OmniMech – OmniMechs may before the start of each Track change their OmniPods to a different configuration. Valid configurations for the era are listed in The Battle of Tukayyid Book. The new BV for that configuration must be used when calculating the force size for that Track. This costs Tonnage/4 in Support Points. The OmniMech remains in this variant until changed again.

Reconfigure Elemental Battle Armor – Elemental Battle Armor points may before the start of each Track change their weapon system to another valid weapon system for the era (e.g. Small Laser, Machine Gun, Flamer or Head Hunter) at no cost. The new BV for that configuration must be used when calculating the force size for that Track. The Elemental Battle Armor Point remains in this variant until changed again.

Destroyed Units and Dead Pilots – BattleMechs or Vehicles of MechWarriors/Crews that have ejected are not destroyed and can be repaired. Mechs that retreat are also not destroyed and can be repaired (Unless they exit off the map from a non-retreat edge in which case they are Truly Destroyed). If a MechWarrior/Crew dies their unit may be piloted by another MechWarrior/crew from the forces TO&E if they have also lost their BattleMech (been dispossessed), otherwise a new pilot must be purchased.

Reforming Stars/Level II’s – At any time a player may reconfigure the composition of his Stars/Level II’s to create a force to meet the BV requirements of the Track. Forces do not have to be deployed in their original Stars/Level II’s.

Skill Increases – After each track players map elect to increase the skills of their MechWarriors/Vehicle Crews/Elementals or Infantry Platoons. The may only do this once per track and only for units that took part in the track. There must not be a gap of more than 2 between Piloting and Gunnery Skills. Note that the BV of the unit will increase but the Campaign Force Size BV remains constant at its orginal value (54,000 BV) for calculating % BV for each Track.

Destroyed vs Truly Destroyed: A unit may be considered “destroyed” during a game, as described in the A Game of Armored Combat (AGOAC) Rulebook (see p. 35, AGOAC). However, there are instances when a unit “destroyed” in terms of a particular game (e.g. by head destruction or engine destruction) is not truly destroyed in terms of the Campaign. ‘Mechs are only truly destroyed if there Central Torso reachs 0 internal structure. In other words, it may be possible for a unit considered destroyed during gameplay to be returned to operational status by spending SP on repairs between tracks.

A ’Mech is only truly destroyed when its center torso internal structure is eliminated. In that instance, as noted on the SP Unit Activity Cost Table, it cannot be repaired.

A vehicle is truly destroyed if any of its locations reach 0 internal structure. Battle Armour and Infantry are truly destroyed if the last trooper is killed.

All other damage sufficient to consider a unit “destroyed” during gameplay can be repaired between tracks, including a completely destroyed head location (however, in that case, a new MechWarrior will need to be hired).

Salvage – The Salvage option will not be used in this campaign.

Artillery – In scenarios where there is not an Artillery Option, but a ComStar player brings on table artillery (as part of their Support Level II, the player does not got any predesignated hexes unless they are the defender. It’s also worth noting that MegaMek incorrectly allows on board targets to use pre-designated hexes, something that is prohibited in TacOps (AR). For this campaign we will stick with using MegaMeks implementation of the rules. MegaMek also incorrectly calculated BV costs for Guided Ammo (e.g. CopperHead and Arrow IV Homing). For this campaign we will keep with MegaMek’s BV for these systems

Unit Numbers vs BV: If a Track mentions the % of a forces units in the Objectives/setup or number of units etc, treat this a % of Maximum Track Force’s BV e.g. pg 108 Contain them (Attacker only): Less than 25% of the Defender’s Maximum Track Force BV are present on the half of the battlefield containing the Attacker’s home edge . This objective is only checked in the End Phase of each turn after turn 5 .[200]

MegaMek Conversion Rules for Tracks

The Battle of Tukayyid was written for tabletop BattleTech games and there are some parts which are not easily compatible with play on MegaMek. Below are listed in order of the book, suggested changes which could be made to make each Track more compatible with MegaMek, or gives some suggestions on how to implement them.

Each track also lists the suggested maps which are available in the MegaMega map pack, or down load the BOTO Map Pack linked here:

[Battle of Tukayyid Online Map Pack]

Example:

Clan Jade Falcon have 400 WarChest Points left.  They wish to enter the Track: Crossing the Streams which has a Track Cost of 300 WP.  If they had less than 300 WP they would not be able to enter the Track (without first raising extra WP by selling [Dispanding] units).

At this point the ComStar player as the Defender selects the Option +200 Shedding Honor (Defender Only).  The Clan Jade Falcon Player as the Attacker chooses the Option +200 Artillery Strikes (Attacker Only).

After playing the track the Clan Jade Falcon player completes the Objective Getting Across [+400].  The ComStar player does not complete any Objectives.  The final result is a WIN to the Clan Jade Falcon Player who is then awarded +400 WP from the Objectives and +200 WP for the Option.  The ComStar player is awarded 0 WP from the Objectives and since they obtained no Objectives can’t claim the +200 WP from their Option.  If the game had been a 0 – 0 draw then neither participant would be able to claim their Option bonus points.

Clan Smoke Jaguar Campaign

Campaign Victory Conditions (ADDITION): If the Clan Smoke Jaguar player wins one of the objectives (either Soft Landing or End Run, they may play Spoils of War. If they win this track, they may claim a Clan Victory.

Soft Landing (Pg 50)

Map: Racice River Delta

Game Setup: Set the ComStar to deploy at “Start of Game” to ANY. Set the Smoke Jaguar forces to deploy “Before round 1” to ANY, then follow the deployment rules in BOT.

The Smoke Jaguars have no home edge and cannot retreat/withdraw.
ComStar can retreat/withdraw from any edge

End Run (Pg 51)

Map: Dinju Mountain pass (BOTO Map Pack)

Game Setup:

50% of CSJ forces deploy at the start of the game. 50% deploy “Before round 3”.

Hidden Units should be selected in the options for the Defenders deployment.

Set deployment area for both sides as ANY but then use the deployment rules as per BOT.

Spoils of War (Pg 52)

Map: Tamo Mountains Bunker (BOTO Map pack).

This map includes the CF 120 Bunker (Tough as Rocks), 2 Infantry Bunkers (Man at the Gates, and the Gun Emplacement (Fire at Will).

Game Setup: The Defender (ComStar) must have their home edge set as the south.

Man at the Gates: For the Infantry Bunkers you can select a turret using the selection in MegaMek with 6 Tons of weaponry/ammo (Examples below) and Gunnery 6. Between the attacker and defender this option can only be taken 4 times (8 Infantry Bunkers)

Example Turrets (MegaMek) (Turrets come with 10 free heat sinks and a fusion power plant)

  • SRM/6 (Single) [3 Tons, 2 Tons of Ammo] + MG (Single) [0.5 Tons, 1 Ton of Ammo]
  • Large Laser (Single) + MG (Single) [0.5 Tons, 1 Ton of Ammo]
  • Medium Laser (Quad) + 2 Heat Sinks
  • LRM/5 (Single (2 Tons + 2 Tons of Ammo) + Medium Laser (Dual) [2 Tons]

Fire at Will: For the Gun Emplacement you can select turrets in MegaMek with 21 Tons of weaponry/ammo and Gunnery 5

Example Turrets (MegaMek) (Turrets come with 10 free heat sinks and a fusion power plant)

  • LRM/20 Turret (Single) [18 Tons, 8 Tons of Ammo)], Machine Gun Turret [1.5 Tons, 1 Ton Ammo]
  • Medium Laser Turret (Tripple) (3 Tons)

Fire at will may be taken by either the Attacker or Defender to a maximum of 4 times

A MUL file can be found in the BOTO Map Pack which includes these items.

Unlike in the BOT Campaign, if the Clan Smoke Jaguar are victories it does not effect the initiative of the other Clans and their campaigns.

Note the Map provided assumes the Tough as Nails option has been taken and has 2 Infantry Bunker Buildings (Man at the gates) and 1 Gun Emplacement (Fire at will). More can be added using the Map Editor (please ask if you need help with this).

Clan Diamond Shark Campaign

The Sharks are Circled

Map: Kozice Landing Zone map in the BOTO Map Pack

BlowHoles: This option can’t be simulated in MegaMek instead the player places one Density 4 minefield for each unit the defender deploys.

Sunk: Use the pre-exisiting damage option in MegaMek.

Private Reserve: use the Hidden Deployment option in MegaMek.

Failure to Communicate: You can set the ComStar faction to have -1 initiative for the scenario although there is no way to force the ComStar side to lose initiative in turn 1.

Blood Frenzy

Map: Kozice Valley Grain Mills in the BOTO map pack

Game Setup: The Grain mills rule can be simulated by using Magnitude 1 Fuel Tanks (with 1CF). (although these can’t be set to command detonate).

A Long Way From HQ: To simulate this you can enable the Dump Ammunition in Lobby option in MegaMek. If a unit has more than 1 ton of a particular ammo type then dump half the number of tons.

Enemy Spotters: This can be simulated by enabling Special Pilot Abilities’s in MegaMek Options and giving all attackers the Oblique Attacker SPA.

Communications Confusion: Not all the options here can be implemented. You can however set a -1 Initiative roll for the ComStar Forces.

Swimming UpHill

Maps: Urcanat map on the BOTO Map Pack.

Game Setup/Like Ticks: 3 prepared fortifications have been added to the map. Enable the Option Advanced Ground Movement > TacOps Hull Down

+150 Like Ticks (Attacker only): Two of every three of the Defender’s vehicles are allowed to start play in bunker positions as described above. Bunkers are 90CF Level 1 Heavy Buildings.

A Long Way From HQ: To simulate this you can use the Configure…>Equipment option to change the amount of ammo in each ammo bin.

Off Viking: Change the deployment options.

Rookie Mistake: Simply skip the fire phases for the Defender’s vehicles.

Clan Ghost Bear Campaign

Teady Bears Picnic (pg 78)

Map: Holth Forest

Fire Support: Give the player 2 off-board Sniper Artillery (Standard) units (with Gunnery 4) and set them to be 34 hexes off table (on the ComStar forces home edge). These are loaded with introductory ammo only (Regular, Cluster, Flechette or Smoke). The player may select 5 pre-designated hexes at the start of the game (default setting Advanced Combat >Number of predesignated hexes).

Dig in: Use the Hidden Deployment option in MegaMek.

Forest is on Fire: Choose the map option with (ON FIRE).

Setting Fire : Choose the MegaMek Options: Basic Options>Smoke Drifts and Advanced Combat>TacOps Starting Fires

Assault of DVIGRAD Forrest (pg 79)

Map: Dvigrad Forrest Sunk Bay from the BOTO Map Pack

Dig in: Use the Hidden Deployment option in MegaMek.

Out of Supply: To simulate this you can use the Configure…>Equipment option to change the amount of ammo in each ammo bin.

A Matter of Luk (pg 80)

Map: Luk map from the BOTO Map Pack.

Game Setup: The Defender’s home edge is the north edge. The Attackers (CGB) home edge is to the south.

There are 2 Medium Height 2 Buildings on the map which are the buildings of interest to be scanned.

Fire Support: Give the player 2 off-board Sniper Artillery (Standard) units (with Gunnery 4) and set them to be 34 hexes off table (on the ComStar forces home edge). These are loaded with introductory ammo only (Regular, Cluster, Flechette or Smoke). The player may select 5 pre-designated hexes at the start of the game (default setting Advanced Combat >Number of predesignated hexes).

Dig in: Use the Hidden Deployment option in MegaMek.

Find the Communications Building: Use the command /Roll 1d6 in MegaMek to scan for the building.

Clan Steel Viper Campaign

Dezgra Demolition

THIS IS THE FIRST MISSION FOR CLAN STEEL VIPER AS THERE ARE NO CAMPAIGN TRACKS LISTED FOR THE NESTLIE RIVER DELTA REGION.

Map: Devils Bath (CSV).

Game Setup: If returning to this Region from Kozice Ranch Station or Kelly Spring – Random damage can be assigned using the Pre-existing Damage option in MegaMek.

Depleted: To simulate this you can use the Configure…>Equipment option to change the amount of ammo in each ammo bin..

MudPits: Mark the 6 Mud Pits by placing a 6 minefields with a Density of 30 on any “mud” hex. If any units enter those (or cross them) and detonates the minefield the player should skip the fire phase and eject their MechWarrior in the next movement phase (their ‘Mech is Truly Destroyed and Pilot is killed).

Geysers: These are added to the map in MegaMek.

Hidden Deployment: There is no rough, trees or building to hidden deploy into. It is recommended that 50% of force are allowed to deploy to “Any” “Before Turn 1.”

Sad Time at the Station

Map: Kozice Ranch Station map from the BOTO Map Pack.

Hard Crowd: Set the reinforcement units to Deploy on Turn 8.

Tired Starlings/Reinforcements: To simulate this you can use the Configure…>Equipment option to change the amount of ammo in each ammo bin.

At All Costs: For the Tracks the Clan player may ignore the normal deployment and instead use the (Legacy) Assault Drop Option.

Herds: Unfortunately MegaMek can’t simulate the rules for the Buffalo Herds (BOT pg. 91). there are however Herds on the map (on Ultra Rubble + Mud) which will cause units to fall or be Bogged Down.

Spring Eneternal

Map: Springs Eternal map from the BOTO Map Pack.

Gamesetup/Coolant Truck: The Coolant Truck can be added from the Vehicles units.

At All Costs: For the Tracks the Clan player may ignore the normal deployment and instead use the (Legacy) Assault Drop Option.

Clan Nova Cat Campaign

Hover Drop: For all Nova Cat Tracks the Clan player may ignore the normal deployment and instead use the (Legacy) Assault Drop Option but only for BattleMechs with JumpJets and Elemental Battle Armor.

Broken Landings

Maps: North Losiije map from the BOTO Map Pack.

Stampede: Unfortunately this option can’t be simulated in MegaMek.

Rushed Job: Use the pre-existing damage option in MegaMek.

Out of Ammo: To simulate this you can use the Configure…>Equipment option to change the amount of ammo in each ammo bin.

Herding Sheep

Maps: Southwest Losiije Map from the BOTO MapPack

Aerospace Attack: The defender may select two GTHA-500 Gotha Aerospace fighters. If you are unfamiliar with Aerospace rules this option can be replaced by the Fire Support option from above.

Vibrabombs: Use the MegaMek option in View>Player Settings

Swimming to Victory

Maps: Lake Losiije

Out of Ammo: To simulate this you can use the Configure…>Equipment option to change the amount of ammo in each ammo bin.

Park and Ride

Maps: North Losiije Park and Ride map from the BOTO Map Pack.

Game Setup: The map includes Light and Medium buildings. The Medium buildings have 1 hex which is 120 CF and could be the Jamming building. The rest of the buildings are Gun Emplacements which is where the turrets can be placed (in hidden deployment).

Gun Turrets: Select the Hidden Unit option in MegaMek. Turrets can be placed on any medium buildings. Either add your own turrets or use the MUL file in the folder or use the selection shown below.

MegaMek Turret Options:

  • Ballistic Turret 1 LB-10-X Turret (Dual) [6 tons ammo]
  • Ballistic Turret 2 MG turret (Tripple) [1.5 tons ammo] + MG turret (Tripple) [1.5 tons ammo]
  • Laser Turret 1 ER Large Laser Turret (Dual)
  • Laser Turret 2 Medium Laser Turret (Quad)
  • Missile Turret 1 LRM 15 Turret (Dual) [4 tons ammo]
  • Missile Turret 2 SRM/4 Turret (Dual) [4 tons ammo]

Jamming: The Defender secretly designates one of the buildings to contain the jammer.

Clan Jade Falcon Campaign

Crossing the streams

Map: Prezno River (Robyns Crossing)

Game Setup: When deploying, players must deploy in the hexes adjacent to their home edge (not the regular 3 hexes in).

Artillery Strike: Give the player 2 off-board Mobile Long Tom Artillery LT-MOB-25 units (with Gunnery 4) and set them to be 34 hexes off table (on the ComStar forces home edge). These are loaded with introductory ammo only (Regular, Cluster, Flechette or Smoke). The player may select 5 pre-designated hexes at the start of the game (default setting Advanced Combat >Number of predesignated hexes).

Shedding Hour: Select the reinforcement unit and set deployment to “Before round 5” OR save the forces to a MUL file and use the Reinforce from MUL option during turn 3.

City of Death

Map: Olalla map on the BOTO Map Pack

Surprise Revealed: Use the Hidden Units MegaMek Option.

Flower Power

Maps: Humptulips map in the BATO Map Pack.

Artillery Strike: Give the player 2 off-board Mobile Long Tom Artillery LT-MOB-25 units (with Gunnery 4) and set them to be 34 hexes off table (on the ComStar forces home edge). These are loaded with introductory ammo only (Regular, Cluster, Flechette or Smoke). The player may select 5 pre-designated hexes at the start of the game (default setting Advanced Combat >Number of predesignated hexes).

Shedding Hour: Select the reinforcement unit and set deployment to “Before round 5”.

Take it: The city limits is marked by desert hexes (bordered by planted fields)

Errata – WarChest Options seem to be listed incorrectly.
The +200 Artillery Strike (Defender only) should say Attacker only – as it gives the advantage to the defender.
The +200 Shedding Honor (Attacker only) should sat Defender only – as it gives the advantage to the defender.

Retreat of the Falcons

Retreat of the Falcons is the first missions in the CJF campaign. It can also be the last mission.

The second time this is played it must be played using the On The Run option. We using On the Run add a Moderate Gale, Moderate Rainfall and Thunderstorm options from the Planetary Conditions menu in MegaMek in addition to the Full Moon Night.

Maps: Deployment Zone

Pershaw’s Guidance: Subtract 2 from the pilots gunnery skill to offset the moonless night conditions..

Smoke, Dust and Night: Use the Full Moon Night option in Planetary Conditions. This gives all attacks a +2 to hit. All movement is at +2 MP per hex unless the unit makes a PSR for reckless movement. Maximum visibility for Mechs/Vehicles is 10 hex and for infantry is 5 hexes.

Early Defence: The Attacker receives 1350 BV of extra Support Units (Vehicles or Infantry) (In place of 9 Battlefield Support Points).

On the Run: Use the deployment options for this set to “Before round 1”.

Clan Wolf Campaign

Forest’s End

Maps: Use the Forest’s End map from the BOTO Map Pack.

Hover Response: The Defender receives 2 Pegasus Scout Hover Tanks (Piloting 5, Gunnery 4). Set deployment option “Before round 5”.

Battle in the Trenches

Maps: Use the Skupo Foothills map from the BOTO Map Pack

The Whites of their Eyes: Use the Hidden Deployment Option.

Strafe: The attacker receives 2 Chippewa IIC Aerospace fighters. They deploy “Before round 3”. they may make one Strafe attack and then fly off the board. All hidden units must choose to activate.

Bloody BasiN Pass

Maps: Use the Grand Valley Bridge map from the BOTO Map Pack. (Only one 16×17 map sheet)

Game Setup: The Defender uses 0% of their campaign force but instead has 2 Level II’s of heavy tanks. Each Level 2 includes 3 Burke Defence Tanks, 2 Fury Command Tanks and a Rhino Fire Support Tank (each with Piloting 5 and Gunnery 4). these forces do not come from the ComStar Players Campaign Force and do not need to be repaired/rearmed.

Took Too Long: Use the Hidden Deployment Option.

Strafe: The attacker receives 2 Chippewa IIC Aerospace fighters. They deploy “Before round 3”. they may make one Strafe attack and then fly off the board. All hidden units must choose to activate.

Storm in the Mountains

Map: Pozoristu Mountains

Game Setup: The Defender receives an extra 1500 BV for Vehicles and Infantry (In place of 10 Battlefield Support Points).

Downpour: Use the Planetary Conditions Moderate Rain option.

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